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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.22 by root, Sun Dec 10 20:15:57 2006 UTC vs.
Revision 1.36 by root, Wed Feb 7 02:04:46 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#define ALLOWED_COMBINATION 25#define ALLOWED_COMBINATION
25 26
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 27/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 28 * It is useful for finding bugs in the treasures file. Since it only
156 * so that the treasure name can be printed out 157 * so that the treasure name can be printed out
157 */ 158 */
158static void 159static void
159check_treasurelist (const treasure *t, const treasurelist * tl) 160check_treasurelist (const treasure *t, const treasurelist * tl)
160{ 161{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165 /* find_treasurelist will print out its own error message */ 164 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name) 165 if (t->name && *t->name)
167 (void) find_treasurelist (t->name); 166 find_treasurelist (t->name);
168 if (t->next) 167 if (t->next)
169 check_treasurelist (t->next, tl); 168 check_treasurelist (t->next, tl);
170 if (t->next_yes) 169 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl); 170 check_treasurelist (t->next_yes, tl);
172 if (t->next_no) 171 if (t->next_no)
258 shstr_cmp name_ (name); 257 shstr_cmp name_ (name);
259 258
260 if (!name_) 259 if (!name_)
261 return 0; 260 return 0;
262 261
263 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next) 262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name) 263 if (name_ == tl->name)
265 return tl; 264 return tl;
266 265
267 if (first_treasurelist) 266 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name); 267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
280 * being generated. 279 * being generated.
281 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 280 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
282 * abilities. This is used by summon spells, thus no summoned monsters 281 * abilities. This is used by summon spells, thus no summoned monsters
283 * start with equipment, but only their abilities). 282 * start with equipment, but only their abilities).
284 */ 283 */
285
286
287static void 284static void
288put_treasure (object *op, object *creator, int flags) 285put_treasure (object *op, object *creator, int flags)
289{ 286{
290 object *tmp; 287 object *tmp;
291 288
294 * this is the original object, or if this is an object that should be created 291 * this is the original object, or if this is an object that should be created
295 * by another object. 292 * by another object.
296 */ 293 */
297 if (flags & GT_ENVIRONMENT && op->type != SPELL) 294 if (flags & GT_ENVIRONMENT && op->type != SPELL)
298 { 295 {
299 op->x = creator->x;
300 op->y = creator->y;
301 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 296 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
302 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
303 } 298 }
304 else 299 else
305 { 300 {
306 op = insert_ob_in_ob (op, creator); 301 op = creator->insert (op);
302
307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
308 monster_check_apply (creator, op); 304 monster_check_apply (creator, op);
305
309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
310 esrv_send_item (tmp, op); 307 esrv_send_item (tmp, op);
311 } 308 }
312} 309}
313 310
314/* if there are change_xxx commands in the treasure, we include the changes 311/* if there are change_xxx commands in the treasure, we include the changes
334void 331void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 333{
337 object *tmp; 334 object *tmp;
338 335
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 337 {
341 if (t->name) 338 if (t->name)
342 { 339 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 340 if (difficulty >= t->magic)
341 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 344 create_treasure (tl, op, flag, difficulty, tries);
345 }
345 } 346 }
346 else 347 else
347 { 348 {
348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 350 {
350 tmp = arch_to_object (t->item); 351 tmp = arch_to_object (t->item);
351 if (t->nrof && tmp->nrof <= 1) 352 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 353 tmp->nrof = rndm (t->nrof) + 1;
354
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 355 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 356 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 357 put_treasure (tmp, op, flag);
356 } 358 }
357 } 359 }
365 if (t->next != NULL) 367 if (t->next != NULL)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 368 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 369}
368 370
369void 371void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 372create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 373{
372 int value = RANDOM () % tl->total_chance; 374 int value = rndm (tl->total_chance);
373 treasure *t; 375 treasure *t;
374 376
375 if (tries++ > 100) 377 if (tries++ > 100)
376 { 378 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 379 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
393 return; 395 return;
394 } 396 }
395 397
396 if (t->name) 398 if (t->name)
397 { 399 {
398 if (!strcmp (t->name, "NONE"))
399 return;
400
401 if (difficulty >= t->magic) 400 if (difficulty >= t->magic)
401 {
402 treasurelist *tl = find_treasurelist (t->name);
403 if (tl)
402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 404 create_treasure (tl, op, flag, difficulty, tries);
405 }
403 else if (t->nrof) 406 else if (t->nrof)
404 create_one_treasure (tl, op, flag, difficulty, tries); 407 create_one_treasure (tl, op, flag, difficulty, tries);
405 408
406 return; 409 return;
407 } 410 }
408 411
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 412 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
410 { 413 {
411 object *tmp = arch_to_object (t->item); 414 object *tmp = arch_to_object (t->item);
412 415
413 if (!tmp) 416 if (!tmp)
414 return; 417 return;
415 418
416 if (t->nrof && tmp->nrof <= 1) 419 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 420 tmp->nrof = rndm (t->nrof) + 1;
418 421
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 422 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 423 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 424 put_treasure (tmp, op, flag);
422 } 425 }
428 * list transitions, or so that excessively good treasure will not be 431 * list transitions, or so that excessively good treasure will not be
429 * created on weak maps, because it will exceed the number of allowed tries 432 * created on weak maps, because it will exceed the number of allowed tries
430 * to do that. 433 * to do that.
431 */ 434 */
432void 435void
433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
434{ 437{
435 438
436 if (tries++ > 100) 439 if (tries++ > 100)
437 { 440 {
438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 441 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
439 return; 442 return;
440 } 443 }
441 if (t->total_chance) 444 if (tl->total_chance)
442 create_one_treasure (t, op, flag, difficulty, tries); 445 create_one_treasure (tl, op, flag, difficulty, tries);
443 else 446 else
444 create_all_treasures (t->items, op, flag, difficulty, tries); 447 create_all_treasures (tl->items, op, flag, difficulty, tries);
445} 448}
446 449
447/* This is similar to the old generate treasure function. However, 450/* This is similar to the old generate treasure function. However,
448 * it instead takes a treasurelist. It is really just a wrapper around 451 * it instead takes a treasurelist. It is really just a wrapper around
449 * create_treasure. We create a dummy object that the treasure gets 452 * create_treasure. We create a dummy object that the treasure gets
450 * inserted into, and then return that treausre 453 * inserted into, and then return that treausre
451 */ 454 */
452object * 455object *
453generate_treasure (treasurelist * t, int difficulty) 456generate_treasure (treasurelist *tl, int difficulty)
454{ 457{
458 difficulty = clamp (difficulty, 1, settings.max_level);
459
455 object *ob = get_object (), *tmp; 460 object *ob = object::create (), *tmp;
456 461
457 create_treasure (t, ob, 0, difficulty, 0); 462 create_treasure (tl, ob, 0, difficulty, 0);
458 463
459 /* Don't want to free the object we are about to return */ 464 /* Don't want to free the object we are about to return */
460 tmp = ob->inv; 465 tmp = ob->inv;
461 if (tmp != NULL) 466 if (tmp != NULL)
462 remove_ob (tmp); 467 tmp->remove ();
463 468
464 if (ob->inv) 469 if (ob->inv)
465 LOG (llevError, "In generate treasure, created multiple objects.\n"); 470 LOG (llevError, "In generate treasure, created multiple objects.\n");
466 471
467 free_object (ob); 472 ob->destroy ();
468 return tmp; 473 return tmp;
469} 474}
470 475
471/* 476/*
472 * This is a new way of calculating the chance for an item to have 477 * This is a new way of calculating the chance for an item to have
566 scaled_diff = 0; 571 scaled_diff = 0;
567 572
568 if (scaled_diff >= DIFFLEVELS) 573 if (scaled_diff >= DIFFLEVELS)
569 scaled_diff = DIFFLEVELS - 1; 574 scaled_diff = DIFFLEVELS - 1;
570 575
571 percent = RANDOM () % 100; 576 percent = rndm (100);
572 577
573 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 578 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
574 { 579 {
575 percent -= difftomagic_list[scaled_diff][magic]; 580 percent -= difftomagic_list[scaled_diff][magic];
576 581
582 { 587 {
583 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 588 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
584 magic = 0; 589 magic = 0;
585 } 590 }
586 591
587 magic = (RANDOM () % 3) ? magic : -magic; 592 magic = (rndm (3)) ? magic : -magic;
588 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 593 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
589 594
590 return magic; 595 return magic;
591} 596}
592 597
607 if (op->arch) 612 if (op->arch)
608 { 613 {
609 if (op->type == ARMOUR) 614 if (op->type == ARMOUR)
610 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 615 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
611 616
612 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 617 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
613 magic = (-magic); 618 magic = (-magic);
614 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
615 } 620 }
616 else 621 else
617 { 622 {
618 if (op->type == ARMOUR) 623 if (op->type == ARMOUR)
619 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
620 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 625 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
621 magic = (-magic); 626 magic = (-magic);
622 op->weight = (op->weight * (100 - magic * 10)) / 100; 627 op->weight = (op->weight * (100 - magic * 10)) / 100;
623 } 628 }
624} 629}
625 630
654 659
655void 660void
656set_ring_bonus (object *op, int bonus) 661set_ring_bonus (object *op, int bonus)
657{ 662{
658 663
659 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
660 665
661 if (op->type == AMULET) 666 if (op->type == AMULET)
662 { 667 {
663 if (!(RANDOM () % 21)) 668 if (!(rndm (21)))
664 r = 20 + RANDOM () % 2; 669 r = 20 + rndm (2);
665 else 670 else
666 { 671 {
667 if (RANDOM () & 2) 672 if (rndm (2))
668 r = 10; 673 r = 10;
669 else 674 else
670 r = 11 + RANDOM () % 9; 675 r = 11 + rndm (9);
671 } 676 }
672 } 677 }
673 678
674 switch (r) 679 switch (r)
675 { 680 {
712 case 16: 717 case 16:
713 case 17: 718 case 17:
714 case 18: 719 case 18:
715 case 19: 720 case 19:
716 { 721 {
717 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
718 723
719 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 724 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
720 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
721 726
722 /* Cursed items need to have higher negative values to equal out with 727 /* Cursed items need to have higher negative values to equal out with
723 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
724 * little random element in since that they don't always end up with 729 * little random element in since that they don't always end up with
725 * even values. 730 * even values.
726 */ 731 */
727 if (bonus < 0) 732 if (bonus < 0)
728 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
729 if (val > 35) 734 if (val > 35)
730 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
731 b = 0; 736 b = 0;
737
732 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
733 {
734 resist = RANDOM () % num_resist_table; 739 resist = rndm (num_resist_table);
735 } 740
736 if (b == 4) 741 if (b == 4)
737 return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
738 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
739 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
740 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
741 */ 747 */
742 break; 748 break;
770 case 22: 776 case 22:
771 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
772 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
773 break; 779 break;
774 } 780 }
781
775 if (bonus > 0) 782 if (bonus > 0)
776 op->value *= 2 * bonus; 783 op->value *= 2 * bonus;
777 else 784 else
778 op->value = -(op->value * 2 * bonus) / 3; 785 op->value = -(op->value * 2 * bonus) / 3;
779} 786}
784 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
785 * It is only used in fix_generated_treasure() to set bonuses on 792 * It is only used in fix_generated_treasure() to set bonuses on
786 * rings and amulets. 793 * rings and amulets.
787 * Another scheme is used to calculate the magic of weapons and armours. 794 * Another scheme is used to calculate the magic of weapons and armours.
788 */ 795 */
789
790int 796int
791get_magic (int diff) 797get_magic (int diff)
792{ 798{
793 int i; 799 int i;
794 800
795 if (diff < 3) 801 if (diff < 3)
796 diff = 3; 802 diff = 3;
803
797 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
798 if (RANDOM () % diff) 805 if (rndm (diff))
799 return i; 806 return i;
807
800 return 4; 808 return 4;
801} 809}
802 810
803#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
804#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
805 813
806/* 814/*
807 * fix_generated_item(): This is called after an item is generated, in 815 * fix_generated_item(): This is called after an item is generated, in
808 * order to set it up right. This produced magical bonuses, puts spells 816 * order to set it up right. This produced magical bonuses, puts spells
809 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
870 if (!op->magic && max_magic) 878 if (!op->magic && max_magic)
871 set_magic (difficulty, op, max_magic, flags); 879 set_magic (difficulty, op, max_magic, flags);
872 880
873 num_enchantments = calc_item_power (op, 1); 881 num_enchantments = calc_item_power (op, 1);
874 882
875 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 883 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
884 || op->type == HORN
885 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
876 * used for shop_floors or treasures */ 886 * used for shop_floors or treasures */
877 generate_artifact (op, difficulty); 887 generate_artifact (op, difficulty);
878 } 888 }
879 889
880 /* Object was made an artifact. Calculate its item_power rating. 890 /* Object was made an artifact. Calculate its item_power rating.
938 case WEAPON: 948 case WEAPON:
939 case ARMOUR: 949 case ARMOUR:
940 case SHIELD: 950 case SHIELD:
941 case HELMET: 951 case HELMET:
942 case CLOAK: 952 case CLOAK:
943 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 953 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
944 set_ring_bonus (op, -DICE2); 954 set_ring_bonus (op, -DICE2);
945 break; 955 break;
946 956
947 case BRACERS: 957 case BRACERS:
948 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 958 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
949 { 959 {
950 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
951 if (!QUERY_FLAG (op, FLAG_CURSED)) 961 if (!QUERY_FLAG (op, FLAG_CURSED))
952 op->value *= 3; 962 op->value *= 3;
953 } 963 }
979 */ 989 */
980 if (op->inv && op->randomitems) 990 if (op->inv && op->randomitems)
981 { 991 {
982 /* value multiplier is same as for scrolls */ 992 /* value multiplier is same as for scrolls */
983 op->value = (op->value * op->inv->value); 993 op->value = (op->value * op->inv->value);
984 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 994 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
985 } 995 }
986 else 996 else
987 { 997 {
988 op->name = "potion"; 998 op->name = "potion";
989 op->name_pl = "potions"; 999 op->name_pl = "potions";
990 } 1000 }
991 1001
992 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 1002 if (!(flags & GT_ONLY_GOOD) && rndm (2))
993 SET_FLAG (op, FLAG_CURSED); 1003 SET_FLAG (op, FLAG_CURSED);
994 break; 1004 break;
995 } 1005 }
996 1006
997 case AMULET: 1007 case AMULET:
999 op->value *= 5; /* Since it's not just decoration */ 1009 op->value *= 5; /* Since it's not just decoration */
1000 1010
1001 case RING: 1011 case RING:
1002 if (op->arch == NULL) 1012 if (op->arch == NULL)
1003 { 1013 {
1004 remove_ob (op); 1014 op->destroy ();
1005 free_object (op);
1006 op = NULL; 1015 op = 0;
1007 break; 1016 break;
1008 } 1017 }
1009 1018
1010 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1019 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1011 break; 1020 break;
1012 1021
1013 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1022 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1014 SET_FLAG (op, FLAG_CURSED); 1023 SET_FLAG (op, FLAG_CURSED);
1015 1024
1016 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1025 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1017 1026
1018 if (op->type != RING) /* Amulets have only one ability */ 1027 if (op->type != RING) /* Amulets have only one ability */
1019 break; 1028 break;
1020 1029
1021 if (!(RANDOM () % 4)) 1030 if (!(rndm (4)))
1022 { 1031 {
1023 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1032 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1024 1033
1025 if (d > 0) 1034 if (d > 0)
1026 op->value *= 3; 1035 op->value *= 3;
1027 1036
1028 set_ring_bonus (op, d); 1037 set_ring_bonus (op, d);
1029 1038
1030 if (!(RANDOM () % 4)) 1039 if (!(rndm (4)))
1031 { 1040 {
1032 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1041 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033 1042
1034 if (d > 0) 1043 if (d > 0)
1035 op->value *= 5; 1044 op->value *= 5;
1036 set_ring_bonus (op, d); 1045 set_ring_bonus (op, d);
1037 } 1046 }
1038 } 1047 }
1039 1048
1040 if (GET_ANIM_ID (op)) 1049 if (GET_ANIM_ID (op))
1041 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1050 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1042 1051
1043 break; 1052 break;
1044 1053
1045 case BOOK: 1054 case BOOK:
1046 /* Is it an empty book?, if yes lets make a special· 1055 /* Is it an empty book?, if yes lets make a special·
1047 * msg for it, and tailor its properties based on the· 1056 * msg for it, and tailor its properties based on the·
1048 * creator and/or map level we found it on. 1057 * creator and/or map level we found it on.
1049 */ 1058 */
1050 if (!op->msg && RANDOM () % 10) 1059 if (!op->msg && rndm (10))
1051 { 1060 {
1052 /* set the book level properly */ 1061 /* set the book level properly */
1053 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1062 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1054 { 1063 {
1055 if (op->map && op->map->difficulty) 1064 if (op->map && op->map->difficulty)
1056 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1065 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1057 else 1066 else
1058 op->level = RANDOM () % 20 + 1; 1067 op->level = rndm (20) + 1;
1059 } 1068 }
1060 else 1069 else
1061 op->level = RANDOM () % creator->level; 1070 op->level = rndm (creator->level);
1062 1071
1063 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1072 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1064 /* books w/ info are worth more! */ 1073 /* books w/ info are worth more! */
1065 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1074 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1066 /* creator related stuff */ 1075 /* creator related stuff */
1169 */ 1178 */
1170 1179
1171static artifactlist * 1180static artifactlist *
1172get_empty_artifactlist (void) 1181get_empty_artifactlist (void)
1173{ 1182{
1174 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1183 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1175 1184
1176 if (tl == NULL) 1185 if (al == NULL)
1177 fatal (OUT_OF_MEMORY); 1186 fatal (OUT_OF_MEMORY);
1178 tl->next = NULL; 1187 al->next = NULL;
1179 tl->items = NULL; 1188 al->items = NULL;
1180 tl->total_chance = 0; 1189 al->total_chance = 0;
1181 return tl; 1190 return al;
1182} 1191}
1183 1192
1184/* 1193/*
1185 * Allocate and return the pointer to an empty artifact structure. 1194 * Allocate and return the pointer to an empty artifact structure.
1186 */ 1195 */
1187 1196
1188static artifact * 1197static artifact *
1189get_empty_artifact (void) 1198get_empty_artifact (void)
1190{ 1199{
1191 artifact *t = (artifact *) malloc (sizeof (artifact)); 1200 artifact *a = (artifact *) malloc (sizeof (artifact));
1192 1201
1193 if (t == NULL) 1202 if (a == NULL)
1194 fatal (OUT_OF_MEMORY); 1203 fatal (OUT_OF_MEMORY);
1195 t->item = NULL; 1204 a->item = NULL;
1196 t->next = NULL; 1205 a->next = NULL;
1197 t->chance = 0; 1206 a->chance = 0;
1198 t->difficulty = 0; 1207 a->difficulty = 0;
1199 t->allowed = NULL; 1208 a->allowed = NULL;
1200 return t; 1209 return a;
1201} 1210}
1202 1211
1203/* 1212/*
1204 * Searches the artifact lists and returns one that has the same type 1213 * Searches the artifact lists and returns one that has the same type
1205 * of objects on it. 1214 * of objects on it.
1255 treasurelist *tl; 1264 treasurelist *tl;
1256 int i; 1265 int i;
1257 1266
1258 if (depth > 100) 1267 if (depth > 100)
1259 return; 1268 return;
1260 while (t != NULL) 1269 while (t)
1261 { 1270 {
1262 if (t->name != NULL) 1271 if (t->name)
1263 { 1272 {
1264 for (i = 0; i < depth; i++) 1273 for (i = 0; i < depth; i++)
1265 fprintf (logfile, " "); 1274 fprintf (logfile, " ");
1266 fprintf (logfile, "{ (list: %s)\n", &t->name); 1275 fprintf (logfile, "{ (list: %s)\n", &t->name);
1267 tl = find_treasurelist (t->name); 1276 tl = find_treasurelist (t->name);
1277 if (tl)
1268 dump_monster_treasure_rec (name, tl->items, depth + 2); 1278 dump_monster_treasure_rec (name, tl->items, depth + 2);
1269 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1271 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1281 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1272 } 1282 }
1273 else 1283 else
1274 { 1284 {
1275 for (i = 0; i < depth; i++) 1285 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1286 fprintf (logfile, " ");
1277 if (t->item->clone.type == FLESH) 1287 if (t->item && t->item->clone.type == FLESH)
1278 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1279 else 1289 else
1280 fprintf (logfile, "%s\n", &t->item->clone.name); 1290 fprintf (logfile, "%s\n", &t->item->clone.name);
1281 } 1291 }
1292
1282 if (t->next_yes != NULL) 1293 if (t->next_yes)
1283 { 1294 {
1284 for (i = 0; i < depth; i++) 1295 for (i = 0; i < depth; i++)
1285 fprintf (logfile, " "); 1296 fprintf (logfile, " ");
1286 fprintf (logfile, " (if yes)\n"); 1297 fprintf (logfile, " (if yes)\n");
1287 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1298 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1288 } 1299 }
1300
1289 if (t->next_no != NULL) 1301 if (t->next_no)
1290 { 1302 {
1291 for (i = 0; i < depth; i++) 1303 for (i = 0; i < depth; i++)
1292 fprintf (logfile, " "); 1304 fprintf (logfile, " ");
1293 fprintf (logfile, " (if no)\n"); 1305 fprintf (logfile, " (if no)\n");
1294 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1306 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1295 } 1307 }
1308
1296 t = t->next; 1309 t = t->next;
1297 } 1310 }
1298} 1311}
1299 1312
1300/* 1313/*
1390 art->chance = (uint16) value; 1403 art->chance = (uint16) value;
1391 else if (sscanf (cp, "difficulty %d", &value)) 1404 else if (sscanf (cp, "difficulty %d", &value))
1392 art->difficulty = (uint8) value; 1405 art->difficulty = (uint8) value;
1393 else if (!strncmp (cp, "Object", 6)) 1406 else if (!strncmp (cp, "Object", 6))
1394 { 1407 {
1395 art->item = get_object (); 1408 art->item = object::create ();
1396 1409
1397 if (!load_object (thawer, art->item, 0)) 1410 if (!load_object (thawer, art->item, 0))
1398 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1411 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1399 1412
1400 art->item->name = strchr (cp, ' ') + 1; 1413 art->item->name = strchr (cp, ' ') + 1;
1489 CLEAR_FLAG (op, FLAG_ANIMATE); 1502 CLEAR_FLAG (op, FLAG_ANIMATE);
1490 /* so artifacts will join */ 1503 /* so artifacts will join */
1491 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1504 if (!QUERY_FLAG (op, FLAG_ALIVE))
1492 op->speed = 0.0; 1505 op->speed = 0.0;
1493 1506
1494 update_ob_speed (op); 1507 op->set_speed (op->speed);
1495 } 1508 }
1496 1509
1497 if (change->nrof) 1510 if (change->nrof)
1498 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1511 op->nrof = rndm (change->nrof) + 1;
1499 1512
1500 op->stats.exp += change->stats.exp; /* Speed modifier */ 1513 op->stats.exp += change->stats.exp; /* Speed modifier */
1501 op->stats.wc += change->stats.wc; 1514 op->stats.wc += change->stats.wc;
1502 op->stats.ac += change->stats.ac; 1515 op->stats.ac += change->stats.ac;
1503 1516
1511 { 1524 {
1512 object *tmp_obj; 1525 object *tmp_obj;
1513 1526
1514 /* Remove any spells this object currently has in it */ 1527 /* Remove any spells this object currently has in it */
1515 while (op->inv) 1528 while (op->inv)
1516 { 1529 op->inv->destroy ();
1517 tmp_obj = op->inv;
1518 remove_ob (tmp_obj);
1519 free_object (tmp_obj);
1520 }
1521 1530
1522 tmp_obj = arch_to_object (change->other_arch); 1531 tmp_obj = arch_to_object (change->other_arch);
1523 insert_ob_in_ob (tmp_obj, op); 1532 insert_ob_in_ob (tmp_obj, op);
1524 } 1533 }
1525 /* No harm setting this for potions/horns */ 1534 /* No harm setting this for potions/horns */
1610 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1619 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1611 } 1620 }
1612 1621
1613 op->value *= change->value; 1622 op->value *= change->value;
1614 1623
1615 if (change->material) 1624 if (change->materials)
1616 op->material = change->material; 1625 op->materials = change->materials;
1617 1626
1618 if (change->materialname) 1627 if (change->materialname)
1619 op->materialname = change->materialname; 1628 op->materialname = change->materialname;
1620 1629
1621 if (change->slaying) 1630 if (change->slaying)
1715 return; 1724 return;
1716 } 1725 }
1717 1726
1718 for (i = 0; i < ARTIFACT_TRIES; i++) 1727 for (i = 0; i < ARTIFACT_TRIES; i++)
1719 { 1728 {
1720 int roll = RANDOM () % al->total_chance; 1729 int roll = rndm (al->total_chance);
1721 1730
1722 for (art = al->items; art != NULL; art = art->next) 1731 for (art = al->items; art; art = art->next)
1723 { 1732 {
1724 roll -= art->chance; 1733 roll -= art->chance;
1725 if (roll < 0) 1734 if (roll < 0)
1726 break; 1735 break;
1727 } 1736 }
1804/* special_potion() - so that old potion code is still done right. */ 1813/* special_potion() - so that old potion code is still done right. */
1805 1814
1806int 1815int
1807special_potion (object *op) 1816special_potion (object *op)
1808{ 1817{
1809
1810 int i;
1811
1812 if (op->attacktype) 1818 if (op->attacktype)
1813 return 1; 1819 return 1;
1814 1820
1815 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1821 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1816 return 1; 1822 return 1;
1817 1823
1818 for (i = 0; i < NROFATTACKS; i++) 1824 for (int i = 0; i < NROFATTACKS; i++)
1819 if (op->resist[i]) 1825 if (op->resist[i])
1820 return 1; 1826 return 1;
1821 1827
1822 return 0; 1828 return 0;
1823} 1829}

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