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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.30 by elmex, Wed Jan 3 02:30:51 2007 UTC vs.
Revision 1.47 by root, Tue Apr 17 18:24:30 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#define ALLOWED_COMBINATION
25 24
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
28 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
29 * left on 28 * left on
30 */ 29 */
31#define TREASURE_DEBUG 30#define TREASURE_DEBUG
32 31
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 33
35/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
36 35
37#include <global.h> 36#include <global.h>
38#include <treasure.h> 37#include <treasure.h>
39#include <funcpoint.h> 38#include <funcpoint.h>
40#include <loader.h> 39#include <loader.h>
41 40
41extern char *spell_mapping[];
42
43static treasurelist *first_treasurelist;
42 44
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[]; 46
47typedef std::tr1::unordered_map<
48 const char *,
49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
55
56static tl_map_t tl_map;
45 57
46/* 58/*
47 * Initialize global archtype pointers: 59 * Initialize global archtype pointers:
48 */ 60 */
49
50void 61void
51init_archetype_pointers () 62init_archetype_pointers ()
52{ 63{
53 int prev_warn = warn_archetypes; 64 int prev_warn = warn_archetypes;
54 65
55 warn_archetypes = 1; 66 warn_archetypes = 1;
67
56 if (ring_arch == NULL) 68 if (ring_arch == NULL)
57 ring_arch = archetype::find ("ring"); 69 ring_arch = archetype::find ("ring");
58 if (amulet_arch == NULL) 70 if (amulet_arch == NULL)
59 amulet_arch = archetype::find ("amulet"); 71 amulet_arch = archetype::find ("amulet");
60 if (staff_arch == NULL) 72 if (staff_arch == NULL)
61 staff_arch = archetype::find ("staff"); 73 staff_arch = archetype::find ("staff");
62 if (crown_arch == NULL) 74 if (crown_arch == NULL)
63 crown_arch = archetype::find ("crown"); 75 crown_arch = archetype::find ("crown");
76
64 warn_archetypes = prev_warn; 77 warn_archetypes = prev_warn;
65} 78}
66 79
67/* 80/*
68 * Allocate and return the pointer to an empty treasurelist structure. 81 * Searches for the given treasurelist
69 */ 82 */
70
71static treasurelist * 83treasurelist *
72get_empty_treasurelist (void) 84treasurelist::find (const char *name)
73{ 85{
86 if (!name)
87 return 0;
88
89 auto (i, tl_map.find (name));
90
91 if (i == tl_map.end ())
92 return 0;
93
94 return i->second;
95}
96
97/*
98 * Searches for the given treasurelist in the globally linked list
99 * of treasurelists which has been built by load_treasures().
100 */
101treasurelist *
102treasurelist::get (const char *name)
103{
104 treasurelist *tl = find (name);
105
106 if (!tl)
107 {
74 return new treasurelist; 108 tl = new treasurelist;
75}
76 109
77/* 110 tl->name = name;
78 * Allocate and return the pointer to an empty treasure structure. 111 tl->next = first_treasurelist;
79 */ 112 first_treasurelist = tl;
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85 113
86 t->chance = 100; 114 tl_map.insert (std::make_pair (tl->name, tl));
115 }
87 116
88 return t; 117 return tl;
89} 118}
119
120//TODO: class method
121void
122clear (treasurelist *tl)
123{
124 if (tl->items)
125 {
126 free_treasurestruct (tl->items);
127 tl->items = 0;
128 }
129
130 tl->total_chance = 0;
131}
132
133#ifdef TREASURE_DEBUG
134/* recursived checks the linked list. Treasurelist is passed only
135 * so that the treasure name can be printed out
136 */
137static void
138check_treasurelist (const treasure *t, const treasurelist * tl)
139{
140 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
141 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
142
143 if (t->next)
144 check_treasurelist (t->next, tl);
145
146 if (t->next_yes)
147 check_treasurelist (t->next_yes, tl);
148
149 if (t->next_no)
150 check_treasurelist (t->next_no, tl);
151}
152#endif
90 153
91/* 154/*
92 * Reads the lib/treasure file from disk, and parses the contents 155 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 156 * into an internal treasure structure (very linked lists)
94 */ 157 */
95
96static treasure * 158static treasure *
97load_treasure (FILE * fp, int *line) 159read_treasure (object_thawer &f)
98{ 160{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 161 treasure *t = new treasure;
101 int value;
102 162
103 nroftreasures++; 163 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 164
108 if (*buf == '#') 165 for (;;)
109 continue; 166 {
110 if ((cp = strchr (buf, '\n')) != NULL) 167 coroapi::cede_to_tick_every (10);
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 168
116 if (sscanf (cp, "arch %s", variable)) 169 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 170 {
121 else if (sscanf (cp, "list %s", variable)) 171 case KW_arch:
122 t->name = variable; 172 if (!(t->item = archetype::find (f.get_str ())))
123 else if (sscanf (cp, "change_name %s", variable)) 173 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
124 t->change_arch.name = variable; 174 break;
125 else if (sscanf (cp, "change_title %s", variable)) 175
126 t->change_arch.title = variable; 176 case KW_list: f.get (t->name); break;
127 else if (sscanf (cp, "change_slaying %s", variable)) 177 case KW_change_name: f.get (t->change_arch.name); break;
128 t->change_arch.slaying = variable; 178 case KW_change_title: f.get (t->change_arch.title); break;
129 else if (sscanf (cp, "chance %d", &value)) 179 case KW_change_slaying: f.get (t->change_arch.slaying); break;
130 t->chance = (uint8) value; 180 case KW_chance: f.get (t->chance); break;
131 else if (sscanf (cp, "nrof %d", &value)) 181 case KW_nrof: f.get (t->nrof); break;
132 t->nrof = (uint16) value; 182 case KW_magic: f.get (t->magic); break;
133 else if (sscanf (cp, "magic %d", &value)) 183
134 t->magic = (uint8) value; 184 case KW_yes: t->next_yes = read_treasure (f); continue;
135 else if (!strcmp (cp, "yes")) 185 case KW_no: t->next_no = read_treasure (f); continue;
136 t->next_yes = load_treasure (fp, line); 186
137 else if (!strcmp (cp, "no")) 187 case KW_end:
138 t->next_no = load_treasure (fp, line); 188 f.next ();
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 {
143 t->next = load_treasure (fp, line);
144 return t; 189 return t;
145 }
146 else
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
148 }
149 LOG (llevError, "treasure lacks 'end'.\n");
150 return t;
151}
152 190
153#ifdef TREASURE_DEBUG 191 case KW_more:
192 t->next = read_treasure (f);
193 return t;
154 194
155/* recursived checks the linked list. Treasurelist is passed only 195 default:
156 * so that the treasure name can be printed out 196 if (!f.parse_error ("treasurelist", t->name))
157 */ 197 return 0;
158static void
159check_treasurelist (const treasure *t, const treasurelist * tl)
160{
161 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
162 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
163 /* find_treasurelist will print out its own error message */
164 if (t->name && *t->name)
165 find_treasurelist (t->name);
166 if (t->next)
167 check_treasurelist (t->next, tl);
168 if (t->next_yes)
169 check_treasurelist (t->next_yes, tl);
170 if (t->next_no)
171 check_treasurelist (t->next_no, tl);
172}
173#endif
174 198
199 return t;
200 }
201
202 f.next ();
203 }
204}
205
175/* 206/*
176 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
177 * Each treasure is parsed with the help of load_treasure(). 207 * Each treasure is parsed with the help of load_treasure().
178 */ 208 */
179 209treasurelist *
180void 210treasurelist::read (object_thawer &f)
181load_treasures (void)
182{ 211{
183 FILE *fp; 212 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
184 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
185 treasurelist *previous = NULL;
186 treasure *t;
187 int comp, line = 0;
188 213
189 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 214 bool one = f.kw == KW_treasureone;
190 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 215 treasurelist *tl = treasurelist::get (f.get_str ());
191 { 216 clear (tl);
192 LOG (llevError, "Can't open treasure file.\n"); 217 tl->items = read_treasure (f);
218 if (!tl->items)
193 return; 219 return 0;
194 }
195 while (fgets (buf, MAX_BUF, fp) != NULL)
196 {
197 line++;
198 if (*buf == '#')
199 continue;
200 220
201 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
202 {
203 treasurelist *tl = get_empty_treasurelist ();
204
205 tl->name = name;
206 if (previous == NULL)
207 first_treasurelist = tl;
208 else
209 previous->next = tl;
210 previous = tl;
211 tl->items = load_treasure (fp, &line);
212
213 /* This is a one of the many items on the list should be generated. 221 /* This is a one of the many items on the list should be generated.
214 * Add up the chance total, and check to make sure the yes & no 222 * Add up the chance total, and check to make sure the yes & no
215 * fields of the treasures are not being used. 223 * fields of the treasures are not being used.
216 */ 224 */
217 if (!strncmp (buf, "treasureone", 11)) 225 tl->total_chance = 0;
226
227 if (one)
228 {
229 for (treasure *t = tl->items; t; t = t->next)
230 {
231 if (t->next_yes || t->next_no)
218 { 232 {
219 for (t = tl->items; t != NULL; t = t->next)
220 {
221#ifdef TREASURE_DEBUG
222 if (t->next_yes || t->next_no)
223 {
224 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 233 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
225 LOG (llevError, " the next_yes or next_no field is set\n"); 234 LOG (llevError, " the next_yes or next_no field is set\n");
226 }
227#endif
228 tl->total_chance += t->chance;
229 }
230 } 235 }
231 }
232 else
233 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
234 }
235 close_and_delete (fp, comp);
236 236
237#ifdef TREASURE_DEBUG 237 tl->total_chance += t->chance;
238 /* Perform some checks on how valid the treasure data actually is. 238 }
239 * verify that list transitions work (ie, the list that it is supposed 239 }
240 * to transition to exists). Also, verify that at least the name
241 * or archetype is set for each treasure element.
242 */
243 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
244 check_treasurelist (previous->items, previous);
245#endif
246}
247 240
248/*
249 * Searches for the given treasurelist in the globally linked list
250 * of treasurelists which has been built by load_treasures().
251 */
252
253treasurelist *
254find_treasurelist (const char *name)
255{
256 shstr_cmp name_ (name);
257
258 if (!name_)
259 return 0;
260
261 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
262 if (name_ == tl->name)
263 return tl;
264
265 if (first_treasurelist)
266 LOG (llevError, "Couldn't find treasurelist %s\n", name);
267
268 return 0; 241 return tl;
269} 242}
270
271 243
272/* 244/*
273 * Generates the objects specified by the given treasure. 245 * Generates the objects specified by the given treasure.
274 * It goes recursively through the rest of the linked list. 246 * It goes recursively through the rest of the linked list.
275 * If there is a certain percental chance for a treasure to be generated, 247 * If there is a certain percental chance for a treasure to be generated,
325 297
326 if (t->change_arch.slaying) 298 if (t->change_arch.slaying)
327 op->slaying = t->change_arch.slaying; 299 op->slaying = t->change_arch.slaying;
328} 300}
329 301
330void 302static void
331create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 303create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
332{ 304{
333 object *tmp;
334
335 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 305 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
336 { 306 {
337 if (t->name) 307 if (t->name)
338 { 308 {
339 if (difficulty >= t->magic) 309 if (difficulty >= t->magic)
340 {
341 treasurelist *tl = find_treasurelist (t->name); 310 if (treasurelist *tl = treasurelist::find (t->name))
342 if (tl)
343 create_treasure (tl, op, flag, difficulty, tries); 311 create_treasure (tl, op, flag, difficulty, tries);
344 } 312 else
313 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
345 } 314 }
346 else 315 else
347 { 316 {
348 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 317 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 318 {
350 tmp = arch_to_object (t->item); 319 object *tmp = arch_to_object (t->item);
320
351 if (t->nrof && tmp->nrof <= 1) 321 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 322 tmp->nrof = rndm (t->nrof) + 1;
323
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 324 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 325 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 326 put_treasure (tmp, op, flag);
356 } 327 }
357 } 328 }
358 329
359 if (t->next_yes != NULL) 330 if (t->next_yes)
360 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 331 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 } 332 }
362 else if (t->next_no != NULL) 333 else if (t->next_no)
363 create_all_treasures (t->next_no, op, flag, difficulty, tries); 334 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 335
365 if (t->next != NULL) 336 if (t->next)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 337 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 338}
368 339
369void 340static void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 341create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 342{
372 int value = RANDOM () % tl->total_chance; 343 int value = rndm (tl->total_chance);
373 treasure *t; 344 treasure *t;
374 345
375 if (tries++ > 100) 346 if (tries++ > 100)
376 { 347 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 348 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378 return; 349 return;
379 } 350 }
380 351
381 for (t = tl->items; t != NULL; t = t->next) 352 for (t = tl->items; t; t = t->next)
382 { 353 {
383 value -= t->chance; 354 value -= t->chance;
384 355
385 if (value < 0) 356 if (value < 0)
386 break; 357 break;
387 } 358 }
388 359
389 if (!t || value >= 0) 360 if (!t || value >= 0)
390 {
391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 361 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
392 abort ();
393 return;
394 }
395 362
396 if (t->name) 363 if (t->name)
397 { 364 {
398 if (difficulty >= t->magic) 365 if (difficulty >= t->magic)
399 { 366 {
400 treasurelist *tl = find_treasurelist (t->name); 367 treasurelist *tl = treasurelist::find (t->name);
401 if (tl) 368 if (tl)
402 create_treasure (tl, op, flag, difficulty, tries); 369 create_treasure (tl, op, flag, difficulty, tries);
403 } 370 }
404 else if (t->nrof) 371 else if (t->nrof)
405 create_one_treasure (tl, op, flag, difficulty, tries); 372 create_one_treasure (tl, op, flag, difficulty, tries);
406
407 return;
408 } 373 }
409
410 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 374 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
411 { 375 {
412 object *tmp = arch_to_object (t->item); 376 if (object *tmp = arch_to_object (t->item))
413 377 {
414 if (!tmp)
415 return;
416
417 if (t->nrof && tmp->nrof <= 1) 378 if (t->nrof && tmp->nrof <= 1)
418 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 379 tmp->nrof = rndm (t->nrof) + 1;
419 380
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 381 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 382 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 383 put_treasure (tmp, op, flag);
384 }
423 } 385 }
424} 386}
425 387
426/* This calls the appropriate treasure creation function. tries is passed 388/* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure 389 * to determine how many list transitions or attempts to create treasure
431 * to do that. 393 * to do that.
432 */ 394 */
433void 395void
434create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 396create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
435{ 397{
398 // empty treasurelists are legal
399 if (!tl->items)
400 return;
436 401
437 if (tries++ > 100) 402 if (tries++ > 100)
438 { 403 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
440 return; 405 return;
441 } 406 }
407
442 if (tl->total_chance) 408 if (tl->total_chance)
443 create_one_treasure (tl, op, flag, difficulty, tries); 409 create_one_treasure (tl, op, flag, difficulty, tries);
444 else 410 else
445 create_all_treasures (tl->items, op, flag, difficulty, tries); 411 create_all_treasures (tl->items, op, flag, difficulty, tries);
446} 412}
478 * magical bonus "wanted". 444 * magical bonus "wanted".
479 */ 445 */
480 446
481static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 447static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
482 448
483/*chance of magic difficulty*/ 449// chance of magic difficulty
484
485/* +0 +1 +2 +3 +4 */ 450// +0 +1 +2 +3 +4
486 {95, 2, 2, 1, 0}, /*1 */ 451 {95, 2, 2, 1, 0}, // 1
487 {92, 5, 2, 1, 0}, /*2 */ 452 {92, 5, 2, 1, 0}, // 2
488 {85, 10, 4, 1, 0}, /*3 */ 453 {85, 10, 4, 1, 0}, // 3
489 {80, 14, 4, 2, 0}, /*4 */ 454 {80, 14, 4, 2, 0}, // 4
490 {75, 17, 5, 2, 1}, /*5 */ 455 {75, 17, 5, 2, 1}, // 5
491 {70, 18, 8, 3, 1}, /*6 */ 456 {70, 18, 8, 3, 1}, // 6
492 {65, 21, 10, 3, 1}, /*7 */ 457 {65, 21, 10, 3, 1}, // 7
493 {60, 22, 12, 4, 2}, /*8 */ 458 {60, 22, 12, 4, 2}, // 8
494 {55, 25, 14, 4, 2}, /*9 */ 459 {55, 25, 14, 4, 2}, // 9
495 {50, 27, 16, 5, 2}, /*10 */ 460 {50, 27, 16, 5, 2}, // 10
496 {45, 28, 18, 6, 3}, /*11 */ 461 {45, 28, 18, 6, 3}, // 11
497 {42, 28, 20, 7, 3}, /*12 */ 462 {42, 28, 20, 7, 3}, // 12
498 {40, 27, 21, 8, 4}, /*13 */ 463 {40, 27, 21, 8, 4}, // 13
499 {38, 25, 22, 10, 5}, /*14 */ 464 {38, 25, 22, 10, 5}, // 14
500 {36, 23, 23, 12, 6}, /*15 */ 465 {36, 23, 23, 12, 6}, // 15
501 {33, 21, 24, 14, 8}, /*16 */ 466 {33, 21, 24, 14, 8}, // 16
502 {31, 19, 25, 16, 9}, /*17 */ 467 {31, 19, 25, 16, 9}, // 17
503 {27, 15, 30, 18, 10}, /*18 */ 468 {27, 15, 30, 18, 10}, // 18
504 {20, 12, 30, 25, 13}, /*19 */ 469 {20, 12, 30, 25, 13}, // 19
505 {15, 10, 28, 30, 17}, /*20 */ 470 {15, 10, 28, 30, 17}, // 20
506 {13, 9, 27, 28, 23}, /*21 */ 471 {13, 9, 27, 28, 23}, // 21
507 {10, 8, 25, 28, 29}, /*22 */ 472 {10, 8, 25, 28, 29}, // 22
508 {8, 7, 23, 26, 36}, /*23 */ 473 { 8, 7, 23, 26, 36}, // 23
509 {6, 6, 20, 22, 46}, /*24 */ 474 { 6, 6, 20, 22, 46}, // 24
510 {4, 5, 17, 18, 56}, /*25 */ 475 { 4, 5, 17, 18, 56}, // 25
511 {2, 4, 12, 14, 68}, /*26 */ 476 { 2, 4, 12, 14, 68}, // 26
512 {0, 3, 7, 10, 80}, /*27 */ 477 { 0, 3, 7, 10, 80}, // 27
513 {0, 0, 3, 7, 90}, /*28 */ 478 { 0, 0, 3, 7, 90}, // 28
514 {0, 0, 0, 3, 97}, /*29 */ 479 { 0, 0, 0, 3, 97}, // 29
515 {0, 0, 0, 0, 100}, /*30 */ 480 { 0, 0, 0, 0, 100}, // 30
516 {0, 0, 0, 0, 100}, /*31 */ 481 { 0, 0, 0, 0, 100}, // 31
517}; 482};
518 483
519 484
520/* calculate the appropriate level for wands staves and scrolls. 485/* calculate the appropriate level for wands staves and scrolls.
521 * This code presumes that op has had its spell object created (in op->inv) 486 * This code presumes that op has had its spell object created (in op->inv)
554 * elmex Thu Aug 10 18:45:44 CEST 2006: 519 * elmex Thu Aug 10 18:45:44 CEST 2006:
555 * Scaling difficulty by max_level, as difficulty is a level and not some 520 * Scaling difficulty by max_level, as difficulty is a level and not some
556 * weird integer between 1-31. 521 * weird integer between 1-31.
557 * 522 *
558 */ 523 */
559
560int 524int
561magic_from_difficulty (int difficulty) 525magic_from_difficulty (int difficulty)
562{ 526{
563 int percent = 0, magic = 0; 527 int percent = 0, magic = 0;
564 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 528 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
569 scaled_diff = 0; 533 scaled_diff = 0;
570 534
571 if (scaled_diff >= DIFFLEVELS) 535 if (scaled_diff >= DIFFLEVELS)
572 scaled_diff = DIFFLEVELS - 1; 536 scaled_diff = DIFFLEVELS - 1;
573 537
574 percent = RANDOM () % 100; 538 percent = rndm (100);
575 539
576 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 540 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
577 { 541 {
578 percent -= difftomagic_list[scaled_diff][magic]; 542 percent -= difftomagic_list[scaled_diff][magic];
579 543
585 { 549 {
586 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 550 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
587 magic = 0; 551 magic = 0;
588 } 552 }
589 553
590 magic = (RANDOM () % 3) ? magic : -magic; 554 magic = (rndm (3)) ? magic : -magic;
591 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 555 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
592 556
593 return magic; 557 return magic;
594} 558}
595 559
610 if (op->arch) 574 if (op->arch)
611 { 575 {
612 if (op->type == ARMOUR) 576 if (op->type == ARMOUR)
613 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
614 578
615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 579 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
616 magic = (-magic); 580 magic = (-magic);
617 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
618 } 582 }
619 else 583 else
620 { 584 {
621 if (op->type == ARMOUR) 585 if (op->type == ARMOUR)
622 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
623 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
624 magic = (-magic); 588 magic = (-magic);
625 op->weight = (op->weight * (100 - magic * 10)) / 100; 589 op->weight = (op->weight * (100 - magic * 10)) / 100;
626 } 590 }
627} 591}
628 592
652 * 1) Since rings can have multiple bonuses, if the same bonus 616 * 1) Since rings can have multiple bonuses, if the same bonus
653 * is rolled again, increase it - the bonuses now stack with 617 * is rolled again, increase it - the bonuses now stack with
654 * other bonuses previously rolled and ones the item might natively have. 618 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method. 619 * 2) Add code to deal with new PR method.
656 */ 620 */
657
658void 621void
659set_ring_bonus (object *op, int bonus) 622set_ring_bonus (object *op, int bonus)
660{ 623{
661 624
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 625 int r = rndm (bonus > 0 ? 25 : 11);
663 626
664 if (op->type == AMULET) 627 if (op->type == AMULET)
665 { 628 {
666 if (!(RANDOM () % 21)) 629 if (!(rndm (21)))
667 r = 20 + RANDOM () % 2; 630 r = 20 + rndm (2);
668 else 631 else
669 { 632 {
670 if (RANDOM () & 2) 633 if (rndm (2))
671 r = 10; 634 r = 10;
672 else 635 else
673 r = 11 + RANDOM () % 9; 636 r = 11 + rndm (9);
674 } 637 }
675 } 638 }
676 639
677 switch (r) 640 switch (r)
678 { 641 {
715 case 16: 678 case 16:
716 case 17: 679 case 17:
717 case 18: 680 case 18:
718 case 19: 681 case 19:
719 { 682 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 683 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
721 684
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 685 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 686 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
724 687
725 /* Cursed items need to have higher negative values to equal out with 688 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another 689 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with 690 * little random element in since that they don't always end up with
728 * even values. 691 * even values.
729 */ 692 */
730 if (bonus < 0) 693 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 694 val = 2 * -val - rndm (b);
732 if (val > 35) 695 if (val > 35)
733 val = 35; /* Upper limit */ 696 val = 35; /* Upper limit */
734 b = 0; 697 b = 0;
698
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 699 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 {
737 resist = RANDOM () % num_resist_table; 700 resist = rndm (num_resist_table);
738 } 701
739 if (b == 4) 702 if (b == 4)
740 return; /* Not able to find a free resistance */ 703 return; /* Not able to find a free resistance */
704
741 op->resist[resist_table[resist]] = val; 705 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 706 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 707 * based on how good a resistance we gave.
744 */ 708 */
745 break; 709 break;
773 case 22: 737 case 22:
774 op->stats.exp += bonus; /* Speed! */ 738 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 739 op->value = (op->value * 2) / 3;
776 break; 740 break;
777 } 741 }
742
778 if (bonus > 0) 743 if (bonus > 0)
779 op->value *= 2 * bonus; 744 op->value *= 2 * bonus;
780 else 745 else
781 op->value = -(op->value * 2 * bonus) / 3; 746 op->value = -(op->value * 2 * bonus) / 3;
782} 747}
787 * higher is the chance of returning a low number. 752 * higher is the chance of returning a low number.
788 * It is only used in fix_generated_treasure() to set bonuses on 753 * It is only used in fix_generated_treasure() to set bonuses on
789 * rings and amulets. 754 * rings and amulets.
790 * Another scheme is used to calculate the magic of weapons and armours. 755 * Another scheme is used to calculate the magic of weapons and armours.
791 */ 756 */
792
793int 757int
794get_magic (int diff) 758get_magic (int diff)
795{ 759{
796 int i; 760 int i;
797 761
798 if (diff < 3) 762 if (diff < 3)
799 diff = 3; 763 diff = 3;
764
800 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
801 if (RANDOM () % diff) 766 if (rndm (diff))
802 return i; 767 return i;
768
803 return 4; 769 return 4;
804} 770}
805 771
806#define DICE2 (get_magic(2)==2?2:1) 772#define DICE2 (get_magic(2)==2?2:1)
807#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 773#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
808 774
809/* 775/*
810 * fix_generated_item(): This is called after an item is generated, in 776 * fix_generated_item(): This is called after an item is generated, in
811 * order to set it up right. This produced magical bonuses, puts spells 777 * order to set it up right. This produced magical bonuses, puts spells
812 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 778 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
826 * value. 792 * value.
827 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 793 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
828 * a working object - don't change magic, value, etc, but set it material 794 * a working object - don't change magic, value, etc, but set it material
829 * type as appropriate, for objects that need spell objects, set those, etc 795 * type as appropriate, for objects that need spell objects, set those, etc
830 */ 796 */
831
832void 797void
833fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 798fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
834{ 799{
835 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 800 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
836 801
843 808
844 if (op->randomitems && op->type != SPELL) 809 if (op->randomitems && op->type != SPELL)
845 { 810 {
846 create_treasure (op->randomitems, op, flags, difficulty, 0); 811 create_treasure (op->randomitems, op, flags, difficulty, 0);
847 if (!op->inv) 812 if (!op->inv)
848 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 813 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
849 814
850 /* So the treasure doesn't get created again */ 815 /* So the treasure doesn't get created again */
851 op->randomitems = NULL; 816 op->randomitems = 0;
852 } 817 }
853 818
854 if (difficulty < 1) 819 if (difficulty < 1)
855 difficulty = 1; 820 difficulty = 1;
856 821
873 if (!op->magic && max_magic) 838 if (!op->magic && max_magic)
874 set_magic (difficulty, op, max_magic, flags); 839 set_magic (difficulty, op, max_magic, flags);
875 840
876 num_enchantments = calc_item_power (op, 1); 841 num_enchantments = calc_item_power (op, 1);
877 842
878 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 843 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
844 || op->type == HORN
845 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
879 * used for shop_floors or treasures */ 846 * used for shop_floors or treasures */
880 generate_artifact (op, difficulty); 847 generate_artifact (op, difficulty);
881 } 848 }
882 849
883 /* Object was made an artifact. Calculate its item_power rating. 850 /* Object was made an artifact. Calculate its item_power rating.
941 case WEAPON: 908 case WEAPON:
942 case ARMOUR: 909 case ARMOUR:
943 case SHIELD: 910 case SHIELD:
944 case HELMET: 911 case HELMET:
945 case CLOAK: 912 case CLOAK:
946 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 913 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
947 set_ring_bonus (op, -DICE2); 914 set_ring_bonus (op, -DICE2);
948 break; 915 break;
949 916
950 case BRACERS: 917 case BRACERS:
951 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 918 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
952 { 919 {
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 920 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
954 if (!QUERY_FLAG (op, FLAG_CURSED)) 921 if (!QUERY_FLAG (op, FLAG_CURSED))
955 op->value *= 3; 922 op->value *= 3;
956 } 923 }
982 */ 949 */
983 if (op->inv && op->randomitems) 950 if (op->inv && op->randomitems)
984 { 951 {
985 /* value multiplier is same as for scrolls */ 952 /* value multiplier is same as for scrolls */
986 op->value = (op->value * op->inv->value); 953 op->value = (op->value * op->inv->value);
987 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 954 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
988 } 955 }
989 else 956 else
990 { 957 {
991 op->name = "potion"; 958 op->name = "potion";
992 op->name_pl = "potions"; 959 op->name_pl = "potions";
993 } 960 }
994 961
995 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 962 if (!(flags & GT_ONLY_GOOD) && rndm (2))
996 SET_FLAG (op, FLAG_CURSED); 963 SET_FLAG (op, FLAG_CURSED);
997 break; 964 break;
998 } 965 }
999 966
1000 case AMULET: 967 case AMULET:
1010 } 977 }
1011 978
1012 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 979 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1013 break; 980 break;
1014 981
1015 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1016 SET_FLAG (op, FLAG_CURSED); 983 SET_FLAG (op, FLAG_CURSED);
1017 984
1018 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 985 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1019 986
1020 if (op->type != RING) /* Amulets have only one ability */ 987 if (op->type != RING) /* Amulets have only one ability */
1021 break; 988 break;
1022 989
1023 if (!(RANDOM () % 4)) 990 if (!(rndm (4)))
1024 { 991 {
1025 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 992 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1026 993
1027 if (d > 0) 994 if (d > 0)
1028 op->value *= 3; 995 op->value *= 3;
1029 996
1030 set_ring_bonus (op, d); 997 set_ring_bonus (op, d);
1031 998
1032 if (!(RANDOM () % 4)) 999 if (!(rndm (4)))
1033 { 1000 {
1034 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1001 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1035 1002
1036 if (d > 0) 1003 if (d > 0)
1037 op->value *= 5; 1004 op->value *= 5;
1038 set_ring_bonus (op, d); 1005 set_ring_bonus (op, d);
1039 } 1006 }
1040 } 1007 }
1041 1008
1042 if (GET_ANIM_ID (op)) 1009 if (GET_ANIM_ID (op))
1043 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1010 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1044 1011
1045 break; 1012 break;
1046 1013
1047 case BOOK: 1014 case BOOK:
1048 /* Is it an empty book?, if yes lets make a special· 1015 /* Is it an empty book?, if yes lets make a special·
1049 * msg for it, and tailor its properties based on the· 1016 * msg for it, and tailor its properties based on the·
1050 * creator and/or map level we found it on. 1017 * creator and/or map level we found it on.
1051 */ 1018 */
1052 if (!op->msg && RANDOM () % 10) 1019 if (!op->msg && rndm (10))
1053 { 1020 {
1054 /* set the book level properly */ 1021 /* set the book level properly */
1055 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1022 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1056 { 1023 {
1057 if (op->map && op->map->difficulty) 1024 if (op->map && op->map->difficulty)
1058 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1025 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1059 else 1026 else
1060 op->level = RANDOM () % 20 + 1; 1027 op->level = rndm (20) + 1;
1061 } 1028 }
1062 else 1029 else
1063 op->level = RANDOM () % creator->level; 1030 op->level = rndm (creator->level);
1064 1031
1065 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1032 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1066 /* books w/ info are worth more! */ 1033 /* books w/ info are worth more! */
1067 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1034 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1068 /* creator related stuff */ 1035 /* creator related stuff */
1167 */ 1134 */
1168 1135
1169/* 1136/*
1170 * Allocate and return the pointer to an empty artifactlist structure. 1137 * Allocate and return the pointer to an empty artifactlist structure.
1171 */ 1138 */
1172
1173static artifactlist * 1139static artifactlist *
1174get_empty_artifactlist (void) 1140get_empty_artifactlist (void)
1175{ 1141{
1176 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1142 return salloc0 <artifactlist> ();
1177
1178 if (al == NULL)
1179 fatal (OUT_OF_MEMORY);
1180 al->next = NULL;
1181 al->items = NULL;
1182 al->total_chance = 0;
1183 return al;
1184} 1143}
1185 1144
1186/* 1145/*
1187 * Allocate and return the pointer to an empty artifact structure. 1146 * Allocate and return the pointer to an empty artifact structure.
1188 */ 1147 */
1189
1190static artifact * 1148static artifact *
1191get_empty_artifact (void) 1149get_empty_artifact (void)
1192{ 1150{
1193 artifact *a = (artifact *) malloc (sizeof (artifact)); 1151 return salloc0 <artifact> ();
1194
1195 if (a == NULL)
1196 fatal (OUT_OF_MEMORY);
1197 a->item = NULL;
1198 a->next = NULL;
1199 a->chance = 0;
1200 a->difficulty = 0;
1201 a->allowed = NULL;
1202 return a;
1203} 1152}
1204 1153
1205/* 1154/*
1206 * Searches the artifact lists and returns one that has the same type 1155 * Searches the artifact lists and returns one that has the same type
1207 * of objects on it. 1156 * of objects on it.
1208 */ 1157 */
1209
1210artifactlist * 1158artifactlist *
1211find_artifactlist (int type) 1159find_artifactlist (int type)
1212{ 1160{
1213 artifactlist *al;
1214
1215 for (al = first_artifactlist; al != NULL; al = al->next) 1161 for (artifactlist *al = first_artifactlist; al; al = al->next)
1216 if (al->type == type) 1162 if (al->type == type)
1217 return al; 1163 return al;
1164
1218 return NULL; 1165 return 0;
1219} 1166}
1220 1167
1221/* 1168/*
1222 * For debugging purposes. Dumps all tables. 1169 * For debugging purposes. Dumps all tables.
1223 */ 1170 */
1224
1225void 1171void
1226dump_artifacts (void) 1172dump_artifacts (void)
1227{ 1173{
1228 artifactlist *al; 1174 artifactlist *al;
1229 artifact *art; 1175 artifact *art;
1236 for (art = al->items; art != NULL; art = art->next) 1182 for (art = al->items; art != NULL; art = art->next)
1237 { 1183 {
1238 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1184 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1239 if (art->allowed != NULL) 1185 if (art->allowed != NULL)
1240 { 1186 {
1241 fprintf (logfile, "\tAllowed combinations:"); 1187 fprintf (logfile, "\tallowed combinations:");
1242 for (next = art->allowed; next != NULL; next = next->next) 1188 for (next = art->allowed; next != NULL; next = next->next)
1243 fprintf (logfile, "%s,", &next->name); 1189 fprintf (logfile, "%s,", &next->name);
1244 fprintf (logfile, "\n"); 1190 fprintf (logfile, "\n");
1245 } 1191 }
1246 } 1192 }
1257 treasurelist *tl; 1203 treasurelist *tl;
1258 int i; 1204 int i;
1259 1205
1260 if (depth > 100) 1206 if (depth > 100)
1261 return; 1207 return;
1208
1262 while (t) 1209 while (t)
1263 { 1210 {
1264 if (t->name) 1211 if (t->name)
1265 { 1212 {
1266 for (i = 0; i < depth; i++) 1213 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1214 fprintf (logfile, " ");
1215
1268 fprintf (logfile, "{ (list: %s)\n", &t->name); 1216 fprintf (logfile, "{ (list: %s)\n", &t->name);
1217
1269 tl = find_treasurelist (t->name); 1218 tl = treasurelist::find (t->name);
1270 if (tl) 1219 if (tl)
1271 dump_monster_treasure_rec (name, tl->items, depth + 2); 1220 dump_monster_treasure_rec (name, tl->items, depth + 2);
1221
1272 for (i = 0; i < depth; i++) 1222 for (i = 0; i < depth; i++)
1273 fprintf (logfile, " "); 1223 fprintf (logfile, " ");
1224
1274 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1225 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1275 } 1226 }
1276 else 1227 else
1277 { 1228 {
1278 for (i = 0; i < depth; i++) 1229 for (i = 0; i < depth; i++)
1279 fprintf (logfile, " "); 1230 fprintf (logfile, " ");
1231
1280 if (t->item && t->item->clone.type == FLESH) 1232 if (t->item && t->item->clone.type == FLESH)
1281 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1233 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1282 else 1234 else
1283 fprintf (logfile, "%s\n", &t->item->clone.name); 1235 fprintf (logfile, "%s\n", &t->item->clone.name);
1284 } 1236 }
1285 1237
1286 if (t->next_yes) 1238 if (t->next_yes)
1287 { 1239 {
1288 for (i = 0; i < depth; i++) 1240 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " "); 1241 fprintf (logfile, " ");
1242
1290 fprintf (logfile, " (if yes)\n"); 1243 fprintf (logfile, " (if yes)\n");
1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1244 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1292 } 1245 }
1293 1246
1294 if (t->next_no) 1247 if (t->next_no)
1295 { 1248 {
1296 for (i = 0; i < depth; i++) 1249 for (i = 0; i < depth; i++)
1297 fprintf (logfile, " "); 1250 fprintf (logfile, " ");
1251
1298 fprintf (logfile, " (if no)\n"); 1252 fprintf (logfile, " (if no)\n");
1299 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1253 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1300 } 1254 }
1301 1255
1302 t = t->next; 1256 t = t->next;
1305 1259
1306/* 1260/*
1307 * For debugging purposes. Dumps all treasures for a given monster. 1261 * For debugging purposes. Dumps all treasures for a given monster.
1308 * Created originally by Raphael Quinet for debugging the alchemy code. 1262 * Created originally by Raphael Quinet for debugging the alchemy code.
1309 */ 1263 */
1310
1311void 1264void
1312dump_monster_treasure (const char *name) 1265dump_monster_treasure (const char *name)
1313{ 1266{
1314 archetype *at; 1267 archetype *at;
1315 int found; 1268 int found;
1316 1269
1317 found = 0; 1270 found = 0;
1318 fprintf (logfile, "\n"); 1271 fprintf (logfile, "\n");
1272
1319 for (at = first_archetype; at != NULL; at = at->next) 1273 for (at = first_archetype; at != NULL; at = at->next)
1320 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1274 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1321 { 1275 {
1322 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1276 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1323 if (at->clone.randomitems != NULL) 1277 if (at->clone.randomitems != NULL)
1324 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1278 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1325 else 1279 else
1326 fprintf (logfile, "(nothing)\n"); 1280 fprintf (logfile, "(nothing)\n");
1281
1327 fprintf (logfile, "\n"); 1282 fprintf (logfile, "\n");
1328 found++; 1283 found++;
1329 } 1284 }
1285
1330 if (found == 0) 1286 if (found == 0)
1331 fprintf (logfile, "No objects have the name %s!\n\n", name); 1287 fprintf (logfile, "No objects have the name %s!\n\n", name);
1332} 1288}
1333 1289
1334/* 1290/*
1335 * Builds up the lists of artifacts from the file in the libdir. 1291 * Builds up the lists of artifacts from the file in the libdir.
1336 */ 1292 */
1337
1338void 1293void
1339init_artifacts (void) 1294init_artifacts (void)
1340{ 1295{
1341 static int has_been_inited = 0; 1296 static int has_been_inited = 0;
1342 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1297 char filename[MAX_BUF];
1343 artifact *art = NULL; 1298 artifact *art = NULL;
1344 linked_char *tmp;
1345 int value;
1346 artifactlist *al; 1299 artifactlist *al;
1347 1300
1348 if (has_been_inited) 1301 if (has_been_inited)
1349 return; 1302 return;
1350 else 1303 else
1351 has_been_inited = 1; 1304 has_been_inited = 1;
1352 1305
1353 sprintf (filename, "%s/artifacts", settings.datadir); 1306 sprintf (filename, "%s/artifacts", settings.datadir);
1354 object_thawer thawer (filename); 1307 object_thawer f (filename);
1355 1308
1356 if (!thawer) 1309 if (!f)
1357 return; 1310 return;
1358 1311
1359 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1312 f.next ();
1360 {
1361 if (*buf == '#')
1362 continue;
1363 if ((cp = strchr (buf, '\n')) != NULL)
1364 *cp = '\0';
1365 cp = buf;
1366 while (*cp == ' ') /* Skip blanks */
1367 cp++;
1368 if (*cp == '\0')
1369 continue;
1370 1313
1371 if (!strncmp (cp, "Allowed", 7)) 1314 for (;;)
1315 {
1316 switch (f.kw)
1372 { 1317 {
1318 case KW_allowed:
1373 if (art == NULL) 1319 if (!art)
1320 art = get_empty_artifact ();
1321
1374 { 1322 {
1375 art = get_empty_artifact (); 1323 if (!strcmp (f.get_str (), "all"))
1376 nrofartifacts++; 1324 break;
1325
1326 char *next, *cp = f.get_str ();
1327
1328 do
1329 {
1330 if ((next = strchr (cp, ',')))
1331 *next++ = '\0';
1332
1333 linked_char *tmp = new linked_char;
1334
1335 tmp->name = cp;
1336 tmp->next = art->allowed;
1337 art->allowed = tmp;
1338 }
1339 while ((cp = next));
1377 } 1340 }
1378 cp = strchr (cp, ' ') + 1; 1341 break;
1379 if (!strcmp (cp, "all")) 1342
1343 case KW_chance:
1344 f.get (art->chance);
1345 break;
1346
1347 case KW_difficulty:
1348 f.get (art->difficulty);
1349 break;
1350
1351 case KW_object:
1352 {
1353 art->item = object::create ();
1354
1355 if (!art->item->parse_kv (f))
1356 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1357
1358 al = find_artifactlist (art->item->type);
1359
1360 if (!al)
1361 {
1362 al = get_empty_artifactlist ();
1363 al->type = art->item->type;
1364 al->next = first_artifactlist;
1365 first_artifactlist = al;
1366 }
1367
1368 art->next = al->items;
1369 al->items = art;
1370 art = 0;
1371 }
1380 continue; 1372 continue;
1381 1373
1382 do 1374 case KW_EOF:
1375 goto done;
1376
1377 default:
1378 if (!f.parse_error ("artifacts file"))
1379 cleanup ("artifacts file required");
1383 { 1380 break;
1384 nrofallowedstr++;
1385 if ((next = strchr (cp, ',')) != NULL)
1386 *(next++) = '\0';
1387 tmp = new linked_char;
1388
1389 tmp->name = cp;
1390 tmp->next = art->allowed;
1391 art->allowed = tmp;
1392 }
1393 while ((cp = next) != NULL);
1394 }
1395 else if (sscanf (cp, "chance %d", &value))
1396 art->chance = (uint16) value;
1397 else if (sscanf (cp, "difficulty %d", &value))
1398 art->difficulty = (uint8) value;
1399 else if (!strncmp (cp, "Object", 6))
1400 { 1381 }
1401 art->item = object::create ();
1402 1382
1403 if (!load_object (thawer, art->item, 0)) 1383 f.next ();
1404 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1405
1406 art->item->name = strchr (cp, ' ') + 1;
1407 al = find_artifactlist (art->item->type);
1408 if (al == NULL)
1409 {
1410 al = get_empty_artifactlist ();
1411 al->type = art->item->type;
1412 al->next = first_artifactlist;
1413 first_artifactlist = al;
1414 }
1415 art->next = al->items;
1416 al->items = art;
1417 art = NULL;
1418 }
1419 else
1420 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1421 } 1384 }
1422 1385
1386done:
1423 for (al = first_artifactlist; al != NULL; al = al->next) 1387 for (al = first_artifactlist; al; al = al->next)
1424 { 1388 {
1389 al->total_chance = 0;
1390
1425 for (art = al->items; art != NULL; art = art->next) 1391 for (art = al->items; art; art = art->next)
1426 { 1392 {
1427 if (!art->chance) 1393 if (!art->chance)
1428 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1394 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1429 else 1395 else
1430 al->total_chance += art->chance; 1396 al->total_chance += art->chance;
1435 } 1401 }
1436 1402
1437 LOG (llevDebug, "done.\n"); 1403 LOG (llevDebug, "done.\n");
1438} 1404}
1439 1405
1440
1441/* 1406/*
1442 * Used in artifact generation. The bonuses of the first object 1407 * Used in artifact generation. The bonuses of the first object
1443 * is modified by the bonuses of the second object. 1408 * is modified by the bonuses of the second object.
1444 */ 1409 */
1445
1446void 1410void
1447add_abilities (object *op, object *change) 1411add_abilities (object *op, object *change)
1448{ 1412{
1449 int i, tmp; 1413 int i, tmp;
1450 1414
1451 if (change->face != blank_face) 1415 if (change->face != blank_face)
1452 { 1416 {
1453#ifdef TREASURE_VERBOSE 1417#ifdef TREASURE_VERBOSE
1454 LOG (llevDebug, "FACE: %d\n", change->face->number); 1418 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1455#endif 1419#endif
1456 op->face = change->face; 1420 op->face = change->face;
1457 } 1421 }
1458 1422
1459 for (i = 0; i < NUM_STATS; i++) 1423 for (i = 0; i < NUM_STATS; i++)
1499 1463
1500 op->set_speed (op->speed); 1464 op->set_speed (op->speed);
1501 } 1465 }
1502 1466
1503 if (change->nrof) 1467 if (change->nrof)
1504 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1468 op->nrof = rndm (change->nrof) + 1;
1505 1469
1506 op->stats.exp += change->stats.exp; /* Speed modifier */ 1470 op->stats.exp += change->stats.exp; /* Speed modifier */
1507 op->stats.wc += change->stats.wc; 1471 op->stats.wc += change->stats.wc;
1508 op->stats.ac += change->stats.ac; 1472 op->stats.ac += change->stats.ac;
1509 1473
1612 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1576 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1613 } 1577 }
1614 1578
1615 op->value *= change->value; 1579 op->value *= change->value;
1616 1580
1617 if (change->material) 1581 if (change->materials)
1618 op->material = change->material; 1582 op->materials = change->materials;
1619 1583
1620 if (change->materialname) 1584 if (change->materialname)
1621 op->materialname = change->materialname; 1585 op->materialname = change->materialname;
1622 1586
1623 if (change->slaying) 1587 if (change->slaying)
1640 if (art->allowed == (linked_char *) NULL) 1604 if (art->allowed == (linked_char *) NULL)
1641 return 1; /* Ie, "all" */ 1605 return 1; /* Ie, "all" */
1642 for (tmp = art->allowed; tmp; tmp = tmp->next) 1606 for (tmp = art->allowed; tmp; tmp = tmp->next)
1643 { 1607 {
1644#ifdef TREASURE_VERBOSE 1608#ifdef TREASURE_VERBOSE
1645 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1609 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1646#endif 1610#endif
1647 if (*tmp->name == '!') 1611 if (*tmp->name == '!')
1648 name = tmp->name + 1, neg = 1; 1612 name = tmp->name + 1, neg = 1;
1649 else 1613 else
1650 name = tmp->name, neg = 0; 1614 name = tmp->name, neg = 0;
1717 return; 1681 return;
1718 } 1682 }
1719 1683
1720 for (i = 0; i < ARTIFACT_TRIES; i++) 1684 for (i = 0; i < ARTIFACT_TRIES; i++)
1721 { 1685 {
1722 int roll = RANDOM () % al->total_chance; 1686 int roll = rndm (al->total_chance);
1723 1687
1724 for (art = al->items; art != NULL; art = art->next) 1688 for (art = al->items; art; art = art->next)
1725 { 1689 {
1726 roll -= art->chance; 1690 roll -= art->chance;
1727 if (roll < 0) 1691 if (roll < 0)
1728 break; 1692 break;
1729 } 1693 }
1745 continue; 1709 continue;
1746 1710
1747 if (!legal_artifact_combination (op, art)) 1711 if (!legal_artifact_combination (op, art))
1748 { 1712 {
1749#ifdef TREASURE_VERBOSE 1713#ifdef TREASURE_VERBOSE
1750 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1714 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1751#endif 1715#endif
1752 continue; 1716 continue;
1753 } 1717 }
1718
1754 give_artifact_abilities (op, art->item); 1719 give_artifact_abilities (op, art->item);
1755 return; 1720 return;
1756 } 1721 }
1757} 1722}
1758 1723
1802 SET_FLAG (item, FLAG_NO_STEAL); 1767 SET_FLAG (item, FLAG_NO_STEAL);
1803 } 1768 }
1804} 1769}
1805 1770
1806/* special_potion() - so that old potion code is still done right. */ 1771/* special_potion() - so that old potion code is still done right. */
1807
1808int 1772int
1809special_potion (object *op) 1773special_potion (object *op)
1810{ 1774{
1811 if (op->attacktype) 1775 if (op->attacktype)
1812 return 1; 1776 return 1;
1822} 1786}
1823 1787
1824void 1788void
1825free_treasurestruct (treasure *t) 1789free_treasurestruct (treasure *t)
1826{ 1790{
1827 if (t->next)
1828 free_treasurestruct (t->next); 1791 if (t->next) free_treasurestruct (t->next);
1829 if (t->next_yes)
1830 free_treasurestruct (t->next_yes); 1792 if (t->next_yes) free_treasurestruct (t->next_yes);
1831 if (t->next_no)
1832 free_treasurestruct (t->next_no); 1793 if (t->next_no) free_treasurestruct (t->next_no);
1833 1794
1834 delete t; 1795 delete t;
1835} 1796}
1836 1797
1837void 1798void
1842 1803
1843 delete lc; 1804 delete lc;
1844} 1805}
1845 1806
1846void 1807void
1847free_artifact (artifact * at) 1808free_artifact (artifact *at)
1848{ 1809{
1849 if (at->next)
1850 free_artifact (at->next); 1810 if (at->next) free_artifact (at->next);
1851
1852 if (at->allowed)
1853 free_charlinks (at->allowed); 1811 if (at->allowed) free_charlinks (at->allowed);
1854 1812
1855 at->item->destroy (1); 1813 at->item->destroy (1);
1856 1814
1857 delete at; 1815 sfree (at);
1858} 1816}
1859 1817
1860void 1818void
1861free_artifactlist (artifactlist * al) 1819free_artifactlist (artifactlist *al)
1862{ 1820{
1863 artifactlist *nextal; 1821 artifactlist *nextal;
1864 1822
1865 for (al = first_artifactlist; al; al = nextal) 1823 for (al = first_artifactlist; al; al = nextal)
1866 { 1824 {
1867 nextal = al->next; 1825 nextal = al->next;
1868 1826
1869 if (al->items) 1827 if (al->items)
1870 free_artifact (al->items); 1828 free_artifact (al->items);
1871 1829
1872 free (al); 1830 sfree (al);
1873 } 1831 }
1874} 1832}
1875 1833
1876void 1834void
1877free_all_treasures (void) 1835free_all_treasures (void)
1878{ 1836{
1879 treasurelist *tl, *next; 1837 treasurelist *tl, *next;
1880 1838
1881
1882 for (tl = first_treasurelist; tl != NULL; tl = next) 1839 for (tl = first_treasurelist; tl; tl = next)
1883 { 1840 {
1841 clear (tl);
1842
1884 next = tl->next; 1843 next = tl->next;
1885 if (tl->items)
1886 free_treasurestruct (tl->items);
1887 delete tl; 1844 delete tl;
1888 } 1845 }
1846
1889 free_artifactlist (first_artifactlist); 1847 free_artifactlist (first_artifactlist);
1890} 1848}

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