ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
(Generate patch)

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.31 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.48 by root, Tue Apr 17 18:40:31 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 23 */
24
25#define ALLOWED_COMBINATION
26 24
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * 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
29 * 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
30 * left on 28 * left on
31 */ 29 */
32#define TREASURE_DEBUG 30#define TREASURE_DEBUG
33 31
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 33
36/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
37 35
38#include <global.h> 36#include <global.h>
39#include <treasure.h> 37#include <treasure.h>
40#include <funcpoint.h> 38#include <funcpoint.h>
41#include <loader.h> 39#include <loader.h>
42 40
41extern char *spell_mapping[];
42
43static treasurelist *first_treasurelist;
43 44
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[];
46 46
47/* 47typedef std::tr1::unordered_map<
48 * Initialize global archtype pointers: 48 const char *,
49 */ 49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
50 55
56static tl_map_t tl_map;
57
58/*
59 * Searches for the given treasurelist
60 */
61treasurelist *
62treasurelist::find (const char *name)
63{
64 if (!name)
65 return 0;
66
67 auto (i, tl_map.find (name));
68
69 if (i == tl_map.end ())
70 return 0;
71
72 return i->second;
73}
74
75/*
76 * Searches for the given treasurelist in the globally linked list
77 * of treasurelists which has been built by load_treasures().
78 */
79treasurelist *
80treasurelist::get (const char *name)
81{
82 treasurelist *tl = find (name);
83
84 if (!tl)
85 {
86 tl = new treasurelist;
87
88 tl->name = name;
89 tl->next = first_treasurelist;
90 first_treasurelist = tl;
91
92 tl_map.insert (std::make_pair (tl->name, tl));
93 }
94
95 return tl;
96}
97
98//TODO: class method
51void 99void
52init_archetype_pointers () 100clear (treasurelist *tl)
53{ 101{
54 int prev_warn = warn_archetypes; 102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
55 107
56 warn_archetypes = 1;
57 if (ring_arch == NULL)
58 ring_arch = archetype::find ("ring");
59 if (amulet_arch == NULL)
60 amulet_arch = archetype::find ("amulet");
61 if (staff_arch == NULL)
62 staff_arch = archetype::find ("staff");
63 if (crown_arch == NULL)
64 crown_arch = archetype::find ("crown");
65 warn_archetypes = prev_warn;
66}
67
68/*
69 * Allocate and return the pointer to an empty treasurelist structure.
70 */
71
72static treasurelist *
73get_empty_treasurelist (void)
74{
75 return new treasurelist;
76}
77
78/*
79 * Allocate and return the pointer to an empty treasure structure.
80 */
81//TODO: make this a constructor
82static treasure *
83get_empty_treasure (void)
84{
85 treasure *t = new treasure;
86
87 t->chance = 100; 108 tl->total_chance = 0;
88
89 return t;
90} 109}
110
111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out
114 */
115static void
116check_treasurelist (const treasure *t, const treasurelist * tl)
117{
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
129}
130#endif
91 131
92/* 132/*
93 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
95 */ 135 */
96
97static treasure * 136static treasure *
98load_treasure (FILE * fp, int *line) 137read_treasure (object_thawer &f)
99{ 138{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
102 int value;
103 140
104 nroftreasures++; 141 f.next ();
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108 142
109 if (*buf == '#') 143 for (;;)
110 continue; 144 {
111 if ((cp = strchr (buf, '\n')) != NULL) 145 coroapi::cede_to_tick_every (10);
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116 146
117 if (sscanf (cp, "arch %s", variable)) 147 switch (f.kw)
118 {
119 if ((t->item = archetype::find (variable)) == NULL)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 } 148 {
122 else if (sscanf (cp, "list %s", variable)) 149 case KW_arch:
123 t->name = variable; 150 if (!(t->item = archetype::find (f.get_str ())))
124 else if (sscanf (cp, "change_name %s", variable)) 151 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
125 t->change_arch.name = variable; 152 break;
126 else if (sscanf (cp, "change_title %s", variable)) 153
127 t->change_arch.title = variable; 154 case KW_list: f.get (t->name); break;
128 else if (sscanf (cp, "change_slaying %s", variable)) 155 case KW_change_name: f.get (t->change_arch.name); break;
129 t->change_arch.slaying = variable; 156 case KW_change_title: f.get (t->change_arch.title); break;
130 else if (sscanf (cp, "chance %d", &value)) 157 case KW_change_slaying: f.get (t->change_arch.slaying); break;
131 t->chance = (uint8) value; 158 case KW_chance: f.get (t->chance); break;
132 else if (sscanf (cp, "nrof %d", &value)) 159 case KW_nrof: f.get (t->nrof); break;
133 t->nrof = (uint16) value; 160 case KW_magic: f.get (t->magic); break;
134 else if (sscanf (cp, "magic %d", &value)) 161
135 t->magic = (uint8) value; 162 case KW_yes: t->next_yes = read_treasure (f); continue;
136 else if (!strcmp (cp, "yes")) 163 case KW_no: t->next_no = read_treasure (f); continue;
137 t->next_yes = load_treasure (fp, line); 164
138 else if (!strcmp (cp, "no")) 165 case KW_end:
139 t->next_no = load_treasure (fp, line); 166 f.next ();
140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 {
144 t->next = load_treasure (fp, line);
145 return t; 167 return t;
146 }
147 else
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
149 }
150 LOG (llevError, "treasure lacks 'end'.\n");
151 return t;
152}
153 168
154#ifdef TREASURE_DEBUG 169 case KW_more:
170 t->next = read_treasure (f);
171 return t;
155 172
156/* recursived checks the linked list. Treasurelist is passed only 173 default:
157 * so that the treasure name can be printed out 174 if (!f.parse_error ("treasurelist", t->name))
158 */ 175 return 0;
159static void
160check_treasurelist (const treasure *t, const treasurelist * tl)
161{
162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
164 /* find_treasurelist will print out its own error message */
165 if (t->name && *t->name)
166 find_treasurelist (t->name);
167 if (t->next)
168 check_treasurelist (t->next, tl);
169 if (t->next_yes)
170 check_treasurelist (t->next_yes, tl);
171 if (t->next_no)
172 check_treasurelist (t->next_no, tl);
173}
174#endif
175 176
177 return t;
178 }
179
180 f.next ();
181 }
182}
183
176/* 184/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 185 * Each treasure is parsed with the help of load_treasure().
179 */ 186 */
180 187treasurelist *
181void 188treasurelist::read (object_thawer &f)
182load_treasures (void)
183{ 189{
184 FILE *fp; 190 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
185 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
186 treasurelist *previous = NULL;
187 treasure *t;
188 int comp, line = 0;
189 191
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 192 bool one = f.kw == KW_treasureone;
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 193 treasurelist *tl = treasurelist::get (f.get_str ());
192 { 194 clear (tl);
193 LOG (llevError, "Can't open treasure file.\n"); 195 tl->items = read_treasure (f);
196 if (!tl->items)
194 return; 197 return 0;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
198 line++;
199 if (*buf == '#')
200 continue;
201 198
202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
203 {
204 treasurelist *tl = get_empty_treasurelist ();
205
206 tl->name = name;
207 if (previous == NULL)
208 first_treasurelist = tl;
209 else
210 previous->next = tl;
211 previous = tl;
212 tl->items = load_treasure (fp, &line);
213
214 /* This is a one of the many items on the list should be generated. 199 /* This is a one of the many items on the list should be generated.
215 * Add up the chance total, and check to make sure the yes & no 200 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used. 201 * fields of the treasures are not being used.
217 */ 202 */
218 if (!strncmp (buf, "treasureone", 11)) 203 tl->total_chance = 0;
204
205 if (one)
206 {
207 for (treasure *t = tl->items; t; t = t->next)
208 {
209 if (t->next_yes || t->next_no)
219 { 210 {
220 for (t = tl->items; t != NULL; t = t->next)
221 {
222#ifdef TREASURE_DEBUG
223 if (t->next_yes || t->next_no)
224 {
225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 211 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
226 LOG (llevError, " the next_yes or next_no field is set\n"); 212 LOG (llevError, " the next_yes or next_no field is set\n");
227 }
228#endif
229 tl->total_chance += t->chance;
230 }
231 } 213 }
232 }
233 else
234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
235 }
236 close_and_delete (fp, comp);
237 214
238#ifdef TREASURE_DEBUG 215 tl->total_chance += t->chance;
239 /* Perform some checks on how valid the treasure data actually is. 216 }
240 * verify that list transitions work (ie, the list that it is supposed 217 }
241 * to transition to exists). Also, verify that at least the name
242 * or archetype is set for each treasure element.
243 */
244 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
245 check_treasurelist (previous->items, previous);
246#endif
247}
248 218
249/*
250 * Searches for the given treasurelist in the globally linked list
251 * of treasurelists which has been built by load_treasures().
252 */
253
254treasurelist *
255find_treasurelist (const char *name)
256{
257 shstr_cmp name_ (name);
258
259 if (!name_)
260 return 0;
261
262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
263 if (name_ == tl->name)
264 return tl;
265
266 if (first_treasurelist)
267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
268
269 return 0; 219 return tl;
270} 220}
271
272 221
273/* 222/*
274 * Generates the objects specified by the given treasure. 223 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 224 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 225 * If there is a certain percental chance for a treasure to be generated,
326 275
327 if (t->change_arch.slaying) 276 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 277 op->slaying = t->change_arch.slaying;
329} 278}
330 279
331void 280static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 281create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 282{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 283 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 284 {
338 if (t->name) 285 if (t->name)
339 { 286 {
340 if (difficulty >= t->magic) 287 if (difficulty >= t->magic)
341 {
342 treasurelist *tl = find_treasurelist (t->name); 288 if (treasurelist *tl = treasurelist::find (t->name))
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries); 289 create_treasure (tl, op, flag, difficulty, tries);
345 } 290 else
291 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
346 } 292 }
347 else 293 else
348 { 294 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 295 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 { 296 {
351 tmp = arch_to_object (t->item); 297 object *tmp = arch_to_object (t->item);
298
352 if (t->nrof && tmp->nrof <= 1) 299 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 300 tmp->nrof = rndm (t->nrof) + 1;
301
354 fix_generated_item (tmp, op, difficulty, t->magic, flag); 302 fix_generated_item (tmp, op, difficulty, t->magic, flag);
355 change_treasure (t, tmp); 303 change_treasure (t, tmp);
356 put_treasure (tmp, op, flag); 304 put_treasure (tmp, op, flag);
357 } 305 }
358 } 306 }
359 307
360 if (t->next_yes != NULL) 308 if (t->next_yes)
361 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 309 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
362 } 310 }
363 else if (t->next_no != NULL) 311 else if (t->next_no)
364 create_all_treasures (t->next_no, op, flag, difficulty, tries); 312 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365 313
366 if (t->next != NULL) 314 if (t->next)
367 create_all_treasures (t->next, op, flag, difficulty, tries); 315 create_all_treasures (t->next, op, flag, difficulty, tries);
368} 316}
369 317
370void 318static void
371create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 319create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
372{ 320{
373 int value = RANDOM () % tl->total_chance; 321 int value = rndm (tl->total_chance);
374 treasure *t; 322 treasure *t;
375 323
376 if (tries++ > 100) 324 if (tries++ > 100)
377 { 325 {
378 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 326 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
379 return; 327 return;
380 } 328 }
381 329
382 for (t = tl->items; t != NULL; t = t->next) 330 for (t = tl->items; t; t = t->next)
383 { 331 {
384 value -= t->chance; 332 value -= t->chance;
385 333
386 if (value < 0) 334 if (value < 0)
387 break; 335 break;
388 } 336 }
389 337
390 if (!t || value >= 0) 338 if (!t || value >= 0)
391 {
392 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 339 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
393 abort ();
394 return;
395 }
396 340
397 if (t->name) 341 if (t->name)
398 { 342 {
399 if (difficulty >= t->magic) 343 if (difficulty >= t->magic)
400 { 344 {
401 treasurelist *tl = find_treasurelist (t->name); 345 treasurelist *tl = treasurelist::find (t->name);
402 if (tl) 346 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries); 347 create_treasure (tl, op, flag, difficulty, tries);
404 } 348 }
405 else if (t->nrof) 349 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 350 create_one_treasure (tl, op, flag, difficulty, tries);
407
408 return;
409 } 351 }
410
411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 352 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
412 { 353 {
413 object *tmp = arch_to_object (t->item); 354 if (object *tmp = arch_to_object (t->item))
414 355 {
415 if (!tmp)
416 return;
417
418 if (t->nrof && tmp->nrof <= 1) 356 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 357 tmp->nrof = rndm (t->nrof) + 1;
420 358
421 fix_generated_item (tmp, op, difficulty, t->magic, flag); 359 fix_generated_item (tmp, op, difficulty, t->magic, flag);
422 change_treasure (t, tmp); 360 change_treasure (t, tmp);
423 put_treasure (tmp, op, flag); 361 put_treasure (tmp, op, flag);
362 }
424 } 363 }
425} 364}
426 365
427/* This calls the appropriate treasure creation function. tries is passed 366/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 367 * to determine how many list transitions or attempts to create treasure
432 * to do that. 371 * to do that.
433 */ 372 */
434void 373void
435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 374create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436{ 375{
376 // empty treasurelists are legal
377 if (!tl->items)
378 return;
437 379
438 if (tries++ > 100) 380 if (tries++ > 100)
439 { 381 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 382 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 383 return;
442 } 384 }
385
443 if (tl->total_chance) 386 if (tl->total_chance)
444 create_one_treasure (tl, op, flag, difficulty, tries); 387 create_one_treasure (tl, op, flag, difficulty, tries);
445 else 388 else
446 create_all_treasures (tl->items, op, flag, difficulty, tries); 389 create_all_treasures (tl->items, op, flag, difficulty, tries);
447} 390}
479 * magical bonus "wanted". 422 * magical bonus "wanted".
480 */ 423 */
481 424
482static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 425static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
483 426
484/*chance of magic difficulty*/ 427// chance of magic difficulty
485
486/* +0 +1 +2 +3 +4 */ 428// +0 +1 +2 +3 +4
487 {95, 2, 2, 1, 0}, /*1 */ 429 {95, 2, 2, 1, 0}, // 1
488 {92, 5, 2, 1, 0}, /*2 */ 430 {92, 5, 2, 1, 0}, // 2
489 {85, 10, 4, 1, 0}, /*3 */ 431 {85, 10, 4, 1, 0}, // 3
490 {80, 14, 4, 2, 0}, /*4 */ 432 {80, 14, 4, 2, 0}, // 4
491 {75, 17, 5, 2, 1}, /*5 */ 433 {75, 17, 5, 2, 1}, // 5
492 {70, 18, 8, 3, 1}, /*6 */ 434 {70, 18, 8, 3, 1}, // 6
493 {65, 21, 10, 3, 1}, /*7 */ 435 {65, 21, 10, 3, 1}, // 7
494 {60, 22, 12, 4, 2}, /*8 */ 436 {60, 22, 12, 4, 2}, // 8
495 {55, 25, 14, 4, 2}, /*9 */ 437 {55, 25, 14, 4, 2}, // 9
496 {50, 27, 16, 5, 2}, /*10 */ 438 {50, 27, 16, 5, 2}, // 10
497 {45, 28, 18, 6, 3}, /*11 */ 439 {45, 28, 18, 6, 3}, // 11
498 {42, 28, 20, 7, 3}, /*12 */ 440 {42, 28, 20, 7, 3}, // 12
499 {40, 27, 21, 8, 4}, /*13 */ 441 {40, 27, 21, 8, 4}, // 13
500 {38, 25, 22, 10, 5}, /*14 */ 442 {38, 25, 22, 10, 5}, // 14
501 {36, 23, 23, 12, 6}, /*15 */ 443 {36, 23, 23, 12, 6}, // 15
502 {33, 21, 24, 14, 8}, /*16 */ 444 {33, 21, 24, 14, 8}, // 16
503 {31, 19, 25, 16, 9}, /*17 */ 445 {31, 19, 25, 16, 9}, // 17
504 {27, 15, 30, 18, 10}, /*18 */ 446 {27, 15, 30, 18, 10}, // 18
505 {20, 12, 30, 25, 13}, /*19 */ 447 {20, 12, 30, 25, 13}, // 19
506 {15, 10, 28, 30, 17}, /*20 */ 448 {15, 10, 28, 30, 17}, // 20
507 {13, 9, 27, 28, 23}, /*21 */ 449 {13, 9, 27, 28, 23}, // 21
508 {10, 8, 25, 28, 29}, /*22 */ 450 {10, 8, 25, 28, 29}, // 22
509 {8, 7, 23, 26, 36}, /*23 */ 451 { 8, 7, 23, 26, 36}, // 23
510 {6, 6, 20, 22, 46}, /*24 */ 452 { 6, 6, 20, 22, 46}, // 24
511 {4, 5, 17, 18, 56}, /*25 */ 453 { 4, 5, 17, 18, 56}, // 25
512 {2, 4, 12, 14, 68}, /*26 */ 454 { 2, 4, 12, 14, 68}, // 26
513 {0, 3, 7, 10, 80}, /*27 */ 455 { 0, 3, 7, 10, 80}, // 27
514 {0, 0, 3, 7, 90}, /*28 */ 456 { 0, 0, 3, 7, 90}, // 28
515 {0, 0, 0, 3, 97}, /*29 */ 457 { 0, 0, 0, 3, 97}, // 29
516 {0, 0, 0, 0, 100}, /*30 */ 458 { 0, 0, 0, 0, 100}, // 30
517 {0, 0, 0, 0, 100}, /*31 */ 459 { 0, 0, 0, 0, 100}, // 31
518}; 460};
519 461
520 462
521/* calculate the appropriate level for wands staves and scrolls. 463/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 464 * This code presumes that op has had its spell object created (in op->inv)
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 497 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some 498 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31. 499 * weird integer between 1-31.
558 * 500 *
559 */ 501 */
560
561int 502int
562magic_from_difficulty (int difficulty) 503magic_from_difficulty (int difficulty)
563{ 504{
564 int percent = 0, magic = 0; 505 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 506 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
570 scaled_diff = 0; 511 scaled_diff = 0;
571 512
572 if (scaled_diff >= DIFFLEVELS) 513 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1; 514 scaled_diff = DIFFLEVELS - 1;
574 515
575 percent = RANDOM () % 100; 516 percent = rndm (100);
576 517
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 518 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 519 {
579 percent -= difftomagic_list[scaled_diff][magic]; 520 percent -= difftomagic_list[scaled_diff][magic];
580 521
586 { 527 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 528 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 magic = 0; 529 magic = 0;
589 } 530 }
590 531
591 magic = (RANDOM () % 3) ? magic : -magic; 532 magic = (rndm (3)) ? magic : -magic;
592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 533 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593 534
594 return magic; 535 return magic;
595} 536}
596 537
611 if (op->arch) 552 if (op->arch)
612 { 553 {
613 if (op->type == ARMOUR) 554 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 555 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615 556
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 557 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 558 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 559 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 } 560 }
620 else 561 else
621 { 562 {
622 if (op->type == ARMOUR) 563 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 565 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 566 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 567 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 568 }
628} 569}
629 570
653 * 1) Since rings can have multiple bonuses, if the same bonus 594 * 1) Since rings can have multiple bonuses, if the same bonus
654 * is rolled again, increase it - the bonuses now stack with 595 * is rolled again, increase it - the bonuses now stack with
655 * other bonuses previously rolled and ones the item might natively have. 596 * other bonuses previously rolled and ones the item might natively have.
656 * 2) Add code to deal with new PR method. 597 * 2) Add code to deal with new PR method.
657 */ 598 */
658
659void 599void
660set_ring_bonus (object *op, int bonus) 600set_ring_bonus (object *op, int bonus)
661{ 601{
662 602
663 int r = RANDOM () % (bonus > 0 ? 25 : 11); 603 int r = rndm (bonus > 0 ? 25 : 11);
664 604
665 if (op->type == AMULET) 605 if (op->type == AMULET)
666 { 606 {
667 if (!(RANDOM () % 21)) 607 if (!(rndm (21)))
668 r = 20 + RANDOM () % 2; 608 r = 20 + rndm (2);
669 else 609 else
670 { 610 {
671 if (RANDOM () & 2) 611 if (rndm (2))
672 r = 10; 612 r = 10;
673 else 613 else
674 r = 11 + RANDOM () % 9; 614 r = 11 + rndm (9);
675 } 615 }
676 } 616 }
677 617
678 switch (r) 618 switch (r)
679 { 619 {
716 case 16: 656 case 16:
717 case 17: 657 case 17:
718 case 18: 658 case 18:
719 case 19: 659 case 19:
720 { 660 {
721 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 661 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
722 662
723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 663 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
724 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 664 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
725 665
726 /* Cursed items need to have higher negative values to equal out with 666 /* Cursed items need to have higher negative values to equal out with
727 * positive values for how protections work out. Put another 667 * positive values for how protections work out. Put another
728 * little random element in since that they don't always end up with 668 * little random element in since that they don't always end up with
729 * even values. 669 * even values.
730 */ 670 */
731 if (bonus < 0) 671 if (bonus < 0)
732 val = 2 * -val - RANDOM () % b; 672 val = 2 * -val - rndm (b);
733 if (val > 35) 673 if (val > 35)
734 val = 35; /* Upper limit */ 674 val = 35; /* Upper limit */
735 b = 0; 675 b = 0;
676
736 while (op->resist[resist_table[resist]] != 0 && b < 4) 677 while (op->resist[resist_table[resist]] != 0 && b < 4)
737 {
738 resist = RANDOM () % num_resist_table; 678 resist = rndm (num_resist_table);
739 } 679
740 if (b == 4) 680 if (b == 4)
741 return; /* Not able to find a free resistance */ 681 return; /* Not able to find a free resistance */
682
742 op->resist[resist_table[resist]] = val; 683 op->resist[resist_table[resist]] = val;
743 /* We should probably do something more clever here to adjust value 684 /* We should probably do something more clever here to adjust value
744 * based on how good a resistance we gave. 685 * based on how good a resistance we gave.
745 */ 686 */
746 break; 687 break;
774 case 22: 715 case 22:
775 op->stats.exp += bonus; /* Speed! */ 716 op->stats.exp += bonus; /* Speed! */
776 op->value = (op->value * 2) / 3; 717 op->value = (op->value * 2) / 3;
777 break; 718 break;
778 } 719 }
720
779 if (bonus > 0) 721 if (bonus > 0)
780 op->value *= 2 * bonus; 722 op->value *= 2 * bonus;
781 else 723 else
782 op->value = -(op->value * 2 * bonus) / 3; 724 op->value = -(op->value * 2 * bonus) / 3;
783} 725}
788 * higher is the chance of returning a low number. 730 * higher is the chance of returning a low number.
789 * It is only used in fix_generated_treasure() to set bonuses on 731 * It is only used in fix_generated_treasure() to set bonuses on
790 * rings and amulets. 732 * rings and amulets.
791 * Another scheme is used to calculate the magic of weapons and armours. 733 * Another scheme is used to calculate the magic of weapons and armours.
792 */ 734 */
793
794int 735int
795get_magic (int diff) 736get_magic (int diff)
796{ 737{
797 int i; 738 int i;
798 739
799 if (diff < 3) 740 if (diff < 3)
800 diff = 3; 741 diff = 3;
742
801 for (i = 0; i < 4; i++) 743 for (i = 0; i < 4; i++)
802 if (RANDOM () % diff) 744 if (rndm (diff))
803 return i; 745 return i;
746
804 return 4; 747 return 4;
805} 748}
806 749
807#define DICE2 (get_magic(2)==2?2:1) 750#define DICE2 (get_magic(2)==2?2:1)
808#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 751#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
809 752
810/* 753/*
811 * fix_generated_item(): This is called after an item is generated, in 754 * fix_generated_item(): This is called after an item is generated, in
812 * order to set it up right. This produced magical bonuses, puts spells 755 * order to set it up right. This produced magical bonuses, puts spells
813 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 756 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
827 * value. 770 * value.
828 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 771 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
829 * a working object - don't change magic, value, etc, but set it material 772 * a working object - don't change magic, value, etc, but set it material
830 * type as appropriate, for objects that need spell objects, set those, etc 773 * type as appropriate, for objects that need spell objects, set those, etc
831 */ 774 */
832
833void 775void
834fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 776fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
835{ 777{
836 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 778 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
837 779
844 786
845 if (op->randomitems && op->type != SPELL) 787 if (op->randomitems && op->type != SPELL)
846 { 788 {
847 create_treasure (op->randomitems, op, flags, difficulty, 0); 789 create_treasure (op->randomitems, op, flags, difficulty, 0);
848 if (!op->inv) 790 if (!op->inv)
849 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 791 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
850 792
851 /* So the treasure doesn't get created again */ 793 /* So the treasure doesn't get created again */
852 op->randomitems = NULL; 794 op->randomitems = 0;
853 } 795 }
854 796
855 if (difficulty < 1) 797 if (difficulty < 1)
856 difficulty = 1; 798 difficulty = 1;
857 799
874 if (!op->magic && max_magic) 816 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 817 set_magic (difficulty, op, max_magic, flags);
876 818
877 num_enchantments = calc_item_power (op, 1); 819 num_enchantments = calc_item_power (op, 1);
878 820
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 821 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
822 || op->type == HORN
823 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
880 * used for shop_floors or treasures */ 824 * used for shop_floors or treasures */
881 generate_artifact (op, difficulty); 825 generate_artifact (op, difficulty);
882 } 826 }
883 827
884 /* Object was made an artifact. Calculate its item_power rating. 828 /* Object was made an artifact. Calculate its item_power rating.
942 case WEAPON: 886 case WEAPON:
943 case ARMOUR: 887 case ARMOUR:
944 case SHIELD: 888 case SHIELD:
945 case HELMET: 889 case HELMET:
946 case CLOAK: 890 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 891 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 892 set_ring_bonus (op, -DICE2);
949 break; 893 break;
950 894
951 case BRACERS: 895 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 896 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
953 { 897 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 898 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 899 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3; 900 op->value *= 3;
957 } 901 }
983 */ 927 */
984 if (op->inv && op->randomitems) 928 if (op->inv && op->randomitems)
985 { 929 {
986 /* value multiplier is same as for scrolls */ 930 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 931 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 932 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 933 }
990 else 934 else
991 { 935 {
992 op->name = "potion"; 936 op->name = "potion";
993 op->name_pl = "potions"; 937 op->name_pl = "potions";
994 } 938 }
995 939
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 940 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 941 SET_FLAG (op, FLAG_CURSED);
998 break; 942 break;
999 } 943 }
1000 944
1001 case AMULET: 945 case AMULET:
1011 } 955 }
1012 956
1013 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 957 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1014 break; 958 break;
1015 959
1016 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 960 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1017 SET_FLAG (op, FLAG_CURSED); 961 SET_FLAG (op, FLAG_CURSED);
1018 962
1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 963 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1020 964
1021 if (op->type != RING) /* Amulets have only one ability */ 965 if (op->type != RING) /* Amulets have only one ability */
1022 break; 966 break;
1023 967
1024 if (!(RANDOM () % 4)) 968 if (!(rndm (4)))
1025 { 969 {
1026 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 970 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 971
1028 if (d > 0) 972 if (d > 0)
1029 op->value *= 3; 973 op->value *= 3;
1030 974
1031 set_ring_bonus (op, d); 975 set_ring_bonus (op, d);
1032 976
1033 if (!(RANDOM () % 4)) 977 if (!(rndm (4)))
1034 { 978 {
1035 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 979 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1036 980
1037 if (d > 0) 981 if (d > 0)
1038 op->value *= 5; 982 op->value *= 5;
1039 set_ring_bonus (op, d); 983 set_ring_bonus (op, d);
1040 } 984 }
1041 } 985 }
1042 986
1043 if (GET_ANIM_ID (op)) 987 if (GET_ANIM_ID (op))
1044 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 988 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1045 989
1046 break; 990 break;
1047 991
1048 case BOOK: 992 case BOOK:
1049 /* Is it an empty book?, if yes lets make a special· 993 /* Is it an empty book?, if yes lets make a special·
1050 * msg for it, and tailor its properties based on the· 994 * msg for it, and tailor its properties based on the·
1051 * creator and/or map level we found it on. 995 * creator and/or map level we found it on.
1052 */ 996 */
1053 if (!op->msg && RANDOM () % 10) 997 if (!op->msg && rndm (10))
1054 { 998 {
1055 /* set the book level properly */ 999 /* set the book level properly */
1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1000 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1057 { 1001 {
1058 if (op->map && op->map->difficulty) 1002 if (op->map && op->map->difficulty)
1059 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1003 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1060 else 1004 else
1061 op->level = RANDOM () % 20 + 1; 1005 op->level = rndm (20) + 1;
1062 } 1006 }
1063 else 1007 else
1064 op->level = RANDOM () % creator->level; 1008 op->level = rndm (creator->level);
1065 1009
1066 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1010 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1067 /* books w/ info are worth more! */ 1011 /* books w/ info are worth more! */
1068 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1012 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1069 /* creator related stuff */ 1013 /* creator related stuff */
1168 */ 1112 */
1169 1113
1170/* 1114/*
1171 * Allocate and return the pointer to an empty artifactlist structure. 1115 * Allocate and return the pointer to an empty artifactlist structure.
1172 */ 1116 */
1173
1174static artifactlist * 1117static artifactlist *
1175get_empty_artifactlist (void) 1118get_empty_artifactlist (void)
1176{ 1119{
1177 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1120 return salloc0 <artifactlist> ();
1178
1179 if (al == NULL)
1180 fatal (OUT_OF_MEMORY);
1181 al->next = NULL;
1182 al->items = NULL;
1183 al->total_chance = 0;
1184 return al;
1185} 1121}
1186 1122
1187/* 1123/*
1188 * Allocate and return the pointer to an empty artifact structure. 1124 * Allocate and return the pointer to an empty artifact structure.
1189 */ 1125 */
1190
1191static artifact * 1126static artifact *
1192get_empty_artifact (void) 1127get_empty_artifact (void)
1193{ 1128{
1194 artifact *a = (artifact *) malloc (sizeof (artifact)); 1129 return salloc0 <artifact> ();
1195
1196 if (a == NULL)
1197 fatal (OUT_OF_MEMORY);
1198 a->item = NULL;
1199 a->next = NULL;
1200 a->chance = 0;
1201 a->difficulty = 0;
1202 a->allowed = NULL;
1203 return a;
1204} 1130}
1205 1131
1206/* 1132/*
1207 * Searches the artifact lists and returns one that has the same type 1133 * Searches the artifact lists and returns one that has the same type
1208 * of objects on it. 1134 * of objects on it.
1209 */ 1135 */
1210
1211artifactlist * 1136artifactlist *
1212find_artifactlist (int type) 1137find_artifactlist (int type)
1213{ 1138{
1214 artifactlist *al;
1215
1216 for (al = first_artifactlist; al != NULL; al = al->next) 1139 for (artifactlist *al = first_artifactlist; al; al = al->next)
1217 if (al->type == type) 1140 if (al->type == type)
1218 return al; 1141 return al;
1142
1219 return NULL; 1143 return 0;
1220} 1144}
1221 1145
1222/* 1146/*
1223 * For debugging purposes. Dumps all tables. 1147 * For debugging purposes. Dumps all tables.
1224 */ 1148 */
1225
1226void 1149void
1227dump_artifacts (void) 1150dump_artifacts (void)
1228{ 1151{
1229 artifactlist *al; 1152 artifactlist *al;
1230 artifact *art; 1153 artifact *art;
1237 for (art = al->items; art != NULL; art = art->next) 1160 for (art = al->items; art != NULL; art = art->next)
1238 { 1161 {
1239 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1162 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1240 if (art->allowed != NULL) 1163 if (art->allowed != NULL)
1241 { 1164 {
1242 fprintf (logfile, "\tAllowed combinations:"); 1165 fprintf (logfile, "\tallowed combinations:");
1243 for (next = art->allowed; next != NULL; next = next->next) 1166 for (next = art->allowed; next != NULL; next = next->next)
1244 fprintf (logfile, "%s,", &next->name); 1167 fprintf (logfile, "%s,", &next->name);
1245 fprintf (logfile, "\n"); 1168 fprintf (logfile, "\n");
1246 } 1169 }
1247 } 1170 }
1258 treasurelist *tl; 1181 treasurelist *tl;
1259 int i; 1182 int i;
1260 1183
1261 if (depth > 100) 1184 if (depth > 100)
1262 return; 1185 return;
1186
1263 while (t) 1187 while (t)
1264 { 1188 {
1265 if (t->name) 1189 if (t->name)
1266 { 1190 {
1267 for (i = 0; i < depth; i++) 1191 for (i = 0; i < depth; i++)
1268 fprintf (logfile, " "); 1192 fprintf (logfile, " ");
1193
1269 fprintf (logfile, "{ (list: %s)\n", &t->name); 1194 fprintf (logfile, "{ (list: %s)\n", &t->name);
1195
1270 tl = find_treasurelist (t->name); 1196 tl = treasurelist::find (t->name);
1271 if (tl) 1197 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2); 1198 dump_monster_treasure_rec (name, tl->items, depth + 2);
1199
1273 for (i = 0; i < depth; i++) 1200 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1201 fprintf (logfile, " ");
1202
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1203 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 } 1204 }
1277 else 1205 else
1278 { 1206 {
1279 for (i = 0; i < depth; i++) 1207 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " "); 1208 fprintf (logfile, " ");
1209
1281 if (t->item && t->item->clone.type == FLESH) 1210 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1211 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else 1212 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name); 1213 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 } 1214 }
1286 1215
1287 if (t->next_yes) 1216 if (t->next_yes)
1288 { 1217 {
1289 for (i = 0; i < depth; i++) 1218 for (i = 0; i < depth; i++)
1290 fprintf (logfile, " "); 1219 fprintf (logfile, " ");
1220
1291 fprintf (logfile, " (if yes)\n"); 1221 fprintf (logfile, " (if yes)\n");
1292 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1222 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1293 } 1223 }
1294 1224
1295 if (t->next_no) 1225 if (t->next_no)
1296 { 1226 {
1297 for (i = 0; i < depth; i++) 1227 for (i = 0; i < depth; i++)
1298 fprintf (logfile, " "); 1228 fprintf (logfile, " ");
1229
1299 fprintf (logfile, " (if no)\n"); 1230 fprintf (logfile, " (if no)\n");
1300 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1231 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1301 } 1232 }
1302 1233
1303 t = t->next; 1234 t = t->next;
1306 1237
1307/* 1238/*
1308 * For debugging purposes. Dumps all treasures for a given monster. 1239 * For debugging purposes. Dumps all treasures for a given monster.
1309 * Created originally by Raphael Quinet for debugging the alchemy code. 1240 * Created originally by Raphael Quinet for debugging the alchemy code.
1310 */ 1241 */
1311
1312void 1242void
1313dump_monster_treasure (const char *name) 1243dump_monster_treasure (const char *name)
1314{ 1244{
1315 archetype *at; 1245 archetype *at;
1316 int found; 1246 int found;
1317 1247
1318 found = 0; 1248 found = 0;
1319 fprintf (logfile, "\n"); 1249 fprintf (logfile, "\n");
1250
1320 for (at = first_archetype; at != NULL; at = at->next) 1251 for (at = first_archetype; at != NULL; at = at->next)
1321 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1252 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1322 { 1253 {
1323 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1254 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1324 if (at->clone.randomitems != NULL) 1255 if (at->clone.randomitems != NULL)
1325 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1256 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1326 else 1257 else
1327 fprintf (logfile, "(nothing)\n"); 1258 fprintf (logfile, "(nothing)\n");
1259
1328 fprintf (logfile, "\n"); 1260 fprintf (logfile, "\n");
1329 found++; 1261 found++;
1330 } 1262 }
1263
1331 if (found == 0) 1264 if (found == 0)
1332 fprintf (logfile, "No objects have the name %s!\n\n", name); 1265 fprintf (logfile, "No objects have the name %s!\n\n", name);
1333} 1266}
1334 1267
1335/* 1268/*
1336 * Builds up the lists of artifacts from the file in the libdir. 1269 * Builds up the lists of artifacts from the file in the libdir.
1337 */ 1270 */
1338
1339void 1271void
1340init_artifacts (void) 1272init_artifacts (void)
1341{ 1273{
1342 static int has_been_inited = 0; 1274 static int has_been_inited = 0;
1343 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1275 char filename[MAX_BUF];
1344 artifact *art = NULL; 1276 artifact *art = NULL;
1345 linked_char *tmp;
1346 int value;
1347 artifactlist *al; 1277 artifactlist *al;
1348 1278
1349 if (has_been_inited) 1279 if (has_been_inited)
1350 return; 1280 return;
1351 else 1281 else
1352 has_been_inited = 1; 1282 has_been_inited = 1;
1353 1283
1354 sprintf (filename, "%s/artifacts", settings.datadir); 1284 sprintf (filename, "%s/artifacts", settings.datadir);
1355 object_thawer thawer (filename); 1285 object_thawer f (filename);
1356 1286
1357 if (!thawer) 1287 if (!f)
1358 return; 1288 return;
1359 1289
1360 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1290 f.next ();
1361 {
1362 if (*buf == '#')
1363 continue;
1364 if ((cp = strchr (buf, '\n')) != NULL)
1365 *cp = '\0';
1366 cp = buf;
1367 while (*cp == ' ') /* Skip blanks */
1368 cp++;
1369 if (*cp == '\0')
1370 continue;
1371 1291
1372 if (!strncmp (cp, "Allowed", 7)) 1292 for (;;)
1293 {
1294 switch (f.kw)
1373 { 1295 {
1296 case KW_allowed:
1374 if (art == NULL) 1297 if (!art)
1298 art = get_empty_artifact ();
1299
1375 { 1300 {
1376 art = get_empty_artifact (); 1301 if (!strcmp (f.get_str (), "all"))
1377 nrofartifacts++; 1302 break;
1303
1304 char *next, *cp = f.get_str ();
1305
1306 do
1307 {
1308 if ((next = strchr (cp, ',')))
1309 *next++ = '\0';
1310
1311 linked_char *tmp = new linked_char;
1312
1313 tmp->name = cp;
1314 tmp->next = art->allowed;
1315 art->allowed = tmp;
1316 }
1317 while ((cp = next));
1378 } 1318 }
1379 cp = strchr (cp, ' ') + 1; 1319 break;
1380 if (!strcmp (cp, "all")) 1320
1321 case KW_chance:
1322 f.get (art->chance);
1323 break;
1324
1325 case KW_difficulty:
1326 f.get (art->difficulty);
1327 break;
1328
1329 case KW_object:
1330 {
1331 art->item = object::create ();
1332
1333 if (!art->item->parse_kv (f))
1334 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1335
1336 al = find_artifactlist (art->item->type);
1337
1338 if (!al)
1339 {
1340 al = get_empty_artifactlist ();
1341 al->type = art->item->type;
1342 al->next = first_artifactlist;
1343 first_artifactlist = al;
1344 }
1345
1346 art->next = al->items;
1347 al->items = art;
1348 art = 0;
1349 }
1381 continue; 1350 continue;
1382 1351
1383 do 1352 case KW_EOF:
1353 goto done;
1354
1355 default:
1356 if (!f.parse_error ("artifacts file"))
1357 cleanup ("artifacts file required");
1384 { 1358 break;
1385 nrofallowedstr++;
1386 if ((next = strchr (cp, ',')) != NULL)
1387 *(next++) = '\0';
1388 tmp = new linked_char;
1389
1390 tmp->name = cp;
1391 tmp->next = art->allowed;
1392 art->allowed = tmp;
1393 }
1394 while ((cp = next) != NULL);
1395 }
1396 else if (sscanf (cp, "chance %d", &value))
1397 art->chance = (uint16) value;
1398 else if (sscanf (cp, "difficulty %d", &value))
1399 art->difficulty = (uint8) value;
1400 else if (!strncmp (cp, "Object", 6))
1401 { 1359 }
1402 art->item = object::create ();
1403 1360
1404 if (!load_object (thawer, art->item, 0)) 1361 f.next ();
1405 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1406
1407 art->item->name = strchr (cp, ' ') + 1;
1408 al = find_artifactlist (art->item->type);
1409 if (al == NULL)
1410 {
1411 al = get_empty_artifactlist ();
1412 al->type = art->item->type;
1413 al->next = first_artifactlist;
1414 first_artifactlist = al;
1415 }
1416 art->next = al->items;
1417 al->items = art;
1418 art = NULL;
1419 }
1420 else
1421 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1422 } 1362 }
1423 1363
1364done:
1424 for (al = first_artifactlist; al != NULL; al = al->next) 1365 for (al = first_artifactlist; al; al = al->next)
1425 { 1366 {
1367 al->total_chance = 0;
1368
1426 for (art = al->items; art != NULL; art = art->next) 1369 for (art = al->items; art; art = art->next)
1427 { 1370 {
1428 if (!art->chance) 1371 if (!art->chance)
1429 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1372 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1430 else 1373 else
1431 al->total_chance += art->chance; 1374 al->total_chance += art->chance;
1436 } 1379 }
1437 1380
1438 LOG (llevDebug, "done.\n"); 1381 LOG (llevDebug, "done.\n");
1439} 1382}
1440 1383
1441
1442/* 1384/*
1443 * Used in artifact generation. The bonuses of the first object 1385 * Used in artifact generation. The bonuses of the first object
1444 * is modified by the bonuses of the second object. 1386 * is modified by the bonuses of the second object.
1445 */ 1387 */
1446
1447void 1388void
1448add_abilities (object *op, object *change) 1389add_abilities (object *op, object *change)
1449{ 1390{
1450 int i, tmp; 1391 int i, tmp;
1451 1392
1452 if (change->face != blank_face) 1393 if (change->face != blank_face)
1453 { 1394 {
1454#ifdef TREASURE_VERBOSE 1395#ifdef TREASURE_VERBOSE
1455 LOG (llevDebug, "FACE: %d\n", change->face->number); 1396 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1456#endif 1397#endif
1457 op->face = change->face; 1398 op->face = change->face;
1458 } 1399 }
1459 1400
1460 for (i = 0; i < NUM_STATS; i++) 1401 for (i = 0; i < NUM_STATS; i++)
1500 1441
1501 op->set_speed (op->speed); 1442 op->set_speed (op->speed);
1502 } 1443 }
1503 1444
1504 if (change->nrof) 1445 if (change->nrof)
1505 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1446 op->nrof = rndm (change->nrof) + 1;
1506 1447
1507 op->stats.exp += change->stats.exp; /* Speed modifier */ 1448 op->stats.exp += change->stats.exp; /* Speed modifier */
1508 op->stats.wc += change->stats.wc; 1449 op->stats.wc += change->stats.wc;
1509 op->stats.ac += change->stats.ac; 1450 op->stats.ac += change->stats.ac;
1510 1451
1613 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1554 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1614 } 1555 }
1615 1556
1616 op->value *= change->value; 1557 op->value *= change->value;
1617 1558
1618 if (change->material) 1559 if (change->materials)
1619 op->material = change->material; 1560 op->materials = change->materials;
1620 1561
1621 if (change->materialname) 1562 if (change->materialname)
1622 op->materialname = change->materialname; 1563 op->materialname = change->materialname;
1623 1564
1624 if (change->slaying) 1565 if (change->slaying)
1641 if (art->allowed == (linked_char *) NULL) 1582 if (art->allowed == (linked_char *) NULL)
1642 return 1; /* Ie, "all" */ 1583 return 1; /* Ie, "all" */
1643 for (tmp = art->allowed; tmp; tmp = tmp->next) 1584 for (tmp = art->allowed; tmp; tmp = tmp->next)
1644 { 1585 {
1645#ifdef TREASURE_VERBOSE 1586#ifdef TREASURE_VERBOSE
1646 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1587 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1647#endif 1588#endif
1648 if (*tmp->name == '!') 1589 if (*tmp->name == '!')
1649 name = tmp->name + 1, neg = 1; 1590 name = tmp->name + 1, neg = 1;
1650 else 1591 else
1651 name = tmp->name, neg = 0; 1592 name = tmp->name, neg = 0;
1718 return; 1659 return;
1719 } 1660 }
1720 1661
1721 for (i = 0; i < ARTIFACT_TRIES; i++) 1662 for (i = 0; i < ARTIFACT_TRIES; i++)
1722 { 1663 {
1723 int roll = RANDOM () % al->total_chance; 1664 int roll = rndm (al->total_chance);
1724 1665
1725 for (art = al->items; art != NULL; art = art->next) 1666 for (art = al->items; art; art = art->next)
1726 { 1667 {
1727 roll -= art->chance; 1668 roll -= art->chance;
1728 if (roll < 0) 1669 if (roll < 0)
1729 break; 1670 break;
1730 } 1671 }
1746 continue; 1687 continue;
1747 1688
1748 if (!legal_artifact_combination (op, art)) 1689 if (!legal_artifact_combination (op, art))
1749 { 1690 {
1750#ifdef TREASURE_VERBOSE 1691#ifdef TREASURE_VERBOSE
1751 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1692 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1752#endif 1693#endif
1753 continue; 1694 continue;
1754 } 1695 }
1696
1755 give_artifact_abilities (op, art->item); 1697 give_artifact_abilities (op, art->item);
1756 return; 1698 return;
1757 } 1699 }
1758} 1700}
1759 1701
1803 SET_FLAG (item, FLAG_NO_STEAL); 1745 SET_FLAG (item, FLAG_NO_STEAL);
1804 } 1746 }
1805} 1747}
1806 1748
1807/* special_potion() - so that old potion code is still done right. */ 1749/* special_potion() - so that old potion code is still done right. */
1808
1809int 1750int
1810special_potion (object *op) 1751special_potion (object *op)
1811{ 1752{
1812 if (op->attacktype) 1753 if (op->attacktype)
1813 return 1; 1754 return 1;
1823} 1764}
1824 1765
1825void 1766void
1826free_treasurestruct (treasure *t) 1767free_treasurestruct (treasure *t)
1827{ 1768{
1828 if (t->next)
1829 free_treasurestruct (t->next); 1769 if (t->next) free_treasurestruct (t->next);
1830 if (t->next_yes)
1831 free_treasurestruct (t->next_yes); 1770 if (t->next_yes) free_treasurestruct (t->next_yes);
1832 if (t->next_no)
1833 free_treasurestruct (t->next_no); 1771 if (t->next_no) free_treasurestruct (t->next_no);
1834 1772
1835 delete t; 1773 delete t;
1836} 1774}
1837 1775
1838void 1776void
1843 1781
1844 delete lc; 1782 delete lc;
1845} 1783}
1846 1784
1847void 1785void
1848free_artifact (artifact * at) 1786free_artifact (artifact *at)
1849{ 1787{
1850 if (at->next)
1851 free_artifact (at->next); 1788 if (at->next) free_artifact (at->next);
1852
1853 if (at->allowed)
1854 free_charlinks (at->allowed); 1789 if (at->allowed) free_charlinks (at->allowed);
1855 1790
1856 at->item->destroy (1); 1791 at->item->destroy (1);
1857 1792
1858 delete at; 1793 sfree (at);
1859} 1794}
1860 1795
1861void 1796void
1862free_artifactlist (artifactlist * al) 1797free_artifactlist (artifactlist *al)
1863{ 1798{
1864 artifactlist *nextal; 1799 artifactlist *nextal;
1865 1800
1866 for (al = first_artifactlist; al; al = nextal) 1801 for (al = first_artifactlist; al; al = nextal)
1867 { 1802 {
1868 nextal = al->next; 1803 nextal = al->next;
1869 1804
1870 if (al->items) 1805 if (al->items)
1871 free_artifact (al->items); 1806 free_artifact (al->items);
1872 1807
1873 free (al); 1808 sfree (al);
1874 } 1809 }
1875} 1810}
1876 1811
1877void 1812void
1878free_all_treasures (void) 1813free_all_treasures (void)
1879{ 1814{
1880 treasurelist *tl, *next; 1815 treasurelist *tl, *next;
1881 1816
1882
1883 for (tl = first_treasurelist; tl != NULL; tl = next) 1817 for (tl = first_treasurelist; tl; tl = next)
1884 { 1818 {
1819 clear (tl);
1820
1885 next = tl->next; 1821 next = tl->next;
1886 if (tl->items)
1887 free_treasurestruct (tl->items);
1888 delete tl; 1822 delete tl;
1889 } 1823 }
1824
1890 free_artifactlist (first_artifactlist); 1825 free_artifactlist (first_artifactlist);
1891} 1826}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines