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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.16 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.73 by root, Sun Apr 20 05:24:55 2008 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.16 2006/09/10 16:00:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29
30#define ALLOWED_COMBINATION
31 23
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
35 * left on 27 * left on
36 */ 28 */
37#define TREASURE_DEBUG 29#define TREASURE_DEBUG
38 30
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 31/* TREASURE_VERBOSE enables copious output concerning artifact generation */
40 32
41/* #define TREASURE_VERBOSE */ 33//#define TREASURE_VERBOSE
42 34
43#include <global.h> 35#include <global.h>
44#include <treasure.h> 36#include <treasure.h>
45#include <funcpoint.h> 37#include <funcpoint.h>
46#include <loader.h> 38#include <loader.h>
47 39
40extern char *spell_mapping[];
41
42static treasurelist *first_treasurelist;
48 43
49static void change_treasure (treasure *t, object *op); /* overrule default values */ 44static void change_treasure (treasure *t, object *op); /* overrule default values */
50extern char *spell_mapping[];
51 45
52/* 46typedef std::tr1::unordered_map<
53 * Initialize global archtype pointers: 47 const char *,
54 */ 48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >,
52 true
53> tl_map_t;
55 54
55static tl_map_t tl_map;
56
57/*
58 * Searches for the given treasurelist
59 */
60treasurelist *
61treasurelist::find (const char *name)
62{
63 if (!name)
64 return 0;
65
66 auto (i, tl_map.find (name));
67
68 if (i == tl_map.end ())
69 return 0;
70
71 return i->second;
72}
73
74/*
75 * Searches for the given treasurelist in the globally linked list
76 * of treasurelists which has been built by load_treasures().
77 */
78treasurelist *
79treasurelist::get (const char *name)
80{
81 treasurelist *tl = find (name);
82
83 if (!tl)
84 {
85 tl = new treasurelist;
86
87 tl->name = name;
88 tl->next = first_treasurelist;
89 first_treasurelist = tl;
90
91 tl_map.insert (std::make_pair (tl->name, tl));
92 }
93
94 return tl;
95}
96
97//TODO: class method
56void 98void
57init_archetype_pointers () 99clear (treasurelist *tl)
58{ 100{
59 int prev_warn = warn_archetypes; 101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
60 106
61 warn_archetypes = 1;
62 if (ring_arch == NULL)
63 ring_arch = find_archetype ("ring");
64 if (amulet_arch == NULL)
65 amulet_arch = find_archetype ("amulet");
66 if (staff_arch == NULL)
67 staff_arch = find_archetype ("staff");
68 if (crown_arch == NULL)
69 crown_arch = find_archetype ("crown");
70 warn_archetypes = prev_warn;
71}
72
73/*
74 * Allocate and return the pointer to an empty treasurelist structure.
75 */
76
77static treasurelist *
78get_empty_treasurelist (void)
79{
80 return new treasurelist;
81}
82
83/*
84 * Allocate and return the pointer to an empty treasure structure.
85 */
86//TODO: make this a constructor
87static treasure *
88get_empty_treasure (void)
89{
90 treasure *t = new treasure;
91
92 t->chance = 100; 107 tl->total_chance = 0;
93
94 return t;
95} 108}
109
110#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out
113 */
114static void
115check_treasurelist (const treasure *t, const treasurelist * tl)
116{
117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119
120 if (t->next)
121 check_treasurelist (t->next, tl);
122
123 if (t->next_yes)
124 check_treasurelist (t->next_yes, tl);
125
126 if (t->next_no)
127 check_treasurelist (t->next_no, tl);
128}
129#endif
96 130
97/* 131/*
98 * Reads the lib/treasure file from disk, and parses the contents 132 * Reads the lib/treasure file from disk, and parses the contents
99 * into an internal treasure structure (very linked lists) 133 * into an internal treasure structure (very linked lists)
100 */ 134 */
101
102static treasure * 135static treasure *
103load_treasure (FILE * fp, int *line) 136read_treasure (object_thawer &f)
104{ 137{
105 char buf[MAX_BUF], *cp, variable[MAX_BUF];
106 treasure *t = get_empty_treasure (); 138 treasure *t = new treasure;
107 int value;
108 139
109 nroftreasures++; 140 f.next ();
110 while (fgets (buf, MAX_BUF, fp) != NULL)
111 {
112 (*line)++;
113 141
114 if (*buf == '#') 142 for (;;)
115 continue; 143 {
116 if ((cp = strchr (buf, '\n')) != NULL) 144 coroapi::cede_to_tick ();
117 *cp = '\0';
118 cp = buf;
119 while (isspace (*cp)) /* Skip blanks */
120 cp++;
121 145
122 if (sscanf (cp, "arch %s", variable)) 146 switch (f.kw)
123 {
124 if ((t->item = find_archetype (variable)) == NULL)
125 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
126 } 147 {
127 else if (sscanf (cp, "list %s", variable)) 148 case KW_arch:
128 t->name = variable; 149 t->item = archetype::find (f.get_str ());
129 else if (sscanf (cp, "change_name %s", variable)) 150
130 t->change_arch.name = variable; 151 if (!t->item)
131 else if (sscanf (cp, "change_title %s", variable))
132 t->change_arch.title = variable;
133 else if (sscanf (cp, "change_slaying %s", variable))
134 t->change_arch.slaying = variable;
135 else if (sscanf (cp, "chance %d", &value))
136 t->chance = (uint8) value;
137 else if (sscanf (cp, "nrof %d", &value))
138 t->nrof = (uint16) value;
139 else if (sscanf (cp, "magic %d", &value))
140 t->magic = (uint8) value;
141 else if (!strcmp (cp, "yes"))
142 t->next_yes = load_treasure (fp, line);
143 else if (!strcmp (cp, "no"))
144 t->next_no = load_treasure (fp, line);
145 else if (!strcmp (cp, "end"))
146 return t;
147 else if (!strcmp (cp, "more"))
148 { 152 {
149 t->next = load_treasure (fp, line); 153 f.parse_warn ("treasure references unknown archetype");
154 t->item = archetype::empty;
155 }
156
157 break;
158
159 case KW_list: f.get (t->name); break;
160 case KW_change_name: f.get (t->change_arch.name); break;
161 case KW_change_title: f.get (t->change_arch.title); break;
162 case KW_change_slaying: f.get (t->change_arch.slaying); break;
163 case KW_chance: f.get (t->chance); break;
164 case KW_nrof: f.get (t->nrof); break;
165 case KW_magic: f.get (t->magic); break;
166
167 case KW_yes: t->next_yes = read_treasure (f); continue;
168 case KW_no: t->next_no = read_treasure (f); continue;
169
170 case KW_end:
171 f.next ();
150 return t; 172 return t;
173
174 case KW_more:
175 t->next = read_treasure (f);
176 return t;
177
178 default:
179 if (!f.parse_error ("treasurelist", t->name))
180 goto error;
181
182 return t;
151 } 183 }
152 else 184
153 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 185 f.next ();
154 } 186 }
155 LOG (llevError, "treasure lacks 'end'.\n"); 187
188 // not reached
189
190error:
191 delete t;
156 return t; 192 return 0;
157} 193}
158 194
159#ifdef TREASURE_DEBUG
160
161/* recursived checks the linked list. Treasurelist is passed only
162 * so that the treasure name can be printed out
163 */
164static void
165check_treasurelist (const treasure *t, const treasurelist * tl)
166{
167 if (t->item == NULL && t->name == NULL)
168 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
169 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
170 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
171 /* find_treasurelist will print out its own error message */
172 if (t->name && *t->name)
173 (void) find_treasurelist (t->name);
174 if (t->next)
175 check_treasurelist (t->next, tl);
176 if (t->next_yes)
177 check_treasurelist (t->next_yes, tl);
178 if (t->next_no)
179 check_treasurelist (t->next_no, tl);
180}
181#endif
182
183/* 195/*
184 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
185 * Each treasure is parsed with the help of load_treasure(). 196 * Each treasure is parsed with the help of load_treasure().
186 */ 197 */
187 198treasurelist *
188void 199treasurelist::read (object_thawer &f)
189load_treasures (void)
190{ 200{
191 FILE *fp; 201 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
192 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
193 treasurelist *previous = NULL;
194 treasure *t;
195 int comp, line = 0;
196 202
197 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 203 bool one = f.kw == KW_treasureone;
198 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 204 treasurelist *tl = treasurelist::get (f.get_str ());
199 { 205 clear (tl);
200 LOG (llevError, "Can't open treasure file.\n"); 206 tl->items = read_treasure (f);
207 if (!tl->items)
201 return; 208 return 0;
202 }
203 while (fgets (buf, MAX_BUF, fp) != NULL)
204 {
205 line++;
206 if (*buf == '#')
207 continue;
208 209
209 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
210 {
211 treasurelist *tl = get_empty_treasurelist ();
212
213 tl->name = name;
214 if (previous == NULL)
215 first_treasurelist = tl;
216 else
217 previous->next = tl;
218 previous = tl;
219 tl->items = load_treasure (fp, &line);
220
221 /* This is a one of the many items on the list should be generated. 210 /* This is a one of the many items on the list should be generated.
222 * Add up the chance total, and check to make sure the yes & no 211 * Add up the chance total, and check to make sure the yes & no
223 * fields of the treasures are not being used. 212 * fields of the treasures are not being used.
224 */ 213 */
225 if (!strncmp (buf, "treasureone", 11)) 214 if (one)
215 {
216 for (treasure *t = tl->items; t; t = t->next)
217 {
218 if (t->next_yes || t->next_no)
226 { 219 {
227 for (t = tl->items; t != NULL; t = t->next)
228 {
229#ifdef TREASURE_DEBUG
230 if (t->next_yes || t->next_no)
231 {
232 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 220 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
233 LOG (llevError, " the next_yes or next_no field is set\n"); 221 LOG (llevError, " the next_yes or next_no field is set\n");
234 }
235#endif
236 tl->total_chance += t->chance;
237 }
238 } 222 }
239 }
240 else
241 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
242 }
243 close_and_delete (fp, comp);
244 223
245#ifdef TREASURE_DEBUG 224 tl->total_chance += t->chance;
246 /* Perform some checks on how valid the treasure data actually is. 225 }
247 * verify that list transitions work (ie, the list that it is supposed 226 }
248 * to transition to exists). Also, verify that at least the name
249 * or archetype is set for each treasure element.
250 */
251 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
252 check_treasurelist (previous->items, previous);
253#endif
254}
255 227
256/*
257 * Searches for the given treasurelist in the globally linked list
258 * of treasurelists which has been built by load_treasures().
259 */
260
261treasurelist *
262find_treasurelist (const char *name)
263{
264 /* Special cases - randomitems of NULL is to override default. If
265 * first_treasurelist is null, it means we are on the first pass of
266 * of loading archetypes, so for now, just return - second pass will
267 * init these values.
268 */
269 if (!name)
270 return 0;
271
272 if (const char *tmp = shstr::find (name))
273 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
274 if (tmp == tl->name)
275 return tl;
276
277 if (first_treasurelist)
278 LOG (llevError, "Couldn't find treasurelist %s\n", name);
279
280 return 0; 228 return tl;
281} 229}
282
283 230
284/* 231/*
285 * Generates the objects specified by the given treasure. 232 * Generates the objects specified by the given treasure.
286 * It goes recursively through the rest of the linked list. 233 * It goes recursively through the rest of the linked list.
287 * If there is a certain percental chance for a treasure to be generated, 234 * If there is a certain percental chance for a treasure to be generated,
290 * being generated. 237 * being generated.
291 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 238 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
292 * abilities. This is used by summon spells, thus no summoned monsters 239 * abilities. This is used by summon spells, thus no summoned monsters
293 * start with equipment, but only their abilities). 240 * start with equipment, but only their abilities).
294 */ 241 */
295
296
297static void 242static void
298put_treasure (object *op, object *creator, int flags) 243put_treasure (object *op, object *creator, int flags)
299{ 244{
300 object *tmp; 245 if (flags & GT_ENVIRONMENT)
301 246 {
302 /* Bit of a hack - spells should never be put onto the map. The entire 247 /* Bit of a hack - spells should never be put onto the map. The entire
303 * treasure stuff is a problem - there is no clear idea of knowing 248 * treasure stuff is a problem - there is no clear idea of knowing
304 * this is the original object, or if this is an object that should be created 249 * this is the original object, or if this is an object that should be created
305 * by another object. 250 * by another object.
306 */ 251 */
307 if (flags & GT_ENVIRONMENT && op->type != SPELL) 252 //TODO: flag such as objects... as such (no drop, anybody?)
308 { 253 if (op->type == SPELL)
309 op->x = creator->x; 254 {
310 op->y = creator->y; 255 op->destroy ();
256 return;
257 }
258
259 op->expand_tail ();
260
261 if (op->blocked (creator->map, creator->x, creator->y))
262 op->destroy ();
263 else
264 {
311 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
312 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 }
313 } 268 }
314 else 269 else
315 { 270 {
316 op = insert_ob_in_ob (op, creator); 271 op = creator->insert (op);
272
317 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
318 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
319 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 275
276 if (flags & GT_UPDATE_INV)
277 if (object *tmp = creator->in_player ())
320 esrv_send_item (tmp, op); 278 esrv_send_item (tmp, op);
321 } 279 }
322} 280}
323 281
324/* if there are change_xxx commands in the treasure, we include the changes 282/* if there are change_xxx commands in the treasure, we include the changes
325 * in the generated object 283 * in the generated object
339 297
340 if (t->change_arch.slaying) 298 if (t->change_arch.slaying)
341 op->slaying = t->change_arch.slaying; 299 op->slaying = t->change_arch.slaying;
342} 300}
343 301
344void 302static void
345create_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)
346{ 304{
347 object *tmp;
348
349 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 305 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
350 { 306 {
351 if (t->name) 307 if (t->name)
352 { 308 {
353 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 309 if (difficulty >= t->magic)
310 if (treasurelist *tl = treasurelist::find (t->name))
354 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 311 create_treasure (tl, op, flag, difficulty, tries);
312 else
313 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
355 } 314 }
356 else 315 else
357 { 316 {
358 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 317 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
359 { 318 {
360 tmp = arch_to_object (t->item); 319 object *tmp = arch_to_object (t->item);
320
361 if (t->nrof && tmp->nrof <= 1) 321 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 322 tmp->nrof = rndm (t->nrof) + 1;
323
363 fix_generated_item (tmp, op, difficulty, t->magic, flag); 324 fix_generated_item (tmp, op, difficulty, t->magic, flag);
364 change_treasure (t, tmp); 325 change_treasure (t, tmp);
365 put_treasure (tmp, op, flag); 326 put_treasure (tmp, op, flag);
366 } 327 }
367 } 328 }
368 329
369 if (t->next_yes != NULL) 330 if (t->next_yes)
370 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 331 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
371 } 332 }
372 else if (t->next_no != NULL) 333 else if (t->next_no)
373 create_all_treasures (t->next_no, op, flag, difficulty, tries); 334 create_all_treasures (t->next_no, op, flag, difficulty, tries);
374 335
375 if (t->next != NULL) 336 if (t->next)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 337 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 338}
378 339
379void 340static void
380create_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)
381{ 342{
382 int value = RANDOM () % tl->total_chance; 343 int value = rndm (tl->total_chance);
383 treasure *t; 344 treasure *t;
384 345
385 if (tries++ > 100) 346 if (tries++ > 100)
386 { 347 {
387 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");
388 return; 349 return;
389 } 350 }
390 351
391 for (t = tl->items; t != NULL; t = t->next) 352 for (t = tl->items; t; t = t->next)
392 { 353 {
393 value -= t->chance; 354 value -= t->chance;
394 355
395 if (value < 0) 356 if (value < 0)
396 break; 357 break;
397 } 358 }
398 359
399 if (!t || value >= 0) 360 if (!t || value >= 0)
400 {
401 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);
402 abort ();
403 return;
404 }
405 362
406 if (t->name) 363 if (t->name)
407 { 364 {
408 if (!strcmp (t->name, "NONE"))
409 return;
410
411 if (difficulty >= t->magic) 365 if (difficulty >= t->magic)
366 {
367 treasurelist *tl = treasurelist::find (t->name);
368 if (tl)
412 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 369 create_treasure (tl, op, flag, difficulty, tries);
370 }
413 else if (t->nrof) 371 else if (t->nrof)
414 create_one_treasure (tl, op, flag, difficulty, tries); 372 create_one_treasure (tl, op, flag, difficulty, tries);
415
416 return;
417 } 373 }
418
419 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 374 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
420 { 375 {
421 object *tmp = arch_to_object (t->item); 376 if (object *tmp = arch_to_object (t->item))
422 377 {
423 if (!tmp)
424 return;
425
426 if (t->nrof && tmp->nrof <= 1) 378 if (t->nrof && tmp->nrof <= 1)
427 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 379 tmp->nrof = rndm (t->nrof) + 1;
428 380
429 fix_generated_item (tmp, op, difficulty, t->magic, flag); 381 fix_generated_item (tmp, op, difficulty, t->magic, flag);
430 change_treasure (t, tmp); 382 change_treasure (t, tmp);
431 put_treasure (tmp, op, flag); 383 put_treasure (tmp, op, flag);
384 }
432 } 385 }
386}
387
388void
389object::create_treasure (treasurelist *tl, int flags)
390{
391 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
433} 392}
434 393
435/* This calls the appropriate treasure creation function. tries is passed 394/* This calls the appropriate treasure creation function. tries is passed
436 * to determine how many list transitions or attempts to create treasure 395 * to determine how many list transitions or attempts to create treasure
437 * have been made. It is really in place to prevent infinite loops with 396 * have been made. It is really in place to prevent infinite loops with
438 * list transitions, or so that excessively good treasure will not be 397 * list transitions, or so that excessively good treasure will not be
439 * created on weak maps, because it will exceed the number of allowed tries 398 * created on weak maps, because it will exceed the number of allowed tries
440 * to do that. 399 * to do that.
441 */ 400 */
442void 401void
443create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 402create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
444{ 403{
404 // empty treasurelists are legal
405 if (!tl->items)
406 return;
445 407
446 if (tries++ > 100) 408 if (tries++ > 100)
447 { 409 {
448 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 410 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
449 return; 411 return;
450 } 412 }
413
414 if (op->flag [FLAG_TREASURE_ENV])
415 {
416 // do not generate items when there already is something above the object
417 if (op->flag [FLAG_IS_FLOOR] && op->above)
418 return;
419
420 flag |= GT_ENVIRONMENT;
421 }
422
451 if (t->total_chance) 423 if (tl->total_chance)
452 create_one_treasure (t, op, flag, difficulty, tries); 424 create_one_treasure (tl, op, flag, difficulty, tries);
453 else 425 else
454 create_all_treasures (t->items, op, flag, difficulty, tries); 426 create_all_treasures (tl->items, op, flag, difficulty, tries);
455} 427}
456 428
457/* This is similar to the old generate treasure function. However, 429/* This is similar to the old generate treasure function. However,
458 * it instead takes a treasurelist. It is really just a wrapper around 430 * it instead takes a treasurelist. It is really just a wrapper around
459 * create_treasure. We create a dummy object that the treasure gets 431 * create_treasure. We create a dummy object that the treasure gets
460 * inserted into, and then return that treausre 432 * inserted into, and then return that treausre
461 */ 433 */
462object * 434object *
463generate_treasure (treasurelist * t, int difficulty) 435generate_treasure (treasurelist *tl, int difficulty)
464{ 436{
465 object *ob = get_object (), *tmp; 437 difficulty = clamp (difficulty, 1, settings.max_level);
466 438
439 object *ob = object::create ();
440
467 create_treasure (t, ob, 0, difficulty, 0); 441 create_treasure (tl, ob, 0, difficulty, 0);
468 442
469 /* Don't want to free the object we are about to return */ 443 /* Don't want to free the object we are about to return */
470 tmp = ob->inv; 444 object *tmp = ob->inv;
471 if (tmp != NULL) 445 if (tmp)
472 remove_ob (tmp); 446 tmp->remove ();
447
473 if (ob->inv) 448 if (ob->inv)
474 {
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 449 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 } 450
477 free_object (ob); 451 ob->destroy ();
478 return tmp; 452 return tmp;
479} 453}
480 454
481/* 455/*
482 * This is a new way of calculating the chance for an item to have 456 * This is a new way of calculating the chance for an item to have
484 * The array has two arguments, the difficulty of the level, and the 458 * The array has two arguments, the difficulty of the level, and the
485 * magical bonus "wanted". 459 * magical bonus "wanted".
486 */ 460 */
487 461
488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 462static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490/*chance of magic difficulty*/ 463// chance of magic difficulty
491
492/* +0 +1 +2 +3 +4 */ 464// +0 +1 +2 +3 +4
493 {95, 2, 2, 1, 0}, /*1 */ 465 {95, 2, 2, 1, 0}, // 1
494 {92, 5, 2, 1, 0}, /*2 */ 466 {92, 5, 2, 1, 0}, // 2
495 {85, 10, 4, 1, 0}, /*3 */ 467 {85, 10, 4, 1, 0}, // 3
496 {80, 14, 4, 2, 0}, /*4 */ 468 {80, 14, 4, 2, 0}, // 4
497 {75, 17, 5, 2, 1}, /*5 */ 469 {75, 17, 5, 2, 1}, // 5
498 {70, 18, 8, 3, 1}, /*6 */ 470 {70, 18, 8, 3, 1}, // 6
499 {65, 21, 10, 3, 1}, /*7 */ 471 {65, 21, 10, 3, 1}, // 7
500 {60, 22, 12, 4, 2}, /*8 */ 472 {60, 22, 12, 4, 2}, // 8
501 {55, 25, 14, 4, 2}, /*9 */ 473 {55, 25, 14, 4, 2}, // 9
502 {50, 27, 16, 5, 2}, /*10 */ 474 {50, 27, 16, 5, 2}, // 10
503 {45, 28, 18, 6, 3}, /*11 */ 475 {45, 28, 18, 6, 3}, // 11
504 {42, 28, 20, 7, 3}, /*12 */ 476 {42, 28, 20, 7, 3}, // 12
505 {40, 27, 21, 8, 4}, /*13 */ 477 {40, 27, 21, 8, 4}, // 13
506 {38, 25, 22, 10, 5}, /*14 */ 478 {38, 25, 22, 10, 5}, // 14
507 {36, 23, 23, 12, 6}, /*15 */ 479 {36, 23, 23, 12, 6}, // 15
508 {33, 21, 24, 14, 8}, /*16 */ 480 {33, 21, 24, 14, 8}, // 16
509 {31, 19, 25, 16, 9}, /*17 */ 481 {31, 19, 25, 16, 9}, // 17
510 {27, 15, 30, 18, 10}, /*18 */ 482 {27, 15, 30, 18, 10}, // 18
511 {20, 12, 30, 25, 13}, /*19 */ 483 {20, 12, 30, 25, 13}, // 19
512 {15, 10, 28, 30, 17}, /*20 */ 484 {15, 10, 28, 30, 17}, // 20
513 {13, 9, 27, 28, 23}, /*21 */ 485 {13, 9, 27, 28, 23}, // 21
514 {10, 8, 25, 28, 29}, /*22 */ 486 {10, 8, 25, 28, 29}, // 22
515 {8, 7, 23, 26, 36}, /*23 */ 487 { 8, 7, 23, 26, 36}, // 23
516 {6, 6, 20, 22, 46}, /*24 */ 488 { 6, 6, 20, 22, 46}, // 24
517 {4, 5, 17, 18, 56}, /*25 */ 489 { 4, 5, 17, 18, 56}, // 25
518 {2, 4, 12, 14, 68}, /*26 */ 490 { 2, 4, 12, 14, 68}, // 26
519 {0, 3, 7, 10, 80}, /*27 */ 491 { 0, 3, 7, 10, 80}, // 27
520 {0, 0, 3, 7, 90}, /*28 */ 492 { 0, 0, 3, 7, 90}, // 28
521 {0, 0, 0, 3, 97}, /*29 */ 493 { 0, 0, 0, 3, 97}, // 29
522 {0, 0, 0, 0, 100}, /*30 */ 494 { 0, 0, 0, 0, 100}, // 30
523 {0, 0, 0, 0, 100}, /*31 */ 495 { 0, 0, 0, 0, 100}, // 31
524}; 496};
525
526 497
527/* calculate the appropriate level for wands staves and scrolls. 498/* calculate the appropriate level for wands staves and scrolls.
528 * This code presumes that op has had its spell object created (in op->inv) 499 * This code presumes that op has had its spell object created (in op->inv)
529 * 500 *
530 * elmex Wed Aug 9 17:44:59 CEST 2006: 501 * elmex Wed Aug 9 17:44:59 CEST 2006:
531 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 502 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
532 */ 503 */
533
534int 504int
535level_for_item (const object *op, int difficulty) 505level_for_item (const object *op, int difficulty)
536{ 506{
537 int olevel = 0;
538
539 if (!op->inv) 507 if (!op->inv)
540 { 508 {
541 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 509 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
542 return 0; 510 return 0;
543 } 511 }
544 512
545 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 513 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
546 514
547 if (olevel <= 0) 515 if (olevel <= 0)
548 olevel = rndm (1, MIN (op->inv->level, 1)); 516 olevel = rndm (1, op->inv->level);
549 517
550 if (olevel > MAXLEVEL) 518 return min (olevel, MAXLEVEL);
551 olevel = MAXLEVEL;
552
553 return olevel;
554} 519}
555 520
556/* 521/*
557 * Based upon the specified difficulty and upon the difftomagic_list array, 522 * Based upon the specified difficulty and upon the difftomagic_list array,
558 * a random magical bonus is returned. This is used when determine 523 * a random magical bonus is returned. This is used when determine
561 * elmex Thu Aug 10 18:45:44 CEST 2006: 526 * elmex Thu Aug 10 18:45:44 CEST 2006:
562 * Scaling difficulty by max_level, as difficulty is a level and not some 527 * Scaling difficulty by max_level, as difficulty is a level and not some
563 * weird integer between 1-31. 528 * weird integer between 1-31.
564 * 529 *
565 */ 530 */
566
567int 531int
568magic_from_difficulty (int difficulty) 532magic_from_difficulty (int difficulty)
569{ 533{
570 int percent = 0, magic = 0; 534 int percent = 0, magic = 0;
571 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 535 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
576 scaled_diff = 0; 540 scaled_diff = 0;
577 541
578 if (scaled_diff >= DIFFLEVELS) 542 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1; 543 scaled_diff = DIFFLEVELS - 1;
580 544
581 percent = RANDOM () % 100; 545 percent = rndm (100);
582 546
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 547 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 { 548 {
585 percent -= difftomagic_list[scaled_diff][magic]; 549 percent -= difftomagic_list[scaled_diff][magic];
586 550
592 { 556 {
593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 557 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
594 magic = 0; 558 magic = 0;
595 } 559 }
596 560
597 magic = (RANDOM () % 3) ? magic : -magic; 561 magic = (rndm (3)) ? magic : -magic;
598 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 562 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599 563
600 return magic; 564 return magic;
601} 565}
602 566
615 579
616 op->magic = magic; 580 op->magic = magic;
617 if (op->arch) 581 if (op->arch)
618 { 582 {
619 if (op->type == ARMOUR) 583 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 584 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
621 585
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 586 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 587 magic = (-magic);
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 588 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
625 } 589 }
626 else 590 else
627 { 591 {
628 if (op->type == ARMOUR) 592 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 593 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 594 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
631 magic = (-magic); 595 magic = (-magic);
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 597 }
634} 598}
635 599
659 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
660 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
661 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
662 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
663 */ 627 */
664
665void 628void
666set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
667{ 630{
668 631
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 632 int r = rndm (bonus > 0 ? 25 : 11);
670 633
671 if (op->type == AMULET) 634 if (op->type == AMULET)
672 { 635 {
673 if (!(RANDOM () % 21)) 636 if (!(rndm (21)))
674 r = 20 + RANDOM () % 2; 637 r = 20 + rndm (2);
675 else 638 else
676 { 639 {
677 if (RANDOM () & 2) 640 if (rndm (2))
678 r = 10; 641 r = 10;
679 else 642 else
680 r = 11 + RANDOM () % 9; 643 r = 11 + rndm (9);
681 } 644 }
682 } 645 }
683 646
684 switch (r) 647 switch (r)
685 { 648 {
692 case 2: 655 case 2:
693 case 3: 656 case 3:
694 case 4: 657 case 4:
695 case 5: 658 case 5:
696 case 6: 659 case 6:
697 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 660 op->stats.stat (r) += bonus;
698 break; 661 break;
699 662
700 case 7: 663 case 7:
701 op->stats.dam += bonus; 664 op->stats.dam += bonus;
702 break; 665 break;
722 case 16: 685 case 16:
723 case 17: 686 case 17:
724 case 18: 687 case 18:
725 case 19: 688 case 19:
726 { 689 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 690 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
728 691
729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 692 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 693 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
731 694
732 /* Cursed items need to have higher negative values to equal out with 695 /* Cursed items need to have higher negative values to equal out with
733 * positive values for how protections work out. Put another 696 * positive values for how protections work out. Put another
734 * little random element in since that they don't always end up with 697 * little random element in since that they don't always end up with
735 * even values. 698 * even values.
736 */ 699 */
737 if (bonus < 0) 700 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b; 701 val = 2 * -val - rndm (b);
739 if (val > 35) 702 if (val > 35)
740 val = 35; /* Upper limit */ 703 val = 35; /* Upper limit */
741 b = 0; 704 b = 0;
705
742 while (op->resist[resist_table[resist]] != 0 && b < 4) 706 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table; 707 resist = rndm (num_resist_table);
745 } 708
746 if (b == 4) 709 if (b == 4)
747 return; /* Not able to find a free resistance */ 710 return; /* Not able to find a free resistance */
711
748 op->resist[resist_table[resist]] = val; 712 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value 713 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave. 714 * based on how good a resistance we gave.
751 */ 715 */
752 break; 716 break;
780 case 22: 744 case 22:
781 op->stats.exp += bonus; /* Speed! */ 745 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3; 746 op->value = (op->value * 2) / 3;
783 break; 747 break;
784 } 748 }
749
785 if (bonus > 0) 750 if (bonus > 0)
786 op->value *= 2 * bonus; 751 op->value *= 2 * bonus;
787 else 752 else
788 op->value = -(op->value * 2 * bonus) / 3; 753 op->value = -(op->value * 2 * bonus) / 3;
789} 754}
794 * higher is the chance of returning a low number. 759 * higher is the chance of returning a low number.
795 * It is only used in fix_generated_treasure() to set bonuses on 760 * It is only used in fix_generated_treasure() to set bonuses on
796 * rings and amulets. 761 * rings and amulets.
797 * Another scheme is used to calculate the magic of weapons and armours. 762 * Another scheme is used to calculate the magic of weapons and armours.
798 */ 763 */
799
800int 764int
801get_magic (int diff) 765get_magic (int diff)
802{ 766{
803 int i; 767 int i;
804 768
805 if (diff < 3) 769 if (diff < 3)
806 diff = 3; 770 diff = 3;
771
807 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
808 if (RANDOM () % diff) 773 if (rndm (diff))
809 return i; 774 return i;
775
810 return 4; 776 return 4;
811} 777}
812 778
813#define DICE2 (get_magic(2)==2?2:1) 779#define DICE2 (get_magic(2)==2?2:1)
814#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 780#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
815 781
816/* 782/*
817 * fix_generated_item(): This is called after an item is generated, in 783 * fix_generated_item(): This is called after an item is generated, in
818 * order to set it up right. This produced magical bonuses, puts spells 784 * order to set it up right. This produced magical bonuses, puts spells
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 785 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
833 * value. 799 * value.
834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 800 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
835 * a working object - don't change magic, value, etc, but set it material 801 * a working object - don't change magic, value, etc, but set it material
836 * type as appropriate, for objects that need spell objects, set those, etc 802 * type as appropriate, for objects that need spell objects, set those, etc
837 */ 803 */
838
839void 804void
840fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 805fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
841{ 806{
842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 807 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
843 808
848 save_item_power = op->item_power; 813 save_item_power = op->item_power;
849 op->item_power = 0; 814 op->item_power = 0;
850 815
851 if (op->randomitems && op->type != SPELL) 816 if (op->randomitems && op->type != SPELL)
852 { 817 {
853 create_treasure (op->randomitems, op, flags, difficulty, 0); 818 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
854 if (!op->inv)
855 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
856
857 /* So the treasure doesn't get created again */ 819 /* So the treasure doesn't get created again */
858 op->randomitems = NULL; 820 op->randomitems = 0;
859 } 821 }
860 822
861 if (difficulty < 1) 823 if (difficulty < 1)
862 difficulty = 1; 824 difficulty = 1;
863 825
826 if (INVOKE_OBJECT (ADD_BONUS, op,
827 ARG_OBJECT (creator != op ? creator : 0),
828 ARG_INT (difficulty), ARG_INT (max_magic),
829 ARG_INT (flags)))
830 return;
831
864 if (!(flags & GT_MINIMAL)) 832 if (!(flags & GT_MINIMAL))
865 { 833 {
866 if (op->arch == crown_arch) 834 if (IS_ARCH (op->arch, crown))
867 { 835 {
868 set_magic (difficulty, op, max_magic, flags); 836 set_magic (difficulty, op, max_magic, flags);
869 num_enchantments = calc_item_power (op, 1); 837 num_enchantments = calc_item_power (op, 1);
870 generate_artifact (op, difficulty); 838 generate_artifact (op, difficulty);
871 } 839 }
874 if (!op->magic && max_magic) 842 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 843 set_magic (difficulty, op, max_magic, flags);
876 844
877 num_enchantments = calc_item_power (op, 1); 845 num_enchantments = calc_item_power (op, 1);
878 846
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 847 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
880 * used for shop_floors or treasures */ 848 || op->type == HORN
849 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
881 generate_artifact (op, difficulty); 850 generate_artifact (op, difficulty);
882 } 851 }
883 852
884 /* Object was made an artifact. Calculate its item_power rating. 853 /* Object was made an artifact. Calculate its item_power rating.
885 * the item_power in the object is what the artfiact adds. 854 * the item_power in the object is what the artfiact adds.
927 { 896 {
928 if (op->type == POTION) 897 if (op->type == POTION)
929 /* Handle healing and magic power potions */ 898 /* Handle healing and magic power potions */
930 if (op->stats.sp && !op->randomitems) 899 if (op->stats.sp && !op->randomitems)
931 { 900 {
932 object *tmp;
933
934 tmp = get_archetype (spell_mapping[op->stats.sp]); 901 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
935 insert_ob_in_ob (tmp, op); 902 insert_ob_in_ob (tmp, op);
936 op->stats.sp = 0; 903 op->stats.sp = 0;
937 } 904 }
938 } 905 }
939 else if (!op->title) /* Only modify object if not special */ 906 else if (!op->title) /* Only modify object if not special */
942 case WEAPON: 909 case WEAPON:
943 case ARMOUR: 910 case ARMOUR:
944 case SHIELD: 911 case SHIELD:
945 case HELMET: 912 case HELMET:
946 case CLOAK: 913 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 914 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 915 set_ring_bonus (op, -DICE2);
949 break; 916 break;
950 917
951 case BRACERS: 918 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 919 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
953 { 920 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 921 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 922 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3; 923 op->value *= 3;
957 } 924 }
983 */ 950 */
984 if (op->inv && op->randomitems) 951 if (op->inv && op->randomitems)
985 { 952 {
986 /* value multiplier is same as for scrolls */ 953 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 954 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 955 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 956 }
990 else 957 else
991 { 958 {
992 op->name = "potion"; 959 op->name = "potion";
993 op->name_pl = "potions"; 960 op->name_pl = "potions";
994 } 961 }
995 962
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 963 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 964 SET_FLAG (op, FLAG_CURSED);
998 break; 965 break;
999 } 966 }
1000 967
1001 case AMULET: 968 case AMULET:
1002 if (op->arch == amulet_arch) 969 if (IS_ARCH (op->arch, amulet))
1003 op->value *= 5; /* Since it's not just decoration */ 970 op->value *= 5; /* Since it's not just decoration */
1004 971
1005 case RING: 972 case RING:
1006 if (op->arch == NULL) 973 if (!op->arch) // wtf? schmorp
1007 { 974 {
1008 remove_ob (op); 975 op->destroy ();
1009 free_object (op);
1010 op = NULL; 976 op = 0;
1011 break; 977 break;
1012 } 978 }
1013 979
1014 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 980 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1015 break; 981 break;
1016 982
1017 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 983 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1018 SET_FLAG (op, FLAG_CURSED); 984 SET_FLAG (op, FLAG_CURSED);
1019 985
1020 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 986 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1021 987
1022 if (op->type != RING) /* Amulets have only one ability */ 988 if (op->type != RING) /* Amulets have only one ability */
1023 break; 989 break;
1024 990
1025 if (!(RANDOM () % 4)) 991 if (!(rndm (4)))
1026 { 992 {
1027 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 993 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1028 994
1029 if (d > 0) 995 if (d > 0)
1030 op->value *= 3; 996 op->value *= 3;
1031 997
1032 set_ring_bonus (op, d); 998 set_ring_bonus (op, d);
1033 999
1034 if (!(RANDOM () % 4)) 1000 if (!(rndm (4)))
1035 { 1001 {
1036 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1002 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1037 1003
1038 if (d > 0) 1004 if (d > 0)
1039 op->value *= 5; 1005 op->value *= 5;
1040 set_ring_bonus (op, d); 1006 set_ring_bonus (op, d);
1041 } 1007 }
1042 } 1008 }
1043 1009
1044 if (GET_ANIM_ID (op)) 1010 if (GET_ANIM_ID (op))
1045 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1011 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1046 1012
1047 break; 1013 break;
1048 1014
1049 case BOOK: 1015 case BOOK:
1050 /* Is it an empty book?, if yes lets make a special· 1016 /* Is it an empty book?, if yes lets make a special·
1051 * msg for it, and tailor its properties based on the· 1017 * msg for it, and tailor its properties based on the·
1052 * creator and/or map level we found it on. 1018 * creator and/or map level we found it on.
1053 */ 1019 */
1054 if (!op->msg && RANDOM () % 10) 1020 if (!op->msg && rndm (10))
1055 { 1021 {
1056 /* set the book level properly */ 1022 /* set the book level properly */
1057 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1023 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1058 { 1024 {
1059 if (op->map && op->map->difficulty) 1025 if (op->map && op->map->difficulty)
1060 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1026 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1061 else 1027 else
1062 op->level = RANDOM () % 20 + 1; 1028 op->level = rndm (20) + 1;
1063 } 1029 }
1064 else 1030 else
1065 op->level = RANDOM () % creator->level; 1031 op->level = rndm (creator->level);
1066 1032
1067 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1033 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1068 /* books w/ info are worth more! */ 1034 /* books w/ info are worth more! */
1069 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1035 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1070 /* creator related stuff */ 1036 /* creator related stuff */
1169 */ 1135 */
1170 1136
1171/* 1137/*
1172 * Allocate and return the pointer to an empty artifactlist structure. 1138 * Allocate and return the pointer to an empty artifactlist structure.
1173 */ 1139 */
1174
1175static artifactlist * 1140static artifactlist *
1176get_empty_artifactlist (void) 1141get_empty_artifactlist (void)
1177{ 1142{
1178 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1143 return salloc0<artifactlist> ();
1179
1180 if (tl == NULL)
1181 fatal (OUT_OF_MEMORY);
1182 tl->next = NULL;
1183 tl->items = NULL;
1184 tl->total_chance = 0;
1185 return tl;
1186} 1144}
1187 1145
1188/* 1146/*
1189 * Allocate and return the pointer to an empty artifact structure. 1147 * Allocate and return the pointer to an empty artifact structure.
1190 */ 1148 */
1191
1192static artifact * 1149static artifact *
1193get_empty_artifact (void) 1150get_empty_artifact (void)
1194{ 1151{
1195 artifact *t = (artifact *) malloc (sizeof (artifact)); 1152 return salloc0<artifact> ();
1196
1197 if (t == NULL)
1198 fatal (OUT_OF_MEMORY);
1199 t->item = NULL;
1200 t->next = NULL;
1201 t->chance = 0;
1202 t->difficulty = 0;
1203 t->allowed = NULL;
1204 return t;
1205} 1153}
1206 1154
1207/* 1155/*
1208 * Searches the artifact lists and returns one that has the same type 1156 * Searches the artifact lists and returns one that has the same type
1209 * of objects on it. 1157 * of objects on it.
1210 */ 1158 */
1211
1212artifactlist * 1159artifactlist *
1213find_artifactlist (int type) 1160find_artifactlist (int type)
1214{ 1161{
1215 artifactlist *al;
1216
1217 for (al = first_artifactlist; al != NULL; al = al->next) 1162 for (artifactlist *al = first_artifactlist; al; al = al->next)
1218 if (al->type == type) 1163 if (al->type == type)
1219 return al; 1164 return al;
1220 return NULL;
1221}
1222 1165
1223/*
1224 * For debugging purposes. Dumps all tables.
1225 */
1226
1227void
1228dump_artifacts (void)
1229{
1230 artifactlist *al;
1231 artifact *art;
1232 linked_char *next;
1233
1234 fprintf (logfile, "\n");
1235 for (al = first_artifactlist; al != NULL; al = al->next)
1236 {
1237 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1238 for (art = al->items; art != NULL; art = art->next)
1239 {
1240 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1241 if (art->allowed != NULL)
1242 {
1243 fprintf (logfile, "\tAllowed combinations:");
1244 for (next = art->allowed; next != NULL; next = next->next)
1245 fprintf (logfile, "%s,", &next->name);
1246 fprintf (logfile, "\n");
1247 }
1248 }
1249 }
1250 fprintf (logfile, "\n");
1251}
1252
1253/*
1254 * For debugging purposes. Dumps all treasures recursively (see below).
1255 */
1256void
1257dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1258{
1259 treasurelist *tl;
1260 int i;
1261
1262 if (depth > 100)
1263 return; 1166 return 0;
1264 while (t != NULL)
1265 {
1266 if (t->name != NULL)
1267 {
1268 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " ");
1270 fprintf (logfile, "{ (list: %s)\n", &t->name);
1271 tl = find_treasurelist (t->name);
1272 dump_monster_treasure_rec (name, tl->items, depth + 2);
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 }
1277 else
1278 {
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281 if (t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 }
1286 if (t->next_yes != NULL)
1287 {
1288 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " ");
1290 fprintf (logfile, " (if yes)\n");
1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1292 }
1293 if (t->next_no != NULL)
1294 {
1295 for (i = 0; i < depth; i++)
1296 fprintf (logfile, " ");
1297 fprintf (logfile, " (if no)\n");
1298 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1299 }
1300 t = t->next;
1301 }
1302}
1303
1304/*
1305 * For debugging purposes. Dumps all treasures for a given monster.
1306 * Created originally by Raphael Quinet for debugging the alchemy code.
1307 */
1308
1309void
1310dump_monster_treasure (const char *name)
1311{
1312 archetype *at;
1313 int found;
1314
1315 found = 0;
1316 fprintf (logfile, "\n");
1317 for (at = first_archetype; at != NULL; at = at->next)
1318 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1319 {
1320 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1321 if (at->clone.randomitems != NULL)
1322 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1323 else
1324 fprintf (logfile, "(nothing)\n");
1325 fprintf (logfile, "\n");
1326 found++;
1327 }
1328 if (found == 0)
1329 fprintf (logfile, "No objects have the name %s!\n\n", name);
1330} 1167}
1331 1168
1332/* 1169/*
1333 * Builds up the lists of artifacts from the file in the libdir. 1170 * Builds up the lists of artifacts from the file in the libdir.
1334 */ 1171 */
1335
1336void 1172void
1337init_artifacts (void) 1173init_artifacts (void)
1338{ 1174{
1339 static int has_been_inited = 0; 1175 static int has_been_inited = 0;
1340 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1176 char filename[MAX_BUF];
1341 artifact *art = NULL; 1177 artifact *art = NULL;
1342 linked_char *tmp;
1343 int value;
1344 artifactlist *al; 1178 artifactlist *al;
1345 1179
1346 if (has_been_inited) 1180 if (has_been_inited)
1347 return; 1181 return;
1348 else 1182 else
1349 has_been_inited = 1; 1183 has_been_inited = 1;
1350 1184
1351 sprintf (filename, "%s/artifacts", settings.datadir); 1185 sprintf (filename, "%s/artifacts", settings.datadir);
1352 object_thawer thawer (filename); 1186 object_thawer f (filename);
1353 1187
1354 if (!thawer) 1188 if (!f)
1355 return; 1189 return;
1356 1190
1357 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1191 for (;;)
1358 { 1192 {
1359 if (*buf == '#') 1193 switch (f.kw)
1360 continue;
1361 if ((cp = strchr (buf, '\n')) != NULL)
1362 *cp = '\0';
1363 cp = buf;
1364 while (*cp == ' ') /* Skip blanks */
1365 cp++;
1366 if (*cp == '\0')
1367 continue;
1368
1369 if (!strncmp (cp, "Allowed", 7))
1370 { 1194 {
1195 case KW_allowed:
1371 if (art == NULL) 1196 if (!art)
1197 art = get_empty_artifact ();
1198
1372 { 1199 {
1373 art = get_empty_artifact (); 1200 if (!strcmp (f.get_str (), "all"))
1374 nrofartifacts++; 1201 break;
1202
1203 char *next, *cp = f.get_str ();
1204
1205 do
1206 {
1207 if ((next = strchr (cp, ',')))
1208 *next++ = '\0';
1209
1210 linked_char *tmp = new linked_char;
1211
1212 tmp->name = cp;
1213 tmp->next = art->allowed;
1214 art->allowed = tmp;
1215 }
1216 while ((cp = next));
1375 } 1217 }
1376 cp = strchr (cp, ' ') + 1; 1218 break;
1377 if (!strcmp (cp, "all")) 1219
1220 case KW_chance:
1221 f.get (art->chance);
1222 break;
1223
1224 case KW_difficulty:
1225 f.get (art->difficulty);
1226 break;
1227
1228 case KW_object:
1229 {
1230 art->item = object::create ();
1231 f.get (art->item->name);
1232 f.next ();
1233
1234 if (!art->item->parse_kv (f))
1235 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1236
1237 al = find_artifactlist (art->item->type);
1238
1239 if (!al)
1240 {
1241 al = get_empty_artifactlist ();
1242 al->type = art->item->type;
1243 al->next = first_artifactlist;
1244 first_artifactlist = al;
1245 }
1246
1247 art->next = al->items;
1248 al->items = art;
1249 art = 0;
1250 }
1378 continue; 1251 continue;
1379 1252
1380 do 1253 case KW_EOF:
1254 goto done;
1255
1256 default:
1257 if (!f.parse_error ("artifacts file"))
1258 cleanup ("artifacts file required");
1381 { 1259 break;
1382 nrofallowedstr++;
1383 if ((next = strchr (cp, ',')) != NULL)
1384 *(next++) = '\0';
1385 tmp = new linked_char;
1386
1387 tmp->name = cp;
1388 tmp->next = art->allowed;
1389 art->allowed = tmp;
1390 }
1391 while ((cp = next) != NULL);
1392 }
1393 else if (sscanf (cp, "chance %d", &value))
1394 art->chance = (uint16) value;
1395 else if (sscanf (cp, "difficulty %d", &value))
1396 art->difficulty = (uint8) value;
1397 else if (!strncmp (cp, "Object", 6))
1398 { 1260 }
1399 art->item = get_object ();
1400 1261
1401 if (!load_object (thawer, art->item, 0)) 1262 f.next ();
1402 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403
1404 art->item->name = strchr (cp, ' ') + 1;
1405 al = find_artifactlist (art->item->type);
1406 if (al == NULL)
1407 {
1408 al = get_empty_artifactlist ();
1409 al->type = art->item->type;
1410 al->next = first_artifactlist;
1411 first_artifactlist = al;
1412 }
1413 art->next = al->items;
1414 al->items = art;
1415 art = NULL;
1416 }
1417 else
1418 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1419 } 1263 }
1420 1264
1265done:
1421 for (al = first_artifactlist; al != NULL; al = al->next) 1266 for (al = first_artifactlist; al; al = al->next)
1422 { 1267 {
1268 al->total_chance = 0;
1269
1423 for (art = al->items; art != NULL; art = art->next) 1270 for (art = al->items; art; art = art->next)
1424 { 1271 {
1425 if (!art->chance) 1272 if (!art->chance)
1426 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1273 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1427 else 1274 else
1428 al->total_chance += art->chance; 1275 al->total_chance += art->chance;
1433 } 1280 }
1434 1281
1435 LOG (llevDebug, "done.\n"); 1282 LOG (llevDebug, "done.\n");
1436} 1283}
1437 1284
1438
1439/* 1285/*
1440 * Used in artifact generation. The bonuses of the first object 1286 * Used in artifact generation. The bonuses of the first object
1441 * is modified by the bonuses of the second object. 1287 * is modified by the bonuses of the second object.
1442 */ 1288 */
1443
1444void 1289void
1445add_abilities (object *op, object *change) 1290add_abilities (object *op, object *change)
1446{ 1291{
1447 int i, tmp; 1292 int i, tmp;
1448 1293
1449 if (change->face != blank_face) 1294 if (change->face != blank_face)
1450 { 1295 {
1451#ifdef TREASURE_VERBOSE 1296#ifdef TREASURE_VERBOSE
1452 LOG (llevDebug, "FACE: %d\n", change->face->number); 1297 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1453#endif 1298#endif
1454 op->face = change->face; 1299 op->face = change->face;
1455 } 1300 }
1456 1301
1457 for (i = 0; i < NUM_STATS; i++) 1302 for (i = 0; i < NUM_STATS; i++)
1458 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1303 change_attr_value (&(op->stats), i, change->stats.stat (i));
1459 1304
1460 op->attacktype |= change->attacktype; 1305 op->attacktype |= change->attacktype;
1461 op->path_attuned |= change->path_attuned; 1306 op->path_attuned |= change->path_attuned;
1462 op->path_repelled |= change->path_repelled; 1307 op->path_repelled |= change->path_repelled;
1463 op->path_denied |= change->path_denied; 1308 op->path_denied |= change->path_denied;
1493 CLEAR_FLAG (op, FLAG_ANIMATE); 1338 CLEAR_FLAG (op, FLAG_ANIMATE);
1494 /* so artifacts will join */ 1339 /* so artifacts will join */
1495 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1340 if (!QUERY_FLAG (op, FLAG_ALIVE))
1496 op->speed = 0.0; 1341 op->speed = 0.0;
1497 1342
1498 update_ob_speed (op); 1343 op->set_speed (op->speed);
1499 } 1344 }
1500 1345
1501 if (change->nrof) 1346 if (change->nrof)
1502 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1347 op->nrof = rndm (change->nrof) + 1;
1503 1348
1504 op->stats.exp += change->stats.exp; /* Speed modifier */ 1349 op->stats.exp += change->stats.exp; /* Speed modifier */
1505 op->stats.wc += change->stats.wc; 1350 op->stats.wc += change->stats.wc;
1506 op->stats.ac += change->stats.ac; 1351 op->stats.ac += change->stats.ac;
1507 1352
1515 { 1360 {
1516 object *tmp_obj; 1361 object *tmp_obj;
1517 1362
1518 /* Remove any spells this object currently has in it */ 1363 /* Remove any spells this object currently has in it */
1519 while (op->inv) 1364 while (op->inv)
1520 { 1365 op->inv->destroy ();
1521 tmp_obj = op->inv;
1522 remove_ob (tmp_obj);
1523 free_object (tmp_obj);
1524 }
1525 1366
1526 tmp_obj = arch_to_object (change->other_arch); 1367 tmp_obj = arch_to_object (change->other_arch);
1527 insert_ob_in_ob (tmp_obj, op); 1368 insert_ob_in_ob (tmp_obj, op);
1528 } 1369 }
1529 /* No harm setting this for potions/horns */ 1370 /* No harm setting this for potions/horns */
1566 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1407 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1567 1408
1568 op->item_power = change->item_power; 1409 op->item_power = change->item_power;
1569 1410
1570 for (i = 0; i < NROFATTACKS; i++) 1411 for (i = 0; i < NROFATTACKS; i++)
1571 {
1572 if (change->resist[i]) 1412 if (change->resist[i])
1573 {
1574 op->resist[i] += change->resist[i]; 1413 op->resist[i] += change->resist[i];
1575 }
1576 }
1577 1414
1578 if (change->stats.dam) 1415 if (change->stats.dam)
1579 { 1416 {
1580 if (change->stats.dam < 0) 1417 if (change->stats.dam < 0)
1581 op->stats.dam = (-change->stats.dam); 1418 op->stats.dam = (-change->stats.dam);
1618 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1455 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1619 } 1456 }
1620 1457
1621 op->value *= change->value; 1458 op->value *= change->value;
1622 1459
1623 if (change->material) 1460 if (change->materials)
1624 op->material = change->material; 1461 op->materials = change->materials;
1625 1462
1626 if (change->materialname) 1463 if (change->materialname)
1627 op->materialname = change->materialname; 1464 op->materialname = change->materialname;
1628 1465
1629 if (change->slaying) 1466 if (change->slaying)
1635 if (change->msg) 1472 if (change->msg)
1636 op->msg = change->msg; 1473 op->msg = change->msg;
1637} 1474}
1638 1475
1639static int 1476static int
1640legal_artifact_combination (object *op, artifact * art) 1477legal_artifact_combination (object *op, artifact *art)
1641{ 1478{
1642 int neg, success = 0; 1479 int neg, success = 0;
1643 linked_char *tmp; 1480 linked_char *tmp;
1644 const char *name; 1481 const char *name;
1645 1482
1646 if (art->allowed == (linked_char *) NULL) 1483 if (!art->allowed)
1647 return 1; /* Ie, "all" */ 1484 return 1; /* Ie, "all" */
1485
1648 for (tmp = art->allowed; tmp; tmp = tmp->next) 1486 for (tmp = art->allowed; tmp; tmp = tmp->next)
1649 { 1487 {
1650#ifdef TREASURE_VERBOSE 1488#ifdef TREASURE_VERBOSE
1651 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1489 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1652#endif 1490#endif
1653 if (*tmp->name == '!') 1491 if (*tmp->name == '!')
1654 name = tmp->name + 1, neg = 1; 1492 name = tmp->name + 1, neg = 1;
1655 else 1493 else
1656 name = tmp->name, neg = 0; 1494 name = tmp->name, neg = 0;
1657 1495
1658 /* If we match name, then return the opposite of 'neg' */ 1496 /* If we match name, then return the opposite of 'neg' */
1659 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1497 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1660 return !neg; 1498 return !neg;
1661 1499
1662 /* Set success as true, since if the match was an inverse, it means 1500 /* Set success as true, since if the match was an inverse, it means
1663 * everything is allowed except what we match 1501 * everything is allowed except what we match
1664 */ 1502 */
1665 else if (neg) 1503 else if (neg)
1666 success = 1; 1504 success = 1;
1667 } 1505 }
1506
1668 return success; 1507 return success;
1669} 1508}
1670 1509
1671/* 1510/*
1672 * Fixes the given object, giving it the abilities and titles 1511 * Fixes the given object, giving it the abilities and titles
1723 return; 1562 return;
1724 } 1563 }
1725 1564
1726 for (i = 0; i < ARTIFACT_TRIES; i++) 1565 for (i = 0; i < ARTIFACT_TRIES; i++)
1727 { 1566 {
1728 int roll = RANDOM () % al->total_chance; 1567 int roll = rndm (al->total_chance);
1729 1568
1730 for (art = al->items; art != NULL; art = art->next) 1569 for (art = al->items; art; art = art->next)
1731 { 1570 {
1732 roll -= art->chance; 1571 roll -= art->chance;
1733 if (roll < 0) 1572 if (roll < 0)
1734 break; 1573 break;
1735 } 1574 }
1751 continue; 1590 continue;
1752 1591
1753 if (!legal_artifact_combination (op, art)) 1592 if (!legal_artifact_combination (op, art))
1754 { 1593 {
1755#ifdef TREASURE_VERBOSE 1594#ifdef TREASURE_VERBOSE
1756 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1595 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1757#endif 1596#endif
1758 continue; 1597 continue;
1759 } 1598 }
1599
1760 give_artifact_abilities (op, art->item); 1600 give_artifact_abilities (op, art->item);
1761 return; 1601 return;
1762 } 1602 }
1763} 1603}
1764 1604
1808 SET_FLAG (item, FLAG_NO_STEAL); 1648 SET_FLAG (item, FLAG_NO_STEAL);
1809 } 1649 }
1810} 1650}
1811 1651
1812/* special_potion() - so that old potion code is still done right. */ 1652/* special_potion() - so that old potion code is still done right. */
1813
1814int 1653int
1815special_potion (object *op) 1654special_potion (object *op)
1816{ 1655{
1817
1818 int i;
1819
1820 if (op->attacktype) 1656 if (op->attacktype)
1821 return 1; 1657 return 1;
1822 1658
1823 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1659 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1824 return 1; 1660 return 1;
1825 1661
1826 for (i = 0; i < NROFATTACKS; i++) 1662 for (int i = 0; i < NROFATTACKS; i++)
1827 if (op->resist[i]) 1663 if (op->resist[i])
1828 return 1; 1664 return 1;
1829 1665
1830 return 0; 1666 return 0;
1831} 1667}
1832 1668
1833void 1669void
1834free_treasurestruct (treasure *t) 1670free_treasurestruct (treasure *t)
1835{ 1671{
1836 if (t->next)
1837 free_treasurestruct (t->next); 1672 if (t->next) free_treasurestruct (t->next);
1838 if (t->next_yes)
1839 free_treasurestruct (t->next_yes); 1673 if (t->next_yes) free_treasurestruct (t->next_yes);
1840 if (t->next_no)
1841 free_treasurestruct (t->next_no); 1674 if (t->next_no) free_treasurestruct (t->next_no);
1842 1675
1843 delete t; 1676 delete t;
1844} 1677}
1845 1678
1846void 1679void
1851 1684
1852 delete lc; 1685 delete lc;
1853} 1686}
1854 1687
1855void 1688void
1856free_artifact (artifact * at) 1689free_artifact (artifact *at)
1857{ 1690{
1858 if (at->next)
1859 free_artifact (at->next); 1691 if (at->next) free_artifact (at->next);
1860
1861 if (at->allowed)
1862 free_charlinks (at->allowed); 1692 if (at->allowed) free_charlinks (at->allowed);
1863 1693
1864 at->item->free (1); 1694 at->item->destroy (1);
1865 1695
1866 delete at; 1696 sfree (at);
1867} 1697}
1868 1698
1869void 1699void
1870free_artifactlist (artifactlist * al) 1700free_artifactlist (artifactlist *al)
1871{ 1701{
1872 artifactlist *nextal; 1702 artifactlist *nextal;
1873 1703
1874 for (al = first_artifactlist; al != NULL; al = nextal) 1704 for (al = first_artifactlist; al; al = nextal)
1875 { 1705 {
1876 nextal = al->next; 1706 nextal = al->next;
1877 1707
1878 if (al->items) 1708 if (al->items)
1879 free_artifact (al->items); 1709 free_artifact (al->items);
1880 1710
1881 free (al); 1711 sfree (al);
1882 } 1712 }
1883} 1713}
1884 1714
1885void 1715void
1886free_all_treasures (void) 1716free_all_treasures (void)
1887{ 1717{
1888 treasurelist *tl, *next; 1718 treasurelist *tl, *next;
1889 1719
1890
1891 for (tl = first_treasurelist; tl != NULL; tl = next) 1720 for (tl = first_treasurelist; tl; tl = next)
1892 { 1721 {
1722 clear (tl);
1723
1893 next = tl->next; 1724 next = tl->next;
1894 if (tl->items)
1895 free_treasurestruct (tl->items);
1896 delete tl; 1725 delete tl;
1897 } 1726 }
1727
1898 free_artifactlist (first_artifactlist); 1728 free_artifactlist (first_artifactlist);
1899} 1729}

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