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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 1.79 by root, Tue Jul 29 02:00:55 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>
46#include <loader.h> 37#include <loader.h>
47 38
39extern char *spell_mapping[];
40
41static treasurelist *first_treasurelist;
48 42
49static void change_treasure (treasure *t, object *op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
50extern char *spell_mapping[];
51 44
52/* 45typedef std::tr1::unordered_map<
53 * Initialize global archtype pointers: 46 const char *,
54 */ 47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t;
55 52
53static tl_map_t tl_map;
54
55/*
56 * Searches for the given treasurelist
57 */
58treasurelist *
59treasurelist::find (const char *name)
60{
61 if (!name)
62 return 0;
63
64 auto (i, tl_map.find (name));
65
66 if (i == tl_map.end ())
67 return 0;
68
69 return i->second;
70}
71
72/*
73 * Searches for the given treasurelist in the globally linked list
74 * of treasurelists which has been built by load_treasures().
75 */
76treasurelist *
77treasurelist::get (const char *name)
78{
79 treasurelist *tl = find (name);
80
81 if (!tl)
82 {
83 tl = new treasurelist;
84
85 tl->name = name;
86 tl->next = first_treasurelist;
87 first_treasurelist = tl;
88
89 tl_map.insert (std::make_pair (tl->name, tl));
90 }
91
92 return tl;
93}
94
95//TODO: class method
56void 96void
57init_archetype_pointers () 97clear (treasurelist *tl)
58{ 98{
59 int prev_warn = warn_archetypes; 99 if (tl->items)
100 {
101 free_treasurestruct (tl->items);
102 tl->items = 0;
103 }
60 104
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; 105 tl->total_chance = 0;
93
94 return t;
95} 106}
107
108#ifdef TREASURE_DEBUG
109/* recursived checks the linked list. Treasurelist is passed only
110 * so that the treasure name can be printed out
111 */
112static void
113check_treasurelist (const treasure *t, const treasurelist * tl)
114{
115 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
116 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
117
118 if (t->next)
119 check_treasurelist (t->next, tl);
120
121 if (t->next_yes)
122 check_treasurelist (t->next_yes, tl);
123
124 if (t->next_no)
125 check_treasurelist (t->next_no, tl);
126}
127#endif
96 128
97/* 129/*
98 * Reads the lib/treasure file from disk, and parses the contents 130 * Reads the lib/treasure file from disk, and parses the contents
99 * into an internal treasure structure (very linked lists) 131 * into an internal treasure structure (very linked lists)
100 */ 132 */
101
102static treasure * 133static treasure *
103load_treasure (FILE * fp, int *line) 134read_treasure (object_thawer &f)
104{ 135{
105 char buf[MAX_BUF], *cp, variable[MAX_BUF];
106 treasure *t = get_empty_treasure (); 136 treasure *t = new treasure;
107 int value;
108 137
109 nroftreasures++; 138 f.next ();
110 while (fgets (buf, MAX_BUF, fp) != NULL)
111 {
112 (*line)++;
113 139
114 if (*buf == '#') 140 for (;;)
115 continue; 141 {
116 if ((cp = strchr (buf, '\n')) != NULL) 142 coroapi::cede_to_tick ();
117 *cp = '\0';
118 cp = buf;
119 while (isspace (*cp)) /* Skip blanks */
120 cp++;
121 143
122 if (sscanf (cp, "arch %s", variable)) 144 switch (f.kw)
123 {
124 if ((t->item = find_archetype (variable)) == NULL)
125 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
126 } 145 {
127 else if (sscanf (cp, "list %s", variable)) 146 case KW_arch:
128 t->name = variable; 147 t->item = archetype::find (f.get_str ());
129 else if (sscanf (cp, "change_name %s", variable)) 148
130 t->change_arch.name = variable; 149 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 { 150 {
149 t->next = load_treasure (fp, line); 151 f.parse_warn ("treasure references unknown archetype");
152 t->item = archetype::empty;
153 }
154
155 break;
156
157 case KW_list: f.get (t->name); break;
158 case KW_change_name: f.get (t->change_arch.name); break;
159 case KW_change_title: f.get (t->change_arch.title); break;
160 case KW_change_slaying: f.get (t->change_arch.slaying); break;
161 case KW_chance: f.get (t->chance); break;
162 case KW_nrof: f.get (t->nrof); break;
163 case KW_magic: f.get (t->magic); break;
164
165 case KW_yes: t->next_yes = read_treasure (f); continue;
166 case KW_no: t->next_no = read_treasure (f); continue;
167
168 case KW_end:
169 f.next ();
150 return t; 170 return t;
171
172 case KW_more:
173 t->next = read_treasure (f);
174 return t;
175
176 default:
177 if (!f.parse_error ("treasurelist", t->name))
178 goto error;
179
180 return t;
151 } 181 }
152 else 182
153 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 183 f.next ();
154 } 184 }
155 LOG (llevError, "treasure lacks 'end'.\n"); 185
186 // not reached
187
188error:
189 delete t;
156 return t; 190 return 0;
157} 191}
158 192
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/* 193/*
184 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
185 * Each treasure is parsed with the help of load_treasure(). 194 * Each treasure is parsed with the help of load_treasure().
186 */ 195 */
187 196treasurelist *
188void 197treasurelist::read (object_thawer &f)
189load_treasures (void)
190{ 198{
191 FILE *fp; 199 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;
196 200
197 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 201 bool one = f.kw == KW_treasureone;
198 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 202 treasurelist *tl = treasurelist::get (f.get_str ());
199 { 203 clear (tl);
200 LOG (llevError, "Can't open treasure file.\n"); 204 tl->items = read_treasure (f);
205 if (!tl->items)
201 return; 206 return 0;
202 }
203 while (fgets (buf, MAX_BUF, fp) != NULL)
204 {
205 line++;
206 if (*buf == '#')
207 continue;
208 207
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. 208 /* 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 209 * Add up the chance total, and check to make sure the yes & no
223 * fields of the treasures are not being used. 210 * fields of the treasures are not being used.
224 */ 211 */
225 if (!strncmp (buf, "treasureone", 11)) 212 if (one)
213 {
214 for (treasure *t = tl->items; t; t = t->next)
215 {
216 if (t->next_yes || t->next_no)
226 { 217 {
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); 218 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"); 219 LOG (llevError, " the next_yes or next_no field is set\n");
234 }
235#endif
236 tl->total_chance += t->chance;
237 }
238 } 220 }
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);
244 221
245#ifdef TREASURE_DEBUG 222 tl->total_chance += t->chance;
246 /* Perform some checks on how valid the treasure data actually is. 223 }
247 * verify that list transitions work (ie, the list that it is supposed 224 }
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}
255 225
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; 226 return tl;
281} 227}
282
283 228
284/* 229/*
285 * Generates the objects specified by the given treasure. 230 * Generates the objects specified by the given treasure.
286 * It goes recursively through the rest of the linked list. 231 * It goes recursively through the rest of the linked list.
287 * If there is a certain percental chance for a treasure to be generated, 232 * If there is a certain percental chance for a treasure to be generated,
290 * being generated. 235 * being generated.
291 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 236 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
292 * abilities. This is used by summon spells, thus no summoned monsters 237 * abilities. This is used by summon spells, thus no summoned monsters
293 * start with equipment, but only their abilities). 238 * start with equipment, but only their abilities).
294 */ 239 */
295
296
297static void 240static void
298put_treasure (object *op, object *creator, int flags) 241put_treasure (object *op, object *creator, int flags)
299{ 242{
300 object *tmp; 243 if (flags & GT_ENVIRONMENT)
301 244 {
302 /* Bit of a hack - spells should never be put onto the map. The entire 245 /* 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 246 * 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 247 * this is the original object, or if this is an object that should be created
305 * by another object. 248 * by another object.
306 */ 249 */
307 if (flags & GT_ENVIRONMENT && op->type != SPELL) 250 //TODO: flag such as objects... as such (no drop, anybody?)
308 { 251 if (op->type == SPELL)
309 op->x = creator->x; 252 {
310 op->y = creator->y; 253 op->destroy ();
254 return;
255 }
256
257 op->expand_tail ();
258
259 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
260 op->destroy ();
261 else
262 {
311 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 263 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
312 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 264 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
265 }
313 } 266 }
314 else 267 else
315 { 268 {
316 op = insert_ob_in_ob (op, creator); 269 op = creator->insert (op);
270
317 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 271 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
318 monster_check_apply (creator, op); 272 monster_check_apply (creator, op);
319 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
320 esrv_send_item (tmp, op);
321 } 273 }
322} 274}
323 275
324/* if there are change_xxx commands in the treasure, we include the changes 276/* if there are change_xxx commands in the treasure, we include the changes
325 * in the generated object 277 * in the generated object
339 291
340 if (t->change_arch.slaying) 292 if (t->change_arch.slaying)
341 op->slaying = t->change_arch.slaying; 293 op->slaying = t->change_arch.slaying;
342} 294}
343 295
344void 296static void
345create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 297create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
346{ 298{
347 object *tmp;
348
349 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 299 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
350 { 300 {
351 if (t->name) 301 if (t->name)
352 { 302 {
353 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 303 if (difficulty >= t->magic)
304 if (treasurelist *tl = treasurelist::find (t->name))
354 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 305 create_treasure (tl, op, flag, difficulty, tries);
306 else
307 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
355 } 308 }
356 else 309 else
357 { 310 {
358 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 311 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
359 { 312 {
360 tmp = arch_to_object (t->item); 313 object *tmp = arch_to_object (t->item);
314
361 if (t->nrof && tmp->nrof <= 1) 315 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 316 tmp->nrof = rndm (t->nrof) + 1;
317
363 fix_generated_item (tmp, op, difficulty, t->magic, flag); 318 fix_generated_item (tmp, op, difficulty, t->magic, flag);
364 change_treasure (t, tmp); 319 change_treasure (t, tmp);
365 put_treasure (tmp, op, flag); 320 put_treasure (tmp, op, flag);
366 } 321 }
367 } 322 }
368 323
369 if (t->next_yes != NULL) 324 if (t->next_yes)
370 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 325 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
371 } 326 }
372 else if (t->next_no != NULL) 327 else if (t->next_no)
373 create_all_treasures (t->next_no, op, flag, difficulty, tries); 328 create_all_treasures (t->next_no, op, flag, difficulty, tries);
374 329
375 if (t->next != NULL) 330 if (t->next)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 331 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 332}
378 333
379void 334static void
380create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 335create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
381{ 336{
382 int value = RANDOM () % tl->total_chance; 337 int value = rndm (tl->total_chance);
383 treasure *t; 338 treasure *t;
384 339
385 if (tries++ > 100) 340 if (tries++ > 100)
386 { 341 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 342 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return; 343 return;
389 } 344 }
390 345
391 for (t = tl->items; t != NULL; t = t->next) 346 for (t = tl->items; t; t = t->next)
392 { 347 {
393 value -= t->chance; 348 value -= t->chance;
394 349
395 if (value < 0) 350 if (value < 0)
396 break; 351 break;
397 } 352 }
398 353
399 if (!t || value >= 0) 354 if (!t || value >= 0)
400 {
401 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 355 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
402 abort ();
403 return;
404 }
405 356
406 if (t->name) 357 if (t->name)
407 { 358 {
408 if (!strcmp (t->name, "NONE"))
409 return;
410
411 if (difficulty >= t->magic) 359 if (difficulty >= t->magic)
360 {
361 treasurelist *tl = treasurelist::find (t->name);
362 if (tl)
412 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 363 create_treasure (tl, op, flag, difficulty, tries);
364 }
413 else if (t->nrof) 365 else if (t->nrof)
414 create_one_treasure (tl, op, flag, difficulty, tries); 366 create_one_treasure (tl, op, flag, difficulty, tries);
415
416 return;
417 } 367 }
418
419 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 368 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
420 { 369 {
421 object *tmp = arch_to_object (t->item); 370 if (object *tmp = arch_to_object (t->item))
422 371 {
423 if (!tmp)
424 return;
425
426 if (t->nrof && tmp->nrof <= 1) 372 if (t->nrof && tmp->nrof <= 1)
427 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 373 tmp->nrof = rndm (t->nrof) + 1;
428 374
429 fix_generated_item (tmp, op, difficulty, t->magic, flag); 375 fix_generated_item (tmp, op, difficulty, t->magic, flag);
430 change_treasure (t, tmp); 376 change_treasure (t, tmp);
431 put_treasure (tmp, op, flag); 377 put_treasure (tmp, op, flag);
378 }
432 } 379 }
380}
381
382void
383object::create_treasure (treasurelist *tl, int flags)
384{
385 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
433} 386}
434 387
435/* This calls the appropriate treasure creation function. tries is passed 388/* This calls the appropriate treasure creation function. tries is passed
436 * to determine how many list transitions or attempts to create treasure 389 * 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 390 * 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 391 * 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 392 * created on weak maps, because it will exceed the number of allowed tries
440 * to do that. 393 * to do that.
441 */ 394 */
442void 395void
443create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 396create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
444{ 397{
398 // empty treasurelists are legal
399 if (!tl->items)
400 return;
445 401
446 if (tries++ > 100) 402 if (tries++ > 100)
447 { 403 {
448 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
449 return; 405 return;
450 } 406 }
407
408 if (op->flag [FLAG_TREASURE_ENV])
409 {
410 // do not generate items when there already is something above the object
411 if (op->flag [FLAG_IS_FLOOR] && op->above)
412 return;
413
414 flag |= GT_ENVIRONMENT;
415 }
416
451 if (t->total_chance) 417 if (tl->total_chance)
452 create_one_treasure (t, op, flag, difficulty, tries); 418 create_one_treasure (tl, op, flag, difficulty, tries);
453 else 419 else
454 create_all_treasures (t->items, op, flag, difficulty, tries); 420 create_all_treasures (tl->items, op, flag, difficulty, tries);
455} 421}
456 422
457/* This is similar to the old generate treasure function. However, 423/* This is similar to the old generate treasure function. However,
458 * it instead takes a treasurelist. It is really just a wrapper around 424 * it instead takes a treasurelist. It is really just a wrapper around
459 * create_treasure. We create a dummy object that the treasure gets 425 * create_treasure. We create a dummy object that the treasure gets
460 * inserted into, and then return that treausre 426 * inserted into, and then return that treausre
461 */ 427 */
462object * 428object *
463generate_treasure (treasurelist * t, int difficulty) 429generate_treasure (treasurelist *tl, int difficulty)
464{ 430{
465 object *ob = get_object (), *tmp; 431 difficulty = clamp (difficulty, 1, settings.max_level);
466 432
433 object *ob = object::create ();
434
467 create_treasure (t, ob, 0, difficulty, 0); 435 create_treasure (tl, ob, 0, difficulty, 0);
468 436
469 /* Don't want to free the object we are about to return */ 437 /* Don't want to free the object we are about to return */
470 tmp = ob->inv; 438 object *tmp = ob->inv;
471 if (tmp != NULL) 439 if (tmp)
472 remove_ob (tmp); 440 tmp->remove ();
441
473 if (ob->inv) 442 if (ob->inv)
474 {
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 443 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 } 444
477 free_object (ob); 445 ob->destroy ();
478 return tmp; 446 return tmp;
479} 447}
480 448
481/* 449/*
482 * This is a new way of calculating the chance for an item to have 450 * 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 452 * The array has two arguments, the difficulty of the level, and the
485 * magical bonus "wanted". 453 * magical bonus "wanted".
486 */ 454 */
487 455
488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 456static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490/*chance of magic difficulty*/ 457// chance of magic difficulty
491
492/* +0 +1 +2 +3 +4 */ 458// +0 +1 +2 +3 +4
493 {95, 2, 2, 1, 0}, /*1 */ 459 {95, 2, 2, 1, 0}, // 1
494 {92, 5, 2, 1, 0}, /*2 */ 460 {92, 5, 2, 1, 0}, // 2
495 {85, 10, 4, 1, 0}, /*3 */ 461 {85, 10, 4, 1, 0}, // 3
496 {80, 14, 4, 2, 0}, /*4 */ 462 {80, 14, 4, 2, 0}, // 4
497 {75, 17, 5, 2, 1}, /*5 */ 463 {75, 17, 5, 2, 1}, // 5
498 {70, 18, 8, 3, 1}, /*6 */ 464 {70, 18, 8, 3, 1}, // 6
499 {65, 21, 10, 3, 1}, /*7 */ 465 {65, 21, 10, 3, 1}, // 7
500 {60, 22, 12, 4, 2}, /*8 */ 466 {60, 22, 12, 4, 2}, // 8
501 {55, 25, 14, 4, 2}, /*9 */ 467 {55, 25, 14, 4, 2}, // 9
502 {50, 27, 16, 5, 2}, /*10 */ 468 {50, 27, 16, 5, 2}, // 10
503 {45, 28, 18, 6, 3}, /*11 */ 469 {45, 28, 18, 6, 3}, // 11
504 {42, 28, 20, 7, 3}, /*12 */ 470 {42, 28, 20, 7, 3}, // 12
505 {40, 27, 21, 8, 4}, /*13 */ 471 {40, 27, 21, 8, 4}, // 13
506 {38, 25, 22, 10, 5}, /*14 */ 472 {38, 25, 22, 10, 5}, // 14
507 {36, 23, 23, 12, 6}, /*15 */ 473 {36, 23, 23, 12, 6}, // 15
508 {33, 21, 24, 14, 8}, /*16 */ 474 {33, 21, 24, 14, 8}, // 16
509 {31, 19, 25, 16, 9}, /*17 */ 475 {31, 19, 25, 16, 9}, // 17
510 {27, 15, 30, 18, 10}, /*18 */ 476 {27, 15, 30, 18, 10}, // 18
511 {20, 12, 30, 25, 13}, /*19 */ 477 {20, 12, 30, 25, 13}, // 19
512 {15, 10, 28, 30, 17}, /*20 */ 478 {15, 10, 28, 30, 17}, // 20
513 {13, 9, 27, 28, 23}, /*21 */ 479 {13, 9, 27, 28, 23}, // 21
514 {10, 8, 25, 28, 29}, /*22 */ 480 {10, 8, 25, 28, 29}, // 22
515 {8, 7, 23, 26, 36}, /*23 */ 481 { 8, 7, 23, 26, 36}, // 23
516 {6, 6, 20, 22, 46}, /*24 */ 482 { 6, 6, 20, 22, 46}, // 24
517 {4, 5, 17, 18, 56}, /*25 */ 483 { 4, 5, 17, 18, 56}, // 25
518 {2, 4, 12, 14, 68}, /*26 */ 484 { 2, 4, 12, 14, 68}, // 26
519 {0, 3, 7, 10, 80}, /*27 */ 485 { 0, 3, 7, 10, 80}, // 27
520 {0, 0, 3, 7, 90}, /*28 */ 486 { 0, 0, 3, 7, 90}, // 28
521 {0, 0, 0, 3, 97}, /*29 */ 487 { 0, 0, 0, 3, 97}, // 29
522 {0, 0, 0, 0, 100}, /*30 */ 488 { 0, 0, 0, 0, 100}, // 30
523 {0, 0, 0, 0, 100}, /*31 */ 489 { 0, 0, 0, 0, 100}, // 31
524}; 490};
525
526 491
527/* calculate the appropriate level for wands staves and scrolls. 492/* calculate the appropriate level for wands staves and scrolls.
528 * This code presumes that op has had its spell object created (in op->inv) 493 * This code presumes that op has had its spell object created (in op->inv)
529 * 494 *
530 * elmex Wed Aug 9 17:44:59 CEST 2006: 495 * elmex Wed Aug 9 17:44:59 CEST 2006:
531 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 496 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
532 */ 497 */
533
534int 498int
535level_for_item (const object *op, int difficulty) 499level_for_item (const object *op, int difficulty)
536{ 500{
537 int olevel = 0;
538
539 if (!op->inv) 501 if (!op->inv)
540 { 502 {
541 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 503 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
542 return 0; 504 return 0;
543 } 505 }
544 506
545 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 507 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
546 508
547 if (olevel <= 0) 509 if (olevel <= 0)
548 olevel = rndm (1, MIN (op->inv->level, 1)); 510 olevel = rndm (1, op->inv->level);
549 511
550 if (olevel > MAXLEVEL) 512 return min (olevel, MAXLEVEL);
551 olevel = MAXLEVEL;
552
553 return olevel;
554} 513}
555 514
556/* 515/*
557 * Based upon the specified difficulty and upon the difftomagic_list array, 516 * Based upon the specified difficulty and upon the difftomagic_list array,
558 * a random magical bonus is returned. This is used when determine 517 * a random magical bonus is returned. This is used when determine
561 * elmex Thu Aug 10 18:45:44 CEST 2006: 520 * elmex Thu Aug 10 18:45:44 CEST 2006:
562 * Scaling difficulty by max_level, as difficulty is a level and not some 521 * Scaling difficulty by max_level, as difficulty is a level and not some
563 * weird integer between 1-31. 522 * weird integer between 1-31.
564 * 523 *
565 */ 524 */
566
567int 525int
568magic_from_difficulty (int difficulty) 526magic_from_difficulty (int difficulty)
569{ 527{
570 int percent = 0, magic = 0; 528 int percent = 0, magic = 0;
571 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 529 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
576 scaled_diff = 0; 534 scaled_diff = 0;
577 535
578 if (scaled_diff >= DIFFLEVELS) 536 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1; 537 scaled_diff = DIFFLEVELS - 1;
580 538
581 percent = RANDOM () % 100; 539 percent = rndm (100);
582 540
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 541 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 { 542 {
585 percent -= difftomagic_list[scaled_diff][magic]; 543 percent -= difftomagic_list[scaled_diff][magic];
586 544
592 { 550 {
593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 551 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
594 magic = 0; 552 magic = 0;
595 } 553 }
596 554
597 magic = (RANDOM () % 3) ? magic : -magic; 555 magic = (rndm (3)) ? magic : -magic;
598 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 556 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599 557
600 return magic; 558 return magic;
601} 559}
602 560
615 573
616 op->magic = magic; 574 op->magic = magic;
617 if (op->arch) 575 if (op->arch)
618 { 576 {
619 if (op->type == ARMOUR) 577 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 578 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
621 579
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 580 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 581 magic = (-magic);
582
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 583 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
625 } 584 }
626 else 585 else
627 { 586 {
628 if (op->type == ARMOUR) 587 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 588 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
589
630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 590 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
631 magic = (-magic); 591 magic = (-magic);
592
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 593 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 594 }
634} 595}
635 596
636/* 597/*
659 * 1) Since rings can have multiple bonuses, if the same bonus 620 * 1) Since rings can have multiple bonuses, if the same bonus
660 * is rolled again, increase it - the bonuses now stack with 621 * is rolled again, increase it - the bonuses now stack with
661 * other bonuses previously rolled and ones the item might natively have. 622 * other bonuses previously rolled and ones the item might natively have.
662 * 2) Add code to deal with new PR method. 623 * 2) Add code to deal with new PR method.
663 */ 624 */
664
665void 625void
666set_ring_bonus (object *op, int bonus) 626set_ring_bonus (object *op, int bonus)
667{ 627{
668 628
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 629 int r = rndm (bonus > 0 ? 25 : 11);
670 630
671 if (op->type == AMULET) 631 if (op->type == AMULET)
672 { 632 {
673 if (!(RANDOM () % 21)) 633 if (!(rndm (21)))
674 r = 20 + RANDOM () % 2; 634 r = 20 + rndm (2);
675 else 635 else
676 { 636 {
677 if (RANDOM () & 2) 637 if (rndm (2))
678 r = 10; 638 r = 10;
679 else 639 else
680 r = 11 + RANDOM () % 9; 640 r = 11 + rndm (9);
681 } 641 }
682 } 642 }
683 643
684 switch (r) 644 switch (r)
685 { 645 {
692 case 2: 652 case 2:
693 case 3: 653 case 3:
694 case 4: 654 case 4:
695 case 5: 655 case 5:
696 case 6: 656 case 6:
697 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 657 op->stats.stat (r) += bonus;
698 break; 658 break;
699 659
700 case 7: 660 case 7:
701 op->stats.dam += bonus; 661 op->stats.dam += bonus;
702 break; 662 break;
722 case 16: 682 case 16:
723 case 17: 683 case 17:
724 case 18: 684 case 18:
725 case 19: 685 case 19:
726 { 686 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 687 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
728 688
729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 689 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 690 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
731 691
732 /* Cursed items need to have higher negative values to equal out with 692 /* Cursed items need to have higher negative values to equal out with
733 * positive values for how protections work out. Put another 693 * positive values for how protections work out. Put another
734 * little random element in since that they don't always end up with 694 * little random element in since that they don't always end up with
735 * even values. 695 * even values.
736 */ 696 */
737 if (bonus < 0) 697 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b; 698 val = 2 * -val - rndm (b);
739 if (val > 35) 699 if (val > 35)
740 val = 35; /* Upper limit */ 700 val = 35; /* Upper limit */
741 b = 0; 701 b = 0;
702
742 while (op->resist[resist_table[resist]] != 0 && b < 4) 703 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table; 704 resist = rndm (num_resist_table);
745 } 705
746 if (b == 4) 706 if (b == 4)
747 return; /* Not able to find a free resistance */ 707 return; /* Not able to find a free resistance */
708
748 op->resist[resist_table[resist]] = val; 709 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value 710 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave. 711 * based on how good a resistance we gave.
751 */ 712 */
752 break; 713 break;
780 case 22: 741 case 22:
781 op->stats.exp += bonus; /* Speed! */ 742 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3; 743 op->value = (op->value * 2) / 3;
783 break; 744 break;
784 } 745 }
746
785 if (bonus > 0) 747 if (bonus > 0)
786 op->value *= 2 * bonus; 748 op->value *= 2 * bonus;
787 else 749 else
788 op->value = -(op->value * 2 * bonus) / 3; 750 op->value = -(op->value * 2 * bonus) / 3;
789} 751}
794 * higher is the chance of returning a low number. 756 * higher is the chance of returning a low number.
795 * It is only used in fix_generated_treasure() to set bonuses on 757 * It is only used in fix_generated_treasure() to set bonuses on
796 * rings and amulets. 758 * rings and amulets.
797 * Another scheme is used to calculate the magic of weapons and armours. 759 * Another scheme is used to calculate the magic of weapons and armours.
798 */ 760 */
799
800int 761int
801get_magic (int diff) 762get_magic (int diff)
802{ 763{
803 int i; 764 int i;
804 765
805 if (diff < 3) 766 if (diff < 3)
806 diff = 3; 767 diff = 3;
768
807 for (i = 0; i < 4; i++) 769 for (i = 0; i < 4; i++)
808 if (RANDOM () % diff) 770 if (rndm (diff))
809 return i; 771 return i;
772
810 return 4; 773 return 4;
811} 774}
812 775
813#define DICE2 (get_magic(2)==2?2:1) 776#define DICE2 (get_magic(2)==2?2:1)
814#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 777#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
815 778
816/* 779/*
817 * fix_generated_item(): This is called after an item is generated, in 780 * 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 781 * order to set it up right. This produced magical bonuses, puts spells
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 782 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
833 * value. 796 * value.
834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 797 * 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 798 * 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 799 * type as appropriate, for objects that need spell objects, set those, etc
837 */ 800 */
838
839void 801void
840fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 802fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
841{ 803{
842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 804 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
843 805
848 save_item_power = op->item_power; 810 save_item_power = op->item_power;
849 op->item_power = 0; 811 op->item_power = 0;
850 812
851 if (op->randomitems && op->type != SPELL) 813 if (op->randomitems && op->type != SPELL)
852 { 814 {
853 create_treasure (op->randomitems, op, flags, difficulty, 0); 815 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 */ 816 /* So the treasure doesn't get created again */
858 op->randomitems = NULL; 817 op->randomitems = 0;
859 } 818 }
860 819
861 if (difficulty < 1) 820 if (difficulty < 1)
862 difficulty = 1; 821 difficulty = 1;
863 822
823 if (INVOKE_OBJECT (ADD_BONUS, op,
824 ARG_OBJECT (creator != op ? creator : 0),
825 ARG_INT (difficulty), ARG_INT (max_magic),
826 ARG_INT (flags)))
827 return;
828
864 if (!(flags & GT_MINIMAL)) 829 if (!(flags & GT_MINIMAL))
865 { 830 {
866 if (op->arch == crown_arch) 831 if (IS_ARCH (op->arch, crown))
867 { 832 {
868 set_magic (difficulty, op, max_magic, flags); 833 set_magic (difficulty, op, max_magic, flags);
869 num_enchantments = calc_item_power (op, 1); 834 num_enchantments = calc_item_power (op, 1);
870 generate_artifact (op, difficulty); 835 generate_artifact (op, difficulty);
871 } 836 }
874 if (!op->magic && max_magic) 839 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 840 set_magic (difficulty, op, max_magic, flags);
876 841
877 num_enchantments = calc_item_power (op, 1); 842 num_enchantments = calc_item_power (op, 1);
878 843
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 844 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
880 * used for shop_floors or treasures */ 845 || op->type == HORN
846 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
881 generate_artifact (op, difficulty); 847 generate_artifact (op, difficulty);
882 } 848 }
883 849
884 /* Object was made an artifact. Calculate its item_power rating. 850 /* Object was made an artifact. Calculate its item_power rating.
885 * the item_power in the object is what the artfiact adds. 851 * the item_power in the object is what the artfiact adds.
927 { 893 {
928 if (op->type == POTION) 894 if (op->type == POTION)
929 /* Handle healing and magic power potions */ 895 /* Handle healing and magic power potions */
930 if (op->stats.sp && !op->randomitems) 896 if (op->stats.sp && !op->randomitems)
931 { 897 {
932 object *tmp;
933
934 tmp = get_archetype (spell_mapping[op->stats.sp]); 898 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
935 insert_ob_in_ob (tmp, op); 899 insert_ob_in_ob (tmp, op);
936 op->stats.sp = 0; 900 op->stats.sp = 0;
937 } 901 }
938 } 902 }
939 else if (!op->title) /* Only modify object if not special */ 903 else if (!op->title) /* Only modify object if not special */
942 case WEAPON: 906 case WEAPON:
943 case ARMOUR: 907 case ARMOUR:
944 case SHIELD: 908 case SHIELD:
945 case HELMET: 909 case HELMET:
946 case CLOAK: 910 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 911 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 912 set_ring_bonus (op, -DICE2);
949 break; 913 break;
950 914
951 case BRACERS: 915 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 916 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
953 { 917 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 918 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 919 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3; 920 op->value *= 3;
957 } 921 }
983 */ 947 */
984 if (op->inv && op->randomitems) 948 if (op->inv && op->randomitems)
985 { 949 {
986 /* value multiplier is same as for scrolls */ 950 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 951 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 952 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 953 }
990 else 954 else
991 { 955 {
992 op->name = "potion"; 956 op->name = "potion";
993 op->name_pl = "potions"; 957 op->name_pl = "potions";
994 } 958 }
995 959
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 960 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 961 SET_FLAG (op, FLAG_CURSED);
998 break; 962 break;
999 } 963 }
1000 964
1001 case AMULET: 965 case AMULET:
1002 if (op->arch == amulet_arch) 966 if (IS_ARCH (op->arch, amulet))
1003 op->value *= 5; /* Since it's not just decoration */ 967 op->value *= 5; /* Since it's not just decoration */
1004 968
1005 case RING: 969 case RING:
1006 if (op->arch == NULL) 970 if (!op->arch) // wtf? schmorp
1007 { 971 {
1008 remove_ob (op); 972 op->destroy ();
1009 free_object (op);
1010 op = NULL; 973 op = 0;
1011 break; 974 break;
1012 } 975 }
1013 976
1014 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 977 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1015 break; 978 break;
1016 979
1017 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 980 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1018 SET_FLAG (op, FLAG_CURSED); 981 SET_FLAG (op, FLAG_CURSED);
1019 982
1020 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 983 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1021 984
1022 if (op->type != RING) /* Amulets have only one ability */ 985 if (op->type != RING) /* Amulets have only one ability */
1023 break; 986 break;
1024 987
1025 if (!(RANDOM () % 4)) 988 if (!(rndm (4)))
1026 { 989 {
1027 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 990 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1028 991
1029 if (d > 0) 992 if (d > 0)
1030 op->value *= 3; 993 op->value *= 3;
1031 994
1032 set_ring_bonus (op, d); 995 set_ring_bonus (op, d);
1033 996
1034 if (!(RANDOM () % 4)) 997 if (!(rndm (4)))
1035 { 998 {
1036 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 999 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1037 1000
1038 if (d > 0) 1001 if (d > 0)
1039 op->value *= 5; 1002 op->value *= 5;
1040 set_ring_bonus (op, d); 1003 set_ring_bonus (op, d);
1041 } 1004 }
1042 } 1005 }
1043 1006
1044 if (GET_ANIM_ID (op)) 1007 if (GET_ANIM_ID (op))
1045 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1008 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1046 1009
1047 break; 1010 break;
1048 1011
1049 case BOOK: 1012 case BOOK:
1050 /* Is it an empty book?, if yes lets make a special· 1013 /* Is it an empty book?, if yes lets make a special·
1051 * msg for it, and tailor its properties based on the· 1014 * msg for it, and tailor its properties based on the·
1052 * creator and/or map level we found it on. 1015 * creator and/or map level we found it on.
1053 */ 1016 */
1054 if (!op->msg && RANDOM () % 10) 1017 if (!op->msg && rndm (10))
1055 { 1018 {
1056 /* set the book level properly */ 1019 /* set the book level properly */
1057 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1020 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1058 { 1021 {
1059 if (op->map && op->map->difficulty) 1022 if (op->map && op->map->difficulty)
1060 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1023 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1061 else 1024 else
1062 op->level = RANDOM () % 20 + 1; 1025 op->level = rndm (20) + 1;
1063 } 1026 }
1064 else 1027 else
1065 op->level = RANDOM () % creator->level; 1028 op->level = rndm (creator->level);
1066 1029
1067 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1030 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1068 /* books w/ info are worth more! */ 1031 /* books w/ info are worth more! */
1069 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1032 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1070 /* creator related stuff */ 1033 /* creator related stuff */
1169 */ 1132 */
1170 1133
1171/* 1134/*
1172 * Allocate and return the pointer to an empty artifactlist structure. 1135 * Allocate and return the pointer to an empty artifactlist structure.
1173 */ 1136 */
1174
1175static artifactlist * 1137static artifactlist *
1176get_empty_artifactlist (void) 1138get_empty_artifactlist (void)
1177{ 1139{
1178 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1140 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} 1141}
1187 1142
1188/* 1143/*
1189 * Allocate and return the pointer to an empty artifact structure. 1144 * Allocate and return the pointer to an empty artifact structure.
1190 */ 1145 */
1191
1192static artifact * 1146static artifact *
1193get_empty_artifact (void) 1147get_empty_artifact (void)
1194{ 1148{
1195 artifact *t = (artifact *) malloc (sizeof (artifact)); 1149 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} 1150}
1206 1151
1207/* 1152/*
1208 * Searches the artifact lists and returns one that has the same type 1153 * Searches the artifact lists and returns one that has the same type
1209 * of objects on it. 1154 * of objects on it.
1210 */ 1155 */
1211
1212artifactlist * 1156artifactlist *
1213find_artifactlist (int type) 1157find_artifactlist (int type)
1214{ 1158{
1215 artifactlist *al;
1216
1217 for (al = first_artifactlist; al != NULL; al = al->next) 1159 for (artifactlist *al = first_artifactlist; al; al = al->next)
1218 if (al->type == type) 1160 if (al->type == type)
1219 return al; 1161 return al;
1220 return NULL;
1221}
1222 1162
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; 1163 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} 1164}
1331 1165
1332/* 1166/*
1333 * Builds up the lists of artifacts from the file in the libdir. 1167 * Builds up the lists of artifacts from the file in the libdir.
1334 */ 1168 */
1335
1336void 1169void
1337init_artifacts (void) 1170init_artifacts (void)
1338{ 1171{
1339 static int has_been_inited = 0; 1172 static int has_been_inited = 0;
1340 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1173 char filename[MAX_BUF];
1341 artifact *art = NULL; 1174 artifact *art = NULL;
1342 linked_char *tmp;
1343 int value;
1344 artifactlist *al; 1175 artifactlist *al;
1345 1176
1346 if (has_been_inited) 1177 if (has_been_inited)
1347 return; 1178 return;
1348 else 1179 else
1349 has_been_inited = 1; 1180 has_been_inited = 1;
1350 1181
1351 sprintf (filename, "%s/artifacts", settings.datadir); 1182 sprintf (filename, "%s/artifacts", settings.datadir);
1352 object_thawer thawer (filename); 1183 object_thawer f (filename);
1353 1184
1354 if (!thawer) 1185 if (!f)
1355 return; 1186 return;
1356 1187
1357 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1188 for (;;)
1358 { 1189 {
1359 if (*buf == '#') 1190 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 { 1191 {
1192 case KW_allowed:
1371 if (art == NULL) 1193 if (!art)
1194 art = get_empty_artifact ();
1195
1372 { 1196 {
1373 art = get_empty_artifact (); 1197 if (!strcmp (f.get_str (), "all"))
1374 nrofartifacts++; 1198 break;
1199
1200 char *next, *cp = f.get_str ();
1201
1202 do
1203 {
1204 if ((next = strchr (cp, ',')))
1205 *next++ = '\0';
1206
1207 linked_char *tmp = new linked_char;
1208
1209 tmp->name = cp;
1210 tmp->next = art->allowed;
1211 art->allowed = tmp;
1212 }
1213 while ((cp = next));
1375 } 1214 }
1376 cp = strchr (cp, ' ') + 1; 1215 break;
1377 if (!strcmp (cp, "all")) 1216
1217 case KW_chance:
1218 f.get (art->chance);
1219 break;
1220
1221 case KW_difficulty:
1222 f.get (art->difficulty);
1223 break;
1224
1225 case KW_object:
1226 {
1227 art->item = object::create ();
1228 f.get (art->item->name);
1229 f.next ();
1230
1231 if (!art->item->parse_kv (f))
1232 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1233
1234 al = find_artifactlist (art->item->type);
1235
1236 if (!al)
1237 {
1238 al = get_empty_artifactlist ();
1239 al->type = art->item->type;
1240 al->next = first_artifactlist;
1241 first_artifactlist = al;
1242 }
1243
1244 art->next = al->items;
1245 al->items = art;
1246 art = 0;
1247 }
1378 continue; 1248 continue;
1379 1249
1380 do 1250 case KW_EOF:
1251 goto done;
1252
1253 default:
1254 if (!f.parse_error ("artifacts file"))
1255 cleanup ("artifacts file required");
1381 { 1256 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 { 1257 }
1399 art->item = get_object ();
1400 1258
1401 if (!load_object (thawer, art->item, 0)) 1259 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 } 1260 }
1420 1261
1262done:
1421 for (al = first_artifactlist; al != NULL; al = al->next) 1263 for (al = first_artifactlist; al; al = al->next)
1422 { 1264 {
1265 al->total_chance = 0;
1266
1423 for (art = al->items; art != NULL; art = art->next) 1267 for (art = al->items; art; art = art->next)
1424 { 1268 {
1425 if (!art->chance) 1269 if (!art->chance)
1426 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1270 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1427 else 1271 else
1428 al->total_chance += art->chance; 1272 al->total_chance += art->chance;
1433 } 1277 }
1434 1278
1435 LOG (llevDebug, "done.\n"); 1279 LOG (llevDebug, "done.\n");
1436} 1280}
1437 1281
1438
1439/* 1282/*
1440 * Used in artifact generation. The bonuses of the first object 1283 * Used in artifact generation. The bonuses of the first object
1441 * is modified by the bonuses of the second object. 1284 * is modified by the bonuses of the second object.
1442 */ 1285 */
1443
1444void 1286void
1445add_abilities (object *op, object *change) 1287add_abilities (object *op, object *change)
1446{ 1288{
1447 int i, tmp; 1289 int i, tmp;
1448 1290
1449 if (change->face != blank_face) 1291 if (change->face != blank_face)
1450 { 1292 {
1451#ifdef TREASURE_VERBOSE 1293#ifdef TREASURE_VERBOSE
1452 LOG (llevDebug, "FACE: %d\n", change->face->number); 1294 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1453#endif 1295#endif
1454 op->face = change->face; 1296 op->face = change->face;
1455 } 1297 }
1456 1298
1457 for (i = 0; i < NUM_STATS; i++) 1299 for (i = 0; i < NUM_STATS; i++)
1458 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1300 change_attr_value (&(op->stats), i, change->stats.stat (i));
1459 1301
1460 op->attacktype |= change->attacktype; 1302 op->attacktype |= change->attacktype;
1461 op->path_attuned |= change->path_attuned; 1303 op->path_attuned |= change->path_attuned;
1462 op->path_repelled |= change->path_repelled; 1304 op->path_repelled |= change->path_repelled;
1463 op->path_denied |= change->path_denied; 1305 op->path_denied |= change->path_denied;
1493 CLEAR_FLAG (op, FLAG_ANIMATE); 1335 CLEAR_FLAG (op, FLAG_ANIMATE);
1494 /* so artifacts will join */ 1336 /* so artifacts will join */
1495 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1337 if (!QUERY_FLAG (op, FLAG_ALIVE))
1496 op->speed = 0.0; 1338 op->speed = 0.0;
1497 1339
1498 update_ob_speed (op); 1340 op->set_speed (op->speed);
1499 } 1341 }
1500 1342
1501 if (change->nrof) 1343 if (change->nrof)
1502 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1344 op->nrof = rndm (change->nrof) + 1;
1503 1345
1504 op->stats.exp += change->stats.exp; /* Speed modifier */ 1346 op->stats.exp += change->stats.exp; /* Speed modifier */
1505 op->stats.wc += change->stats.wc; 1347 op->stats.wc += change->stats.wc;
1506 op->stats.ac += change->stats.ac; 1348 op->stats.ac += change->stats.ac;
1507 1349
1515 { 1357 {
1516 object *tmp_obj; 1358 object *tmp_obj;
1517 1359
1518 /* Remove any spells this object currently has in it */ 1360 /* Remove any spells this object currently has in it */
1519 while (op->inv) 1361 while (op->inv)
1520 { 1362 op->inv->destroy ();
1521 tmp_obj = op->inv;
1522 remove_ob (tmp_obj);
1523 free_object (tmp_obj);
1524 }
1525 1363
1526 tmp_obj = arch_to_object (change->other_arch); 1364 tmp_obj = arch_to_object (change->other_arch);
1527 insert_ob_in_ob (tmp_obj, op); 1365 insert_ob_in_ob (tmp_obj, op);
1528 } 1366 }
1529 /* No harm setting this for potions/horns */ 1367 /* No harm setting this for potions/horns */
1566 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1404 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1567 1405
1568 op->item_power = change->item_power; 1406 op->item_power = change->item_power;
1569 1407
1570 for (i = 0; i < NROFATTACKS; i++) 1408 for (i = 0; i < NROFATTACKS; i++)
1571 {
1572 if (change->resist[i]) 1409 if (change->resist[i])
1573 {
1574 op->resist[i] += change->resist[i]; 1410 op->resist[i] += change->resist[i];
1575 }
1576 }
1577 1411
1578 if (change->stats.dam) 1412 if (change->stats.dam)
1579 { 1413 {
1580 if (change->stats.dam < 0) 1414 if (change->stats.dam < 0)
1581 op->stats.dam = (-change->stats.dam); 1415 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); 1452 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1619 } 1453 }
1620 1454
1621 op->value *= change->value; 1455 op->value *= change->value;
1622 1456
1623 if (change->material) 1457 if (change->materials)
1624 op->material = change->material; 1458 op->materials = change->materials;
1625 1459
1626 if (change->materialname) 1460 if (change->materialname)
1627 op->materialname = change->materialname; 1461 op->materialname = change->materialname;
1628 1462
1629 if (change->slaying) 1463 if (change->slaying)
1635 if (change->msg) 1469 if (change->msg)
1636 op->msg = change->msg; 1470 op->msg = change->msg;
1637} 1471}
1638 1472
1639static int 1473static int
1640legal_artifact_combination (object *op, artifact * art) 1474legal_artifact_combination (object *op, artifact *art)
1641{ 1475{
1642 int neg, success = 0; 1476 int neg, success = 0;
1643 linked_char *tmp; 1477 linked_char *tmp;
1644 const char *name; 1478 const char *name;
1645 1479
1646 if (art->allowed == (linked_char *) NULL) 1480 if (!art->allowed)
1647 return 1; /* Ie, "all" */ 1481 return 1; /* Ie, "all" */
1482
1648 for (tmp = art->allowed; tmp; tmp = tmp->next) 1483 for (tmp = art->allowed; tmp; tmp = tmp->next)
1649 { 1484 {
1650#ifdef TREASURE_VERBOSE 1485#ifdef TREASURE_VERBOSE
1651 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1486 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1652#endif 1487#endif
1653 if (*tmp->name == '!') 1488 if (*tmp->name == '!')
1654 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1655 else 1490 else
1656 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1657 1492
1658 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1659 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1494 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1660 return !neg; 1495 return !neg;
1661 1496
1662 /* Set success as true, since if the match was an inverse, it means 1497 /* Set success as true, since if the match was an inverse, it means
1663 * everything is allowed except what we match 1498 * everything is allowed except what we match
1664 */ 1499 */
1665 else if (neg) 1500 else if (neg)
1666 success = 1; 1501 success = 1;
1667 } 1502 }
1503
1668 return success; 1504 return success;
1669} 1505}
1670 1506
1671/* 1507/*
1672 * Fixes the given object, giving it the abilities and titles 1508 * Fixes the given object, giving it the abilities and titles
1723 return; 1559 return;
1724 } 1560 }
1725 1561
1726 for (i = 0; i < ARTIFACT_TRIES; i++) 1562 for (i = 0; i < ARTIFACT_TRIES; i++)
1727 { 1563 {
1728 int roll = RANDOM () % al->total_chance; 1564 int roll = rndm (al->total_chance);
1729 1565
1730 for (art = al->items; art != NULL; art = art->next) 1566 for (art = al->items; art; art = art->next)
1731 { 1567 {
1732 roll -= art->chance; 1568 roll -= art->chance;
1733 if (roll < 0) 1569 if (roll < 0)
1734 break; 1570 break;
1735 } 1571 }
1751 continue; 1587 continue;
1752 1588
1753 if (!legal_artifact_combination (op, art)) 1589 if (!legal_artifact_combination (op, art))
1754 { 1590 {
1755#ifdef TREASURE_VERBOSE 1591#ifdef TREASURE_VERBOSE
1756 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1592 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1757#endif 1593#endif
1758 continue; 1594 continue;
1759 } 1595 }
1596
1760 give_artifact_abilities (op, art->item); 1597 give_artifact_abilities (op, art->item);
1761 return; 1598 return;
1762 } 1599 }
1763} 1600}
1764 1601
1808 SET_FLAG (item, FLAG_NO_STEAL); 1645 SET_FLAG (item, FLAG_NO_STEAL);
1809 } 1646 }
1810} 1647}
1811 1648
1812/* special_potion() - so that old potion code is still done right. */ 1649/* special_potion() - so that old potion code is still done right. */
1813
1814int 1650int
1815special_potion (object *op) 1651special_potion (object *op)
1816{ 1652{
1817
1818 int i;
1819
1820 if (op->attacktype) 1653 if (op->attacktype)
1821 return 1; 1654 return 1;
1822 1655
1823 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1656 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; 1657 return 1;
1825 1658
1826 for (i = 0; i < NROFATTACKS; i++) 1659 for (int i = 0; i < NROFATTACKS; i++)
1827 if (op->resist[i]) 1660 if (op->resist[i])
1828 return 1; 1661 return 1;
1829 1662
1830 return 0; 1663 return 0;
1831} 1664}
1832 1665
1833void 1666void
1834free_treasurestruct (treasure *t) 1667free_treasurestruct (treasure *t)
1835{ 1668{
1836 if (t->next)
1837 free_treasurestruct (t->next); 1669 if (t->next) free_treasurestruct (t->next);
1838 if (t->next_yes)
1839 free_treasurestruct (t->next_yes); 1670 if (t->next_yes) free_treasurestruct (t->next_yes);
1840 if (t->next_no)
1841 free_treasurestruct (t->next_no); 1671 if (t->next_no) free_treasurestruct (t->next_no);
1842 1672
1843 delete t; 1673 delete t;
1844} 1674}
1845 1675
1846void 1676void
1851 1681
1852 delete lc; 1682 delete lc;
1853} 1683}
1854 1684
1855void 1685void
1856free_artifact (artifact * at) 1686free_artifact (artifact *at)
1857{ 1687{
1858 if (at->next)
1859 free_artifact (at->next); 1688 if (at->next) free_artifact (at->next);
1860
1861 if (at->allowed)
1862 free_charlinks (at->allowed); 1689 if (at->allowed) free_charlinks (at->allowed);
1863 1690
1864 at->item->free (1); 1691 at->item->destroy (1);
1865 1692
1866 delete at; 1693 sfree (at);
1867} 1694}
1868 1695
1869void 1696void
1870free_artifactlist (artifactlist * al) 1697free_artifactlist (artifactlist *al)
1871{ 1698{
1872 artifactlist *nextal; 1699 artifactlist *nextal;
1873 1700
1874 for (al = first_artifactlist; al != NULL; al = nextal) 1701 for (al = first_artifactlist; al; al = nextal)
1875 { 1702 {
1876 nextal = al->next; 1703 nextal = al->next;
1877 1704
1878 if (al->items) 1705 if (al->items)
1879 free_artifact (al->items); 1706 free_artifact (al->items);
1880 1707
1881 free (al); 1708 sfree (al);
1882 } 1709 }
1883} 1710}
1884 1711
1885void 1712void
1886free_all_treasures (void) 1713free_all_treasures (void)
1887{ 1714{
1888 treasurelist *tl, *next; 1715 treasurelist *tl, *next;
1889 1716
1890
1891 for (tl = first_treasurelist; tl != NULL; tl = next) 1717 for (tl = first_treasurelist; tl; tl = next)
1892 { 1718 {
1719 clear (tl);
1720
1893 next = tl->next; 1721 next = tl->next;
1894 if (tl->items)
1895 free_treasurestruct (tl->items);
1896 delete tl; 1722 delete tl;
1897 } 1723 }
1724
1898 free_artifactlist (first_artifactlist); 1725 free_artifactlist (first_artifactlist);
1899} 1726}

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