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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.29 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.41 by root, Mon Apr 16 06:23:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#define ALLOWED_COMBINATION 25#define ALLOWED_COMBINATION
25 26
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 27/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 28 * It is useful for finding bugs in the treasures file. Since it only
37#include <global.h> 38#include <global.h>
38#include <treasure.h> 39#include <treasure.h>
39#include <funcpoint.h> 40#include <funcpoint.h>
40#include <loader.h> 41#include <loader.h>
41 42
43extern char *spell_mapping[];
44
45static treasurelist *first_treasurelist;
42 46
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 47static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[]; 48
49typedef std::tr1::unordered_map<
50 const char *,
51 treasurelist *,
52 str_hash,
53 str_equal,
54 slice_allocator< std::pair<const char *const, treasurelist *> >,
55 true
56> tl_map_t;
57
58static tl_map_t tl_map;
45 59
46/* 60/*
47 * Initialize global archtype pointers: 61 * Initialize global archtype pointers:
48 */ 62 */
49
50void 63void
51init_archetype_pointers () 64init_archetype_pointers ()
52{ 65{
53 int prev_warn = warn_archetypes; 66 int prev_warn = warn_archetypes;
54 67
55 warn_archetypes = 1; 68 warn_archetypes = 1;
69
56 if (ring_arch == NULL) 70 if (ring_arch == NULL)
57 ring_arch = archetype::find ("ring"); 71 ring_arch = archetype::find ("ring");
58 if (amulet_arch == NULL) 72 if (amulet_arch == NULL)
59 amulet_arch = archetype::find ("amulet"); 73 amulet_arch = archetype::find ("amulet");
60 if (staff_arch == NULL) 74 if (staff_arch == NULL)
61 staff_arch = archetype::find ("staff"); 75 staff_arch = archetype::find ("staff");
62 if (crown_arch == NULL) 76 if (crown_arch == NULL)
63 crown_arch = archetype::find ("crown"); 77 crown_arch = archetype::find ("crown");
78
64 warn_archetypes = prev_warn; 79 warn_archetypes = prev_warn;
65} 80}
66 81
67/* 82/*
68 * Allocate and return the pointer to an empty treasurelist structure. 83 * Searches for the given treasurelist in the globally linked list
84 * of treasurelists which has been built by load_treasures().
69 */ 85 */
70
71static treasurelist * 86treasurelist *
72get_empty_treasurelist (void) 87treasurelist::find (const char *name)
73{ 88{
89 if (!name)
90 return 0;
91
92 AUTODECL (i, tl_map.find (name));
93
94 if (i == tl_map.end ())
95 return 0;
96
97 return i->second;
98}
99
100/*
101 * Searches for the given treasurelist in the globally linked list
102 * of treasurelists which has been built by load_treasures().
103 */
104treasurelist *
105treasurelist::get (const char *name)
106{
107 treasurelist *tl = find (name);
108
109 if (!tl)
110 {
74 return new treasurelist; 111 tl = new treasurelist;
75}
76 112
77/* 113 tl->name = name;
78 * Allocate and return the pointer to an empty treasure structure. 114 tl->next = first_treasurelist;
79 */ 115 first_treasurelist = tl;
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85 116
86 t->chance = 100; 117 tl_map.insert (std::make_pair (tl->name, tl));
118 }
87 119
88 return t; 120 return tl;
121}
122
123//TODO: class method
124void
125clear (treasurelist *tl)
126{
127 if (tl->items)
128 {
129 free_treasurestruct (tl->items);
130 tl->items = 0;
131 }
89} 132}
90 133
91/* 134/*
92 * Reads the lib/treasure file from disk, and parses the contents 135 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 136 * into an internal treasure structure (very linked lists)
95 138
96static treasure * 139static treasure *
97load_treasure (FILE * fp, int *line) 140load_treasure (FILE * fp, int *line)
98{ 141{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF]; 142 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 143 treasure *t = new treasure;
101 int value; 144 int value;
102 145
103 nroftreasures++; 146 nroftreasures++;
104 while (fgets (buf, MAX_BUF, fp) != NULL) 147 while (fgets (buf, MAX_BUF, fp) != NULL)
105 { 148 {
156 * so that the treasure name can be printed out 199 * so that the treasure name can be printed out
157 */ 200 */
158static void 201static void
159check_treasurelist (const treasure *t, const treasurelist * tl) 202check_treasurelist (const treasure *t, const treasurelist * tl)
160{ 203{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 204 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 205 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165 /* find_treasurelist will print out its own error message */ 206
166 if (t->name && *t->name)
167 (void) find_treasurelist (t->name);
168 if (t->next) 207 if (t->next)
169 check_treasurelist (t->next, tl); 208 check_treasurelist (t->next, tl);
209
170 if (t->next_yes) 210 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl); 211 check_treasurelist (t->next_yes, tl);
212
172 if (t->next_no) 213 if (t->next_no)
173 check_treasurelist (t->next_no, tl); 214 check_treasurelist (t->next_no, tl);
174} 215}
175#endif 216#endif
176 217
182void 223void
183load_treasures (void) 224load_treasures (void)
184{ 225{
185 FILE *fp; 226 FILE *fp;
186 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; 227 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187 treasurelist *previous = NULL;
188 treasure *t; 228 treasure *t;
189 int comp, line = 0; 229 int comp, line = 0;
190 230
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 231 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 232 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
195 return; 235 return;
196 } 236 }
197 while (fgets (buf, MAX_BUF, fp) != NULL) 237 while (fgets (buf, MAX_BUF, fp) != NULL)
198 { 238 {
199 line++; 239 line++;
200 if (*buf == '#') 240 if (*buf == '#' || *buf == '\n')
201 continue; 241 ; // ignore
202
203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 242 else if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 { 243 {
205 treasurelist *tl = get_empty_treasurelist (); 244 treasurelist *tl = treasurelist::get (name);
206 245
207 tl->name = name; 246 clear (tl);
208 if (previous == NULL)
209 first_treasurelist = tl;
210 else
211 previous->next = tl;
212 previous = tl;
213 tl->items = load_treasure (fp, &line); 247 tl->items = load_treasure (fp, &line);
214 248
215 /* This is a one of the many items on the list should be generated. 249 /* This is a one of the many items on the list should be generated.
216 * Add up the chance total, and check to make sure the yes & no 250 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 251 * fields of the treasures are not being used.
218 */ 252 */
219 if (!strncmp (buf, "treasureone", 11)) 253 if (!strncmp (buf, "treasureone", 11))
220 { 254 {
221 for (t = tl->items; t != NULL; t = t->next) 255 for (t = tl->items; t; t = t->next)
222 { 256 {
223#ifdef TREASURE_DEBUG 257#ifdef TREASURE_DEBUG
224 if (t->next_yes || t->next_no) 258 if (t->next_yes || t->next_no)
225 { 259 {
226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 260 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
232 } 266 }
233 } 267 }
234 else 268 else
235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 269 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
236 } 270 }
271
237 close_and_delete (fp, comp); 272 close_and_delete (fp, comp);
238 273
239#ifdef TREASURE_DEBUG 274#ifdef TREASURE_DEBUG
240 /* Perform some checks on how valid the treasure data actually is. 275 /* Perform some checks on how valid the treasure data actually is.
241 * verify that list transitions work (ie, the list that it is supposed 276 * verify that list transitions work (ie, the list that it is supposed
242 * to transition to exists). Also, verify that at least the name 277 * to transition to exists). Also, verify that at least the name
243 * or archetype is set for each treasure element. 278 * or archetype is set for each treasure element.
244 */ 279 */
245 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 280 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
246 check_treasurelist (previous->items, previous); 281 check_treasurelist (tl->items, tl);
247#endif 282#endif
248} 283}
249
250/*
251 * Searches for the given treasurelist in the globally linked list
252 * of treasurelists which has been built by load_treasures().
253 */
254
255treasurelist *
256find_treasurelist (const char *name)
257{
258 shstr_cmp name_ (name);
259
260 if (!name_)
261 return 0;
262
263 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name)
265 return tl;
266
267 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
270 return 0;
271}
272
273 284
274/* 285/*
275 * Generates the objects specified by the given treasure. 286 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 287 * It goes recursively through the rest of the linked list.
277 * If there is a certain percental chance for a treasure to be generated, 288 * If there is a certain percental chance for a treasure to be generated,
327 338
328 if (t->change_arch.slaying) 339 if (t->change_arch.slaying)
329 op->slaying = t->change_arch.slaying; 340 op->slaying = t->change_arch.slaying;
330} 341}
331 342
332void 343static void
333create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 344create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
334{ 345{
335 object *tmp;
336
337 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 346 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
338 { 347 {
339 if (t->name) 348 if (t->name)
340 { 349 {
341 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 350 if (difficulty >= t->magic)
351 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries);
352 }
353 else
354 {
355 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
342 { 356 {
343 treasurelist *tl = find_treasurelist (t->name);
344 if (tl)
345 create_treasure (tl, op, flag, difficulty, tries);
346 }
347 }
348 else
349 {
350 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
351 {
352 tmp = arch_to_object (t->item); 357 object *tmp = arch_to_object (t->item);
358
353 if (t->nrof && tmp->nrof <= 1) 359 if (t->nrof && tmp->nrof <= 1)
354 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 360 tmp->nrof = rndm (t->nrof) + 1;
361
355 fix_generated_item (tmp, op, difficulty, t->magic, flag); 362 fix_generated_item (tmp, op, difficulty, t->magic, flag);
356 change_treasure (t, tmp); 363 change_treasure (t, tmp);
357 put_treasure (tmp, op, flag); 364 put_treasure (tmp, op, flag);
358 } 365 }
359 } 366 }
360 367
361 if (t->next_yes != NULL) 368 if (t->next_yes)
362 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 369 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
363 } 370 }
364 else if (t->next_no != NULL) 371 else if (t->next_no)
365 create_all_treasures (t->next_no, op, flag, difficulty, tries); 372 create_all_treasures (t->next_no, op, flag, difficulty, tries);
366 373
367 if (t->next != NULL) 374 if (t->next)
368 create_all_treasures (t->next, op, flag, difficulty, tries); 375 create_all_treasures (t->next, op, flag, difficulty, tries);
369} 376}
370 377
371void 378static void
372create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 379create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
373{ 380{
374 int value = RANDOM () % tl->total_chance; 381 int value = rndm (tl->total_chance);
375 treasure *t; 382 treasure *t;
376 383
377 if (tries++ > 100) 384 if (tries++ > 100)
378 { 385 {
379 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 386 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
380 return; 387 return;
381 } 388 }
382 389
383 for (t = tl->items; t != NULL; t = t->next) 390 for (t = tl->items; t; t = t->next)
384 { 391 {
385 value -= t->chance; 392 value -= t->chance;
386 393
387 if (value < 0) 394 if (value < 0)
388 break; 395 break;
389 } 396 }
390 397
391 if (!t || value >= 0) 398 if (!t || value >= 0)
392 {
393 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 399 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
394 abort ();
395 return;
396 }
397 400
398 if (t->name) 401 if (t->name)
399 { 402 {
400 if (!strcmp (t->name, "NONE"))
401 return;
402
403 if (difficulty >= t->magic) 403 if (difficulty >= t->magic)
404 { 404 {
405 treasurelist *tl = find_treasurelist (t->name); 405 treasurelist *tl = treasurelist::find (t->name);
406 if (tl) 406 if (tl)
407 create_treasure (tl, op, flag, difficulty, tries); 407 create_treasure (tl, op, flag, difficulty, tries);
408 } 408 }
409 else if (t->nrof) 409 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 410 create_one_treasure (tl, op, flag, difficulty, tries);
411
412 return;
413 } 411 }
414
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 412 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
416 { 413 {
417 object *tmp = arch_to_object (t->item); 414 if (object *tmp = arch_to_object (t->item))
418 415 {
419 if (!tmp)
420 return;
421
422 if (t->nrof && tmp->nrof <= 1) 416 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 417 tmp->nrof = rndm (t->nrof) + 1;
424 418
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 419 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 420 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 421 put_treasure (tmp, op, flag);
422 }
428 } 423 }
429} 424}
430 425
431/* This calls the appropriate treasure creation function. tries is passed 426/* This calls the appropriate treasure creation function. tries is passed
432 * to determine how many list transitions or attempts to create treasure 427 * to determine how many list transitions or attempts to create treasure
434 * list transitions, or so that excessively good treasure will not be 429 * list transitions, or so that excessively good treasure will not be
435 * created on weak maps, because it will exceed the number of allowed tries 430 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 431 * to do that.
437 */ 432 */
438void 433void
439create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 434create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 435{
436 // empty treasurelists are legal
437 if (!tl->items)
438 return;
441 439
442 if (tries++ > 100) 440 if (tries++ > 100)
443 { 441 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 442 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return; 443 return;
446 } 444 }
445
447 if (t->total_chance) 446 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 447 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 448 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 449 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 450}
452 451
453/* This is similar to the old generate treasure function. However, 452/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 453 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 454 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 455 * inserted into, and then return that treausre
457 */ 456 */
458object * 457object *
459generate_treasure (treasurelist *t, int difficulty) 458generate_treasure (treasurelist *tl, int difficulty)
460{ 459{
461 difficulty = clamp (difficulty, 1, settings.max_level); 460 difficulty = clamp (difficulty, 1, settings.max_level);
462 461
463 object *ob = object::create (), *tmp; 462 object *ob = object::create (), *tmp;
464 463
465 create_treasure (t, ob, 0, difficulty, 0); 464 create_treasure (tl, ob, 0, difficulty, 0);
466 465
467 /* Don't want to free the object we are about to return */ 466 /* Don't want to free the object we are about to return */
468 tmp = ob->inv; 467 tmp = ob->inv;
469 if (tmp != NULL) 468 if (tmp != NULL)
470 tmp->remove (); 469 tmp->remove ();
559 * elmex Thu Aug 10 18:45:44 CEST 2006: 558 * elmex Thu Aug 10 18:45:44 CEST 2006:
560 * Scaling difficulty by max_level, as difficulty is a level and not some 559 * Scaling difficulty by max_level, as difficulty is a level and not some
561 * weird integer between 1-31. 560 * weird integer between 1-31.
562 * 561 *
563 */ 562 */
564
565int 563int
566magic_from_difficulty (int difficulty) 564magic_from_difficulty (int difficulty)
567{ 565{
568 int percent = 0, magic = 0; 566 int percent = 0, magic = 0;
569 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 567 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
574 scaled_diff = 0; 572 scaled_diff = 0;
575 573
576 if (scaled_diff >= DIFFLEVELS) 574 if (scaled_diff >= DIFFLEVELS)
577 scaled_diff = DIFFLEVELS - 1; 575 scaled_diff = DIFFLEVELS - 1;
578 576
579 percent = RANDOM () % 100; 577 percent = rndm (100);
580 578
581 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 579 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
582 { 580 {
583 percent -= difftomagic_list[scaled_diff][magic]; 581 percent -= difftomagic_list[scaled_diff][magic];
584 582
590 { 588 {
591 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 589 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
592 magic = 0; 590 magic = 0;
593 } 591 }
594 592
595 magic = (RANDOM () % 3) ? magic : -magic; 593 magic = (rndm (3)) ? magic : -magic;
596 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 594 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
597 595
598 return magic; 596 return magic;
599} 597}
600 598
615 if (op->arch) 613 if (op->arch)
616 { 614 {
617 if (op->type == ARMOUR) 615 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
619 617
620 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 618 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
621 magic = (-magic); 619 magic = (-magic);
622 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
623 } 621 }
624 else 622 else
625 { 623 {
626 if (op->type == ARMOUR) 624 if (op->type == ARMOUR)
627 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
628 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 626 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
629 magic = (-magic); 627 magic = (-magic);
630 op->weight = (op->weight * (100 - magic * 10)) / 100; 628 op->weight = (op->weight * (100 - magic * 10)) / 100;
631 } 629 }
632} 630}
633 631
657 * 1) Since rings can have multiple bonuses, if the same bonus 655 * 1) Since rings can have multiple bonuses, if the same bonus
658 * is rolled again, increase it - the bonuses now stack with 656 * is rolled again, increase it - the bonuses now stack with
659 * other bonuses previously rolled and ones the item might natively have. 657 * other bonuses previously rolled and ones the item might natively have.
660 * 2) Add code to deal with new PR method. 658 * 2) Add code to deal with new PR method.
661 */ 659 */
662
663void 660void
664set_ring_bonus (object *op, int bonus) 661set_ring_bonus (object *op, int bonus)
665{ 662{
666 663
667 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
668 665
669 if (op->type == AMULET) 666 if (op->type == AMULET)
670 { 667 {
671 if (!(RANDOM () % 21)) 668 if (!(rndm (21)))
672 r = 20 + RANDOM () % 2; 669 r = 20 + rndm (2);
673 else 670 else
674 { 671 {
675 if (RANDOM () & 2) 672 if (rndm (2))
676 r = 10; 673 r = 10;
677 else 674 else
678 r = 11 + RANDOM () % 9; 675 r = 11 + rndm (9);
679 } 676 }
680 } 677 }
681 678
682 switch (r) 679 switch (r)
683 { 680 {
720 case 16: 717 case 16:
721 case 17: 718 case 17:
722 case 18: 719 case 18:
723 case 19: 720 case 19:
724 { 721 {
725 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
726 723
727 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 724 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
728 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
729 726
730 /* Cursed items need to have higher negative values to equal out with 727 /* Cursed items need to have higher negative values to equal out with
731 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
732 * little random element in since that they don't always end up with 729 * little random element in since that they don't always end up with
733 * even values. 730 * even values.
734 */ 731 */
735 if (bonus < 0) 732 if (bonus < 0)
736 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
737 if (val > 35) 734 if (val > 35)
738 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
739 b = 0; 736 b = 0;
737
740 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
741 {
742 resist = RANDOM () % num_resist_table; 739 resist = rndm (num_resist_table);
743 } 740
744 if (b == 4) 741 if (b == 4)
745 return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
746 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
747 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
748 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
749 */ 747 */
750 break; 748 break;
778 case 22: 776 case 22:
779 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
780 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
781 break; 779 break;
782 } 780 }
781
783 if (bonus > 0) 782 if (bonus > 0)
784 op->value *= 2 * bonus; 783 op->value *= 2 * bonus;
785 else 784 else
786 op->value = -(op->value * 2 * bonus) / 3; 785 op->value = -(op->value * 2 * bonus) / 3;
787} 786}
792 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
793 * It is only used in fix_generated_treasure() to set bonuses on 792 * It is only used in fix_generated_treasure() to set bonuses on
794 * rings and amulets. 793 * rings and amulets.
795 * Another scheme is used to calculate the magic of weapons and armours. 794 * Another scheme is used to calculate the magic of weapons and armours.
796 */ 795 */
797
798int 796int
799get_magic (int diff) 797get_magic (int diff)
800{ 798{
801 int i; 799 int i;
802 800
803 if (diff < 3) 801 if (diff < 3)
804 diff = 3; 802 diff = 3;
803
805 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
806 if (RANDOM () % diff) 805 if (rndm (diff))
807 return i; 806 return i;
807
808 return 4; 808 return 4;
809} 809}
810 810
811#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
812#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
813 813
814/* 814/*
815 * fix_generated_item(): This is called after an item is generated, in 815 * fix_generated_item(): This is called after an item is generated, in
816 * order to set it up right. This produced magical bonuses, puts spells 816 * order to set it up right. This produced magical bonuses, puts spells
817 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
831 * value. 831 * value.
832 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 832 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
833 * a working object - don't change magic, value, etc, but set it material 833 * a working object - don't change magic, value, etc, but set it material
834 * type as appropriate, for objects that need spell objects, set those, etc 834 * type as appropriate, for objects that need spell objects, set those, etc
835 */ 835 */
836
837void 836void
838fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 837fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
839{ 838{
840 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 839 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
841 840
878 if (!op->magic && max_magic) 877 if (!op->magic && max_magic)
879 set_magic (difficulty, op, max_magic, flags); 878 set_magic (difficulty, op, max_magic, flags);
880 879
881 num_enchantments = calc_item_power (op, 1); 880 num_enchantments = calc_item_power (op, 1);
882 881
883 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
883 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
884 * used for shop_floors or treasures */ 885 * used for shop_floors or treasures */
885 generate_artifact (op, difficulty); 886 generate_artifact (op, difficulty);
886 } 887 }
887 888
888 /* Object was made an artifact. Calculate its item_power rating. 889 /* Object was made an artifact. Calculate its item_power rating.
946 case WEAPON: 947 case WEAPON:
947 case ARMOUR: 948 case ARMOUR:
948 case SHIELD: 949 case SHIELD:
949 case HELMET: 950 case HELMET:
950 case CLOAK: 951 case CLOAK:
951 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
952 set_ring_bonus (op, -DICE2); 953 set_ring_bonus (op, -DICE2);
953 break; 954 break;
954 955
955 case BRACERS: 956 case BRACERS:
956 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
957 { 958 {
958 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
959 if (!QUERY_FLAG (op, FLAG_CURSED)) 960 if (!QUERY_FLAG (op, FLAG_CURSED))
960 op->value *= 3; 961 op->value *= 3;
961 } 962 }
987 */ 988 */
988 if (op->inv && op->randomitems) 989 if (op->inv && op->randomitems)
989 { 990 {
990 /* value multiplier is same as for scrolls */ 991 /* value multiplier is same as for scrolls */
991 op->value = (op->value * op->inv->value); 992 op->value = (op->value * op->inv->value);
992 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
993 } 994 }
994 else 995 else
995 { 996 {
996 op->name = "potion"; 997 op->name = "potion";
997 op->name_pl = "potions"; 998 op->name_pl = "potions";
998 } 999 }
999 1000
1000 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 1001 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1001 SET_FLAG (op, FLAG_CURSED); 1002 SET_FLAG (op, FLAG_CURSED);
1002 break; 1003 break;
1003 } 1004 }
1004 1005
1005 case AMULET: 1006 case AMULET:
1015 } 1016 }
1016 1017
1017 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1018 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1018 break; 1019 break;
1019 1020
1020 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1021 SET_FLAG (op, FLAG_CURSED); 1022 SET_FLAG (op, FLAG_CURSED);
1022 1023
1023 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1024 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1024 1025
1025 if (op->type != RING) /* Amulets have only one ability */ 1026 if (op->type != RING) /* Amulets have only one ability */
1026 break; 1027 break;
1027 1028
1028 if (!(RANDOM () % 4)) 1029 if (!(rndm (4)))
1029 { 1030 {
1030 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1031 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1031 1032
1032 if (d > 0) 1033 if (d > 0)
1033 op->value *= 3; 1034 op->value *= 3;
1034 1035
1035 set_ring_bonus (op, d); 1036 set_ring_bonus (op, d);
1036 1037
1037 if (!(RANDOM () % 4)) 1038 if (!(rndm (4)))
1038 { 1039 {
1039 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1040 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1040 1041
1041 if (d > 0) 1042 if (d > 0)
1042 op->value *= 5; 1043 op->value *= 5;
1043 set_ring_bonus (op, d); 1044 set_ring_bonus (op, d);
1044 } 1045 }
1045 } 1046 }
1046 1047
1047 if (GET_ANIM_ID (op)) 1048 if (GET_ANIM_ID (op))
1048 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1049 1050
1050 break; 1051 break;
1051 1052
1052 case BOOK: 1053 case BOOK:
1053 /* Is it an empty book?, if yes lets make a special· 1054 /* Is it an empty book?, if yes lets make a special·
1054 * msg for it, and tailor its properties based on the· 1055 * msg for it, and tailor its properties based on the·
1055 * creator and/or map level we found it on. 1056 * creator and/or map level we found it on.
1056 */ 1057 */
1057 if (!op->msg && RANDOM () % 10) 1058 if (!op->msg && rndm (10))
1058 { 1059 {
1059 /* set the book level properly */ 1060 /* set the book level properly */
1060 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1061 { 1062 {
1062 if (op->map && op->map->difficulty) 1063 if (op->map && op->map->difficulty)
1063 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1064 else 1065 else
1065 op->level = RANDOM () % 20 + 1; 1066 op->level = rndm (20) + 1;
1066 } 1067 }
1067 else 1068 else
1068 op->level = RANDOM () % creator->level; 1069 op->level = rndm (creator->level);
1069 1070
1070 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1071 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1071 /* books w/ info are worth more! */ 1072 /* books w/ info are worth more! */
1072 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1073 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1073 /* creator related stuff */ 1074 /* creator related stuff */
1172 */ 1173 */
1173 1174
1174/* 1175/*
1175 * Allocate and return the pointer to an empty artifactlist structure. 1176 * Allocate and return the pointer to an empty artifactlist structure.
1176 */ 1177 */
1177
1178static artifactlist * 1178static artifactlist *
1179get_empty_artifactlist (void) 1179get_empty_artifactlist (void)
1180{ 1180{
1181 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1181 return salloc0 <artifactlist> ();
1182
1183 if (tl == NULL)
1184 fatal (OUT_OF_MEMORY);
1185 tl->next = NULL;
1186 tl->items = NULL;
1187 tl->total_chance = 0;
1188 return tl;
1189} 1182}
1190 1183
1191/* 1184/*
1192 * Allocate and return the pointer to an empty artifact structure. 1185 * Allocate and return the pointer to an empty artifact structure.
1193 */ 1186 */
1194
1195static artifact * 1187static artifact *
1196get_empty_artifact (void) 1188get_empty_artifact (void)
1197{ 1189{
1198 artifact *t = (artifact *) malloc (sizeof (artifact)); 1190 return salloc0 <artifact> ();
1199
1200 if (t == NULL)
1201 fatal (OUT_OF_MEMORY);
1202 t->item = NULL;
1203 t->next = NULL;
1204 t->chance = 0;
1205 t->difficulty = 0;
1206 t->allowed = NULL;
1207 return t;
1208} 1191}
1209 1192
1210/* 1193/*
1211 * Searches the artifact lists and returns one that has the same type 1194 * Searches the artifact lists and returns one that has the same type
1212 * of objects on it. 1195 * of objects on it.
1213 */ 1196 */
1214
1215artifactlist * 1197artifactlist *
1216find_artifactlist (int type) 1198find_artifactlist (int type)
1217{ 1199{
1218 artifactlist *al;
1219
1220 for (al = first_artifactlist; al != NULL; al = al->next) 1200 for (artifactlist *al = first_artifactlist; al; al = al->next)
1221 if (al->type == type) 1201 if (al->type == type)
1222 return al; 1202 return al;
1203
1223 return NULL; 1204 return 0;
1224} 1205}
1225 1206
1226/* 1207/*
1227 * For debugging purposes. Dumps all tables. 1208 * For debugging purposes. Dumps all tables.
1228 */ 1209 */
1229
1230void 1210void
1231dump_artifacts (void) 1211dump_artifacts (void)
1232{ 1212{
1233 artifactlist *al; 1213 artifactlist *al;
1234 artifact *art; 1214 artifact *art;
1241 for (art = al->items; art != NULL; art = art->next) 1221 for (art = al->items; art != NULL; art = art->next)
1242 { 1222 {
1243 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1223 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1244 if (art->allowed != NULL) 1224 if (art->allowed != NULL)
1245 { 1225 {
1246 fprintf (logfile, "\tAllowed combinations:"); 1226 fprintf (logfile, "\tallowed combinations:");
1247 for (next = art->allowed; next != NULL; next = next->next) 1227 for (next = art->allowed; next != NULL; next = next->next)
1248 fprintf (logfile, "%s,", &next->name); 1228 fprintf (logfile, "%s,", &next->name);
1249 fprintf (logfile, "\n"); 1229 fprintf (logfile, "\n");
1250 } 1230 }
1251 } 1231 }
1262 treasurelist *tl; 1242 treasurelist *tl;
1263 int i; 1243 int i;
1264 1244
1265 if (depth > 100) 1245 if (depth > 100)
1266 return; 1246 return;
1267 while (t != NULL) 1247
1248 while (t)
1268 { 1249 {
1269 if (t->name != NULL) 1250 if (t->name)
1270 { 1251 {
1271 for (i = 0; i < depth; i++) 1252 for (i = 0; i < depth; i++)
1272 fprintf (logfile, " "); 1253 fprintf (logfile, " ");
1254
1273 fprintf (logfile, "{ (list: %s)\n", &t->name); 1255 fprintf (logfile, "{ (list: %s)\n", &t->name);
1256
1274 tl = find_treasurelist (t->name); 1257 tl = treasurelist::find (t->name);
1275 if (tl) 1258 if (tl)
1276 dump_monster_treasure_rec (name, tl->items, depth + 2); 1259 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260
1277 for (i = 0; i < depth; i++) 1261 for (i = 0; i < depth; i++)
1278 fprintf (logfile, " "); 1262 fprintf (logfile, " ");
1263
1279 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1264 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1280 } 1265 }
1281 else 1266 else
1282 { 1267 {
1283 for (i = 0; i < depth; i++) 1268 for (i = 0; i < depth; i++)
1284 fprintf (logfile, " "); 1269 fprintf (logfile, " ");
1270
1285 if (t->item->clone.type == FLESH) 1271 if (t->item && t->item->clone.type == FLESH)
1286 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1287 else 1273 else
1288 fprintf (logfile, "%s\n", &t->item->clone.name); 1274 fprintf (logfile, "%s\n", &t->item->clone.name);
1289 } 1275 }
1276
1290 if (t->next_yes != NULL) 1277 if (t->next_yes)
1291 { 1278 {
1292 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1293 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1281
1294 fprintf (logfile, " (if yes)\n"); 1282 fprintf (logfile, " (if yes)\n");
1295 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1283 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1296 } 1284 }
1285
1297 if (t->next_no != NULL) 1286 if (t->next_no)
1298 { 1287 {
1299 for (i = 0; i < depth; i++) 1288 for (i = 0; i < depth; i++)
1300 fprintf (logfile, " "); 1289 fprintf (logfile, " ");
1290
1301 fprintf (logfile, " (if no)\n"); 1291 fprintf (logfile, " (if no)\n");
1302 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1292 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1303 } 1293 }
1294
1304 t = t->next; 1295 t = t->next;
1305 } 1296 }
1306} 1297}
1307 1298
1308/* 1299/*
1309 * For debugging purposes. Dumps all treasures for a given monster. 1300 * For debugging purposes. Dumps all treasures for a given monster.
1310 * Created originally by Raphael Quinet for debugging the alchemy code. 1301 * Created originally by Raphael Quinet for debugging the alchemy code.
1311 */ 1302 */
1312
1313void 1303void
1314dump_monster_treasure (const char *name) 1304dump_monster_treasure (const char *name)
1315{ 1305{
1316 archetype *at; 1306 archetype *at;
1317 int found; 1307 int found;
1318 1308
1319 found = 0; 1309 found = 0;
1320 fprintf (logfile, "\n"); 1310 fprintf (logfile, "\n");
1311
1321 for (at = first_archetype; at != NULL; at = at->next) 1312 for (at = first_archetype; at != NULL; at = at->next)
1322 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1323 { 1314 {
1324 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1315 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1325 if (at->clone.randomitems != NULL) 1316 if (at->clone.randomitems != NULL)
1326 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1317 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1327 else 1318 else
1328 fprintf (logfile, "(nothing)\n"); 1319 fprintf (logfile, "(nothing)\n");
1320
1329 fprintf (logfile, "\n"); 1321 fprintf (logfile, "\n");
1330 found++; 1322 found++;
1331 } 1323 }
1324
1332 if (found == 0) 1325 if (found == 0)
1333 fprintf (logfile, "No objects have the name %s!\n\n", name); 1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1334} 1327}
1335 1328
1336/* 1329/*
1337 * Builds up the lists of artifacts from the file in the libdir. 1330 * Builds up the lists of artifacts from the file in the libdir.
1338 */ 1331 */
1339
1340void 1332void
1341init_artifacts (void) 1333init_artifacts (void)
1342{ 1334{
1343 static int has_been_inited = 0; 1335 static int has_been_inited = 0;
1344 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1336 char filename[MAX_BUF];
1345 artifact *art = NULL; 1337 artifact *art = NULL;
1346 linked_char *tmp;
1347 int value;
1348 artifactlist *al; 1338 artifactlist *al;
1349 1339
1350 if (has_been_inited) 1340 if (has_been_inited)
1351 return; 1341 return;
1352 else 1342 else
1353 has_been_inited = 1; 1343 has_been_inited = 1;
1354 1344
1355 sprintf (filename, "%s/artifacts", settings.datadir); 1345 sprintf (filename, "%s/artifacts", settings.datadir);
1356 object_thawer thawer (filename); 1346 object_thawer f (filename);
1357 1347
1358 if (!thawer) 1348 if (!f)
1359 return; 1349 return;
1360 1350
1361 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1351 f.next ();
1362 {
1363 if (*buf == '#')
1364 continue;
1365 if ((cp = strchr (buf, '\n')) != NULL)
1366 *cp = '\0';
1367 cp = buf;
1368 while (*cp == ' ') /* Skip blanks */
1369 cp++;
1370 if (*cp == '\0')
1371 continue;
1372 1352
1373 if (!strncmp (cp, "Allowed", 7)) 1353 for (;;)
1354 {
1355 switch (f.kw)
1374 { 1356 {
1357 case KW_allowed:
1375 if (art == NULL) 1358 if (!art)
1359 {
1360 art = get_empty_artifact ();
1361 nrofartifacts++;
1362 }
1363
1376 { 1364 {
1377 art = get_empty_artifact (); 1365 if (!strcmp (f.get_str (), "all"))
1378 nrofartifacts++; 1366 break;
1367
1368 char *next, *cp = f.get_str ();
1369
1370 do
1371 {
1372 nrofallowedstr++;
1373
1374 if ((next = strchr (cp, ',')))
1375 *next++ = '\0';
1376
1377 linked_char *tmp = new linked_char;
1378
1379 tmp->name = cp;
1380 tmp->next = art->allowed;
1381 art->allowed = tmp;
1382 }
1383 while ((cp = next));
1379 } 1384 }
1380 cp = strchr (cp, ' ') + 1; 1385 break;
1381 if (!strcmp (cp, "all")) 1386
1387 case KW_chance:
1388 f.get (art->chance);
1389 break;
1390
1391 case KW_difficulty:
1392 f.get (art->difficulty);
1393 break;
1394
1395 case KW_object:
1396 {
1397 art->item = object::create ();
1398
1399 if (!art->item->parse_kv (f))
1400 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1401
1402 al = find_artifactlist (art->item->type);
1403
1404 if (!al)
1405 {
1406 al = get_empty_artifactlist ();
1407 al->type = art->item->type;
1408 al->next = first_artifactlist;
1409 first_artifactlist = al;
1410 }
1411
1412 art->next = al->items;
1413 al->items = art;
1414 art = 0;
1415 }
1382 continue; 1416 continue;
1383 1417
1384 do 1418 case KW_EOF:
1419 goto done;
1420
1421 default:
1422 if (!f.parse_error ("artifacts file"))
1423 cleanup ("artifacts file required");
1385 { 1424 break;
1386 nrofallowedstr++;
1387 if ((next = strchr (cp, ',')) != NULL)
1388 *(next++) = '\0';
1389 tmp = new linked_char;
1390
1391 tmp->name = cp;
1392 tmp->next = art->allowed;
1393 art->allowed = tmp;
1394 }
1395 while ((cp = next) != NULL);
1396 }
1397 else if (sscanf (cp, "chance %d", &value))
1398 art->chance = (uint16) value;
1399 else if (sscanf (cp, "difficulty %d", &value))
1400 art->difficulty = (uint8) value;
1401 else if (!strncmp (cp, "Object", 6))
1402 { 1425 }
1403 art->item = object::create ();
1404 1426
1405 if (!load_object (thawer, art->item, 0)) 1427 f.next ();
1406 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1407
1408 art->item->name = strchr (cp, ' ') + 1;
1409 al = find_artifactlist (art->item->type);
1410 if (al == NULL)
1411 {
1412 al = get_empty_artifactlist ();
1413 al->type = art->item->type;
1414 al->next = first_artifactlist;
1415 first_artifactlist = al;
1416 }
1417 art->next = al->items;
1418 al->items = art;
1419 art = NULL;
1420 }
1421 else
1422 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1423 } 1428 }
1424 1429
1430done:
1425 for (al = first_artifactlist; al != NULL; al = al->next) 1431 for (al = first_artifactlist; al; al = al->next)
1426 { 1432 {
1427 for (art = al->items; art != NULL; art = art->next) 1433 for (art = al->items; art; art = art->next)
1428 { 1434 {
1429 if (!art->chance) 1435 if (!art->chance)
1430 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1436 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1431 else 1437 else
1432 al->total_chance += art->chance; 1438 al->total_chance += art->chance;
1501 1507
1502 op->set_speed (op->speed); 1508 op->set_speed (op->speed);
1503 } 1509 }
1504 1510
1505 if (change->nrof) 1511 if (change->nrof)
1506 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1512 op->nrof = rndm (change->nrof) + 1;
1507 1513
1508 op->stats.exp += change->stats.exp; /* Speed modifier */ 1514 op->stats.exp += change->stats.exp; /* Speed modifier */
1509 op->stats.wc += change->stats.wc; 1515 op->stats.wc += change->stats.wc;
1510 op->stats.ac += change->stats.ac; 1516 op->stats.ac += change->stats.ac;
1511 1517
1614 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1620 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1615 } 1621 }
1616 1622
1617 op->value *= change->value; 1623 op->value *= change->value;
1618 1624
1619 if (change->material) 1625 if (change->materials)
1620 op->material = change->material; 1626 op->materials = change->materials;
1621 1627
1622 if (change->materialname) 1628 if (change->materialname)
1623 op->materialname = change->materialname; 1629 op->materialname = change->materialname;
1624 1630
1625 if (change->slaying) 1631 if (change->slaying)
1719 return; 1725 return;
1720 } 1726 }
1721 1727
1722 for (i = 0; i < ARTIFACT_TRIES; i++) 1728 for (i = 0; i < ARTIFACT_TRIES; i++)
1723 { 1729 {
1724 int roll = RANDOM () % al->total_chance; 1730 int roll = rndm (al->total_chance);
1725 1731
1726 for (art = al->items; art != NULL; art = art->next) 1732 for (art = al->items; art; art = art->next)
1727 { 1733 {
1728 roll -= art->chance; 1734 roll -= art->chance;
1729 if (roll < 0) 1735 if (roll < 0)
1730 break; 1736 break;
1731 } 1737 }
1808/* special_potion() - so that old potion code is still done right. */ 1814/* special_potion() - so that old potion code is still done right. */
1809 1815
1810int 1816int
1811special_potion (object *op) 1817special_potion (object *op)
1812{ 1818{
1813
1814 int i;
1815
1816 if (op->attacktype) 1819 if (op->attacktype)
1817 return 1; 1820 return 1;
1818 1821
1819 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1822 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1820 return 1; 1823 return 1;
1821 1824
1822 for (i = 0; i < NROFATTACKS; i++) 1825 for (int i = 0; i < NROFATTACKS; i++)
1823 if (op->resist[i]) 1826 if (op->resist[i])
1824 return 1; 1827 return 1;
1825 1828
1826 return 0; 1829 return 0;
1827} 1830}
1828 1831
1829void 1832void
1830free_treasurestruct (treasure *t) 1833free_treasurestruct (treasure *t)
1831{ 1834{
1832 if (t->next)
1833 free_treasurestruct (t->next); 1835 if (t->next) free_treasurestruct (t->next);
1834 if (t->next_yes)
1835 free_treasurestruct (t->next_yes); 1836 if (t->next_yes) free_treasurestruct (t->next_yes);
1836 if (t->next_no)
1837 free_treasurestruct (t->next_no); 1837 if (t->next_no) free_treasurestruct (t->next_no);
1838 1838
1839 delete t; 1839 delete t;
1840} 1840}
1841 1841
1842void 1842void
1847 1847
1848 delete lc; 1848 delete lc;
1849} 1849}
1850 1850
1851void 1851void
1852free_artifact (artifact * at) 1852free_artifact (artifact *at)
1853{ 1853{
1854 if (at->next)
1855 free_artifact (at->next); 1854 if (at->next) free_artifact (at->next);
1856
1857 if (at->allowed)
1858 free_charlinks (at->allowed); 1855 if (at->allowed) free_charlinks (at->allowed);
1859 1856
1860 at->item->destroy (1); 1857 at->item->destroy (1);
1861 1858
1862 delete at; 1859 sfree (at);
1863} 1860}
1864 1861
1865void 1862void
1866free_artifactlist (artifactlist * al) 1863free_artifactlist (artifactlist *al)
1867{ 1864{
1868 artifactlist *nextal; 1865 artifactlist *nextal;
1869 1866
1870 for (al = first_artifactlist; al; al = nextal) 1867 for (al = first_artifactlist; al; al = nextal)
1871 { 1868 {
1872 nextal = al->next; 1869 nextal = al->next;
1873 1870
1874 if (al->items) 1871 if (al->items)
1875 free_artifact (al->items); 1872 free_artifact (al->items);
1876 1873
1877 free (al); 1874 sfree (al);
1878 } 1875 }
1879} 1876}
1880 1877
1881void 1878void
1882free_all_treasures (void) 1879free_all_treasures (void)
1883{ 1880{
1884 treasurelist *tl, *next; 1881 treasurelist *tl, *next;
1885 1882
1886
1887 for (tl = first_treasurelist; tl != NULL; tl = next) 1883 for (tl = first_treasurelist; tl; tl = next)
1888 { 1884 {
1885 clear (tl);
1886
1889 next = tl->next; 1887 next = tl->next;
1890 if (tl->items)
1891 free_treasurestruct (tl->items);
1892 delete tl; 1888 delete tl;
1893 } 1889 }
1890
1894 free_artifactlist (first_artifactlist); 1891 free_artifactlist (first_artifactlist);
1895} 1892}

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