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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.20 by root, Tue Sep 26 17:19:38 2006 UTC vs.
Revision 1.38 by root, Fri Feb 16 19:43:41 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
156 * so that the treasure name can be printed out 157 * so that the treasure name can be printed out
157 */ 158 */
158static void 159static void
159check_treasurelist (const treasure *t, const treasurelist * tl) 160check_treasurelist (const treasure *t, const treasurelist * tl)
160{ 161{
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)) 162 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); 163 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 */ 164 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name) 165 if (t->name && *t->name)
167 (void) find_treasurelist (t->name); 166 find_treasurelist (t->name);
168 if (t->next) 167 if (t->next)
169 check_treasurelist (t->next, tl); 168 check_treasurelist (t->next, tl);
170 if (t->next_yes) 169 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl); 170 check_treasurelist (t->next_yes, tl);
172 if (t->next_no) 171 if (t->next_no)
258 shstr_cmp name_ (name); 257 shstr_cmp name_ (name);
259 258
260 if (!name_) 259 if (!name_)
261 return 0; 260 return 0;
262 261
263 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next) 262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name) 263 if (name_ == tl->name)
265 return tl; 264 return tl;
266 265
267 if (first_treasurelist) 266 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name); 267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
280 * being generated. 279 * being generated.
281 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 280 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
282 * abilities. This is used by summon spells, thus no summoned monsters 281 * abilities. This is used by summon spells, thus no summoned monsters
283 * start with equipment, but only their abilities). 282 * start with equipment, but only their abilities).
284 */ 283 */
285
286
287static void 284static void
288put_treasure (object *op, object *creator, int flags) 285put_treasure (object *op, object *creator, int flags)
289{ 286{
290 object *tmp; 287 object *tmp;
291 288
294 * this is the original object, or if this is an object that should be created 291 * this is the original object, or if this is an object that should be created
295 * by another object. 292 * by another object.
296 */ 293 */
297 if (flags & GT_ENVIRONMENT && op->type != SPELL) 294 if (flags & GT_ENVIRONMENT && op->type != SPELL)
298 { 295 {
299 op->x = creator->x;
300 op->y = creator->y;
301 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 296 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
302 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
303 } 298 }
304 else 299 else
305 { 300 {
306 op = insert_ob_in_ob (op, creator); 301 op = creator->insert (op);
302
307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
308 monster_check_apply (creator, op); 304 monster_check_apply (creator, op);
305
309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
310 esrv_send_item (tmp, op); 307 esrv_send_item (tmp, op);
311 } 308 }
312} 309}
313 310
314/* if there are change_xxx commands in the treasure, we include the changes 311/* if there are change_xxx commands in the treasure, we include the changes
334void 331void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 333{
337 object *tmp; 334 object *tmp;
338 335
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 337 {
341 if (t->name) 338 if (t->name)
342 { 339 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 340 if (difficulty >= t->magic)
341 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 344 create_treasure (tl, op, flag, difficulty, tries);
345 }
345 } 346 }
346 else 347 else
347 { 348 {
348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 350 {
350 tmp = arch_to_object (t->item); 351 tmp = arch_to_object (t->item);
351 if (t->nrof && tmp->nrof <= 1) 352 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 353 tmp->nrof = rndm (t->nrof) + 1;
354
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 355 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 356 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 357 put_treasure (tmp, op, flag);
356 } 358 }
357 } 359 }
365 if (t->next != NULL) 367 if (t->next != NULL)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 368 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 369}
368 370
369void 371void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 372create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 373{
372 int value = RANDOM () % tl->total_chance; 374 int value = rndm (tl->total_chance);
373 treasure *t; 375 treasure *t;
374 376
375 if (tries++ > 100) 377 if (tries++ > 100)
376 { 378 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 379 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
393 return; 395 return;
394 } 396 }
395 397
396 if (t->name) 398 if (t->name)
397 { 399 {
398 if (!strcmp (t->name, "NONE"))
399 return;
400
401 if (difficulty >= t->magic) 400 if (difficulty >= t->magic)
401 {
402 treasurelist *tl = find_treasurelist (t->name);
403 if (tl)
402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 404 create_treasure (tl, op, flag, difficulty, tries);
405 }
403 else if (t->nrof) 406 else if (t->nrof)
404 create_one_treasure (tl, op, flag, difficulty, tries); 407 create_one_treasure (tl, op, flag, difficulty, tries);
405 408
406 return; 409 return;
407 } 410 }
408 411
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 412 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
410 { 413 {
411 object *tmp = arch_to_object (t->item); 414 object *tmp = arch_to_object (t->item);
412 415
413 if (!tmp) 416 if (!tmp)
414 return; 417 return;
415 418
416 if (t->nrof && tmp->nrof <= 1) 419 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 420 tmp->nrof = rndm (t->nrof) + 1;
418 421
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 422 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 423 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 424 put_treasure (tmp, op, flag);
422 } 425 }
428 * list transitions, or so that excessively good treasure will not be 431 * list transitions, or so that excessively good treasure will not be
429 * created on weak maps, because it will exceed the number of allowed tries 432 * created on weak maps, because it will exceed the number of allowed tries
430 * to do that. 433 * to do that.
431 */ 434 */
432void 435void
433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
434{ 437{
435
436 if (tries++ > 100) 438 if (tries++ > 100)
437 { 439 {
438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
439 return; 441 return;
440 } 442 }
443
441 if (t->total_chance) 444 if (tl->total_chance)
442 create_one_treasure (t, op, flag, difficulty, tries); 445 create_one_treasure (tl, op, flag, difficulty, tries);
443 else 446 else
444 create_all_treasures (t->items, op, flag, difficulty, tries); 447 create_all_treasures (tl->items, op, flag, difficulty, tries);
445} 448}
446 449
447/* This is similar to the old generate treasure function. However, 450/* This is similar to the old generate treasure function. However,
448 * it instead takes a treasurelist. It is really just a wrapper around 451 * it instead takes a treasurelist. It is really just a wrapper around
449 * create_treasure. We create a dummy object that the treasure gets 452 * create_treasure. We create a dummy object that the treasure gets
450 * inserted into, and then return that treausre 453 * inserted into, and then return that treausre
451 */ 454 */
452object * 455object *
453generate_treasure (treasurelist * t, int difficulty) 456generate_treasure (treasurelist *tl, int difficulty)
454{ 457{
458 difficulty = clamp (difficulty, 1, settings.max_level);
459
455 object *ob = get_object (), *tmp; 460 object *ob = object::create (), *tmp;
456 461
457 create_treasure (t, ob, 0, difficulty, 0); 462 create_treasure (tl, ob, 0, difficulty, 0);
458 463
459 /* Don't want to free the object we are about to return */ 464 /* Don't want to free the object we are about to return */
460 tmp = ob->inv; 465 tmp = ob->inv;
461 if (tmp != NULL) 466 if (tmp != NULL)
462 remove_ob (tmp); 467 tmp->remove ();
468
463 if (ob->inv) 469 if (ob->inv)
464 {
465 LOG (llevError, "In generate treasure, created multiple objects.\n"); 470 LOG (llevError, "In generate treasure, created multiple objects.\n");
466 } 471
467 free_object (ob); 472 ob->destroy ();
468 return tmp; 473 return tmp;
469} 474}
470 475
471/* 476/*
472 * This is a new way of calculating the chance for an item to have 477 * This is a new way of calculating the chance for an item to have
566 scaled_diff = 0; 571 scaled_diff = 0;
567 572
568 if (scaled_diff >= DIFFLEVELS) 573 if (scaled_diff >= DIFFLEVELS)
569 scaled_diff = DIFFLEVELS - 1; 574 scaled_diff = DIFFLEVELS - 1;
570 575
571 percent = RANDOM () % 100; 576 percent = rndm (100);
572 577
573 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 578 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
574 { 579 {
575 percent -= difftomagic_list[scaled_diff][magic]; 580 percent -= difftomagic_list[scaled_diff][magic];
576 581
582 { 587 {
583 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 588 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
584 magic = 0; 589 magic = 0;
585 } 590 }
586 591
587 magic = (RANDOM () % 3) ? magic : -magic; 592 magic = (rndm (3)) ? magic : -magic;
588 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 593 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
589 594
590 return magic; 595 return magic;
591} 596}
592 597
607 if (op->arch) 612 if (op->arch)
608 { 613 {
609 if (op->type == ARMOUR) 614 if (op->type == ARMOUR)
610 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 615 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
611 616
612 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 617 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
613 magic = (-magic); 618 magic = (-magic);
614 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
615 } 620 }
616 else 621 else
617 { 622 {
618 if (op->type == ARMOUR) 623 if (op->type == ARMOUR)
619 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
620 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 625 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
621 magic = (-magic); 626 magic = (-magic);
622 op->weight = (op->weight * (100 - magic * 10)) / 100; 627 op->weight = (op->weight * (100 - magic * 10)) / 100;
623 } 628 }
624} 629}
625 630
654 659
655void 660void
656set_ring_bonus (object *op, int bonus) 661set_ring_bonus (object *op, int bonus)
657{ 662{
658 663
659 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
660 665
661 if (op->type == AMULET) 666 if (op->type == AMULET)
662 { 667 {
663 if (!(RANDOM () % 21)) 668 if (!(rndm (21)))
664 r = 20 + RANDOM () % 2; 669 r = 20 + rndm (2);
665 else 670 else
666 { 671 {
667 if (RANDOM () & 2) 672 if (rndm (2))
668 r = 10; 673 r = 10;
669 else 674 else
670 r = 11 + RANDOM () % 9; 675 r = 11 + rndm (9);
671 } 676 }
672 } 677 }
673 678
674 switch (r) 679 switch (r)
675 { 680 {
712 case 16: 717 case 16:
713 case 17: 718 case 17:
714 case 18: 719 case 18:
715 case 19: 720 case 19:
716 { 721 {
717 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
718 723
719 /* 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) */
720 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
721 726
722 /* 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
723 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
724 * 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
725 * even values. 730 * even values.
726 */ 731 */
727 if (bonus < 0) 732 if (bonus < 0)
728 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
729 if (val > 35) 734 if (val > 35)
730 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
731 b = 0; 736 b = 0;
737
732 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
733 {
734 resist = RANDOM () % num_resist_table; 739 resist = rndm (num_resist_table);
735 } 740
736 if (b == 4) 741 if (b == 4)
737 return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
738 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
739 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
740 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
741 */ 747 */
742 break; 748 break;
770 case 22: 776 case 22:
771 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
772 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
773 break; 779 break;
774 } 780 }
781
775 if (bonus > 0) 782 if (bonus > 0)
776 op->value *= 2 * bonus; 783 op->value *= 2 * bonus;
777 else 784 else
778 op->value = -(op->value * 2 * bonus) / 3; 785 op->value = -(op->value * 2 * bonus) / 3;
779} 786}
784 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
785 * 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
786 * rings and amulets. 793 * rings and amulets.
787 * 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.
788 */ 795 */
789
790int 796int
791get_magic (int diff) 797get_magic (int diff)
792{ 798{
793 int i; 799 int i;
794 800
795 if (diff < 3) 801 if (diff < 3)
796 diff = 3; 802 diff = 3;
803
797 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
798 if (RANDOM () % diff) 805 if (rndm (diff))
799 return i; 806 return i;
807
800 return 4; 808 return 4;
801} 809}
802 810
803#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
804#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))
805 813
806/* 814/*
807 * 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
808 * 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
809 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
823 * value. 831 * value.
824 * 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
825 * 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
826 * 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
827 */ 835 */
828
829void 836void
830fix_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)
831{ 838{
832 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;
833 840
849 } 856 }
850 857
851 if (difficulty < 1) 858 if (difficulty < 1)
852 difficulty = 1; 859 difficulty = 1;
853 860
861 if (INVOKE_OBJECT (ADD_BONUS, op,
862 ARG_OBJECT (creator != op ? creator : 0),
863 ARG_INT (difficulty), ARG_INT (max_magic),
864 ARG_INT (flags)))
865 return;
866
854 if (!(flags & GT_MINIMAL)) 867 if (!(flags & GT_MINIMAL))
855 { 868 {
856 if (op->arch == crown_arch) 869 if (op->arch == crown_arch)
857 { 870 {
858 set_magic (difficulty, op, max_magic, flags); 871 set_magic (difficulty, op, max_magic, flags);
864 if (!op->magic && max_magic) 877 if (!op->magic && max_magic)
865 set_magic (difficulty, op, max_magic, flags); 878 set_magic (difficulty, op, max_magic, flags);
866 879
867 num_enchantments = calc_item_power (op, 1); 880 num_enchantments = calc_item_power (op, 1);
868 881
869 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,
870 * used for shop_floors or treasures */ 885 * used for shop_floors or treasures */
871 generate_artifact (op, difficulty); 886 generate_artifact (op, difficulty);
872 } 887 }
873 888
874 /* Object was made an artifact. Calculate its item_power rating. 889 /* Object was made an artifact. Calculate its item_power rating.
932 case WEAPON: 947 case WEAPON:
933 case ARMOUR: 948 case ARMOUR:
934 case SHIELD: 949 case SHIELD:
935 case HELMET: 950 case HELMET:
936 case CLOAK: 951 case CLOAK:
937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
938 set_ring_bonus (op, -DICE2); 953 set_ring_bonus (op, -DICE2);
939 break; 954 break;
940 955
941 case BRACERS: 956 case BRACERS:
942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
943 { 958 {
944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
945 if (!QUERY_FLAG (op, FLAG_CURSED)) 960 if (!QUERY_FLAG (op, FLAG_CURSED))
946 op->value *= 3; 961 op->value *= 3;
947 } 962 }
973 */ 988 */
974 if (op->inv && op->randomitems) 989 if (op->inv && op->randomitems)
975 { 990 {
976 /* value multiplier is same as for scrolls */ 991 /* value multiplier is same as for scrolls */
977 op->value = (op->value * op->inv->value); 992 op->value = (op->value * op->inv->value);
978 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
979 } 994 }
980 else 995 else
981 { 996 {
982 op->name = "potion"; 997 op->name = "potion";
983 op->name_pl = "potions"; 998 op->name_pl = "potions";
984 } 999 }
985 1000
986 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 1001 if (!(flags & GT_ONLY_GOOD) && rndm (2))
987 SET_FLAG (op, FLAG_CURSED); 1002 SET_FLAG (op, FLAG_CURSED);
988 break; 1003 break;
989 } 1004 }
990 1005
991 case AMULET: 1006 case AMULET:
993 op->value *= 5; /* Since it's not just decoration */ 1008 op->value *= 5; /* Since it's not just decoration */
994 1009
995 case RING: 1010 case RING:
996 if (op->arch == NULL) 1011 if (op->arch == NULL)
997 { 1012 {
998 remove_ob (op); 1013 op->destroy ();
999 free_object (op);
1000 op = NULL; 1014 op = 0;
1001 break; 1015 break;
1002 } 1016 }
1003 1017
1004 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! */
1005 break; 1019 break;
1006 1020
1007 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1008 SET_FLAG (op, FLAG_CURSED); 1022 SET_FLAG (op, FLAG_CURSED);
1009 1023
1010 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1024 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1011 1025
1012 if (op->type != RING) /* Amulets have only one ability */ 1026 if (op->type != RING) /* Amulets have only one ability */
1013 break; 1027 break;
1014 1028
1015 if (!(RANDOM () % 4)) 1029 if (!(rndm (4)))
1016 { 1030 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1031 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 1032
1019 if (d > 0) 1033 if (d > 0)
1020 op->value *= 3; 1034 op->value *= 3;
1021 1035
1022 set_ring_bonus (op, d); 1036 set_ring_bonus (op, d);
1023 1037
1024 if (!(RANDOM () % 4)) 1038 if (!(rndm (4)))
1025 { 1039 {
1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1040 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 1041
1028 if (d > 0) 1042 if (d > 0)
1029 op->value *= 5; 1043 op->value *= 5;
1030 set_ring_bonus (op, d); 1044 set_ring_bonus (op, d);
1031 } 1045 }
1032 } 1046 }
1033 1047
1034 if (GET_ANIM_ID (op)) 1048 if (GET_ANIM_ID (op))
1035 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1036 1050
1037 break; 1051 break;
1038 1052
1039 case BOOK: 1053 case BOOK:
1040 /* Is it an empty book?, if yes lets make a special· 1054 /* Is it an empty book?, if yes lets make a special·
1041 * msg for it, and tailor its properties based on the· 1055 * msg for it, and tailor its properties based on the·
1042 * creator and/or map level we found it on. 1056 * creator and/or map level we found it on.
1043 */ 1057 */
1044 if (!op->msg && RANDOM () % 10) 1058 if (!op->msg && rndm (10))
1045 { 1059 {
1046 /* set the book level properly */ 1060 /* set the book level properly */
1047 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1048 { 1062 {
1049 if (op->map && op->map->difficulty) 1063 if (op->map && op->map->difficulty)
1050 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1051 else 1065 else
1052 op->level = RANDOM () % 20 + 1; 1066 op->level = rndm (20) + 1;
1053 } 1067 }
1054 else 1068 else
1055 op->level = RANDOM () % creator->level; 1069 op->level = rndm (creator->level);
1056 1070
1057 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);
1058 /* books w/ info are worth more! */ 1072 /* books w/ info are worth more! */
1059 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));
1060 /* creator related stuff */ 1074 /* creator related stuff */
1159 */ 1173 */
1160 1174
1161/* 1175/*
1162 * Allocate and return the pointer to an empty artifactlist structure. 1176 * Allocate and return the pointer to an empty artifactlist structure.
1163 */ 1177 */
1164
1165static artifactlist * 1178static artifactlist *
1166get_empty_artifactlist (void) 1179get_empty_artifactlist (void)
1167{ 1180{
1168 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1181 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1169 1182
1170 if (tl == NULL) 1183 if (al == NULL)
1171 fatal (OUT_OF_MEMORY); 1184 fatal (OUT_OF_MEMORY);
1172 tl->next = NULL; 1185 al->next = NULL;
1173 tl->items = NULL; 1186 al->items = NULL;
1174 tl->total_chance = 0; 1187 al->total_chance = 0;
1175 return tl; 1188 return al;
1176} 1189}
1177 1190
1178/* 1191/*
1179 * Allocate and return the pointer to an empty artifact structure. 1192 * Allocate and return the pointer to an empty artifact structure.
1180 */ 1193 */
1181
1182static artifact * 1194static artifact *
1183get_empty_artifact (void) 1195get_empty_artifact (void)
1184{ 1196{
1185 artifact *t = (artifact *) malloc (sizeof (artifact)); 1197 artifact *a = (artifact *) malloc (sizeof (artifact));
1186 1198
1187 if (t == NULL) 1199 if (a == NULL)
1188 fatal (OUT_OF_MEMORY); 1200 fatal (OUT_OF_MEMORY);
1201
1189 t->item = NULL; 1202 a->item = NULL;
1190 t->next = NULL; 1203 a->next = NULL;
1191 t->chance = 0; 1204 a->chance = 0;
1192 t->difficulty = 0; 1205 a->difficulty = 0;
1193 t->allowed = NULL; 1206 a->allowed = NULL;
1194 return t; 1207 return a;
1195} 1208}
1196 1209
1197/* 1210/*
1198 * Searches the artifact lists and returns one that has the same type 1211 * Searches the artifact lists and returns one that has the same type
1199 * of objects on it. 1212 * of objects on it.
1200 */ 1213 */
1201
1202artifactlist * 1214artifactlist *
1203find_artifactlist (int type) 1215find_artifactlist (int type)
1204{ 1216{
1205 artifactlist *al; 1217 artifactlist *al;
1206 1218
1207 for (al = first_artifactlist; al != NULL; al = al->next) 1219 for (al = first_artifactlist; al; al = al->next)
1208 if (al->type == type) 1220 if (al->type == type)
1209 return al; 1221 return al;
1222
1210 return NULL; 1223 return 0;
1211} 1224}
1212 1225
1213/* 1226/*
1214 * For debugging purposes. Dumps all tables. 1227 * For debugging purposes. Dumps all tables.
1215 */ 1228 */
1216
1217void 1229void
1218dump_artifacts (void) 1230dump_artifacts (void)
1219{ 1231{
1220 artifactlist *al; 1232 artifactlist *al;
1221 artifact *art; 1233 artifact *art;
1228 for (art = al->items; art != NULL; art = art->next) 1240 for (art = al->items; art != NULL; art = art->next)
1229 { 1241 {
1230 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1242 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1231 if (art->allowed != NULL) 1243 if (art->allowed != NULL)
1232 { 1244 {
1233 fprintf (logfile, "\tAllowed combinations:"); 1245 fprintf (logfile, "\tallowed combinations:");
1234 for (next = art->allowed; next != NULL; next = next->next) 1246 for (next = art->allowed; next != NULL; next = next->next)
1235 fprintf (logfile, "%s,", &next->name); 1247 fprintf (logfile, "%s,", &next->name);
1236 fprintf (logfile, "\n"); 1248 fprintf (logfile, "\n");
1237 } 1249 }
1238 } 1250 }
1249 treasurelist *tl; 1261 treasurelist *tl;
1250 int i; 1262 int i;
1251 1263
1252 if (depth > 100) 1264 if (depth > 100)
1253 return; 1265 return;
1254 while (t != NULL) 1266 while (t)
1255 { 1267 {
1256 if (t->name != NULL) 1268 if (t->name)
1257 { 1269 {
1258 for (i = 0; i < depth; i++) 1270 for (i = 0; i < depth; i++)
1259 fprintf (logfile, " "); 1271 fprintf (logfile, " ");
1260 fprintf (logfile, "{ (list: %s)\n", &t->name); 1272 fprintf (logfile, "{ (list: %s)\n", &t->name);
1261 tl = find_treasurelist (t->name); 1273 tl = find_treasurelist (t->name);
1274 if (tl)
1262 dump_monster_treasure_rec (name, tl->items, depth + 2); 1275 dump_monster_treasure_rec (name, tl->items, depth + 2);
1263 for (i = 0; i < depth; i++) 1276 for (i = 0; i < depth; i++)
1264 fprintf (logfile, " "); 1277 fprintf (logfile, " ");
1265 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1278 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1266 } 1279 }
1267 else 1280 else
1268 { 1281 {
1269 for (i = 0; i < depth; i++) 1282 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " "); 1283 fprintf (logfile, " ");
1271 if (t->item->clone.type == FLESH) 1284 if (t->item && t->item->clone.type == FLESH)
1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1285 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1273 else 1286 else
1274 fprintf (logfile, "%s\n", &t->item->clone.name); 1287 fprintf (logfile, "%s\n", &t->item->clone.name);
1275 } 1288 }
1289
1276 if (t->next_yes != NULL) 1290 if (t->next_yes)
1277 { 1291 {
1278 for (i = 0; i < depth; i++) 1292 for (i = 0; i < depth; i++)
1279 fprintf (logfile, " "); 1293 fprintf (logfile, " ");
1280 fprintf (logfile, " (if yes)\n"); 1294 fprintf (logfile, " (if yes)\n");
1281 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1295 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1282 } 1296 }
1297
1283 if (t->next_no != NULL) 1298 if (t->next_no)
1284 { 1299 {
1285 for (i = 0; i < depth; i++) 1300 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " "); 1301 fprintf (logfile, " ");
1287 fprintf (logfile, " (if no)\n"); 1302 fprintf (logfile, " (if no)\n");
1288 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1303 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1289 } 1304 }
1305
1290 t = t->next; 1306 t = t->next;
1291 } 1307 }
1292} 1308}
1293 1309
1294/* 1310/*
1302 archetype *at; 1318 archetype *at;
1303 int found; 1319 int found;
1304 1320
1305 found = 0; 1321 found = 0;
1306 fprintf (logfile, "\n"); 1322 fprintf (logfile, "\n");
1323
1307 for (at = first_archetype; at != NULL; at = at->next) 1324 for (at = first_archetype; at != NULL; at = at->next)
1308 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1325 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1309 { 1326 {
1310 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1327 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1311 if (at->clone.randomitems != NULL) 1328 if (at->clone.randomitems != NULL)
1312 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1329 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1313 else 1330 else
1314 fprintf (logfile, "(nothing)\n"); 1331 fprintf (logfile, "(nothing)\n");
1332
1315 fprintf (logfile, "\n"); 1333 fprintf (logfile, "\n");
1316 found++; 1334 found++;
1317 } 1335 }
1336
1318 if (found == 0) 1337 if (found == 0)
1319 fprintf (logfile, "No objects have the name %s!\n\n", name); 1338 fprintf (logfile, "No objects have the name %s!\n\n", name);
1320} 1339}
1321 1340
1322/* 1341/*
1323 * Builds up the lists of artifacts from the file in the libdir. 1342 * Builds up the lists of artifacts from the file in the libdir.
1324 */ 1343 */
1325
1326void 1344void
1327init_artifacts (void) 1345init_artifacts (void)
1328{ 1346{
1329 static int has_been_inited = 0; 1347 static int has_been_inited = 0;
1330 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1348 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1331 artifact *art = NULL; 1349 artifact *art = NULL;
1332 linked_char *tmp;
1333 int value; 1350 int value;
1334 artifactlist *al; 1351 artifactlist *al;
1335 1352
1336 if (has_been_inited) 1353 if (has_been_inited)
1337 return; 1354 return;
1338 else 1355 else
1339 has_been_inited = 1; 1356 has_been_inited = 1;
1340 1357
1341 sprintf (filename, "%s/artifacts", settings.datadir); 1358 sprintf (filename, "%s/artifacts", settings.datadir);
1342 object_thawer thawer (filename); 1359 object_thawer f (filename);
1343 1360
1344 if (!thawer) 1361 if (!f)
1345 return; 1362 return;
1346 1363
1347 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1364 f.next ();
1348 {
1349 if (*buf == '#')
1350 continue;
1351 if ((cp = strchr (buf, '\n')) != NULL)
1352 *cp = '\0';
1353 cp = buf;
1354 while (*cp == ' ') /* Skip blanks */
1355 cp++;
1356 if (*cp == '\0')
1357 continue;
1358 1365
1359 if (!strncmp (cp, "Allowed", 7)) 1366 for (;;)
1367 {
1368 switch (f.kw)
1360 { 1369 {
1370 case KW_allowed:
1361 if (art == NULL) 1371 if (!art)
1372 {
1373 art = get_empty_artifact ();
1374 nrofartifacts++;
1375 }
1376
1362 { 1377 {
1363 art = get_empty_artifact (); 1378 if (!strcmp (f.get_str (), "all"))
1364 nrofartifacts++; 1379 break;
1380
1381 char *next, *cp = f.get_str ();
1382
1383 do
1384 {
1385 nrofallowedstr++;
1386
1387 if ((next = strchr (cp, ',')))
1388 *next++ = '\0';
1389
1390 linked_char *tmp = new linked_char;
1391
1392 tmp->name = cp;
1393 tmp->next = art->allowed;
1394 art->allowed = tmp;
1395 }
1396 while ((cp = next));
1365 } 1397 }
1366 cp = strchr (cp, ' ') + 1; 1398 break;
1367 if (!strcmp (cp, "all")) 1399
1400 case KW_chance:
1401 f.get (art->chance);
1402 break;
1403
1404 case KW_difficulty:
1405 f.get (art->difficulty);
1406 break;
1407
1408 case KW_object:
1409 {
1410 art->item = object::create ();
1411
1412 if (!art->item->parse_kv (f))
1413 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1414
1415 al = find_artifactlist (art->item->type);
1416
1417 if (!al)
1418 {
1419 al = get_empty_artifactlist ();
1420 al->type = art->item->type;
1421 al->next = first_artifactlist;
1422 first_artifactlist = al;
1423 }
1424
1425 art->next = al->items;
1426 al->items = art;
1427 art = 0;
1428 }
1368 continue; 1429 continue;
1369 1430
1370 do 1431 case KW_EOF:
1432 goto done;
1433
1434 default:
1435 if (!f.parse_error ("artifacts file"))
1436 cleanup ("artifacts file required");
1371 { 1437 break;
1372 nrofallowedstr++;
1373 if ((next = strchr (cp, ',')) != NULL)
1374 *(next++) = '\0';
1375 tmp = new linked_char;
1376
1377 tmp->name = cp;
1378 tmp->next = art->allowed;
1379 art->allowed = tmp;
1380 }
1381 while ((cp = next) != NULL);
1382 }
1383 else if (sscanf (cp, "chance %d", &value))
1384 art->chance = (uint16) value;
1385 else if (sscanf (cp, "difficulty %d", &value))
1386 art->difficulty = (uint8) value;
1387 else if (!strncmp (cp, "Object", 6))
1388 { 1438 }
1389 art->item = get_object ();
1390 1439
1391 if (!load_object (thawer, art->item, 0)) 1440 f.next ();
1392 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1393
1394 art->item->name = strchr (cp, ' ') + 1;
1395 al = find_artifactlist (art->item->type);
1396 if (al == NULL)
1397 {
1398 al = get_empty_artifactlist ();
1399 al->type = art->item->type;
1400 al->next = first_artifactlist;
1401 first_artifactlist = al;
1402 }
1403 art->next = al->items;
1404 al->items = art;
1405 art = NULL;
1406 }
1407 else
1408 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1409 } 1441 }
1410 1442
1443done:
1411 for (al = first_artifactlist; al != NULL; al = al->next) 1444 for (al = first_artifactlist; al; al = al->next)
1412 { 1445 {
1413 for (art = al->items; art != NULL; art = art->next) 1446 for (art = al->items; art; art = art->next)
1414 { 1447 {
1415 if (!art->chance) 1448 if (!art->chance)
1416 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1449 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1417 else 1450 else
1418 al->total_chance += art->chance; 1451 al->total_chance += art->chance;
1483 CLEAR_FLAG (op, FLAG_ANIMATE); 1516 CLEAR_FLAG (op, FLAG_ANIMATE);
1484 /* so artifacts will join */ 1517 /* so artifacts will join */
1485 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1518 if (!QUERY_FLAG (op, FLAG_ALIVE))
1486 op->speed = 0.0; 1519 op->speed = 0.0;
1487 1520
1488 update_ob_speed (op); 1521 op->set_speed (op->speed);
1489 } 1522 }
1490 1523
1491 if (change->nrof) 1524 if (change->nrof)
1492 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1525 op->nrof = rndm (change->nrof) + 1;
1493 1526
1494 op->stats.exp += change->stats.exp; /* Speed modifier */ 1527 op->stats.exp += change->stats.exp; /* Speed modifier */
1495 op->stats.wc += change->stats.wc; 1528 op->stats.wc += change->stats.wc;
1496 op->stats.ac += change->stats.ac; 1529 op->stats.ac += change->stats.ac;
1497 1530
1505 { 1538 {
1506 object *tmp_obj; 1539 object *tmp_obj;
1507 1540
1508 /* Remove any spells this object currently has in it */ 1541 /* Remove any spells this object currently has in it */
1509 while (op->inv) 1542 while (op->inv)
1510 { 1543 op->inv->destroy ();
1511 tmp_obj = op->inv;
1512 remove_ob (tmp_obj);
1513 free_object (tmp_obj);
1514 }
1515 1544
1516 tmp_obj = arch_to_object (change->other_arch); 1545 tmp_obj = arch_to_object (change->other_arch);
1517 insert_ob_in_ob (tmp_obj, op); 1546 insert_ob_in_ob (tmp_obj, op);
1518 } 1547 }
1519 /* No harm setting this for potions/horns */ 1548 /* No harm setting this for potions/horns */
1604 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1633 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1605 } 1634 }
1606 1635
1607 op->value *= change->value; 1636 op->value *= change->value;
1608 1637
1609 if (change->material) 1638 if (change->materials)
1610 op->material = change->material; 1639 op->materials = change->materials;
1611 1640
1612 if (change->materialname) 1641 if (change->materialname)
1613 op->materialname = change->materialname; 1642 op->materialname = change->materialname;
1614 1643
1615 if (change->slaying) 1644 if (change->slaying)
1709 return; 1738 return;
1710 } 1739 }
1711 1740
1712 for (i = 0; i < ARTIFACT_TRIES; i++) 1741 for (i = 0; i < ARTIFACT_TRIES; i++)
1713 { 1742 {
1714 int roll = RANDOM () % al->total_chance; 1743 int roll = rndm (al->total_chance);
1715 1744
1716 for (art = al->items; art != NULL; art = art->next) 1745 for (art = al->items; art; art = art->next)
1717 { 1746 {
1718 roll -= art->chance; 1747 roll -= art->chance;
1719 if (roll < 0) 1748 if (roll < 0)
1720 break; 1749 break;
1721 } 1750 }
1798/* special_potion() - so that old potion code is still done right. */ 1827/* special_potion() - so that old potion code is still done right. */
1799 1828
1800int 1829int
1801special_potion (object *op) 1830special_potion (object *op)
1802{ 1831{
1803
1804 int i;
1805
1806 if (op->attacktype) 1832 if (op->attacktype)
1807 return 1; 1833 return 1;
1808 1834
1809 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1835 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1810 return 1; 1836 return 1;
1811 1837
1812 for (i = 0; i < NROFATTACKS; i++) 1838 for (int i = 0; i < NROFATTACKS; i++)
1813 if (op->resist[i]) 1839 if (op->resist[i])
1814 return 1; 1840 return 1;
1815 1841
1816 return 0; 1842 return 0;
1817} 1843}
1845 free_artifact (at->next); 1871 free_artifact (at->next);
1846 1872
1847 if (at->allowed) 1873 if (at->allowed)
1848 free_charlinks (at->allowed); 1874 free_charlinks (at->allowed);
1849 1875
1850 at->item->free (1); 1876 at->item->destroy (1);
1851 1877
1852 delete at; 1878 delete at;
1853} 1879}
1854 1880
1855void 1881void
1856free_artifactlist (artifactlist * al) 1882free_artifactlist (artifactlist * al)
1857{ 1883{
1858 artifactlist *nextal; 1884 artifactlist *nextal;
1859 1885
1860 for (al = first_artifactlist; al != NULL; al = nextal) 1886 for (al = first_artifactlist; al; al = nextal)
1861 { 1887 {
1862 nextal = al->next; 1888 nextal = al->next;
1863 1889
1864 if (al->items) 1890 if (al->items)
1865 free_artifact (al->items); 1891 free_artifact (al->items);

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