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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.27 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.48 by root, Tue Apr 17 18:40:31 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 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#define ALLOWED_COMBINATION
25 24
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
28 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
29 * left on 28 * left on
30 */ 29 */
31#define TREASURE_DEBUG 30#define TREASURE_DEBUG
32 31
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 33
35/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
36 35
37#include <global.h> 36#include <global.h>
38#include <treasure.h> 37#include <treasure.h>
39#include <funcpoint.h> 38#include <funcpoint.h>
40#include <loader.h> 39#include <loader.h>
41 40
41extern char *spell_mapping[];
42
43static treasurelist *first_treasurelist;
42 44
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 46
46/* 47typedef std::tr1::unordered_map<
47 * Initialize global archtype pointers: 48 const char *,
48 */ 49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
49 55
56static tl_map_t tl_map;
57
58/*
59 * Searches for the given treasurelist
60 */
61treasurelist *
62treasurelist::find (const char *name)
63{
64 if (!name)
65 return 0;
66
67 auto (i, tl_map.find (name));
68
69 if (i == tl_map.end ())
70 return 0;
71
72 return i->second;
73}
74
75/*
76 * Searches for the given treasurelist in the globally linked list
77 * of treasurelists which has been built by load_treasures().
78 */
79treasurelist *
80treasurelist::get (const char *name)
81{
82 treasurelist *tl = find (name);
83
84 if (!tl)
85 {
86 tl = new treasurelist;
87
88 tl->name = name;
89 tl->next = first_treasurelist;
90 first_treasurelist = tl;
91
92 tl_map.insert (std::make_pair (tl->name, tl));
93 }
94
95 return tl;
96}
97
98//TODO: class method
50void 99void
51init_archetype_pointers () 100clear (treasurelist *tl)
52{ 101{
53 int prev_warn = warn_archetypes; 102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
54 107
55 warn_archetypes = 1;
56 if (ring_arch == NULL)
57 ring_arch = archetype::find ("ring");
58 if (amulet_arch == NULL)
59 amulet_arch = archetype::find ("amulet");
60 if (staff_arch == NULL)
61 staff_arch = archetype::find ("staff");
62 if (crown_arch == NULL)
63 crown_arch = archetype::find ("crown");
64 warn_archetypes = prev_warn;
65}
66
67/*
68 * Allocate and return the pointer to an empty treasurelist structure.
69 */
70
71static treasurelist *
72get_empty_treasurelist (void)
73{
74 return new treasurelist;
75}
76
77/*
78 * Allocate and return the pointer to an empty treasure structure.
79 */
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85
86 t->chance = 100; 108 tl->total_chance = 0;
87
88 return t;
89} 109}
110
111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out
114 */
115static void
116check_treasurelist (const treasure *t, const treasurelist * tl)
117{
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
129}
130#endif
90 131
91/* 132/*
92 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
94 */ 135 */
95
96static treasure * 136static treasure *
97load_treasure (FILE * fp, int *line) 137read_treasure (object_thawer &f)
98{ 138{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
101 int value;
102 140
103 nroftreasures++; 141 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 142
108 if (*buf == '#') 143 for (;;)
109 continue; 144 {
110 if ((cp = strchr (buf, '\n')) != NULL) 145 coroapi::cede_to_tick_every (10);
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 146
116 if (sscanf (cp, "arch %s", variable)) 147 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 148 {
121 else if (sscanf (cp, "list %s", variable)) 149 case KW_arch:
122 t->name = variable; 150 if (!(t->item = archetype::find (f.get_str ())))
123 else if (sscanf (cp, "change_name %s", variable)) 151 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
124 t->change_arch.name = variable; 152 break;
125 else if (sscanf (cp, "change_title %s", variable)) 153
126 t->change_arch.title = variable; 154 case KW_list: f.get (t->name); break;
127 else if (sscanf (cp, "change_slaying %s", variable)) 155 case KW_change_name: f.get (t->change_arch.name); break;
128 t->change_arch.slaying = variable; 156 case KW_change_title: f.get (t->change_arch.title); break;
129 else if (sscanf (cp, "chance %d", &value)) 157 case KW_change_slaying: f.get (t->change_arch.slaying); break;
130 t->chance = (uint8) value; 158 case KW_chance: f.get (t->chance); break;
131 else if (sscanf (cp, "nrof %d", &value)) 159 case KW_nrof: f.get (t->nrof); break;
132 t->nrof = (uint16) value; 160 case KW_magic: f.get (t->magic); break;
133 else if (sscanf (cp, "magic %d", &value)) 161
134 t->magic = (uint8) value; 162 case KW_yes: t->next_yes = read_treasure (f); continue;
135 else if (!strcmp (cp, "yes")) 163 case KW_no: t->next_no = read_treasure (f); continue;
136 t->next_yes = load_treasure (fp, line); 164
137 else if (!strcmp (cp, "no")) 165 case KW_end:
138 t->next_no = load_treasure (fp, line); 166 f.next ();
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 {
143 t->next = load_treasure (fp, line);
144 return t; 167 return t;
145 }
146 else
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
148 }
149 LOG (llevError, "treasure lacks 'end'.\n");
150 return t;
151}
152 168
153#ifdef TREASURE_DEBUG 169 case KW_more:
170 t->next = read_treasure (f);
171 return t;
154 172
155/* recursived checks the linked list. Treasurelist is passed only 173 default:
156 * so that the treasure name can be printed out 174 if (!f.parse_error ("treasurelist", t->name))
157 */ 175 return 0;
158static void
159check_treasurelist (const treasure *t, const treasurelist * tl)
160{
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))
164 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 */
166 if (t->name && *t->name)
167 (void) find_treasurelist (t->name);
168 if (t->next)
169 check_treasurelist (t->next, tl);
170 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl);
172 if (t->next_no)
173 check_treasurelist (t->next_no, tl);
174}
175#endif
176 176
177 return t;
178 }
179
180 f.next ();
181 }
182}
183
177/* 184/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 185 * Each treasure is parsed with the help of load_treasure().
180 */ 186 */
181 187treasurelist *
182void 188treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 189{
185 FILE *fp; 190 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
186 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187 treasurelist *previous = NULL;
188 treasure *t;
189 int comp, line = 0;
190 191
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 192 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 193 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 194 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 195 tl->items = read_treasure (f);
196 if (!tl->items)
195 return; 197 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 198
203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 {
205 treasurelist *tl = get_empty_treasurelist ();
206
207 tl->name = name;
208 if (previous == NULL)
209 first_treasurelist = tl;
210 else
211 previous->next = tl;
212 previous = tl;
213 tl->items = load_treasure (fp, &line);
214
215 /* This is a one of the many items on the list should be generated. 199 /* This is a one of the many items on the list should be generated.
216 * Add up the chance total, and check to make sure the yes & no 200 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 201 * fields of the treasures are not being used.
218 */ 202 */
219 if (!strncmp (buf, "treasureone", 11)) 203 tl->total_chance = 0;
204
205 if (one)
206 {
207 for (treasure *t = tl->items; t; t = t->next)
208 {
209 if (t->next_yes || t->next_no)
220 { 210 {
221 for (t = tl->items; t != NULL; t = t->next)
222 {
223#ifdef TREASURE_DEBUG
224 if (t->next_yes || t->next_no)
225 {
226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 211 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
227 LOG (llevError, " the next_yes or next_no field is set\n"); 212 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 213 }
233 }
234 else
235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
236 }
237 close_and_delete (fp, comp);
238 214
239#ifdef TREASURE_DEBUG 215 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 216 }
241 * verify that list transitions work (ie, the list that it is supposed 217 }
242 * to transition to exists). Also, verify that at least the name
243 * or archetype is set for each treasure element.
244 */
245 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
246 check_treasurelist (previous->items, previous);
247#endif
248}
249 218
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; 219 return tl;
271} 220}
272
273 221
274/* 222/*
275 * Generates the objects specified by the given treasure. 223 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 224 * It goes recursively through the rest of the linked list.
277 * If there is a certain percental chance for a treasure to be generated, 225 * If there is a certain percental chance for a treasure to be generated,
292 * this is the original object, or if this is an object that should be created 240 * this is the original object, or if this is an object that should be created
293 * by another object. 241 * by another object.
294 */ 242 */
295 if (flags & GT_ENVIRONMENT && op->type != SPELL) 243 if (flags & GT_ENVIRONMENT && op->type != SPELL)
296 { 244 {
297 op->x = creator->x;
298 op->y = creator->y;
299 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 245 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
300 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 246 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
301 } 247 }
302 else 248 else
303 { 249 {
304 op = insert_ob_in_ob (op, creator); 250 op = creator->insert (op);
305 251
306 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 252 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
307 monster_check_apply (creator, op); 253 monster_check_apply (creator, op);
308 254
309 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 255 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
329 275
330 if (t->change_arch.slaying) 276 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 277 op->slaying = t->change_arch.slaying;
332} 278}
333 279
334void 280static void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 281create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 282{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 283 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 284 {
341 if (t->name) 285 if (t->name)
342 { 286 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 287 if (difficulty >= t->magic)
288 if (treasurelist *tl = treasurelist::find (t->name))
289 create_treasure (tl, op, flag, difficulty, tries);
290 else
291 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
292 }
293 else
294 {
295 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
344 { 296 {
345 treasurelist *tl = find_treasurelist (t->name);
346 if (tl)
347 create_treasure (tl, op, flag, difficulty, tries);
348 }
349 }
350 else
351 {
352 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
353 {
354 tmp = arch_to_object (t->item); 297 object *tmp = arch_to_object (t->item);
298
355 if (t->nrof && tmp->nrof <= 1) 299 if (t->nrof && tmp->nrof <= 1)
356 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 300 tmp->nrof = rndm (t->nrof) + 1;
301
357 fix_generated_item (tmp, op, difficulty, t->magic, flag); 302 fix_generated_item (tmp, op, difficulty, t->magic, flag);
358 change_treasure (t, tmp); 303 change_treasure (t, tmp);
359 put_treasure (tmp, op, flag); 304 put_treasure (tmp, op, flag);
360 } 305 }
361 } 306 }
362 307
363 if (t->next_yes != NULL) 308 if (t->next_yes)
364 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 309 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
365 } 310 }
366 else if (t->next_no != NULL) 311 else if (t->next_no)
367 create_all_treasures (t->next_no, op, flag, difficulty, tries); 312 create_all_treasures (t->next_no, op, flag, difficulty, tries);
368 313
369 if (t->next != NULL) 314 if (t->next)
370 create_all_treasures (t->next, op, flag, difficulty, tries); 315 create_all_treasures (t->next, op, flag, difficulty, tries);
371} 316}
372 317
373void 318static void
374create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 319create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
375{ 320{
376 int value = RANDOM () % tl->total_chance; 321 int value = rndm (tl->total_chance);
377 treasure *t; 322 treasure *t;
378 323
379 if (tries++ > 100) 324 if (tries++ > 100)
380 { 325 {
381 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 326 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
382 return; 327 return;
383 } 328 }
384 329
385 for (t = tl->items; t != NULL; t = t->next) 330 for (t = tl->items; t; t = t->next)
386 { 331 {
387 value -= t->chance; 332 value -= t->chance;
388 333
389 if (value < 0) 334 if (value < 0)
390 break; 335 break;
391 } 336 }
392 337
393 if (!t || value >= 0) 338 if (!t || value >= 0)
394 {
395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 339 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
396 abort ();
397 return;
398 }
399 340
400 if (t->name) 341 if (t->name)
401 { 342 {
402 if (!strcmp (t->name, "NONE"))
403 return;
404
405 if (difficulty >= t->magic) 343 if (difficulty >= t->magic)
406 { 344 {
407 treasurelist *tl = find_treasurelist (t->name); 345 treasurelist *tl = treasurelist::find (t->name);
408 if (tl) 346 if (tl)
409 create_treasure (tl, op, flag, difficulty, tries); 347 create_treasure (tl, op, flag, difficulty, tries);
410 } 348 }
411 else if (t->nrof) 349 else if (t->nrof)
412 create_one_treasure (tl, op, flag, difficulty, tries); 350 create_one_treasure (tl, op, flag, difficulty, tries);
413
414 return;
415 } 351 }
416
417 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 352 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
418 { 353 {
419 object *tmp = arch_to_object (t->item); 354 if (object *tmp = arch_to_object (t->item))
420 355 {
421 if (!tmp)
422 return;
423
424 if (t->nrof && tmp->nrof <= 1) 356 if (t->nrof && tmp->nrof <= 1)
425 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 357 tmp->nrof = rndm (t->nrof) + 1;
426 358
427 fix_generated_item (tmp, op, difficulty, t->magic, flag); 359 fix_generated_item (tmp, op, difficulty, t->magic, flag);
428 change_treasure (t, tmp); 360 change_treasure (t, tmp);
429 put_treasure (tmp, op, flag); 361 put_treasure (tmp, op, flag);
362 }
430 } 363 }
431} 364}
432 365
433/* This calls the appropriate treasure creation function. tries is passed 366/* This calls the appropriate treasure creation function. tries is passed
434 * to determine how many list transitions or attempts to create treasure 367 * to determine how many list transitions or attempts to create treasure
436 * list transitions, or so that excessively good treasure will not be 369 * list transitions, or so that excessively good treasure will not be
437 * created on weak maps, because it will exceed the number of allowed tries 370 * created on weak maps, because it will exceed the number of allowed tries
438 * to do that. 371 * to do that.
439 */ 372 */
440void 373void
441create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 374create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
442{ 375{
376 // empty treasurelists are legal
377 if (!tl->items)
378 return;
443 379
444 if (tries++ > 100) 380 if (tries++ > 100)
445 { 381 {
446 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 382 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
447 return; 383 return;
448 } 384 }
385
449 if (t->total_chance) 386 if (tl->total_chance)
450 create_one_treasure (t, op, flag, difficulty, tries); 387 create_one_treasure (tl, op, flag, difficulty, tries);
451 else 388 else
452 create_all_treasures (t->items, op, flag, difficulty, tries); 389 create_all_treasures (tl->items, op, flag, difficulty, tries);
453} 390}
454 391
455/* This is similar to the old generate treasure function. However, 392/* This is similar to the old generate treasure function. However,
456 * it instead takes a treasurelist. It is really just a wrapper around 393 * it instead takes a treasurelist. It is really just a wrapper around
457 * create_treasure. We create a dummy object that the treasure gets 394 * create_treasure. We create a dummy object that the treasure gets
458 * inserted into, and then return that treausre 395 * inserted into, and then return that treausre
459 */ 396 */
460object * 397object *
461generate_treasure (treasurelist *t, int difficulty) 398generate_treasure (treasurelist *tl, int difficulty)
462{ 399{
463 difficulty = clamp (difficulty, 1, settings.max_level); 400 difficulty = clamp (difficulty, 1, settings.max_level);
464 401
465 object *ob = object::create (), *tmp; 402 object *ob = object::create (), *tmp;
466 403
467 create_treasure (t, ob, 0, difficulty, 0); 404 create_treasure (tl, ob, 0, difficulty, 0);
468 405
469 /* Don't want to free the object we are about to return */ 406 /* Don't want to free the object we are about to return */
470 tmp = ob->inv; 407 tmp = ob->inv;
471 if (tmp != NULL) 408 if (tmp != NULL)
472 tmp->remove (); 409 tmp->remove ();
485 * magical bonus "wanted". 422 * magical bonus "wanted".
486 */ 423 */
487 424
488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 425static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489 426
490/*chance of magic difficulty*/ 427// chance of magic difficulty
491
492/* +0 +1 +2 +3 +4 */ 428// +0 +1 +2 +3 +4
493 {95, 2, 2, 1, 0}, /*1 */ 429 {95, 2, 2, 1, 0}, // 1
494 {92, 5, 2, 1, 0}, /*2 */ 430 {92, 5, 2, 1, 0}, // 2
495 {85, 10, 4, 1, 0}, /*3 */ 431 {85, 10, 4, 1, 0}, // 3
496 {80, 14, 4, 2, 0}, /*4 */ 432 {80, 14, 4, 2, 0}, // 4
497 {75, 17, 5, 2, 1}, /*5 */ 433 {75, 17, 5, 2, 1}, // 5
498 {70, 18, 8, 3, 1}, /*6 */ 434 {70, 18, 8, 3, 1}, // 6
499 {65, 21, 10, 3, 1}, /*7 */ 435 {65, 21, 10, 3, 1}, // 7
500 {60, 22, 12, 4, 2}, /*8 */ 436 {60, 22, 12, 4, 2}, // 8
501 {55, 25, 14, 4, 2}, /*9 */ 437 {55, 25, 14, 4, 2}, // 9
502 {50, 27, 16, 5, 2}, /*10 */ 438 {50, 27, 16, 5, 2}, // 10
503 {45, 28, 18, 6, 3}, /*11 */ 439 {45, 28, 18, 6, 3}, // 11
504 {42, 28, 20, 7, 3}, /*12 */ 440 {42, 28, 20, 7, 3}, // 12
505 {40, 27, 21, 8, 4}, /*13 */ 441 {40, 27, 21, 8, 4}, // 13
506 {38, 25, 22, 10, 5}, /*14 */ 442 {38, 25, 22, 10, 5}, // 14
507 {36, 23, 23, 12, 6}, /*15 */ 443 {36, 23, 23, 12, 6}, // 15
508 {33, 21, 24, 14, 8}, /*16 */ 444 {33, 21, 24, 14, 8}, // 16
509 {31, 19, 25, 16, 9}, /*17 */ 445 {31, 19, 25, 16, 9}, // 17
510 {27, 15, 30, 18, 10}, /*18 */ 446 {27, 15, 30, 18, 10}, // 18
511 {20, 12, 30, 25, 13}, /*19 */ 447 {20, 12, 30, 25, 13}, // 19
512 {15, 10, 28, 30, 17}, /*20 */ 448 {15, 10, 28, 30, 17}, // 20
513 {13, 9, 27, 28, 23}, /*21 */ 449 {13, 9, 27, 28, 23}, // 21
514 {10, 8, 25, 28, 29}, /*22 */ 450 {10, 8, 25, 28, 29}, // 22
515 {8, 7, 23, 26, 36}, /*23 */ 451 { 8, 7, 23, 26, 36}, // 23
516 {6, 6, 20, 22, 46}, /*24 */ 452 { 6, 6, 20, 22, 46}, // 24
517 {4, 5, 17, 18, 56}, /*25 */ 453 { 4, 5, 17, 18, 56}, // 25
518 {2, 4, 12, 14, 68}, /*26 */ 454 { 2, 4, 12, 14, 68}, // 26
519 {0, 3, 7, 10, 80}, /*27 */ 455 { 0, 3, 7, 10, 80}, // 27
520 {0, 0, 3, 7, 90}, /*28 */ 456 { 0, 0, 3, 7, 90}, // 28
521 {0, 0, 0, 3, 97}, /*29 */ 457 { 0, 0, 0, 3, 97}, // 29
522 {0, 0, 0, 0, 100}, /*30 */ 458 { 0, 0, 0, 0, 100}, // 30
523 {0, 0, 0, 0, 100}, /*31 */ 459 { 0, 0, 0, 0, 100}, // 31
524}; 460};
525 461
526 462
527/* calculate the appropriate level for wands staves and scrolls. 463/* calculate the appropriate level for wands staves and scrolls.
528 * This code presumes that op has had its spell object created (in op->inv) 464 * This code presumes that op has had its spell object created (in op->inv)
561 * elmex Thu Aug 10 18:45:44 CEST 2006: 497 * elmex Thu Aug 10 18:45:44 CEST 2006:
562 * Scaling difficulty by max_level, as difficulty is a level and not some 498 * Scaling difficulty by max_level, as difficulty is a level and not some
563 * weird integer between 1-31. 499 * weird integer between 1-31.
564 * 500 *
565 */ 501 */
566
567int 502int
568magic_from_difficulty (int difficulty) 503magic_from_difficulty (int difficulty)
569{ 504{
570 int percent = 0, magic = 0; 505 int percent = 0, magic = 0;
571 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 506 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
576 scaled_diff = 0; 511 scaled_diff = 0;
577 512
578 if (scaled_diff >= DIFFLEVELS) 513 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1; 514 scaled_diff = DIFFLEVELS - 1;
580 515
581 percent = RANDOM () % 100; 516 percent = rndm (100);
582 517
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 518 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 { 519 {
585 percent -= difftomagic_list[scaled_diff][magic]; 520 percent -= difftomagic_list[scaled_diff][magic];
586 521
592 { 527 {
593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 528 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
594 magic = 0; 529 magic = 0;
595 } 530 }
596 531
597 magic = (RANDOM () % 3) ? magic : -magic; 532 magic = (rndm (3)) ? magic : -magic;
598 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 533 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599 534
600 return magic; 535 return magic;
601} 536}
602 537
617 if (op->arch) 552 if (op->arch)
618 { 553 {
619 if (op->type == ARMOUR) 554 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 555 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
621 556
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 557 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 558 magic = (-magic);
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 559 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
625 } 560 }
626 else 561 else
627 { 562 {
628 if (op->type == ARMOUR) 563 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 565 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
631 magic = (-magic); 566 magic = (-magic);
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 567 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 568 }
634} 569}
635 570
659 * 1) Since rings can have multiple bonuses, if the same bonus 594 * 1) Since rings can have multiple bonuses, if the same bonus
660 * is rolled again, increase it - the bonuses now stack with 595 * is rolled again, increase it - the bonuses now stack with
661 * other bonuses previously rolled and ones the item might natively have. 596 * other bonuses previously rolled and ones the item might natively have.
662 * 2) Add code to deal with new PR method. 597 * 2) Add code to deal with new PR method.
663 */ 598 */
664
665void 599void
666set_ring_bonus (object *op, int bonus) 600set_ring_bonus (object *op, int bonus)
667{ 601{
668 602
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 603 int r = rndm (bonus > 0 ? 25 : 11);
670 604
671 if (op->type == AMULET) 605 if (op->type == AMULET)
672 { 606 {
673 if (!(RANDOM () % 21)) 607 if (!(rndm (21)))
674 r = 20 + RANDOM () % 2; 608 r = 20 + rndm (2);
675 else 609 else
676 { 610 {
677 if (RANDOM () & 2) 611 if (rndm (2))
678 r = 10; 612 r = 10;
679 else 613 else
680 r = 11 + RANDOM () % 9; 614 r = 11 + rndm (9);
681 } 615 }
682 } 616 }
683 617
684 switch (r) 618 switch (r)
685 { 619 {
722 case 16: 656 case 16:
723 case 17: 657 case 17:
724 case 18: 658 case 18:
725 case 19: 659 case 19:
726 { 660 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 661 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
728 662
729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 663 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 664 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
731 665
732 /* Cursed items need to have higher negative values to equal out with 666 /* Cursed items need to have higher negative values to equal out with
733 * positive values for how protections work out. Put another 667 * positive values for how protections work out. Put another
734 * little random element in since that they don't always end up with 668 * little random element in since that they don't always end up with
735 * even values. 669 * even values.
736 */ 670 */
737 if (bonus < 0) 671 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b; 672 val = 2 * -val - rndm (b);
739 if (val > 35) 673 if (val > 35)
740 val = 35; /* Upper limit */ 674 val = 35; /* Upper limit */
741 b = 0; 675 b = 0;
676
742 while (op->resist[resist_table[resist]] != 0 && b < 4) 677 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table; 678 resist = rndm (num_resist_table);
745 } 679
746 if (b == 4) 680 if (b == 4)
747 return; /* Not able to find a free resistance */ 681 return; /* Not able to find a free resistance */
682
748 op->resist[resist_table[resist]] = val; 683 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value 684 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave. 685 * based on how good a resistance we gave.
751 */ 686 */
752 break; 687 break;
780 case 22: 715 case 22:
781 op->stats.exp += bonus; /* Speed! */ 716 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3; 717 op->value = (op->value * 2) / 3;
783 break; 718 break;
784 } 719 }
720
785 if (bonus > 0) 721 if (bonus > 0)
786 op->value *= 2 * bonus; 722 op->value *= 2 * bonus;
787 else 723 else
788 op->value = -(op->value * 2 * bonus) / 3; 724 op->value = -(op->value * 2 * bonus) / 3;
789} 725}
794 * higher is the chance of returning a low number. 730 * higher is the chance of returning a low number.
795 * It is only used in fix_generated_treasure() to set bonuses on 731 * It is only used in fix_generated_treasure() to set bonuses on
796 * rings and amulets. 732 * rings and amulets.
797 * Another scheme is used to calculate the magic of weapons and armours. 733 * Another scheme is used to calculate the magic of weapons and armours.
798 */ 734 */
799
800int 735int
801get_magic (int diff) 736get_magic (int diff)
802{ 737{
803 int i; 738 int i;
804 739
805 if (diff < 3) 740 if (diff < 3)
806 diff = 3; 741 diff = 3;
742
807 for (i = 0; i < 4; i++) 743 for (i = 0; i < 4; i++)
808 if (RANDOM () % diff) 744 if (rndm (diff))
809 return i; 745 return i;
746
810 return 4; 747 return 4;
811} 748}
812 749
813#define DICE2 (get_magic(2)==2?2:1) 750#define DICE2 (get_magic(2)==2?2:1)
814#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 751#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
815 752
816/* 753/*
817 * fix_generated_item(): This is called after an item is generated, in 754 * fix_generated_item(): This is called after an item is generated, in
818 * order to set it up right. This produced magical bonuses, puts spells 755 * order to set it up right. This produced magical bonuses, puts spells
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 756 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
833 * value. 770 * value.
834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 771 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
835 * a working object - don't change magic, value, etc, but set it material 772 * a working object - don't change magic, value, etc, but set it material
836 * type as appropriate, for objects that need spell objects, set those, etc 773 * type as appropriate, for objects that need spell objects, set those, etc
837 */ 774 */
838
839void 775void
840fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 776fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
841{ 777{
842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 778 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
843 779
850 786
851 if (op->randomitems && op->type != SPELL) 787 if (op->randomitems && op->type != SPELL)
852 { 788 {
853 create_treasure (op->randomitems, op, flags, difficulty, 0); 789 create_treasure (op->randomitems, op, flags, difficulty, 0);
854 if (!op->inv) 790 if (!op->inv)
855 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 791 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
856 792
857 /* So the treasure doesn't get created again */ 793 /* So the treasure doesn't get created again */
858 op->randomitems = NULL; 794 op->randomitems = 0;
859 } 795 }
860 796
861 if (difficulty < 1) 797 if (difficulty < 1)
862 difficulty = 1; 798 difficulty = 1;
863 799
880 if (!op->magic && max_magic) 816 if (!op->magic && max_magic)
881 set_magic (difficulty, op, max_magic, flags); 817 set_magic (difficulty, op, max_magic, flags);
882 818
883 num_enchantments = calc_item_power (op, 1); 819 num_enchantments = calc_item_power (op, 1);
884 820
885 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 821 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
822 || op->type == HORN
823 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
886 * used for shop_floors or treasures */ 824 * used for shop_floors or treasures */
887 generate_artifact (op, difficulty); 825 generate_artifact (op, difficulty);
888 } 826 }
889 827
890 /* Object was made an artifact. Calculate its item_power rating. 828 /* Object was made an artifact. Calculate its item_power rating.
948 case WEAPON: 886 case WEAPON:
949 case ARMOUR: 887 case ARMOUR:
950 case SHIELD: 888 case SHIELD:
951 case HELMET: 889 case HELMET:
952 case CLOAK: 890 case CLOAK:
953 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 891 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
954 set_ring_bonus (op, -DICE2); 892 set_ring_bonus (op, -DICE2);
955 break; 893 break;
956 894
957 case BRACERS: 895 case BRACERS:
958 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 896 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
959 { 897 {
960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 898 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
961 if (!QUERY_FLAG (op, FLAG_CURSED)) 899 if (!QUERY_FLAG (op, FLAG_CURSED))
962 op->value *= 3; 900 op->value *= 3;
963 } 901 }
989 */ 927 */
990 if (op->inv && op->randomitems) 928 if (op->inv && op->randomitems)
991 { 929 {
992 /* value multiplier is same as for scrolls */ 930 /* value multiplier is same as for scrolls */
993 op->value = (op->value * op->inv->value); 931 op->value = (op->value * op->inv->value);
994 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 932 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
995 } 933 }
996 else 934 else
997 { 935 {
998 op->name = "potion"; 936 op->name = "potion";
999 op->name_pl = "potions"; 937 op->name_pl = "potions";
1000 } 938 }
1001 939
1002 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 940 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1003 SET_FLAG (op, FLAG_CURSED); 941 SET_FLAG (op, FLAG_CURSED);
1004 break; 942 break;
1005 } 943 }
1006 944
1007 case AMULET: 945 case AMULET:
1017 } 955 }
1018 956
1019 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 957 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1020 break; 958 break;
1021 959
1022 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 960 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1023 SET_FLAG (op, FLAG_CURSED); 961 SET_FLAG (op, FLAG_CURSED);
1024 962
1025 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 963 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1026 964
1027 if (op->type != RING) /* Amulets have only one ability */ 965 if (op->type != RING) /* Amulets have only one ability */
1028 break; 966 break;
1029 967
1030 if (!(RANDOM () % 4)) 968 if (!(rndm (4)))
1031 { 969 {
1032 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 970 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033 971
1034 if (d > 0) 972 if (d > 0)
1035 op->value *= 3; 973 op->value *= 3;
1036 974
1037 set_ring_bonus (op, d); 975 set_ring_bonus (op, d);
1038 976
1039 if (!(RANDOM () % 4)) 977 if (!(rndm (4)))
1040 { 978 {
1041 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 979 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1042 980
1043 if (d > 0) 981 if (d > 0)
1044 op->value *= 5; 982 op->value *= 5;
1045 set_ring_bonus (op, d); 983 set_ring_bonus (op, d);
1046 } 984 }
1047 } 985 }
1048 986
1049 if (GET_ANIM_ID (op)) 987 if (GET_ANIM_ID (op))
1050 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 988 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1051 989
1052 break; 990 break;
1053 991
1054 case BOOK: 992 case BOOK:
1055 /* Is it an empty book?, if yes lets make a special· 993 /* Is it an empty book?, if yes lets make a special·
1056 * msg for it, and tailor its properties based on the· 994 * msg for it, and tailor its properties based on the·
1057 * creator and/or map level we found it on. 995 * creator and/or map level we found it on.
1058 */ 996 */
1059 if (!op->msg && RANDOM () % 10) 997 if (!op->msg && rndm (10))
1060 { 998 {
1061 /* set the book level properly */ 999 /* set the book level properly */
1062 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1000 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1063 { 1001 {
1064 if (op->map && op->map->difficulty) 1002 if (op->map && op->map->difficulty)
1065 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1003 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1066 else 1004 else
1067 op->level = RANDOM () % 20 + 1; 1005 op->level = rndm (20) + 1;
1068 } 1006 }
1069 else 1007 else
1070 op->level = RANDOM () % creator->level; 1008 op->level = rndm (creator->level);
1071 1009
1072 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1010 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1073 /* books w/ info are worth more! */ 1011 /* books w/ info are worth more! */
1074 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1012 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1075 /* creator related stuff */ 1013 /* creator related stuff */
1174 */ 1112 */
1175 1113
1176/* 1114/*
1177 * Allocate and return the pointer to an empty artifactlist structure. 1115 * Allocate and return the pointer to an empty artifactlist structure.
1178 */ 1116 */
1179
1180static artifactlist * 1117static artifactlist *
1181get_empty_artifactlist (void) 1118get_empty_artifactlist (void)
1182{ 1119{
1183 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1120 return salloc0 <artifactlist> ();
1184
1185 if (tl == NULL)
1186 fatal (OUT_OF_MEMORY);
1187 tl->next = NULL;
1188 tl->items = NULL;
1189 tl->total_chance = 0;
1190 return tl;
1191} 1121}
1192 1122
1193/* 1123/*
1194 * Allocate and return the pointer to an empty artifact structure. 1124 * Allocate and return the pointer to an empty artifact structure.
1195 */ 1125 */
1196
1197static artifact * 1126static artifact *
1198get_empty_artifact (void) 1127get_empty_artifact (void)
1199{ 1128{
1200 artifact *t = (artifact *) malloc (sizeof (artifact)); 1129 return salloc0 <artifact> ();
1201
1202 if (t == NULL)
1203 fatal (OUT_OF_MEMORY);
1204 t->item = NULL;
1205 t->next = NULL;
1206 t->chance = 0;
1207 t->difficulty = 0;
1208 t->allowed = NULL;
1209 return t;
1210} 1130}
1211 1131
1212/* 1132/*
1213 * Searches the artifact lists and returns one that has the same type 1133 * Searches the artifact lists and returns one that has the same type
1214 * of objects on it. 1134 * of objects on it.
1215 */ 1135 */
1216
1217artifactlist * 1136artifactlist *
1218find_artifactlist (int type) 1137find_artifactlist (int type)
1219{ 1138{
1220 artifactlist *al;
1221
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1139 for (artifactlist *al = first_artifactlist; al; al = al->next)
1223 if (al->type == type) 1140 if (al->type == type)
1224 return al; 1141 return al;
1142
1225 return NULL; 1143 return 0;
1226} 1144}
1227 1145
1228/* 1146/*
1229 * For debugging purposes. Dumps all tables. 1147 * For debugging purposes. Dumps all tables.
1230 */ 1148 */
1231
1232void 1149void
1233dump_artifacts (void) 1150dump_artifacts (void)
1234{ 1151{
1235 artifactlist *al; 1152 artifactlist *al;
1236 artifact *art; 1153 artifact *art;
1243 for (art = al->items; art != NULL; art = art->next) 1160 for (art = al->items; art != NULL; art = art->next)
1244 { 1161 {
1245 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1162 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1246 if (art->allowed != NULL) 1163 if (art->allowed != NULL)
1247 { 1164 {
1248 fprintf (logfile, "\tAllowed combinations:"); 1165 fprintf (logfile, "\tallowed combinations:");
1249 for (next = art->allowed; next != NULL; next = next->next) 1166 for (next = art->allowed; next != NULL; next = next->next)
1250 fprintf (logfile, "%s,", &next->name); 1167 fprintf (logfile, "%s,", &next->name);
1251 fprintf (logfile, "\n"); 1168 fprintf (logfile, "\n");
1252 } 1169 }
1253 } 1170 }
1264 treasurelist *tl; 1181 treasurelist *tl;
1265 int i; 1182 int i;
1266 1183
1267 if (depth > 100) 1184 if (depth > 100)
1268 return; 1185 return;
1269 while (t != NULL) 1186
1187 while (t)
1270 { 1188 {
1271 if (t->name != NULL) 1189 if (t->name)
1272 { 1190 {
1273 for (i = 0; i < depth; i++) 1191 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1192 fprintf (logfile, " ");
1193
1275 fprintf (logfile, "{ (list: %s)\n", &t->name); 1194 fprintf (logfile, "{ (list: %s)\n", &t->name);
1195
1276 tl = find_treasurelist (t->name); 1196 tl = treasurelist::find (t->name);
1277 if (tl) 1197 if (tl)
1278 dump_monster_treasure_rec (name, tl->items, depth + 2); 1198 dump_monster_treasure_rec (name, tl->items, depth + 2);
1199
1279 for (i = 0; i < depth; i++) 1200 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " "); 1201 fprintf (logfile, " ");
1202
1281 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1203 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1282 } 1204 }
1283 else 1205 else
1284 { 1206 {
1285 for (i = 0; i < depth; i++) 1207 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " "); 1208 fprintf (logfile, " ");
1209
1287 if (t->item->clone.type == FLESH) 1210 if (t->item && t->item->clone.type == FLESH)
1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1211 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1289 else 1212 else
1290 fprintf (logfile, "%s\n", &t->item->clone.name); 1213 fprintf (logfile, "%s\n", &t->item->clone.name);
1291 } 1214 }
1215
1292 if (t->next_yes != NULL) 1216 if (t->next_yes)
1293 { 1217 {
1294 for (i = 0; i < depth; i++) 1218 for (i = 0; i < depth; i++)
1295 fprintf (logfile, " "); 1219 fprintf (logfile, " ");
1220
1296 fprintf (logfile, " (if yes)\n"); 1221 fprintf (logfile, " (if yes)\n");
1297 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1222 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1298 } 1223 }
1224
1299 if (t->next_no != NULL) 1225 if (t->next_no)
1300 { 1226 {
1301 for (i = 0; i < depth; i++) 1227 for (i = 0; i < depth; i++)
1302 fprintf (logfile, " "); 1228 fprintf (logfile, " ");
1229
1303 fprintf (logfile, " (if no)\n"); 1230 fprintf (logfile, " (if no)\n");
1304 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1231 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1305 } 1232 }
1233
1306 t = t->next; 1234 t = t->next;
1307 } 1235 }
1308} 1236}
1309 1237
1310/* 1238/*
1311 * For debugging purposes. Dumps all treasures for a given monster. 1239 * For debugging purposes. Dumps all treasures for a given monster.
1312 * Created originally by Raphael Quinet for debugging the alchemy code. 1240 * Created originally by Raphael Quinet for debugging the alchemy code.
1313 */ 1241 */
1314
1315void 1242void
1316dump_monster_treasure (const char *name) 1243dump_monster_treasure (const char *name)
1317{ 1244{
1318 archetype *at; 1245 archetype *at;
1319 int found; 1246 int found;
1320 1247
1321 found = 0; 1248 found = 0;
1322 fprintf (logfile, "\n"); 1249 fprintf (logfile, "\n");
1250
1323 for (at = first_archetype; at != NULL; at = at->next) 1251 for (at = first_archetype; at != NULL; at = at->next)
1324 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1252 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1325 { 1253 {
1326 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1254 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1327 if (at->clone.randomitems != NULL) 1255 if (at->clone.randomitems != NULL)
1328 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1256 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1329 else 1257 else
1330 fprintf (logfile, "(nothing)\n"); 1258 fprintf (logfile, "(nothing)\n");
1259
1331 fprintf (logfile, "\n"); 1260 fprintf (logfile, "\n");
1332 found++; 1261 found++;
1333 } 1262 }
1263
1334 if (found == 0) 1264 if (found == 0)
1335 fprintf (logfile, "No objects have the name %s!\n\n", name); 1265 fprintf (logfile, "No objects have the name %s!\n\n", name);
1336} 1266}
1337 1267
1338/* 1268/*
1339 * Builds up the lists of artifacts from the file in the libdir. 1269 * Builds up the lists of artifacts from the file in the libdir.
1340 */ 1270 */
1341
1342void 1271void
1343init_artifacts (void) 1272init_artifacts (void)
1344{ 1273{
1345 static int has_been_inited = 0; 1274 static int has_been_inited = 0;
1346 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1275 char filename[MAX_BUF];
1347 artifact *art = NULL; 1276 artifact *art = NULL;
1348 linked_char *tmp;
1349 int value;
1350 artifactlist *al; 1277 artifactlist *al;
1351 1278
1352 if (has_been_inited) 1279 if (has_been_inited)
1353 return; 1280 return;
1354 else 1281 else
1355 has_been_inited = 1; 1282 has_been_inited = 1;
1356 1283
1357 sprintf (filename, "%s/artifacts", settings.datadir); 1284 sprintf (filename, "%s/artifacts", settings.datadir);
1358 object_thawer thawer (filename); 1285 object_thawer f (filename);
1359 1286
1360 if (!thawer) 1287 if (!f)
1361 return; 1288 return;
1362 1289
1363 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1290 f.next ();
1364 {
1365 if (*buf == '#')
1366 continue;
1367 if ((cp = strchr (buf, '\n')) != NULL)
1368 *cp = '\0';
1369 cp = buf;
1370 while (*cp == ' ') /* Skip blanks */
1371 cp++;
1372 if (*cp == '\0')
1373 continue;
1374 1291
1375 if (!strncmp (cp, "Allowed", 7)) 1292 for (;;)
1293 {
1294 switch (f.kw)
1376 { 1295 {
1296 case KW_allowed:
1377 if (art == NULL) 1297 if (!art)
1298 art = get_empty_artifact ();
1299
1378 { 1300 {
1379 art = get_empty_artifact (); 1301 if (!strcmp (f.get_str (), "all"))
1380 nrofartifacts++; 1302 break;
1303
1304 char *next, *cp = f.get_str ();
1305
1306 do
1307 {
1308 if ((next = strchr (cp, ',')))
1309 *next++ = '\0';
1310
1311 linked_char *tmp = new linked_char;
1312
1313 tmp->name = cp;
1314 tmp->next = art->allowed;
1315 art->allowed = tmp;
1316 }
1317 while ((cp = next));
1381 } 1318 }
1382 cp = strchr (cp, ' ') + 1; 1319 break;
1383 if (!strcmp (cp, "all")) 1320
1321 case KW_chance:
1322 f.get (art->chance);
1323 break;
1324
1325 case KW_difficulty:
1326 f.get (art->difficulty);
1327 break;
1328
1329 case KW_object:
1330 {
1331 art->item = object::create ();
1332
1333 if (!art->item->parse_kv (f))
1334 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1335
1336 al = find_artifactlist (art->item->type);
1337
1338 if (!al)
1339 {
1340 al = get_empty_artifactlist ();
1341 al->type = art->item->type;
1342 al->next = first_artifactlist;
1343 first_artifactlist = al;
1344 }
1345
1346 art->next = al->items;
1347 al->items = art;
1348 art = 0;
1349 }
1384 continue; 1350 continue;
1385 1351
1386 do 1352 case KW_EOF:
1353 goto done;
1354
1355 default:
1356 if (!f.parse_error ("artifacts file"))
1357 cleanup ("artifacts file required");
1387 { 1358 break;
1388 nrofallowedstr++;
1389 if ((next = strchr (cp, ',')) != NULL)
1390 *(next++) = '\0';
1391 tmp = new linked_char;
1392
1393 tmp->name = cp;
1394 tmp->next = art->allowed;
1395 art->allowed = tmp;
1396 }
1397 while ((cp = next) != NULL);
1398 }
1399 else if (sscanf (cp, "chance %d", &value))
1400 art->chance = (uint16) value;
1401 else if (sscanf (cp, "difficulty %d", &value))
1402 art->difficulty = (uint8) value;
1403 else if (!strncmp (cp, "Object", 6))
1404 { 1359 }
1405 art->item = object::create ();
1406 1360
1407 if (!load_object (thawer, art->item, 0)) 1361 f.next ();
1408 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1409
1410 art->item->name = strchr (cp, ' ') + 1;
1411 al = find_artifactlist (art->item->type);
1412 if (al == NULL)
1413 {
1414 al = get_empty_artifactlist ();
1415 al->type = art->item->type;
1416 al->next = first_artifactlist;
1417 first_artifactlist = al;
1418 }
1419 art->next = al->items;
1420 al->items = art;
1421 art = NULL;
1422 }
1423 else
1424 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1425 } 1362 }
1426 1363
1364done:
1427 for (al = first_artifactlist; al != NULL; al = al->next) 1365 for (al = first_artifactlist; al; al = al->next)
1428 { 1366 {
1367 al->total_chance = 0;
1368
1429 for (art = al->items; art != NULL; art = art->next) 1369 for (art = al->items; art; art = art->next)
1430 { 1370 {
1431 if (!art->chance) 1371 if (!art->chance)
1432 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1372 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1433 else 1373 else
1434 al->total_chance += art->chance; 1374 al->total_chance += art->chance;
1439 } 1379 }
1440 1380
1441 LOG (llevDebug, "done.\n"); 1381 LOG (llevDebug, "done.\n");
1442} 1382}
1443 1383
1444
1445/* 1384/*
1446 * Used in artifact generation. The bonuses of the first object 1385 * Used in artifact generation. The bonuses of the first object
1447 * is modified by the bonuses of the second object. 1386 * is modified by the bonuses of the second object.
1448 */ 1387 */
1449
1450void 1388void
1451add_abilities (object *op, object *change) 1389add_abilities (object *op, object *change)
1452{ 1390{
1453 int i, tmp; 1391 int i, tmp;
1454 1392
1455 if (change->face != blank_face) 1393 if (change->face != blank_face)
1456 { 1394 {
1457#ifdef TREASURE_VERBOSE 1395#ifdef TREASURE_VERBOSE
1458 LOG (llevDebug, "FACE: %d\n", change->face->number); 1396 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1459#endif 1397#endif
1460 op->face = change->face; 1398 op->face = change->face;
1461 } 1399 }
1462 1400
1463 for (i = 0; i < NUM_STATS; i++) 1401 for (i = 0; i < NUM_STATS; i++)
1499 CLEAR_FLAG (op, FLAG_ANIMATE); 1437 CLEAR_FLAG (op, FLAG_ANIMATE);
1500 /* so artifacts will join */ 1438 /* so artifacts will join */
1501 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1439 if (!QUERY_FLAG (op, FLAG_ALIVE))
1502 op->speed = 0.0; 1440 op->speed = 0.0;
1503 1441
1504 update_ob_speed (op); 1442 op->set_speed (op->speed);
1505 } 1443 }
1506 1444
1507 if (change->nrof) 1445 if (change->nrof)
1508 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1446 op->nrof = rndm (change->nrof) + 1;
1509 1447
1510 op->stats.exp += change->stats.exp; /* Speed modifier */ 1448 op->stats.exp += change->stats.exp; /* Speed modifier */
1511 op->stats.wc += change->stats.wc; 1449 op->stats.wc += change->stats.wc;
1512 op->stats.ac += change->stats.ac; 1450 op->stats.ac += change->stats.ac;
1513 1451
1616 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1554 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1617 } 1555 }
1618 1556
1619 op->value *= change->value; 1557 op->value *= change->value;
1620 1558
1621 if (change->material) 1559 if (change->materials)
1622 op->material = change->material; 1560 op->materials = change->materials;
1623 1561
1624 if (change->materialname) 1562 if (change->materialname)
1625 op->materialname = change->materialname; 1563 op->materialname = change->materialname;
1626 1564
1627 if (change->slaying) 1565 if (change->slaying)
1644 if (art->allowed == (linked_char *) NULL) 1582 if (art->allowed == (linked_char *) NULL)
1645 return 1; /* Ie, "all" */ 1583 return 1; /* Ie, "all" */
1646 for (tmp = art->allowed; tmp; tmp = tmp->next) 1584 for (tmp = art->allowed; tmp; tmp = tmp->next)
1647 { 1585 {
1648#ifdef TREASURE_VERBOSE 1586#ifdef TREASURE_VERBOSE
1649 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1587 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1650#endif 1588#endif
1651 if (*tmp->name == '!') 1589 if (*tmp->name == '!')
1652 name = tmp->name + 1, neg = 1; 1590 name = tmp->name + 1, neg = 1;
1653 else 1591 else
1654 name = tmp->name, neg = 0; 1592 name = tmp->name, neg = 0;
1721 return; 1659 return;
1722 } 1660 }
1723 1661
1724 for (i = 0; i < ARTIFACT_TRIES; i++) 1662 for (i = 0; i < ARTIFACT_TRIES; i++)
1725 { 1663 {
1726 int roll = RANDOM () % al->total_chance; 1664 int roll = rndm (al->total_chance);
1727 1665
1728 for (art = al->items; art != NULL; art = art->next) 1666 for (art = al->items; art; art = art->next)
1729 { 1667 {
1730 roll -= art->chance; 1668 roll -= art->chance;
1731 if (roll < 0) 1669 if (roll < 0)
1732 break; 1670 break;
1733 } 1671 }
1749 continue; 1687 continue;
1750 1688
1751 if (!legal_artifact_combination (op, art)) 1689 if (!legal_artifact_combination (op, art))
1752 { 1690 {
1753#ifdef TREASURE_VERBOSE 1691#ifdef TREASURE_VERBOSE
1754 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1692 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1755#endif 1693#endif
1756 continue; 1694 continue;
1757 } 1695 }
1696
1758 give_artifact_abilities (op, art->item); 1697 give_artifact_abilities (op, art->item);
1759 return; 1698 return;
1760 } 1699 }
1761} 1700}
1762 1701
1806 SET_FLAG (item, FLAG_NO_STEAL); 1745 SET_FLAG (item, FLAG_NO_STEAL);
1807 } 1746 }
1808} 1747}
1809 1748
1810/* special_potion() - so that old potion code is still done right. */ 1749/* special_potion() - so that old potion code is still done right. */
1811
1812int 1750int
1813special_potion (object *op) 1751special_potion (object *op)
1814{ 1752{
1815
1816 int i;
1817
1818 if (op->attacktype) 1753 if (op->attacktype)
1819 return 1; 1754 return 1;
1820 1755
1821 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1756 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1822 return 1; 1757 return 1;
1823 1758
1824 for (i = 0; i < NROFATTACKS; i++) 1759 for (int i = 0; i < NROFATTACKS; i++)
1825 if (op->resist[i]) 1760 if (op->resist[i])
1826 return 1; 1761 return 1;
1827 1762
1828 return 0; 1763 return 0;
1829} 1764}
1830 1765
1831void 1766void
1832free_treasurestruct (treasure *t) 1767free_treasurestruct (treasure *t)
1833{ 1768{
1834 if (t->next)
1835 free_treasurestruct (t->next); 1769 if (t->next) free_treasurestruct (t->next);
1836 if (t->next_yes)
1837 free_treasurestruct (t->next_yes); 1770 if (t->next_yes) free_treasurestruct (t->next_yes);
1838 if (t->next_no)
1839 free_treasurestruct (t->next_no); 1771 if (t->next_no) free_treasurestruct (t->next_no);
1840 1772
1841 delete t; 1773 delete t;
1842} 1774}
1843 1775
1844void 1776void
1849 1781
1850 delete lc; 1782 delete lc;
1851} 1783}
1852 1784
1853void 1785void
1854free_artifact (artifact * at) 1786free_artifact (artifact *at)
1855{ 1787{
1856 if (at->next)
1857 free_artifact (at->next); 1788 if (at->next) free_artifact (at->next);
1858
1859 if (at->allowed)
1860 free_charlinks (at->allowed); 1789 if (at->allowed) free_charlinks (at->allowed);
1861 1790
1862 at->item->destroy (1); 1791 at->item->destroy (1);
1863 1792
1864 delete at; 1793 sfree (at);
1865} 1794}
1866 1795
1867void 1796void
1868free_artifactlist (artifactlist * al) 1797free_artifactlist (artifactlist *al)
1869{ 1798{
1870 artifactlist *nextal; 1799 artifactlist *nextal;
1871 1800
1872 for (al = first_artifactlist; al; al = nextal) 1801 for (al = first_artifactlist; al; al = nextal)
1873 { 1802 {
1874 nextal = al->next; 1803 nextal = al->next;
1875 1804
1876 if (al->items) 1805 if (al->items)
1877 free_artifact (al->items); 1806 free_artifact (al->items);
1878 1807
1879 free (al); 1808 sfree (al);
1880 } 1809 }
1881} 1810}
1882 1811
1883void 1812void
1884free_all_treasures (void) 1813free_all_treasures (void)
1885{ 1814{
1886 treasurelist *tl, *next; 1815 treasurelist *tl, *next;
1887 1816
1888
1889 for (tl = first_treasurelist; tl != NULL; tl = next) 1817 for (tl = first_treasurelist; tl; tl = next)
1890 { 1818 {
1819 clear (tl);
1820
1891 next = tl->next; 1821 next = tl->next;
1892 if (tl->items)
1893 free_treasurestruct (tl->items);
1894 delete tl; 1822 delete tl;
1895 } 1823 }
1824
1896 free_artifactlist (first_artifactlist); 1825 free_artifactlist (first_artifactlist);
1897} 1826}

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