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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.29 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.43 by root, Mon Apr 16 11:09:30 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[]; 46
47typedef std::tr1::unordered_map<
48 const char *,
49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
55
56static tl_map_t tl_map;
45 57
46/* 58/*
47 * Initialize global archtype pointers: 59 * Initialize global archtype pointers:
48 */ 60 */
49
50void 61void
51init_archetype_pointers () 62init_archetype_pointers ()
52{ 63{
53 int prev_warn = warn_archetypes; 64 int prev_warn = warn_archetypes;
54 65
55 warn_archetypes = 1; 66 warn_archetypes = 1;
67
56 if (ring_arch == NULL) 68 if (ring_arch == NULL)
57 ring_arch = archetype::find ("ring"); 69 ring_arch = archetype::find ("ring");
58 if (amulet_arch == NULL) 70 if (amulet_arch == NULL)
59 amulet_arch = archetype::find ("amulet"); 71 amulet_arch = archetype::find ("amulet");
60 if (staff_arch == NULL) 72 if (staff_arch == NULL)
61 staff_arch = archetype::find ("staff"); 73 staff_arch = archetype::find ("staff");
62 if (crown_arch == NULL) 74 if (crown_arch == NULL)
63 crown_arch = archetype::find ("crown"); 75 crown_arch = archetype::find ("crown");
76
64 warn_archetypes = prev_warn; 77 warn_archetypes = prev_warn;
65} 78}
66 79
67/* 80/*
68 * Allocate and return the pointer to an empty treasurelist structure. 81 * Searches for the given treasurelist in the globally linked list
82 * of treasurelists which has been built by load_treasures().
69 */ 83 */
70
71static treasurelist * 84treasurelist *
72get_empty_treasurelist (void) 85treasurelist::find (const char *name)
73{ 86{
87 if (!name)
88 return 0;
89
90 AUTODECL (i, tl_map.find (name));
91
92 if (i == tl_map.end ())
93 return 0;
94
95 return i->second;
96}
97
98/*
99 * Searches for the given treasurelist in the globally linked list
100 * of treasurelists which has been built by load_treasures().
101 */
102treasurelist *
103treasurelist::get (const char *name)
104{
105 treasurelist *tl = find (name);
106
107 if (!tl)
108 {
74 return new treasurelist; 109 tl = new treasurelist;
75}
76 110
77/* 111 tl->name = name;
78 * Allocate and return the pointer to an empty treasure structure. 112 tl->next = first_treasurelist;
79 */ 113 first_treasurelist = tl;
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85 114
86 t->chance = 100; 115 tl_map.insert (std::make_pair (tl->name, tl));
116 }
87 117
88 return t; 118 return tl;
119}
120
121//TODO: class method
122void
123clear (treasurelist *tl)
124{
125 if (tl->items)
126 {
127 free_treasurestruct (tl->items);
128 tl->items = 0;
129 }
89} 130}
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) 137load_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; 140 int value;
102 141
103 nroftreasures++; 142 nroftreasures++;
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 143
108 if (*buf == '#') 144 for (;;)
109 continue; 145 {
110 if ((cp = strchr (buf, '\n')) != NULL) 146 coroapi::cede_every (10);
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 147
116 if (sscanf (cp, "arch %s", variable)) 148 f.next ();
117 { 149
118 if ((t->item = archetype::find (variable)) == NULL) 150 switch (f.kw)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 151 {
121 else if (sscanf (cp, "list %s", variable)) 152 case KW_arch:
122 t->name = variable; 153 if (!(t->item = archetype::find (f.get_str ())))
123 else if (sscanf (cp, "change_name %s", variable)) 154 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
124 t->change_arch.name = variable; 155 break;
125 else if (sscanf (cp, "change_title %s", variable)) 156
126 t->change_arch.title = variable; 157 case KW_list: f.get (t->name); break;
127 else if (sscanf (cp, "change_slaying %s", variable)) 158 case KW_change_name: f.get (t->change_arch.name); break;
128 t->change_arch.slaying = variable; 159 case KW_change_title: f.get (t->change_arch.title); break;
129 else if (sscanf (cp, "chance %d", &value)) 160 case KW_change_slaying: f.get (t->change_arch.slaying); break;
130 t->chance = (uint8) value; 161 case KW_chance: f.get (t->chance); break;
131 else if (sscanf (cp, "nrof %d", &value)) 162 case KW_nrof: f.get (t->nrof); break;
132 t->nrof = (uint16) value; 163 case KW_magic: f.get (t->magic); break;
133 else if (sscanf (cp, "magic %d", &value)) 164
134 t->magic = (uint8) value; 165 case KW_yes: t->next_yes = load_treasure (f); break;
135 else if (!strcmp (cp, "yes")) 166 case KW_no: t->next_no = load_treasure (f); break;
136 t->next_yes = load_treasure (fp, line); 167
137 else if (!strcmp (cp, "no")) 168 case KW_end:
138 t->next_no = load_treasure (fp, line);
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; 169 return t;
170
171 case KW_more:
172 t->next = load_treasure (f);
173 return t;
174
175 default:
176 if (!f.parse_error ("treasure list"))
177 return t; // error
178
179 return t;
145 } 180 }
146 else
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
148 } 181 }
149 LOG (llevError, "treasure lacks 'end'.\n");
150 return t;
151} 182}
152 183
153#ifdef TREASURE_DEBUG 184#ifdef TREASURE_DEBUG
154
155/* recursived checks the linked list. Treasurelist is passed only 185/* recursived checks the linked list. Treasurelist is passed only
156 * so that the treasure name can be printed out 186 * so that the treasure name can be printed out
157 */ 187 */
158static void 188static void
159check_treasurelist (const treasure *t, const treasurelist * tl) 189check_treasurelist (const treasure *t, const treasurelist * tl)
160{ 190{
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)) 191 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); 192 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 */ 193
166 if (t->name && *t->name)
167 (void) find_treasurelist (t->name);
168 if (t->next) 194 if (t->next)
169 check_treasurelist (t->next, tl); 195 check_treasurelist (t->next, tl);
196
170 if (t->next_yes) 197 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl); 198 check_treasurelist (t->next_yes, tl);
199
172 if (t->next_no) 200 if (t->next_no)
173 check_treasurelist (t->next_no, tl); 201 check_treasurelist (t->next_no, tl);
174} 202}
175#endif 203#endif
176 204
177/* 205/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 206 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 207 * Each treasure is parsed with the help of load_treasure().
180 */ 208 */
181 209bool
182void 210load_treasure_file (const char *filename)
183load_treasures (void)
184{ 211{
185 FILE *fp;
186 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187 treasurelist *previous = NULL;
188 treasure *t; 212 treasure *t;
189 int comp, line = 0; 213 int comp, line = 0;
190 214
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 215 object_thawer f (filename);
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 216
217 if (!f)
193 { 218 {
194 LOG (llevError, "Can't open treasure file.\n"); 219 LOG (llevError, "Can't open treasure file.\n");
195 return; 220 return false;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 { 221 }
199 line++;
200 if (*buf == '#')
201 continue;
202 222
203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 223 f.next ();
204 {
205 treasurelist *tl = get_empty_treasurelist ();
206 224
207 tl->name = name; 225 for (;;)
208 if (previous == NULL) 226 {
209 first_treasurelist = tl; 227 switch (f.kw)
210 else 228 {
211 previous->next = tl; 229 case KW_treasure:
212 previous = tl; 230 case KW_treasureone:
213 tl->items = load_treasure (fp, &line);
214
215 /* 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
217 * fields of the treasures are not being used.
218 */
219 if (!strncmp (buf, "treasureone", 11))
220 { 231 {
221 for (t = tl->items; t != NULL; t = t->next) 232 bool one = f.kw == KW_treasureone;
233 treasurelist *tl = treasurelist::get (f.get_str ());
234
235 clear (tl);
236 tl->items = load_treasure (f);
237
238 if (!tl->items)
239 return false;
240
241 /* This is a one of the many items on the list should be generated.
242 * Add up the chance total, and check to make sure the yes & no
243 * fields of the treasures are not being used.
244 */
245 if (one)
222 { 246 {
247 for (t = tl->items; t; t = t->next)
248 {
223#ifdef TREASURE_DEBUG 249#ifdef TREASURE_DEBUG
224 if (t->next_yes || t->next_no) 250 if (t->next_yes || t->next_no)
225 { 251 {
226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 252 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"); 253 LOG (llevError, " the next_yes or next_no field is set\n");
254 }
255#endif
256 tl->total_chance += t->chance;
228 } 257 }
229#endif
230 tl->total_chance += t->chance;
231 } 258 }
232 } 259 }
233 } 260 break;
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);
238 261
262 case KW_EOF:
239#ifdef TREASURE_DEBUG 263#ifdef TREASURE_DEBUG
240 /* Perform some checks on how valid the treasure data actually is. 264 /* Perform some checks on how valid the treasure data actually is.
241 * verify that list transitions work (ie, the list that it is supposed 265 * verify that list transitions work (ie, the list that it is supposed
242 * to transition to exists). Also, verify that at least the name 266 * to transition to exists). Also, verify that at least the name
243 * or archetype is set for each treasure element. 267 * or archetype is set for each treasure element.
244 */ 268 */
245 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 269 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
246 check_treasurelist (previous->items, previous); 270 check_treasurelist (tl->items, tl);
247#endif 271#endif
248}
249
250/*
251 * Searches for the given treasurelist in the globally linked list
252 * of treasurelists which has been built by load_treasures().
253 */
254
255treasurelist *
256find_treasurelist (const char *name)
257{
258 shstr_cmp name_ (name);
259
260 if (!name_)
261 return 0;
262
263 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name)
265 return tl; 272 return true;
266 273
267 if (first_treasurelist) 274 default:
268 LOG (llevError, "Couldn't find treasurelist %s\n", name); 275 if (!f.parse_error ("treasure lists"))
276 return false;
269 277
270 return 0; 278 break;
271} 279 }
272 280
281 f.next ();
282 }
283}
273 284
274/* 285/*
275 * Generates the objects specified by the given treasure. 286 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 287 * It goes recursively through the rest of the linked list.
277 * If there is a certain percental chance for a treasure to be generated, 288 * If there is a certain percental chance for a treasure to be generated,
327 338
328 if (t->change_arch.slaying) 339 if (t->change_arch.slaying)
329 op->slaying = t->change_arch.slaying; 340 op->slaying = t->change_arch.slaying;
330} 341}
331 342
332void 343static void
333create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 344create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
334{ 345{
335 object *tmp;
336
337 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 346 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
338 { 347 {
339 if (t->name) 348 if (t->name)
340 { 349 {
341 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 350 if (difficulty >= t->magic)
351 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries);
352 }
353 else
354 {
355 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
342 { 356 {
343 treasurelist *tl = find_treasurelist (t->name);
344 if (tl)
345 create_treasure (tl, op, flag, difficulty, tries);
346 }
347 }
348 else
349 {
350 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
351 {
352 tmp = arch_to_object (t->item); 357 object *tmp = arch_to_object (t->item);
358
353 if (t->nrof && tmp->nrof <= 1) 359 if (t->nrof && tmp->nrof <= 1)
354 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 360 tmp->nrof = rndm (t->nrof) + 1;
361
355 fix_generated_item (tmp, op, difficulty, t->magic, flag); 362 fix_generated_item (tmp, op, difficulty, t->magic, flag);
356 change_treasure (t, tmp); 363 change_treasure (t, tmp);
357 put_treasure (tmp, op, flag); 364 put_treasure (tmp, op, flag);
358 } 365 }
359 } 366 }
360 367
361 if (t->next_yes != NULL) 368 if (t->next_yes)
362 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 369 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
363 } 370 }
364 else if (t->next_no != NULL) 371 else if (t->next_no)
365 create_all_treasures (t->next_no, op, flag, difficulty, tries); 372 create_all_treasures (t->next_no, op, flag, difficulty, tries);
366 373
367 if (t->next != NULL) 374 if (t->next)
368 create_all_treasures (t->next, op, flag, difficulty, tries); 375 create_all_treasures (t->next, op, flag, difficulty, tries);
369} 376}
370 377
371void 378static void
372create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 379create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
373{ 380{
374 int value = RANDOM () % tl->total_chance; 381 int value = rndm (tl->total_chance);
375 treasure *t; 382 treasure *t;
376 383
377 if (tries++ > 100) 384 if (tries++ > 100)
378 { 385 {
379 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 386 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
380 return; 387 return;
381 } 388 }
382 389
383 for (t = tl->items; t != NULL; t = t->next) 390 for (t = tl->items; t; t = t->next)
384 { 391 {
385 value -= t->chance; 392 value -= t->chance;
386 393
387 if (value < 0) 394 if (value < 0)
388 break; 395 break;
389 } 396 }
390 397
391 if (!t || value >= 0) 398 if (!t || value >= 0)
392 {
393 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 399 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
394 abort ();
395 return;
396 }
397 400
398 if (t->name) 401 if (t->name)
399 { 402 {
400 if (!strcmp (t->name, "NONE"))
401 return;
402
403 if (difficulty >= t->magic) 403 if (difficulty >= t->magic)
404 { 404 {
405 treasurelist *tl = find_treasurelist (t->name); 405 treasurelist *tl = treasurelist::find (t->name);
406 if (tl) 406 if (tl)
407 create_treasure (tl, op, flag, difficulty, tries); 407 create_treasure (tl, op, flag, difficulty, tries);
408 } 408 }
409 else if (t->nrof) 409 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 410 create_one_treasure (tl, op, flag, difficulty, tries);
411
412 return;
413 } 411 }
414
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 412 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
416 { 413 {
417 object *tmp = arch_to_object (t->item); 414 if (object *tmp = arch_to_object (t->item))
418 415 {
419 if (!tmp)
420 return;
421
422 if (t->nrof && tmp->nrof <= 1) 416 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 417 tmp->nrof = rndm (t->nrof) + 1;
424 418
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 419 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 420 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 421 put_treasure (tmp, op, flag);
422 }
428 } 423 }
429} 424}
430 425
431/* This calls the appropriate treasure creation function. tries is passed 426/* This calls the appropriate treasure creation function. tries is passed
432 * to determine how many list transitions or attempts to create treasure 427 * to determine how many list transitions or attempts to create treasure
434 * list transitions, or so that excessively good treasure will not be 429 * list transitions, or so that excessively good treasure will not be
435 * created on weak maps, because it will exceed the number of allowed tries 430 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 431 * to do that.
437 */ 432 */
438void 433void
439create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 434create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 435{
436 // empty treasurelists are legal
437 if (!tl->items)
438 return;
441 439
442 if (tries++ > 100) 440 if (tries++ > 100)
443 { 441 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 442 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return; 443 return;
446 } 444 }
445
447 if (t->total_chance) 446 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 447 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 448 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 449 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 450}
452 451
453/* This is similar to the old generate treasure function. However, 452/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 453 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 454 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 455 * inserted into, and then return that treausre
457 */ 456 */
458object * 457object *
459generate_treasure (treasurelist *t, int difficulty) 458generate_treasure (treasurelist *tl, int difficulty)
460{ 459{
461 difficulty = clamp (difficulty, 1, settings.max_level); 460 difficulty = clamp (difficulty, 1, settings.max_level);
462 461
463 object *ob = object::create (), *tmp; 462 object *ob = object::create (), *tmp;
464 463
465 create_treasure (t, ob, 0, difficulty, 0); 464 create_treasure (tl, ob, 0, difficulty, 0);
466 465
467 /* Don't want to free the object we are about to return */ 466 /* Don't want to free the object we are about to return */
468 tmp = ob->inv; 467 tmp = ob->inv;
469 if (tmp != NULL) 468 if (tmp != NULL)
470 tmp->remove (); 469 tmp->remove ();
483 * magical bonus "wanted". 482 * magical bonus "wanted".
484 */ 483 */
485 484
486static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 485static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
487 486
488/*chance of magic difficulty*/ 487// chance of magic difficulty
489
490/* +0 +1 +2 +3 +4 */ 488// +0 +1 +2 +3 +4
491 {95, 2, 2, 1, 0}, /*1 */ 489 {95, 2, 2, 1, 0}, // 1
492 {92, 5, 2, 1, 0}, /*2 */ 490 {92, 5, 2, 1, 0}, // 2
493 {85, 10, 4, 1, 0}, /*3 */ 491 {85, 10, 4, 1, 0}, // 3
494 {80, 14, 4, 2, 0}, /*4 */ 492 {80, 14, 4, 2, 0}, // 4
495 {75, 17, 5, 2, 1}, /*5 */ 493 {75, 17, 5, 2, 1}, // 5
496 {70, 18, 8, 3, 1}, /*6 */ 494 {70, 18, 8, 3, 1}, // 6
497 {65, 21, 10, 3, 1}, /*7 */ 495 {65, 21, 10, 3, 1}, // 7
498 {60, 22, 12, 4, 2}, /*8 */ 496 {60, 22, 12, 4, 2}, // 8
499 {55, 25, 14, 4, 2}, /*9 */ 497 {55, 25, 14, 4, 2}, // 9
500 {50, 27, 16, 5, 2}, /*10 */ 498 {50, 27, 16, 5, 2}, // 10
501 {45, 28, 18, 6, 3}, /*11 */ 499 {45, 28, 18, 6, 3}, // 11
502 {42, 28, 20, 7, 3}, /*12 */ 500 {42, 28, 20, 7, 3}, // 12
503 {40, 27, 21, 8, 4}, /*13 */ 501 {40, 27, 21, 8, 4}, // 13
504 {38, 25, 22, 10, 5}, /*14 */ 502 {38, 25, 22, 10, 5}, // 14
505 {36, 23, 23, 12, 6}, /*15 */ 503 {36, 23, 23, 12, 6}, // 15
506 {33, 21, 24, 14, 8}, /*16 */ 504 {33, 21, 24, 14, 8}, // 16
507 {31, 19, 25, 16, 9}, /*17 */ 505 {31, 19, 25, 16, 9}, // 17
508 {27, 15, 30, 18, 10}, /*18 */ 506 {27, 15, 30, 18, 10}, // 18
509 {20, 12, 30, 25, 13}, /*19 */ 507 {20, 12, 30, 25, 13}, // 19
510 {15, 10, 28, 30, 17}, /*20 */ 508 {15, 10, 28, 30, 17}, // 20
511 {13, 9, 27, 28, 23}, /*21 */ 509 {13, 9, 27, 28, 23}, // 21
512 {10, 8, 25, 28, 29}, /*22 */ 510 {10, 8, 25, 28, 29}, // 22
513 {8, 7, 23, 26, 36}, /*23 */ 511 { 8, 7, 23, 26, 36}, // 23
514 {6, 6, 20, 22, 46}, /*24 */ 512 { 6, 6, 20, 22, 46}, // 24
515 {4, 5, 17, 18, 56}, /*25 */ 513 { 4, 5, 17, 18, 56}, // 25
516 {2, 4, 12, 14, 68}, /*26 */ 514 { 2, 4, 12, 14, 68}, // 26
517 {0, 3, 7, 10, 80}, /*27 */ 515 { 0, 3, 7, 10, 80}, // 27
518 {0, 0, 3, 7, 90}, /*28 */ 516 { 0, 0, 3, 7, 90}, // 28
519 {0, 0, 0, 3, 97}, /*29 */ 517 { 0, 0, 0, 3, 97}, // 29
520 {0, 0, 0, 0, 100}, /*30 */ 518 { 0, 0, 0, 0, 100}, // 30
521 {0, 0, 0, 0, 100}, /*31 */ 519 { 0, 0, 0, 0, 100}, // 31
522}; 520};
523 521
524 522
525/* calculate the appropriate level for wands staves and scrolls. 523/* calculate the appropriate level for wands staves and scrolls.
526 * This code presumes that op has had its spell object created (in op->inv) 524 * This code presumes that op has had its spell object created (in op->inv)
559 * elmex Thu Aug 10 18:45:44 CEST 2006: 557 * elmex Thu Aug 10 18:45:44 CEST 2006:
560 * Scaling difficulty by max_level, as difficulty is a level and not some 558 * Scaling difficulty by max_level, as difficulty is a level and not some
561 * weird integer between 1-31. 559 * weird integer between 1-31.
562 * 560 *
563 */ 561 */
564
565int 562int
566magic_from_difficulty (int difficulty) 563magic_from_difficulty (int difficulty)
567{ 564{
568 int percent = 0, magic = 0; 565 int percent = 0, magic = 0;
569 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 566 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
574 scaled_diff = 0; 571 scaled_diff = 0;
575 572
576 if (scaled_diff >= DIFFLEVELS) 573 if (scaled_diff >= DIFFLEVELS)
577 scaled_diff = DIFFLEVELS - 1; 574 scaled_diff = DIFFLEVELS - 1;
578 575
579 percent = RANDOM () % 100; 576 percent = rndm (100);
580 577
581 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 578 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
582 { 579 {
583 percent -= difftomagic_list[scaled_diff][magic]; 580 percent -= difftomagic_list[scaled_diff][magic];
584 581
590 { 587 {
591 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);
592 magic = 0; 589 magic = 0;
593 } 590 }
594 591
595 magic = (RANDOM () % 3) ? magic : -magic; 592 magic = (rndm (3)) ? magic : -magic;
596 /* 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); */
597 594
598 return magic; 595 return magic;
599} 596}
600 597
615 if (op->arch) 612 if (op->arch)
616 { 613 {
617 if (op->type == ARMOUR) 614 if (op->type == ARMOUR)
618 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;
619 616
620 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 */
621 magic = (-magic); 618 magic = (-magic);
622 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
623 } 620 }
624 else 621 else
625 { 622 {
626 if (op->type == ARMOUR) 623 if (op->type == ARMOUR)
627 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
628 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 */
629 magic = (-magic); 626 magic = (-magic);
630 op->weight = (op->weight * (100 - magic * 10)) / 100; 627 op->weight = (op->weight * (100 - magic * 10)) / 100;
631 } 628 }
632} 629}
633 630
657 * 1) Since rings can have multiple bonuses, if the same bonus 654 * 1) Since rings can have multiple bonuses, if the same bonus
658 * is rolled again, increase it - the bonuses now stack with 655 * is rolled again, increase it - the bonuses now stack with
659 * other bonuses previously rolled and ones the item might natively have. 656 * other bonuses previously rolled and ones the item might natively have.
660 * 2) Add code to deal with new PR method. 657 * 2) Add code to deal with new PR method.
661 */ 658 */
662
663void 659void
664set_ring_bonus (object *op, int bonus) 660set_ring_bonus (object *op, int bonus)
665{ 661{
666 662
667 int r = RANDOM () % (bonus > 0 ? 25 : 11); 663 int r = rndm (bonus > 0 ? 25 : 11);
668 664
669 if (op->type == AMULET) 665 if (op->type == AMULET)
670 { 666 {
671 if (!(RANDOM () % 21)) 667 if (!(rndm (21)))
672 r = 20 + RANDOM () % 2; 668 r = 20 + rndm (2);
673 else 669 else
674 { 670 {
675 if (RANDOM () & 2) 671 if (rndm (2))
676 r = 10; 672 r = 10;
677 else 673 else
678 r = 11 + RANDOM () % 9; 674 r = 11 + rndm (9);
679 } 675 }
680 } 676 }
681 677
682 switch (r) 678 switch (r)
683 { 679 {
720 case 16: 716 case 16:
721 case 17: 717 case 17:
722 case 18: 718 case 18:
723 case 19: 719 case 19:
724 { 720 {
725 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 721 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
726 722
727 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
728 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 724 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
729 725
730 /* Cursed items need to have higher negative values to equal out with 726 /* Cursed items need to have higher negative values to equal out with
731 * positive values for how protections work out. Put another 727 * positive values for how protections work out. Put another
732 * little random element in since that they don't always end up with 728 * little random element in since that they don't always end up with
733 * even values. 729 * even values.
734 */ 730 */
735 if (bonus < 0) 731 if (bonus < 0)
736 val = 2 * -val - RANDOM () % b; 732 val = 2 * -val - rndm (b);
737 if (val > 35) 733 if (val > 35)
738 val = 35; /* Upper limit */ 734 val = 35; /* Upper limit */
739 b = 0; 735 b = 0;
736
740 while (op->resist[resist_table[resist]] != 0 && b < 4) 737 while (op->resist[resist_table[resist]] != 0 && b < 4)
741 {
742 resist = RANDOM () % num_resist_table; 738 resist = rndm (num_resist_table);
743 } 739
744 if (b == 4) 740 if (b == 4)
745 return; /* Not able to find a free resistance */ 741 return; /* Not able to find a free resistance */
742
746 op->resist[resist_table[resist]] = val; 743 op->resist[resist_table[resist]] = val;
747 /* We should probably do something more clever here to adjust value 744 /* We should probably do something more clever here to adjust value
748 * based on how good a resistance we gave. 745 * based on how good a resistance we gave.
749 */ 746 */
750 break; 747 break;
778 case 22: 775 case 22:
779 op->stats.exp += bonus; /* Speed! */ 776 op->stats.exp += bonus; /* Speed! */
780 op->value = (op->value * 2) / 3; 777 op->value = (op->value * 2) / 3;
781 break; 778 break;
782 } 779 }
780
783 if (bonus > 0) 781 if (bonus > 0)
784 op->value *= 2 * bonus; 782 op->value *= 2 * bonus;
785 else 783 else
786 op->value = -(op->value * 2 * bonus) / 3; 784 op->value = -(op->value * 2 * bonus) / 3;
787} 785}
792 * higher is the chance of returning a low number. 790 * higher is the chance of returning a low number.
793 * It is only used in fix_generated_treasure() to set bonuses on 791 * It is only used in fix_generated_treasure() to set bonuses on
794 * rings and amulets. 792 * rings and amulets.
795 * Another scheme is used to calculate the magic of weapons and armours. 793 * Another scheme is used to calculate the magic of weapons and armours.
796 */ 794 */
797
798int 795int
799get_magic (int diff) 796get_magic (int diff)
800{ 797{
801 int i; 798 int i;
802 799
803 if (diff < 3) 800 if (diff < 3)
804 diff = 3; 801 diff = 3;
802
805 for (i = 0; i < 4; i++) 803 for (i = 0; i < 4; i++)
806 if (RANDOM () % diff) 804 if (rndm (diff))
807 return i; 805 return i;
806
808 return 4; 807 return 4;
809} 808}
810 809
811#define DICE2 (get_magic(2)==2?2:1) 810#define DICE2 (get_magic(2)==2?2:1)
812#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 811#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
813 812
814/* 813/*
815 * fix_generated_item(): This is called after an item is generated, in 814 * fix_generated_item(): This is called after an item is generated, in
816 * order to set it up right. This produced magical bonuses, puts spells 815 * order to set it up right. This produced magical bonuses, puts spells
817 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 816 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
831 * value. 830 * value.
832 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 831 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
833 * a working object - don't change magic, value, etc, but set it material 832 * a working object - don't change magic, value, etc, but set it material
834 * type as appropriate, for objects that need spell objects, set those, etc 833 * type as appropriate, for objects that need spell objects, set those, etc
835 */ 834 */
836
837void 835void
838fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 836fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
839{ 837{
840 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
841 839
848 846
849 if (op->randomitems && op->type != SPELL) 847 if (op->randomitems && op->type != SPELL)
850 { 848 {
851 create_treasure (op->randomitems, op, flags, difficulty, 0); 849 create_treasure (op->randomitems, op, flags, difficulty, 0);
852 if (!op->inv) 850 if (!op->inv)
853 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 851 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
854 852
855 /* So the treasure doesn't get created again */ 853 /* So the treasure doesn't get created again */
856 op->randomitems = NULL; 854 op->randomitems = 0;
857 } 855 }
858 856
859 if (difficulty < 1) 857 if (difficulty < 1)
860 difficulty = 1; 858 difficulty = 1;
861 859
878 if (!op->magic && max_magic) 876 if (!op->magic && max_magic)
879 set_magic (difficulty, op, max_magic, flags); 877 set_magic (difficulty, op, max_magic, flags);
880 878
881 num_enchantments = calc_item_power (op, 1); 879 num_enchantments = calc_item_power (op, 1);
882 880
883 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 881 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
882 || op->type == HORN
883 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
884 * used for shop_floors or treasures */ 884 * used for shop_floors or treasures */
885 generate_artifact (op, difficulty); 885 generate_artifact (op, difficulty);
886 } 886 }
887 887
888 /* Object was made an artifact. Calculate its item_power rating. 888 /* Object was made an artifact. Calculate its item_power rating.
946 case WEAPON: 946 case WEAPON:
947 case ARMOUR: 947 case ARMOUR:
948 case SHIELD: 948 case SHIELD:
949 case HELMET: 949 case HELMET:
950 case CLOAK: 950 case CLOAK:
951 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 951 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
952 set_ring_bonus (op, -DICE2); 952 set_ring_bonus (op, -DICE2);
953 break; 953 break;
954 954
955 case BRACERS: 955 case BRACERS:
956 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 956 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
957 { 957 {
958 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 958 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
959 if (!QUERY_FLAG (op, FLAG_CURSED)) 959 if (!QUERY_FLAG (op, FLAG_CURSED))
960 op->value *= 3; 960 op->value *= 3;
961 } 961 }
987 */ 987 */
988 if (op->inv && op->randomitems) 988 if (op->inv && op->randomitems)
989 { 989 {
990 /* value multiplier is same as for scrolls */ 990 /* value multiplier is same as for scrolls */
991 op->value = (op->value * op->inv->value); 991 op->value = (op->value * op->inv->value);
992 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 992 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
993 } 993 }
994 else 994 else
995 { 995 {
996 op->name = "potion"; 996 op->name = "potion";
997 op->name_pl = "potions"; 997 op->name_pl = "potions";
998 } 998 }
999 999
1000 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 1000 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1001 SET_FLAG (op, FLAG_CURSED); 1001 SET_FLAG (op, FLAG_CURSED);
1002 break; 1002 break;
1003 } 1003 }
1004 1004
1005 case AMULET: 1005 case AMULET:
1015 } 1015 }
1016 1016
1017 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1017 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1018 break; 1018 break;
1019 1019
1020 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1020 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1021 SET_FLAG (op, FLAG_CURSED); 1021 SET_FLAG (op, FLAG_CURSED);
1022 1022
1023 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1023 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1024 1024
1025 if (op->type != RING) /* Amulets have only one ability */ 1025 if (op->type != RING) /* Amulets have only one ability */
1026 break; 1026 break;
1027 1027
1028 if (!(RANDOM () % 4)) 1028 if (!(rndm (4)))
1029 { 1029 {
1030 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1030 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1031 1031
1032 if (d > 0) 1032 if (d > 0)
1033 op->value *= 3; 1033 op->value *= 3;
1034 1034
1035 set_ring_bonus (op, d); 1035 set_ring_bonus (op, d);
1036 1036
1037 if (!(RANDOM () % 4)) 1037 if (!(rndm (4)))
1038 { 1038 {
1039 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1039 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1040 1040
1041 if (d > 0) 1041 if (d > 0)
1042 op->value *= 5; 1042 op->value *= 5;
1043 set_ring_bonus (op, d); 1043 set_ring_bonus (op, d);
1044 } 1044 }
1045 } 1045 }
1046 1046
1047 if (GET_ANIM_ID (op)) 1047 if (GET_ANIM_ID (op))
1048 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1048 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1049 1049
1050 break; 1050 break;
1051 1051
1052 case BOOK: 1052 case BOOK:
1053 /* Is it an empty book?, if yes lets make a special· 1053 /* Is it an empty book?, if yes lets make a special·
1054 * msg for it, and tailor its properties based on the· 1054 * msg for it, and tailor its properties based on the·
1055 * creator and/or map level we found it on. 1055 * creator and/or map level we found it on.
1056 */ 1056 */
1057 if (!op->msg && RANDOM () % 10) 1057 if (!op->msg && rndm (10))
1058 { 1058 {
1059 /* set the book level properly */ 1059 /* set the book level properly */
1060 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1060 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1061 { 1061 {
1062 if (op->map && op->map->difficulty) 1062 if (op->map && op->map->difficulty)
1063 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1063 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1064 else 1064 else
1065 op->level = RANDOM () % 20 + 1; 1065 op->level = rndm (20) + 1;
1066 } 1066 }
1067 else 1067 else
1068 op->level = RANDOM () % creator->level; 1068 op->level = rndm (creator->level);
1069 1069
1070 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1070 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1071 /* books w/ info are worth more! */ 1071 /* books w/ info are worth more! */
1072 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1072 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1073 /* creator related stuff */ 1073 /* creator related stuff */
1172 */ 1172 */
1173 1173
1174/* 1174/*
1175 * Allocate and return the pointer to an empty artifactlist structure. 1175 * Allocate and return the pointer to an empty artifactlist structure.
1176 */ 1176 */
1177
1178static artifactlist * 1177static artifactlist *
1179get_empty_artifactlist (void) 1178get_empty_artifactlist (void)
1180{ 1179{
1181 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1180 return salloc0 <artifactlist> ();
1182
1183 if (tl == NULL)
1184 fatal (OUT_OF_MEMORY);
1185 tl->next = NULL;
1186 tl->items = NULL;
1187 tl->total_chance = 0;
1188 return tl;
1189} 1181}
1190 1182
1191/* 1183/*
1192 * Allocate and return the pointer to an empty artifact structure. 1184 * Allocate and return the pointer to an empty artifact structure.
1193 */ 1185 */
1194
1195static artifact * 1186static artifact *
1196get_empty_artifact (void) 1187get_empty_artifact (void)
1197{ 1188{
1198 artifact *t = (artifact *) malloc (sizeof (artifact)); 1189 return salloc0 <artifact> ();
1199
1200 if (t == NULL)
1201 fatal (OUT_OF_MEMORY);
1202 t->item = NULL;
1203 t->next = NULL;
1204 t->chance = 0;
1205 t->difficulty = 0;
1206 t->allowed = NULL;
1207 return t;
1208} 1190}
1209 1191
1210/* 1192/*
1211 * Searches the artifact lists and returns one that has the same type 1193 * Searches the artifact lists and returns one that has the same type
1212 * of objects on it. 1194 * of objects on it.
1213 */ 1195 */
1214
1215artifactlist * 1196artifactlist *
1216find_artifactlist (int type) 1197find_artifactlist (int type)
1217{ 1198{
1218 artifactlist *al;
1219
1220 for (al = first_artifactlist; al != NULL; al = al->next) 1199 for (artifactlist *al = first_artifactlist; al; al = al->next)
1221 if (al->type == type) 1200 if (al->type == type)
1222 return al; 1201 return al;
1202
1223 return NULL; 1203 return 0;
1224} 1204}
1225 1205
1226/* 1206/*
1227 * For debugging purposes. Dumps all tables. 1207 * For debugging purposes. Dumps all tables.
1228 */ 1208 */
1229
1230void 1209void
1231dump_artifacts (void) 1210dump_artifacts (void)
1232{ 1211{
1233 artifactlist *al; 1212 artifactlist *al;
1234 artifact *art; 1213 artifact *art;
1241 for (art = al->items; art != NULL; art = art->next) 1220 for (art = al->items; art != NULL; art = art->next)
1242 { 1221 {
1243 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1222 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1244 if (art->allowed != NULL) 1223 if (art->allowed != NULL)
1245 { 1224 {
1246 fprintf (logfile, "\tAllowed combinations:"); 1225 fprintf (logfile, "\tallowed combinations:");
1247 for (next = art->allowed; next != NULL; next = next->next) 1226 for (next = art->allowed; next != NULL; next = next->next)
1248 fprintf (logfile, "%s,", &next->name); 1227 fprintf (logfile, "%s,", &next->name);
1249 fprintf (logfile, "\n"); 1228 fprintf (logfile, "\n");
1250 } 1229 }
1251 } 1230 }
1262 treasurelist *tl; 1241 treasurelist *tl;
1263 int i; 1242 int i;
1264 1243
1265 if (depth > 100) 1244 if (depth > 100)
1266 return; 1245 return;
1267 while (t != NULL) 1246
1247 while (t)
1268 { 1248 {
1269 if (t->name != NULL) 1249 if (t->name)
1270 { 1250 {
1271 for (i = 0; i < depth; i++) 1251 for (i = 0; i < depth; i++)
1272 fprintf (logfile, " "); 1252 fprintf (logfile, " ");
1253
1273 fprintf (logfile, "{ (list: %s)\n", &t->name); 1254 fprintf (logfile, "{ (list: %s)\n", &t->name);
1255
1274 tl = find_treasurelist (t->name); 1256 tl = treasurelist::find (t->name);
1275 if (tl) 1257 if (tl)
1276 dump_monster_treasure_rec (name, tl->items, depth + 2); 1258 dump_monster_treasure_rec (name, tl->items, depth + 2);
1259
1277 for (i = 0; i < depth; i++) 1260 for (i = 0; i < depth; i++)
1278 fprintf (logfile, " "); 1261 fprintf (logfile, " ");
1262
1279 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1263 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1280 } 1264 }
1281 else 1265 else
1282 { 1266 {
1283 for (i = 0; i < depth; i++) 1267 for (i = 0; i < depth; i++)
1284 fprintf (logfile, " "); 1268 fprintf (logfile, " ");
1269
1285 if (t->item->clone.type == FLESH) 1270 if (t->item && t->item->clone.type == FLESH)
1286 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1271 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1287 else 1272 else
1288 fprintf (logfile, "%s\n", &t->item->clone.name); 1273 fprintf (logfile, "%s\n", &t->item->clone.name);
1289 } 1274 }
1275
1290 if (t->next_yes != NULL) 1276 if (t->next_yes)
1291 { 1277 {
1292 for (i = 0; i < depth; i++) 1278 for (i = 0; i < depth; i++)
1293 fprintf (logfile, " "); 1279 fprintf (logfile, " ");
1280
1294 fprintf (logfile, " (if yes)\n"); 1281 fprintf (logfile, " (if yes)\n");
1295 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1282 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1296 } 1283 }
1284
1297 if (t->next_no != NULL) 1285 if (t->next_no)
1298 { 1286 {
1299 for (i = 0; i < depth; i++) 1287 for (i = 0; i < depth; i++)
1300 fprintf (logfile, " "); 1288 fprintf (logfile, " ");
1289
1301 fprintf (logfile, " (if no)\n"); 1290 fprintf (logfile, " (if no)\n");
1302 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1291 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1303 } 1292 }
1293
1304 t = t->next; 1294 t = t->next;
1305 } 1295 }
1306} 1296}
1307 1297
1308/* 1298/*
1309 * For debugging purposes. Dumps all treasures for a given monster. 1299 * For debugging purposes. Dumps all treasures for a given monster.
1310 * Created originally by Raphael Quinet for debugging the alchemy code. 1300 * Created originally by Raphael Quinet for debugging the alchemy code.
1311 */ 1301 */
1312
1313void 1302void
1314dump_monster_treasure (const char *name) 1303dump_monster_treasure (const char *name)
1315{ 1304{
1316 archetype *at; 1305 archetype *at;
1317 int found; 1306 int found;
1318 1307
1319 found = 0; 1308 found = 0;
1320 fprintf (logfile, "\n"); 1309 fprintf (logfile, "\n");
1310
1321 for (at = first_archetype; at != NULL; at = at->next) 1311 for (at = first_archetype; at != NULL; at = at->next)
1322 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1312 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1323 { 1313 {
1324 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1314 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1325 if (at->clone.randomitems != NULL) 1315 if (at->clone.randomitems != NULL)
1326 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1316 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1327 else 1317 else
1328 fprintf (logfile, "(nothing)\n"); 1318 fprintf (logfile, "(nothing)\n");
1319
1329 fprintf (logfile, "\n"); 1320 fprintf (logfile, "\n");
1330 found++; 1321 found++;
1331 } 1322 }
1323
1332 if (found == 0) 1324 if (found == 0)
1333 fprintf (logfile, "No objects have the name %s!\n\n", name); 1325 fprintf (logfile, "No objects have the name %s!\n\n", name);
1334} 1326}
1335 1327
1336/* 1328/*
1337 * Builds up the lists of artifacts from the file in the libdir. 1329 * Builds up the lists of artifacts from the file in the libdir.
1338 */ 1330 */
1339
1340void 1331void
1341init_artifacts (void) 1332init_artifacts (void)
1342{ 1333{
1343 static int has_been_inited = 0; 1334 static int has_been_inited = 0;
1344 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1335 char filename[MAX_BUF];
1345 artifact *art = NULL; 1336 artifact *art = NULL;
1346 linked_char *tmp;
1347 int value;
1348 artifactlist *al; 1337 artifactlist *al;
1349 1338
1350 if (has_been_inited) 1339 if (has_been_inited)
1351 return; 1340 return;
1352 else 1341 else
1353 has_been_inited = 1; 1342 has_been_inited = 1;
1354 1343
1355 sprintf (filename, "%s/artifacts", settings.datadir); 1344 sprintf (filename, "%s/artifacts", settings.datadir);
1356 object_thawer thawer (filename); 1345 object_thawer f (filename);
1357 1346
1358 if (!thawer) 1347 if (!f)
1359 return; 1348 return;
1360 1349
1361 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1350 f.next ();
1362 {
1363 if (*buf == '#')
1364 continue;
1365 if ((cp = strchr (buf, '\n')) != NULL)
1366 *cp = '\0';
1367 cp = buf;
1368 while (*cp == ' ') /* Skip blanks */
1369 cp++;
1370 if (*cp == '\0')
1371 continue;
1372 1351
1373 if (!strncmp (cp, "Allowed", 7)) 1352 for (;;)
1353 {
1354 switch (f.kw)
1374 { 1355 {
1356 case KW_allowed:
1375 if (art == NULL) 1357 if (!art)
1358 {
1359 art = get_empty_artifact ();
1360 nrofartifacts++;
1361 }
1362
1376 { 1363 {
1377 art = get_empty_artifact (); 1364 if (!strcmp (f.get_str (), "all"))
1378 nrofartifacts++; 1365 break;
1366
1367 char *next, *cp = f.get_str ();
1368
1369 do
1370 {
1371 nrofallowedstr++;
1372
1373 if ((next = strchr (cp, ',')))
1374 *next++ = '\0';
1375
1376 linked_char *tmp = new linked_char;
1377
1378 tmp->name = cp;
1379 tmp->next = art->allowed;
1380 art->allowed = tmp;
1381 }
1382 while ((cp = next));
1379 } 1383 }
1380 cp = strchr (cp, ' ') + 1; 1384 break;
1381 if (!strcmp (cp, "all")) 1385
1386 case KW_chance:
1387 f.get (art->chance);
1388 break;
1389
1390 case KW_difficulty:
1391 f.get (art->difficulty);
1392 break;
1393
1394 case KW_object:
1395 {
1396 art->item = object::create ();
1397
1398 if (!art->item->parse_kv (f))
1399 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1400
1401 al = find_artifactlist (art->item->type);
1402
1403 if (!al)
1404 {
1405 al = get_empty_artifactlist ();
1406 al->type = art->item->type;
1407 al->next = first_artifactlist;
1408 first_artifactlist = al;
1409 }
1410
1411 art->next = al->items;
1412 al->items = art;
1413 art = 0;
1414 }
1382 continue; 1415 continue;
1383 1416
1384 do 1417 case KW_EOF:
1418 goto done;
1419
1420 default:
1421 if (!f.parse_error ("artifacts file"))
1422 cleanup ("artifacts file required");
1385 { 1423 break;
1386 nrofallowedstr++;
1387 if ((next = strchr (cp, ',')) != NULL)
1388 *(next++) = '\0';
1389 tmp = new linked_char;
1390
1391 tmp->name = cp;
1392 tmp->next = art->allowed;
1393 art->allowed = tmp;
1394 }
1395 while ((cp = next) != NULL);
1396 }
1397 else if (sscanf (cp, "chance %d", &value))
1398 art->chance = (uint16) value;
1399 else if (sscanf (cp, "difficulty %d", &value))
1400 art->difficulty = (uint8) value;
1401 else if (!strncmp (cp, "Object", 6))
1402 { 1424 }
1403 art->item = object::create ();
1404 1425
1405 if (!load_object (thawer, art->item, 0)) 1426 f.next ();
1406 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1407
1408 art->item->name = strchr (cp, ' ') + 1;
1409 al = find_artifactlist (art->item->type);
1410 if (al == NULL)
1411 {
1412 al = get_empty_artifactlist ();
1413 al->type = art->item->type;
1414 al->next = first_artifactlist;
1415 first_artifactlist = al;
1416 }
1417 art->next = al->items;
1418 al->items = art;
1419 art = NULL;
1420 }
1421 else
1422 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1423 } 1427 }
1424 1428
1429done:
1425 for (al = first_artifactlist; al != NULL; al = al->next) 1430 for (al = first_artifactlist; al; al = al->next)
1426 { 1431 {
1427 for (art = al->items; art != NULL; art = art->next) 1432 for (art = al->items; art; art = art->next)
1428 { 1433 {
1429 if (!art->chance) 1434 if (!art->chance)
1430 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1435 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1431 else 1436 else
1432 al->total_chance += art->chance; 1437 al->total_chance += art->chance;
1451 int i, tmp; 1456 int i, tmp;
1452 1457
1453 if (change->face != blank_face) 1458 if (change->face != blank_face)
1454 { 1459 {
1455#ifdef TREASURE_VERBOSE 1460#ifdef TREASURE_VERBOSE
1456 LOG (llevDebug, "FACE: %d\n", change->face->number); 1461 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1457#endif 1462#endif
1458 op->face = change->face; 1463 op->face = change->face;
1459 } 1464 }
1460 1465
1461 for (i = 0; i < NUM_STATS; i++) 1466 for (i = 0; i < NUM_STATS; i++)
1501 1506
1502 op->set_speed (op->speed); 1507 op->set_speed (op->speed);
1503 } 1508 }
1504 1509
1505 if (change->nrof) 1510 if (change->nrof)
1506 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1511 op->nrof = rndm (change->nrof) + 1;
1507 1512
1508 op->stats.exp += change->stats.exp; /* Speed modifier */ 1513 op->stats.exp += change->stats.exp; /* Speed modifier */
1509 op->stats.wc += change->stats.wc; 1514 op->stats.wc += change->stats.wc;
1510 op->stats.ac += change->stats.ac; 1515 op->stats.ac += change->stats.ac;
1511 1516
1614 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1619 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1615 } 1620 }
1616 1621
1617 op->value *= change->value; 1622 op->value *= change->value;
1618 1623
1619 if (change->material) 1624 if (change->materials)
1620 op->material = change->material; 1625 op->materials = change->materials;
1621 1626
1622 if (change->materialname) 1627 if (change->materialname)
1623 op->materialname = change->materialname; 1628 op->materialname = change->materialname;
1624 1629
1625 if (change->slaying) 1630 if (change->slaying)
1642 if (art->allowed == (linked_char *) NULL) 1647 if (art->allowed == (linked_char *) NULL)
1643 return 1; /* Ie, "all" */ 1648 return 1; /* Ie, "all" */
1644 for (tmp = art->allowed; tmp; tmp = tmp->next) 1649 for (tmp = art->allowed; tmp; tmp = tmp->next)
1645 { 1650 {
1646#ifdef TREASURE_VERBOSE 1651#ifdef TREASURE_VERBOSE
1647 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1652 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1648#endif 1653#endif
1649 if (*tmp->name == '!') 1654 if (*tmp->name == '!')
1650 name = tmp->name + 1, neg = 1; 1655 name = tmp->name + 1, neg = 1;
1651 else 1656 else
1652 name = tmp->name, neg = 0; 1657 name = tmp->name, neg = 0;
1719 return; 1724 return;
1720 } 1725 }
1721 1726
1722 for (i = 0; i < ARTIFACT_TRIES; i++) 1727 for (i = 0; i < ARTIFACT_TRIES; i++)
1723 { 1728 {
1724 int roll = RANDOM () % al->total_chance; 1729 int roll = rndm (al->total_chance);
1725 1730
1726 for (art = al->items; art != NULL; art = art->next) 1731 for (art = al->items; art; art = art->next)
1727 { 1732 {
1728 roll -= art->chance; 1733 roll -= art->chance;
1729 if (roll < 0) 1734 if (roll < 0)
1730 break; 1735 break;
1731 } 1736 }
1747 continue; 1752 continue;
1748 1753
1749 if (!legal_artifact_combination (op, art)) 1754 if (!legal_artifact_combination (op, art))
1750 { 1755 {
1751#ifdef TREASURE_VERBOSE 1756#ifdef TREASURE_VERBOSE
1752 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1757 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1753#endif 1758#endif
1754 continue; 1759 continue;
1755 } 1760 }
1761
1756 give_artifact_abilities (op, art->item); 1762 give_artifact_abilities (op, art->item);
1757 return; 1763 return;
1758 } 1764 }
1759} 1765}
1760 1766
1808/* special_potion() - so that old potion code is still done right. */ 1814/* special_potion() - so that old potion code is still done right. */
1809 1815
1810int 1816int
1811special_potion (object *op) 1817special_potion (object *op)
1812{ 1818{
1813
1814 int i;
1815
1816 if (op->attacktype) 1819 if (op->attacktype)
1817 return 1; 1820 return 1;
1818 1821
1819 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1822 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1820 return 1; 1823 return 1;
1821 1824
1822 for (i = 0; i < NROFATTACKS; i++) 1825 for (int i = 0; i < NROFATTACKS; i++)
1823 if (op->resist[i]) 1826 if (op->resist[i])
1824 return 1; 1827 return 1;
1825 1828
1826 return 0; 1829 return 0;
1827} 1830}
1828 1831
1829void 1832void
1830free_treasurestruct (treasure *t) 1833free_treasurestruct (treasure *t)
1831{ 1834{
1832 if (t->next)
1833 free_treasurestruct (t->next); 1835 if (t->next) free_treasurestruct (t->next);
1834 if (t->next_yes)
1835 free_treasurestruct (t->next_yes); 1836 if (t->next_yes) free_treasurestruct (t->next_yes);
1836 if (t->next_no)
1837 free_treasurestruct (t->next_no); 1837 if (t->next_no) free_treasurestruct (t->next_no);
1838 1838
1839 delete t; 1839 delete t;
1840} 1840}
1841 1841
1842void 1842void
1847 1847
1848 delete lc; 1848 delete lc;
1849} 1849}
1850 1850
1851void 1851void
1852free_artifact (artifact * at) 1852free_artifact (artifact *at)
1853{ 1853{
1854 if (at->next)
1855 free_artifact (at->next); 1854 if (at->next) free_artifact (at->next);
1856
1857 if (at->allowed)
1858 free_charlinks (at->allowed); 1855 if (at->allowed) free_charlinks (at->allowed);
1859 1856
1860 at->item->destroy (1); 1857 at->item->destroy (1);
1861 1858
1862 delete at; 1859 sfree (at);
1863} 1860}
1864 1861
1865void 1862void
1866free_artifactlist (artifactlist * al) 1863free_artifactlist (artifactlist *al)
1867{ 1864{
1868 artifactlist *nextal; 1865 artifactlist *nextal;
1869 1866
1870 for (al = first_artifactlist; al; al = nextal) 1867 for (al = first_artifactlist; al; al = nextal)
1871 { 1868 {
1872 nextal = al->next; 1869 nextal = al->next;
1873 1870
1874 if (al->items) 1871 if (al->items)
1875 free_artifact (al->items); 1872 free_artifact (al->items);
1876 1873
1877 free (al); 1874 sfree (al);
1878 } 1875 }
1879} 1876}
1880 1877
1881void 1878void
1882free_all_treasures (void) 1879free_all_treasures (void)
1883{ 1880{
1884 treasurelist *tl, *next; 1881 treasurelist *tl, *next;
1885 1882
1886
1887 for (tl = first_treasurelist; tl != NULL; tl = next) 1883 for (tl = first_treasurelist; tl; tl = next)
1888 { 1884 {
1885 clear (tl);
1886
1889 next = tl->next; 1887 next = tl->next;
1890 if (tl->items)
1891 free_treasurestruct (tl->items);
1892 delete tl; 1888 delete tl;
1893 } 1889 }
1890
1894 free_artifactlist (first_artifactlist); 1891 free_artifactlist (first_artifactlist);
1895} 1892}

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