ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
(Generate patch)

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.32 by pippijn, Mon Jan 15 21:06:18 2007 UTC vs.
Revision 1.45 by root, Mon Apr 16 15:41:26 2007 UTC

20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#define ALLOWED_COMBINATION
26
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * 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
29 * 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
30 * left on 28 * left on
31 */ 29 */
32#define TREASURE_DEBUG 30#define TREASURE_DEBUG
33 31
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 33
36/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
37 35
38#include <global.h> 36#include <global.h>
39#include <treasure.h> 37#include <treasure.h>
40#include <funcpoint.h> 38#include <funcpoint.h>
41#include <loader.h> 39#include <loader.h>
42 40
41extern char *spell_mapping[];
42
43static treasurelist *first_treasurelist;
43 44
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern 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;
46 57
47/* 58/*
48 * Initialize global archtype pointers: 59 * Initialize global archtype pointers:
49 */ 60 */
50
51void 61void
52init_archetype_pointers () 62init_archetype_pointers ()
53{ 63{
54 int prev_warn = warn_archetypes; 64 int prev_warn = warn_archetypes;
55 65
56 warn_archetypes = 1; 66 warn_archetypes = 1;
67
57 if (ring_arch == NULL) 68 if (ring_arch == NULL)
58 ring_arch = archetype::find ("ring"); 69 ring_arch = archetype::find ("ring");
59 if (amulet_arch == NULL) 70 if (amulet_arch == NULL)
60 amulet_arch = archetype::find ("amulet"); 71 amulet_arch = archetype::find ("amulet");
61 if (staff_arch == NULL) 72 if (staff_arch == NULL)
62 staff_arch = archetype::find ("staff"); 73 staff_arch = archetype::find ("staff");
63 if (crown_arch == NULL) 74 if (crown_arch == NULL)
64 crown_arch = archetype::find ("crown"); 75 crown_arch = archetype::find ("crown");
76
65 warn_archetypes = prev_warn; 77 warn_archetypes = prev_warn;
66} 78}
67 79
68/* 80/*
69 * Allocate and return the pointer to an empty treasurelist structure. 81 * Searches for the given treasurelist
70 */ 82 */
71
72static treasurelist * 83treasurelist *
73get_empty_treasurelist (void) 84treasurelist::find (const char *name)
74{ 85{
86 if (!name)
87 return 0;
88
89 auto (i, tl_map.find (name));
90
91 if (i == tl_map.end ())
92 return 0;
93
94 return i->second;
95}
96
97/*
98 * Searches for the given treasurelist in the globally linked list
99 * of treasurelists which has been built by load_treasures().
100 */
101treasurelist *
102treasurelist::get (const char *name)
103{
104 treasurelist *tl = find (name);
105
106 if (!tl)
107 {
75 return new treasurelist; 108 tl = new treasurelist;
76}
77 109
78/* 110 tl->name = name;
79 * Allocate and return the pointer to an empty treasure structure. 111 tl->next = first_treasurelist;
80 */ 112 first_treasurelist = tl;
81//TODO: make this a constructor
82static treasure *
83get_empty_treasure (void)
84{
85 treasure *t = new treasure;
86 113
87 t->chance = 100; 114 tl_map.insert (std::make_pair (tl->name, tl));
115 }
88 116
89 return t; 117 return tl;
118}
119
120//TODO: class method
121void
122clear (treasurelist *tl)
123{
124 if (tl->items)
125 {
126 free_treasurestruct (tl->items);
127 tl->items = 0;
128 }
129
130 tl->total_chance = 0;
90} 131}
91 132
92/* 133/*
93 * Reads the lib/treasure file from disk, and parses the contents 134 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 135 * into an internal treasure structure (very linked lists)
95 */ 136 */
96
97static treasure * 137static treasure *
98load_treasure (FILE * fp, int *line) 138load_treasure (object_thawer &f)
99{ 139{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 140 treasure *t = new treasure;
102 int value; 141 int value;
103 142
104 nroftreasures++; 143 nroftreasures++;
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108 144
109 if (*buf == '#') 145 for (;;)
110 continue; 146 {
111 if ((cp = strchr (buf, '\n')) != NULL) 147 coroapi::cede_every (10);
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116 148
117 if (sscanf (cp, "arch %s", variable)) 149 f.next ();
118 { 150
119 if ((t->item = archetype::find (variable)) == NULL) 151 switch (f.kw)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 } 152 {
122 else if (sscanf (cp, "list %s", variable)) 153 case KW_arch:
123 t->name = variable; 154 if (!(t->item = archetype::find (f.get_str ())))
124 else if (sscanf (cp, "change_name %s", variable)) 155 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
125 t->change_arch.name = variable; 156 break;
126 else if (sscanf (cp, "change_title %s", variable)) 157
127 t->change_arch.title = variable; 158 case KW_list: f.get (t->name); break;
128 else if (sscanf (cp, "change_slaying %s", variable)) 159 case KW_change_name: f.get (t->change_arch.name); break;
129 t->change_arch.slaying = variable; 160 case KW_change_title: f.get (t->change_arch.title); break;
130 else if (sscanf (cp, "chance %d", &value)) 161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
131 t->chance = (uint8) value; 162 case KW_chance: f.get (t->chance); break;
132 else if (sscanf (cp, "nrof %d", &value)) 163 case KW_nrof: f.get (t->nrof); break;
133 t->nrof = (uint16) value; 164 case KW_magic: f.get (t->magic); break;
134 else if (sscanf (cp, "magic %d", &value)) 165
135 t->magic = (uint8) value; 166 case KW_yes: t->next_yes = load_treasure (f); break;
136 else if (!strcmp (cp, "yes")) 167 case KW_no: t->next_no = load_treasure (f); break;
137 t->next_yes = load_treasure (fp, line); 168
138 else if (!strcmp (cp, "no")) 169 case KW_end:
139 t->next_no = load_treasure (fp, line);
140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 {
144 t->next = load_treasure (fp, line);
145 return t; 170 return t;
171
172 case KW_more:
173 t->next = load_treasure (f);
174 return t;
175
176 default:
177 if (!f.parse_error ("treasure list"))
178 return t; // error
179
180 return t;
146 } 181 }
147 else
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
149 } 182 }
150 LOG (llevError, "treasure lacks 'end'.\n");
151 return t;
152} 183}
153 184
154#ifdef TREASURE_DEBUG 185#ifdef TREASURE_DEBUG
155
156/* recursived checks the linked list. Treasurelist is passed only 186/* recursived checks the linked list. Treasurelist is passed only
157 * so that the treasure name can be printed out 187 * so that the treasure name can be printed out
158 */ 188 */
159static void 189static void
160check_treasurelist (const treasure *t, const treasurelist * tl) 190check_treasurelist (const treasure *t, const treasurelist * tl)
161{ 191{
162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 192 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 193 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
164 /* find_treasurelist will print out its own error message */ 194
165 if (t->name && *t->name)
166 find_treasurelist (t->name);
167 if (t->next) 195 if (t->next)
168 check_treasurelist (t->next, tl); 196 check_treasurelist (t->next, tl);
197
169 if (t->next_yes) 198 if (t->next_yes)
170 check_treasurelist (t->next_yes, tl); 199 check_treasurelist (t->next_yes, tl);
200
171 if (t->next_no) 201 if (t->next_no)
172 check_treasurelist (t->next_no, tl); 202 check_treasurelist (t->next_no, tl);
173} 203}
174#endif 204#endif
175 205
176/* 206/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 207 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 208 * Each treasure is parsed with the help of load_treasure().
179 */ 209 */
180 210bool
181void 211load_treasure_file (const char *filename)
182load_treasures (void)
183{ 212{
184 FILE *fp;
185 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
186 treasurelist *previous = NULL;
187 treasure *t; 213 treasure *t;
188 int comp, line = 0; 214 int comp, line = 0;
189 215
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 216 object_thawer f (filename);
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 217
218 if (!f)
192 { 219 {
193 LOG (llevError, "Can't open treasure file.\n"); 220 LOG (llevError, "Can't open treasure file.\n");
194 return; 221 return false;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 { 222 }
198 line++;
199 if (*buf == '#')
200 continue;
201 223
202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 224 f.next ();
203 {
204 treasurelist *tl = get_empty_treasurelist ();
205 225
206 tl->name = name; 226 for (;;)
207 if (previous == NULL) 227 {
208 first_treasurelist = tl; 228 switch (f.kw)
209 else 229 {
210 previous->next = tl; 230 case KW_treasure:
211 previous = tl; 231 case KW_treasureone:
212 tl->items = load_treasure (fp, &line);
213
214 /* This is a one of the many items on the list should be generated.
215 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used.
217 */
218 if (!strncmp (buf, "treasureone", 11))
219 { 232 {
220 for (t = tl->items; t != NULL; t = t->next) 233 bool one = f.kw == KW_treasureone;
234 treasurelist *tl = treasurelist::get (f.get_str ());
235
236 clear (tl);
237 tl->items = load_treasure (f);
238
239 if (!tl->items)
240 return false;
241
242 /* This is a one of the many items on the list should be generated.
243 * Add up the chance total, and check to make sure the yes & no
244 * fields of the treasures are not being used.
245 */
246 if (one)
221 { 247 {
248 for (t = tl->items; t; t = t->next)
249 {
222#ifdef TREASURE_DEBUG 250#ifdef TREASURE_DEBUG
223 if (t->next_yes || t->next_no) 251 if (t->next_yes || t->next_no)
224 { 252 {
225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 253 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
226 LOG (llevError, " the next_yes or next_no field is set\n"); 254 LOG (llevError, " the next_yes or next_no field is set\n");
255 }
256#endif
257 tl->total_chance += t->chance;
227 } 258 }
228#endif
229 tl->total_chance += t->chance;
230 } 259 }
231 } 260 }
232 } 261 break;
233 else
234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
235 }
236 close_and_delete (fp, comp);
237 262
263 case KW_EOF:
238#ifdef TREASURE_DEBUG 264#ifdef TREASURE_DEBUG
239 /* Perform some checks on how valid the treasure data actually is. 265 /* Perform some checks on how valid the treasure data actually is.
240 * verify that list transitions work (ie, the list that it is supposed 266 * verify that list transitions work (ie, the list that it is supposed
241 * to transition to exists). Also, verify that at least the name 267 * to transition to exists). Also, verify that at least the name
242 * or archetype is set for each treasure element. 268 * or archetype is set for each treasure element.
243 */ 269 */
244 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 270 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
245 check_treasurelist (previous->items, previous); 271 check_treasurelist (tl->items, tl);
246#endif 272#endif
247}
248
249/*
250 * Searches for the given treasurelist in the globally linked list
251 * of treasurelists which has been built by load_treasures().
252 */
253
254treasurelist *
255find_treasurelist (const char *name)
256{
257 shstr_cmp name_ (name);
258
259 if (!name_)
260 return 0;
261
262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
263 if (name_ == tl->name)
264 return tl; 273 return true;
265 274
266 if (first_treasurelist) 275 default:
267 LOG (llevError, "Couldn't find treasurelist %s\n", name); 276 if (!f.parse_error ("treasure lists"))
277 return false;
268 278
269 return 0; 279 break;
270} 280 }
271 281
282 f.next ();
283 }
284}
272 285
273/* 286/*
274 * Generates the objects specified by the given treasure. 287 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 288 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 289 * If there is a certain percental chance for a treasure to be generated,
326 339
327 if (t->change_arch.slaying) 340 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 341 op->slaying = t->change_arch.slaying;
329} 342}
330 343
331void 344static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 345create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 346{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 347 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 348 {
338 if (t->name) 349 if (t->name)
339 { 350 {
340 if (difficulty >= t->magic) 351 if (difficulty >= t->magic)
341 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries); 352 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries);
345 }
346 } 353 }
347 else 354 else
348 { 355 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 356 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 { 357 {
351 tmp = arch_to_object (t->item); 358 object *tmp = arch_to_object (t->item);
359
352 if (t->nrof && tmp->nrof <= 1) 360 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 361 tmp->nrof = rndm (t->nrof) + 1;
362
354 fix_generated_item (tmp, op, difficulty, t->magic, flag); 363 fix_generated_item (tmp, op, difficulty, t->magic, flag);
355 change_treasure (t, tmp); 364 change_treasure (t, tmp);
356 put_treasure (tmp, op, flag); 365 put_treasure (tmp, op, flag);
357 } 366 }
358 } 367 }
359 368
360 if (t->next_yes != NULL) 369 if (t->next_yes)
361 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 370 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
362 } 371 }
363 else if (t->next_no != NULL) 372 else if (t->next_no)
364 create_all_treasures (t->next_no, op, flag, difficulty, tries); 373 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365 374
366 if (t->next != NULL) 375 if (t->next)
367 create_all_treasures (t->next, op, flag, difficulty, tries); 376 create_all_treasures (t->next, op, flag, difficulty, tries);
368} 377}
369 378
370void 379static void
371create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 380create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
372{ 381{
373 int value = RANDOM () % tl->total_chance; 382 int value = rndm (tl->total_chance);
374 treasure *t; 383 treasure *t;
375 384
376 if (tries++ > 100) 385 if (tries++ > 100)
377 { 386 {
378 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
379 return; 388 return;
380 } 389 }
381 390
382 for (t = tl->items; t != NULL; t = t->next) 391 for (t = tl->items; t; t = t->next)
383 { 392 {
384 value -= t->chance; 393 value -= t->chance;
385 394
386 if (value < 0) 395 if (value < 0)
387 break; 396 break;
388 } 397 }
389 398
390 if (!t || value >= 0) 399 if (!t || value >= 0)
391 {
392 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 400 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
393 abort ();
394 return;
395 }
396 401
397 if (t->name) 402 if (t->name)
398 { 403 {
399 if (difficulty >= t->magic) 404 if (difficulty >= t->magic)
400 { 405 {
401 treasurelist *tl = find_treasurelist (t->name); 406 treasurelist *tl = treasurelist::find (t->name);
402 if (tl) 407 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries); 408 create_treasure (tl, op, flag, difficulty, tries);
404 } 409 }
405 else if (t->nrof) 410 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
407
408 return;
409 } 412 }
410
411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 413 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
412 { 414 {
413 object *tmp = arch_to_object (t->item); 415 if (object *tmp = arch_to_object (t->item))
414 416 {
415 if (!tmp)
416 return;
417
418 if (t->nrof && tmp->nrof <= 1) 417 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 418 tmp->nrof = rndm (t->nrof) + 1;
420 419
421 fix_generated_item (tmp, op, difficulty, t->magic, flag); 420 fix_generated_item (tmp, op, difficulty, t->magic, flag);
422 change_treasure (t, tmp); 421 change_treasure (t, tmp);
423 put_treasure (tmp, op, flag); 422 put_treasure (tmp, op, flag);
423 }
424 } 424 }
425} 425}
426 426
427/* This calls the appropriate treasure creation function. tries is passed 427/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 428 * to determine how many list transitions or attempts to create treasure
432 * to do that. 432 * to do that.
433 */ 433 */
434void 434void
435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436{ 436{
437 // empty treasurelists are legal
438 if (!tl->items)
439 return;
437 440
438 if (tries++ > 100) 441 if (tries++ > 100)
439 { 442 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 443 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 444 return;
442 } 445 }
446
443 if (tl->total_chance) 447 if (tl->total_chance)
444 create_one_treasure (tl, op, flag, difficulty, tries); 448 create_one_treasure (tl, op, flag, difficulty, tries);
445 else 449 else
446 create_all_treasures (tl->items, op, flag, difficulty, tries); 450 create_all_treasures (tl->items, op, flag, difficulty, tries);
447} 451}
479 * magical bonus "wanted". 483 * magical bonus "wanted".
480 */ 484 */
481 485
482static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 486static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
483 487
484/*chance of magic difficulty*/ 488// chance of magic difficulty
485
486/* +0 +1 +2 +3 +4 */ 489// +0 +1 +2 +3 +4
487 {95, 2, 2, 1, 0}, /*1 */ 490 {95, 2, 2, 1, 0}, // 1
488 {92, 5, 2, 1, 0}, /*2 */ 491 {92, 5, 2, 1, 0}, // 2
489 {85, 10, 4, 1, 0}, /*3 */ 492 {85, 10, 4, 1, 0}, // 3
490 {80, 14, 4, 2, 0}, /*4 */ 493 {80, 14, 4, 2, 0}, // 4
491 {75, 17, 5, 2, 1}, /*5 */ 494 {75, 17, 5, 2, 1}, // 5
492 {70, 18, 8, 3, 1}, /*6 */ 495 {70, 18, 8, 3, 1}, // 6
493 {65, 21, 10, 3, 1}, /*7 */ 496 {65, 21, 10, 3, 1}, // 7
494 {60, 22, 12, 4, 2}, /*8 */ 497 {60, 22, 12, 4, 2}, // 8
495 {55, 25, 14, 4, 2}, /*9 */ 498 {55, 25, 14, 4, 2}, // 9
496 {50, 27, 16, 5, 2}, /*10 */ 499 {50, 27, 16, 5, 2}, // 10
497 {45, 28, 18, 6, 3}, /*11 */ 500 {45, 28, 18, 6, 3}, // 11
498 {42, 28, 20, 7, 3}, /*12 */ 501 {42, 28, 20, 7, 3}, // 12
499 {40, 27, 21, 8, 4}, /*13 */ 502 {40, 27, 21, 8, 4}, // 13
500 {38, 25, 22, 10, 5}, /*14 */ 503 {38, 25, 22, 10, 5}, // 14
501 {36, 23, 23, 12, 6}, /*15 */ 504 {36, 23, 23, 12, 6}, // 15
502 {33, 21, 24, 14, 8}, /*16 */ 505 {33, 21, 24, 14, 8}, // 16
503 {31, 19, 25, 16, 9}, /*17 */ 506 {31, 19, 25, 16, 9}, // 17
504 {27, 15, 30, 18, 10}, /*18 */ 507 {27, 15, 30, 18, 10}, // 18
505 {20, 12, 30, 25, 13}, /*19 */ 508 {20, 12, 30, 25, 13}, // 19
506 {15, 10, 28, 30, 17}, /*20 */ 509 {15, 10, 28, 30, 17}, // 20
507 {13, 9, 27, 28, 23}, /*21 */ 510 {13, 9, 27, 28, 23}, // 21
508 {10, 8, 25, 28, 29}, /*22 */ 511 {10, 8, 25, 28, 29}, // 22
509 {8, 7, 23, 26, 36}, /*23 */ 512 { 8, 7, 23, 26, 36}, // 23
510 {6, 6, 20, 22, 46}, /*24 */ 513 { 6, 6, 20, 22, 46}, // 24
511 {4, 5, 17, 18, 56}, /*25 */ 514 { 4, 5, 17, 18, 56}, // 25
512 {2, 4, 12, 14, 68}, /*26 */ 515 { 2, 4, 12, 14, 68}, // 26
513 {0, 3, 7, 10, 80}, /*27 */ 516 { 0, 3, 7, 10, 80}, // 27
514 {0, 0, 3, 7, 90}, /*28 */ 517 { 0, 0, 3, 7, 90}, // 28
515 {0, 0, 0, 3, 97}, /*29 */ 518 { 0, 0, 0, 3, 97}, // 29
516 {0, 0, 0, 0, 100}, /*30 */ 519 { 0, 0, 0, 0, 100}, // 30
517 {0, 0, 0, 0, 100}, /*31 */ 520 { 0, 0, 0, 0, 100}, // 31
518}; 521};
519 522
520 523
521/* calculate the appropriate level for wands staves and scrolls. 524/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 525 * This code presumes that op has had its spell object created (in op->inv)
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 558 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some 559 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31. 560 * weird integer between 1-31.
558 * 561 *
559 */ 562 */
560
561int 563int
562magic_from_difficulty (int difficulty) 564magic_from_difficulty (int difficulty)
563{ 565{
564 int percent = 0, magic = 0; 566 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 567 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
570 scaled_diff = 0; 572 scaled_diff = 0;
571 573
572 if (scaled_diff >= DIFFLEVELS) 574 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1; 575 scaled_diff = DIFFLEVELS - 1;
574 576
575 percent = RANDOM () % 100; 577 percent = rndm (100);
576 578
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 579 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 580 {
579 percent -= difftomagic_list[scaled_diff][magic]; 581 percent -= difftomagic_list[scaled_diff][magic];
580 582
586 { 588 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 589 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 magic = 0; 590 magic = 0;
589 } 591 }
590 592
591 magic = (RANDOM () % 3) ? magic : -magic; 593 magic = (rndm (3)) ? magic : -magic;
592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 594 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593 595
594 return magic; 596 return magic;
595} 597}
596 598
611 if (op->arch) 613 if (op->arch)
612 { 614 {
613 if (op->type == ARMOUR) 615 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615 617
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 618 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 619 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 } 621 }
620 else 622 else
621 { 623 {
622 if (op->type == ARMOUR) 624 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 626 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 627 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 628 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 629 }
628} 630}
629 631
653 * 1) Since rings can have multiple bonuses, if the same bonus 655 * 1) Since rings can have multiple bonuses, if the same bonus
654 * is rolled again, increase it - the bonuses now stack with 656 * is rolled again, increase it - the bonuses now stack with
655 * other bonuses previously rolled and ones the item might natively have. 657 * other bonuses previously rolled and ones the item might natively have.
656 * 2) Add code to deal with new PR method. 658 * 2) Add code to deal with new PR method.
657 */ 659 */
658
659void 660void
660set_ring_bonus (object *op, int bonus) 661set_ring_bonus (object *op, int bonus)
661{ 662{
662 663
663 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
664 665
665 if (op->type == AMULET) 666 if (op->type == AMULET)
666 { 667 {
667 if (!(RANDOM () % 21)) 668 if (!(rndm (21)))
668 r = 20 + RANDOM () % 2; 669 r = 20 + rndm (2);
669 else 670 else
670 { 671 {
671 if (RANDOM () & 2) 672 if (rndm (2))
672 r = 10; 673 r = 10;
673 else 674 else
674 r = 11 + RANDOM () % 9; 675 r = 11 + rndm (9);
675 } 676 }
676 } 677 }
677 678
678 switch (r) 679 switch (r)
679 { 680 {
716 case 16: 717 case 16:
717 case 17: 718 case 17:
718 case 18: 719 case 18:
719 case 19: 720 case 19:
720 { 721 {
721 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
722 723
723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 724 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
724 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
725 726
726 /* Cursed items need to have higher negative values to equal out with 727 /* Cursed items need to have higher negative values to equal out with
727 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
728 * little random element in since that they don't always end up with 729 * little random element in since that they don't always end up with
729 * even values. 730 * even values.
730 */ 731 */
731 if (bonus < 0) 732 if (bonus < 0)
732 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
733 if (val > 35) 734 if (val > 35)
734 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
735 b = 0; 736 b = 0;
737
736 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
737 {
738 resist = RANDOM () % num_resist_table; 739 resist = rndm (num_resist_table);
739 } 740
740 if (b == 4) 741 if (b == 4)
741 return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
742 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
743 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
744 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
745 */ 747 */
746 break; 748 break;
774 case 22: 776 case 22:
775 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
776 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
777 break; 779 break;
778 } 780 }
781
779 if (bonus > 0) 782 if (bonus > 0)
780 op->value *= 2 * bonus; 783 op->value *= 2 * bonus;
781 else 784 else
782 op->value = -(op->value * 2 * bonus) / 3; 785 op->value = -(op->value * 2 * bonus) / 3;
783} 786}
788 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
789 * It is only used in fix_generated_treasure() to set bonuses on 792 * It is only used in fix_generated_treasure() to set bonuses on
790 * rings and amulets. 793 * rings and amulets.
791 * Another scheme is used to calculate the magic of weapons and armours. 794 * Another scheme is used to calculate the magic of weapons and armours.
792 */ 795 */
793
794int 796int
795get_magic (int diff) 797get_magic (int diff)
796{ 798{
797 int i; 799 int i;
798 800
799 if (diff < 3) 801 if (diff < 3)
800 diff = 3; 802 diff = 3;
803
801 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
802 if (RANDOM () % diff) 805 if (rndm (diff))
803 return i; 806 return i;
807
804 return 4; 808 return 4;
805} 809}
806 810
807#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
808#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
809 813
810/* 814/*
811 * fix_generated_item(): This is called after an item is generated, in 815 * fix_generated_item(): This is called after an item is generated, in
812 * order to set it up right. This produced magical bonuses, puts spells 816 * order to set it up right. This produced magical bonuses, puts spells
813 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
827 * value. 831 * value.
828 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 832 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
829 * a working object - don't change magic, value, etc, but set it material 833 * a working object - don't change magic, value, etc, but set it material
830 * type as appropriate, for objects that need spell objects, set those, etc 834 * type as appropriate, for objects that need spell objects, set those, etc
831 */ 835 */
832
833void 836void
834fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 837fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
835{ 838{
836 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 839 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
837 840
844 847
845 if (op->randomitems && op->type != SPELL) 848 if (op->randomitems && op->type != SPELL)
846 { 849 {
847 create_treasure (op->randomitems, op, flags, difficulty, 0); 850 create_treasure (op->randomitems, op, flags, difficulty, 0);
848 if (!op->inv) 851 if (!op->inv)
849 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 852 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
850 853
851 /* So the treasure doesn't get created again */ 854 /* So the treasure doesn't get created again */
852 op->randomitems = NULL; 855 op->randomitems = 0;
853 } 856 }
854 857
855 if (difficulty < 1) 858 if (difficulty < 1)
856 difficulty = 1; 859 difficulty = 1;
857 860
874 if (!op->magic && max_magic) 877 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 878 set_magic (difficulty, op, max_magic, flags);
876 879
877 num_enchantments = calc_item_power (op, 1); 880 num_enchantments = calc_item_power (op, 1);
878 881
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
883 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
880 * used for shop_floors or treasures */ 885 * used for shop_floors or treasures */
881 generate_artifact (op, difficulty); 886 generate_artifact (op, difficulty);
882 } 887 }
883 888
884 /* Object was made an artifact. Calculate its item_power rating. 889 /* Object was made an artifact. Calculate its item_power rating.
942 case WEAPON: 947 case WEAPON:
943 case ARMOUR: 948 case ARMOUR:
944 case SHIELD: 949 case SHIELD:
945 case HELMET: 950 case HELMET:
946 case CLOAK: 951 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 953 set_ring_bonus (op, -DICE2);
949 break; 954 break;
950 955
951 case BRACERS: 956 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
953 { 958 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 960 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3; 961 op->value *= 3;
957 } 962 }
983 */ 988 */
984 if (op->inv && op->randomitems) 989 if (op->inv && op->randomitems)
985 { 990 {
986 /* value multiplier is same as for scrolls */ 991 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 992 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 994 }
990 else 995 else
991 { 996 {
992 op->name = "potion"; 997 op->name = "potion";
993 op->name_pl = "potions"; 998 op->name_pl = "potions";
994 } 999 }
995 1000
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 1001 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 1002 SET_FLAG (op, FLAG_CURSED);
998 break; 1003 break;
999 } 1004 }
1000 1005
1001 case AMULET: 1006 case AMULET:
1011 } 1016 }
1012 1017
1013 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1018 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1014 break; 1019 break;
1015 1020
1016 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1017 SET_FLAG (op, FLAG_CURSED); 1022 SET_FLAG (op, FLAG_CURSED);
1018 1023
1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1024 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1020 1025
1021 if (op->type != RING) /* Amulets have only one ability */ 1026 if (op->type != RING) /* Amulets have only one ability */
1022 break; 1027 break;
1023 1028
1024 if (!(RANDOM () % 4)) 1029 if (!(rndm (4)))
1025 { 1030 {
1026 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1031 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 1032
1028 if (d > 0) 1033 if (d > 0)
1029 op->value *= 3; 1034 op->value *= 3;
1030 1035
1031 set_ring_bonus (op, d); 1036 set_ring_bonus (op, d);
1032 1037
1033 if (!(RANDOM () % 4)) 1038 if (!(rndm (4)))
1034 { 1039 {
1035 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1040 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1036 1041
1037 if (d > 0) 1042 if (d > 0)
1038 op->value *= 5; 1043 op->value *= 5;
1039 set_ring_bonus (op, d); 1044 set_ring_bonus (op, d);
1040 } 1045 }
1041 } 1046 }
1042 1047
1043 if (GET_ANIM_ID (op)) 1048 if (GET_ANIM_ID (op))
1044 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1045 1050
1046 break; 1051 break;
1047 1052
1048 case BOOK: 1053 case BOOK:
1049 /* Is it an empty book?, if yes lets make a specialĀ· 1054 /* Is it an empty book?, if yes lets make a specialĀ·
1050 * msg for it, and tailor its properties based on theĀ· 1055 * msg for it, and tailor its properties based on theĀ·
1051 * creator and/or map level we found it on. 1056 * creator and/or map level we found it on.
1052 */ 1057 */
1053 if (!op->msg && RANDOM () % 10) 1058 if (!op->msg && rndm (10))
1054 { 1059 {
1055 /* set the book level properly */ 1060 /* set the book level properly */
1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1057 { 1062 {
1058 if (op->map && op->map->difficulty) 1063 if (op->map && op->map->difficulty)
1059 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1060 else 1065 else
1061 op->level = RANDOM () % 20 + 1; 1066 op->level = rndm (20) + 1;
1062 } 1067 }
1063 else 1068 else
1064 op->level = RANDOM () % creator->level; 1069 op->level = rndm (creator->level);
1065 1070
1066 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1071 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1067 /* books w/ info are worth more! */ 1072 /* books w/ info are worth more! */
1068 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1073 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1069 /* creator related stuff */ 1074 /* creator related stuff */
1168 */ 1173 */
1169 1174
1170/* 1175/*
1171 * Allocate and return the pointer to an empty artifactlist structure. 1176 * Allocate and return the pointer to an empty artifactlist structure.
1172 */ 1177 */
1173
1174static artifactlist * 1178static artifactlist *
1175get_empty_artifactlist (void) 1179get_empty_artifactlist (void)
1176{ 1180{
1177 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1181 return salloc0 <artifactlist> ();
1178
1179 if (al == NULL)
1180 fatal (OUT_OF_MEMORY);
1181 al->next = NULL;
1182 al->items = NULL;
1183 al->total_chance = 0;
1184 return al;
1185} 1182}
1186 1183
1187/* 1184/*
1188 * Allocate and return the pointer to an empty artifact structure. 1185 * Allocate and return the pointer to an empty artifact structure.
1189 */ 1186 */
1190
1191static artifact * 1187static artifact *
1192get_empty_artifact (void) 1188get_empty_artifact (void)
1193{ 1189{
1194 artifact *a = (artifact *) malloc (sizeof (artifact)); 1190 return salloc0 <artifact> ();
1195
1196 if (a == NULL)
1197 fatal (OUT_OF_MEMORY);
1198 a->item = NULL;
1199 a->next = NULL;
1200 a->chance = 0;
1201 a->difficulty = 0;
1202 a->allowed = NULL;
1203 return a;
1204} 1191}
1205 1192
1206/* 1193/*
1207 * Searches the artifact lists and returns one that has the same type 1194 * Searches the artifact lists and returns one that has the same type
1208 * of objects on it. 1195 * of objects on it.
1209 */ 1196 */
1210
1211artifactlist * 1197artifactlist *
1212find_artifactlist (int type) 1198find_artifactlist (int type)
1213{ 1199{
1214 artifactlist *al;
1215
1216 for (al = first_artifactlist; al != NULL; al = al->next) 1200 for (artifactlist *al = first_artifactlist; al; al = al->next)
1217 if (al->type == type) 1201 if (al->type == type)
1218 return al; 1202 return al;
1203
1219 return NULL; 1204 return 0;
1220} 1205}
1221 1206
1222/* 1207/*
1223 * For debugging purposes. Dumps all tables. 1208 * For debugging purposes. Dumps all tables.
1224 */ 1209 */
1225
1226void 1210void
1227dump_artifacts (void) 1211dump_artifacts (void)
1228{ 1212{
1229 artifactlist *al; 1213 artifactlist *al;
1230 artifact *art; 1214 artifact *art;
1237 for (art = al->items; art != NULL; art = art->next) 1221 for (art = al->items; art != NULL; art = art->next)
1238 { 1222 {
1239 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1223 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1240 if (art->allowed != NULL) 1224 if (art->allowed != NULL)
1241 { 1225 {
1242 fprintf (logfile, "\tAllowed combinations:"); 1226 fprintf (logfile, "\tallowed combinations:");
1243 for (next = art->allowed; next != NULL; next = next->next) 1227 for (next = art->allowed; next != NULL; next = next->next)
1244 fprintf (logfile, "%s,", &next->name); 1228 fprintf (logfile, "%s,", &next->name);
1245 fprintf (logfile, "\n"); 1229 fprintf (logfile, "\n");
1246 } 1230 }
1247 } 1231 }
1258 treasurelist *tl; 1242 treasurelist *tl;
1259 int i; 1243 int i;
1260 1244
1261 if (depth > 100) 1245 if (depth > 100)
1262 return; 1246 return;
1247
1263 while (t) 1248 while (t)
1264 { 1249 {
1265 if (t->name) 1250 if (t->name)
1266 { 1251 {
1267 for (i = 0; i < depth; i++) 1252 for (i = 0; i < depth; i++)
1268 fprintf (logfile, " "); 1253 fprintf (logfile, " ");
1254
1269 fprintf (logfile, "{ (list: %s)\n", &t->name); 1255 fprintf (logfile, "{ (list: %s)\n", &t->name);
1256
1270 tl = find_treasurelist (t->name); 1257 tl = treasurelist::find (t->name);
1271 if (tl) 1258 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2); 1259 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260
1273 for (i = 0; i < depth; i++) 1261 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1262 fprintf (logfile, " ");
1263
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1264 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 } 1265 }
1277 else 1266 else
1278 { 1267 {
1279 for (i = 0; i < depth; i++) 1268 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " "); 1269 fprintf (logfile, " ");
1270
1281 if (t->item && t->item->clone.type == FLESH) 1271 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else 1273 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name); 1274 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 } 1275 }
1286 1276
1287 if (t->next_yes) 1277 if (t->next_yes)
1288 { 1278 {
1289 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1290 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1281
1291 fprintf (logfile, " (if yes)\n"); 1282 fprintf (logfile, " (if yes)\n");
1292 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1283 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1293 } 1284 }
1294 1285
1295 if (t->next_no) 1286 if (t->next_no)
1296 { 1287 {
1297 for (i = 0; i < depth; i++) 1288 for (i = 0; i < depth; i++)
1298 fprintf (logfile, " "); 1289 fprintf (logfile, " ");
1290
1299 fprintf (logfile, " (if no)\n"); 1291 fprintf (logfile, " (if no)\n");
1300 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1292 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1301 } 1293 }
1302 1294
1303 t = t->next; 1295 t = t->next;
1306 1298
1307/* 1299/*
1308 * For debugging purposes. Dumps all treasures for a given monster. 1300 * For debugging purposes. Dumps all treasures for a given monster.
1309 * Created originally by Raphael Quinet for debugging the alchemy code. 1301 * Created originally by Raphael Quinet for debugging the alchemy code.
1310 */ 1302 */
1311
1312void 1303void
1313dump_monster_treasure (const char *name) 1304dump_monster_treasure (const char *name)
1314{ 1305{
1315 archetype *at; 1306 archetype *at;
1316 int found; 1307 int found;
1317 1308
1318 found = 0; 1309 found = 0;
1319 fprintf (logfile, "\n"); 1310 fprintf (logfile, "\n");
1311
1320 for (at = first_archetype; at != NULL; at = at->next) 1312 for (at = first_archetype; at != NULL; at = at->next)
1321 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1322 { 1314 {
1323 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1315 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1324 if (at->clone.randomitems != NULL) 1316 if (at->clone.randomitems != NULL)
1325 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1317 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1326 else 1318 else
1327 fprintf (logfile, "(nothing)\n"); 1319 fprintf (logfile, "(nothing)\n");
1320
1328 fprintf (logfile, "\n"); 1321 fprintf (logfile, "\n");
1329 found++; 1322 found++;
1330 } 1323 }
1324
1331 if (found == 0) 1325 if (found == 0)
1332 fprintf (logfile, "No objects have the name %s!\n\n", name); 1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1333} 1327}
1334 1328
1335/* 1329/*
1336 * Builds up the lists of artifacts from the file in the libdir. 1330 * Builds up the lists of artifacts from the file in the libdir.
1337 */ 1331 */
1338
1339void 1332void
1340init_artifacts (void) 1333init_artifacts (void)
1341{ 1334{
1342 static int has_been_inited = 0; 1335 static int has_been_inited = 0;
1343 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1336 char filename[MAX_BUF];
1344 artifact *art = NULL; 1337 artifact *art = NULL;
1345 linked_char *tmp;
1346 int value;
1347 artifactlist *al; 1338 artifactlist *al;
1348 1339
1349 if (has_been_inited) 1340 if (has_been_inited)
1350 return; 1341 return;
1351 else 1342 else
1352 has_been_inited = 1; 1343 has_been_inited = 1;
1353 1344
1354 sprintf (filename, "%s/artifacts", settings.datadir); 1345 sprintf (filename, "%s/artifacts", settings.datadir);
1355 object_thawer thawer (filename); 1346 object_thawer f (filename);
1356 1347
1357 if (!thawer) 1348 if (!f)
1358 return; 1349 return;
1359 1350
1360 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1351 f.next ();
1361 {
1362 if (*buf == '#')
1363 continue;
1364 if ((cp = strchr (buf, '\n')) != NULL)
1365 *cp = '\0';
1366 cp = buf;
1367 while (*cp == ' ') /* Skip blanks */
1368 cp++;
1369 if (*cp == '\0')
1370 continue;
1371 1352
1372 if (!strncmp (cp, "Allowed", 7)) 1353 for (;;)
1354 {
1355 switch (f.kw)
1373 { 1356 {
1357 case KW_allowed:
1374 if (art == NULL) 1358 if (!art)
1359 {
1360 art = get_empty_artifact ();
1361 nrofartifacts++;
1362 }
1363
1375 { 1364 {
1376 art = get_empty_artifact (); 1365 if (!strcmp (f.get_str (), "all"))
1377 nrofartifacts++; 1366 break;
1367
1368 char *next, *cp = f.get_str ();
1369
1370 do
1371 {
1372 nrofallowedstr++;
1373
1374 if ((next = strchr (cp, ',')))
1375 *next++ = '\0';
1376
1377 linked_char *tmp = new linked_char;
1378
1379 tmp->name = cp;
1380 tmp->next = art->allowed;
1381 art->allowed = tmp;
1382 }
1383 while ((cp = next));
1378 } 1384 }
1379 cp = strchr (cp, ' ') + 1; 1385 break;
1380 if (!strcmp (cp, "all")) 1386
1387 case KW_chance:
1388 f.get (art->chance);
1389 break;
1390
1391 case KW_difficulty:
1392 f.get (art->difficulty);
1393 break;
1394
1395 case KW_object:
1396 {
1397 art->item = object::create ();
1398
1399 if (!art->item->parse_kv (f))
1400 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1401
1402 al = find_artifactlist (art->item->type);
1403
1404 if (!al)
1405 {
1406 al = get_empty_artifactlist ();
1407 al->type = art->item->type;
1408 al->next = first_artifactlist;
1409 first_artifactlist = al;
1410 }
1411
1412 art->next = al->items;
1413 al->items = art;
1414 art = 0;
1415 }
1381 continue; 1416 continue;
1382 1417
1383 do 1418 case KW_EOF:
1419 goto done;
1420
1421 default:
1422 if (!f.parse_error ("artifacts file"))
1423 cleanup ("artifacts file required");
1384 { 1424 break;
1385 nrofallowedstr++;
1386 if ((next = strchr (cp, ',')) != NULL)
1387 *(next++) = '\0';
1388 tmp = new linked_char;
1389
1390 tmp->name = cp;
1391 tmp->next = art->allowed;
1392 art->allowed = tmp;
1393 }
1394 while ((cp = next) != NULL);
1395 }
1396 else if (sscanf (cp, "chance %d", &value))
1397 art->chance = (uint16) value;
1398 else if (sscanf (cp, "difficulty %d", &value))
1399 art->difficulty = (uint8) value;
1400 else if (!strncmp (cp, "Object", 6))
1401 { 1425 }
1402 art->item = object::create ();
1403 1426
1404 if (!load_object (thawer, art->item, 0)) 1427 f.next ();
1405 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1406
1407 art->item->name = strchr (cp, ' ') + 1;
1408 al = find_artifactlist (art->item->type);
1409 if (al == NULL)
1410 {
1411 al = get_empty_artifactlist ();
1412 al->type = art->item->type;
1413 al->next = first_artifactlist;
1414 first_artifactlist = al;
1415 }
1416 art->next = al->items;
1417 al->items = art;
1418 art = NULL;
1419 }
1420 else
1421 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1422 } 1428 }
1423 1429
1430done:
1424 for (al = first_artifactlist; al != NULL; al = al->next) 1431 for (al = first_artifactlist; al; al = al->next)
1425 { 1432 {
1426 for (art = al->items; art != NULL; art = art->next) 1433 for (art = al->items; art; art = art->next)
1427 { 1434 {
1428 if (!art->chance) 1435 if (!art->chance)
1429 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1436 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1430 else 1437 else
1431 al->total_chance += art->chance; 1438 al->total_chance += art->chance;
1450 int i, tmp; 1457 int i, tmp;
1451 1458
1452 if (change->face != blank_face) 1459 if (change->face != blank_face)
1453 { 1460 {
1454#ifdef TREASURE_VERBOSE 1461#ifdef TREASURE_VERBOSE
1455 LOG (llevDebug, "FACE: %d\n", change->face->number); 1462 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1456#endif 1463#endif
1457 op->face = change->face; 1464 op->face = change->face;
1458 } 1465 }
1459 1466
1460 for (i = 0; i < NUM_STATS; i++) 1467 for (i = 0; i < NUM_STATS; i++)
1500 1507
1501 op->set_speed (op->speed); 1508 op->set_speed (op->speed);
1502 } 1509 }
1503 1510
1504 if (change->nrof) 1511 if (change->nrof)
1505 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1512 op->nrof = rndm (change->nrof) + 1;
1506 1513
1507 op->stats.exp += change->stats.exp; /* Speed modifier */ 1514 op->stats.exp += change->stats.exp; /* Speed modifier */
1508 op->stats.wc += change->stats.wc; 1515 op->stats.wc += change->stats.wc;
1509 op->stats.ac += change->stats.ac; 1516 op->stats.ac += change->stats.ac;
1510 1517
1613 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1620 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1614 } 1621 }
1615 1622
1616 op->value *= change->value; 1623 op->value *= change->value;
1617 1624
1618 if (change->material) 1625 if (change->materials)
1619 op->material = change->material; 1626 op->materials = change->materials;
1620 1627
1621 if (change->materialname) 1628 if (change->materialname)
1622 op->materialname = change->materialname; 1629 op->materialname = change->materialname;
1623 1630
1624 if (change->slaying) 1631 if (change->slaying)
1641 if (art->allowed == (linked_char *) NULL) 1648 if (art->allowed == (linked_char *) NULL)
1642 return 1; /* Ie, "all" */ 1649 return 1; /* Ie, "all" */
1643 for (tmp = art->allowed; tmp; tmp = tmp->next) 1650 for (tmp = art->allowed; tmp; tmp = tmp->next)
1644 { 1651 {
1645#ifdef TREASURE_VERBOSE 1652#ifdef TREASURE_VERBOSE
1646 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1653 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1647#endif 1654#endif
1648 if (*tmp->name == '!') 1655 if (*tmp->name == '!')
1649 name = tmp->name + 1, neg = 1; 1656 name = tmp->name + 1, neg = 1;
1650 else 1657 else
1651 name = tmp->name, neg = 0; 1658 name = tmp->name, neg = 0;
1718 return; 1725 return;
1719 } 1726 }
1720 1727
1721 for (i = 0; i < ARTIFACT_TRIES; i++) 1728 for (i = 0; i < ARTIFACT_TRIES; i++)
1722 { 1729 {
1723 int roll = RANDOM () % al->total_chance; 1730 int roll = rndm (al->total_chance);
1724 1731
1725 for (art = al->items; art != NULL; art = art->next) 1732 for (art = al->items; art; art = art->next)
1726 { 1733 {
1727 roll -= art->chance; 1734 roll -= art->chance;
1728 if (roll < 0) 1735 if (roll < 0)
1729 break; 1736 break;
1730 } 1737 }
1746 continue; 1753 continue;
1747 1754
1748 if (!legal_artifact_combination (op, art)) 1755 if (!legal_artifact_combination (op, art))
1749 { 1756 {
1750#ifdef TREASURE_VERBOSE 1757#ifdef TREASURE_VERBOSE
1751 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1758 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1752#endif 1759#endif
1753 continue; 1760 continue;
1754 } 1761 }
1762
1755 give_artifact_abilities (op, art->item); 1763 give_artifact_abilities (op, art->item);
1756 return; 1764 return;
1757 } 1765 }
1758} 1766}
1759 1767
1823} 1831}
1824 1832
1825void 1833void
1826free_treasurestruct (treasure *t) 1834free_treasurestruct (treasure *t)
1827{ 1835{
1828 if (t->next)
1829 free_treasurestruct (t->next); 1836 if (t->next) free_treasurestruct (t->next);
1830 if (t->next_yes)
1831 free_treasurestruct (t->next_yes); 1837 if (t->next_yes) free_treasurestruct (t->next_yes);
1832 if (t->next_no)
1833 free_treasurestruct (t->next_no); 1838 if (t->next_no) free_treasurestruct (t->next_no);
1834 1839
1835 delete t; 1840 delete t;
1836} 1841}
1837 1842
1838void 1843void
1843 1848
1844 delete lc; 1849 delete lc;
1845} 1850}
1846 1851
1847void 1852void
1848free_artifact (artifact * at) 1853free_artifact (artifact *at)
1849{ 1854{
1850 if (at->next)
1851 free_artifact (at->next); 1855 if (at->next) free_artifact (at->next);
1852
1853 if (at->allowed)
1854 free_charlinks (at->allowed); 1856 if (at->allowed) free_charlinks (at->allowed);
1855 1857
1856 at->item->destroy (1); 1858 at->item->destroy (1);
1857 1859
1858 delete at; 1860 sfree (at);
1859} 1861}
1860 1862
1861void 1863void
1862free_artifactlist (artifactlist * al) 1864free_artifactlist (artifactlist *al)
1863{ 1865{
1864 artifactlist *nextal; 1866 artifactlist *nextal;
1865 1867
1866 for (al = first_artifactlist; al; al = nextal) 1868 for (al = first_artifactlist; al; al = nextal)
1867 { 1869 {
1868 nextal = al->next; 1870 nextal = al->next;
1869 1871
1870 if (al->items) 1872 if (al->items)
1871 free_artifact (al->items); 1873 free_artifact (al->items);
1872 1874
1873 free (al); 1875 sfree (al);
1874 } 1876 }
1875} 1877}
1876 1878
1877void 1879void
1878free_all_treasures (void) 1880free_all_treasures (void)
1879{ 1881{
1880 treasurelist *tl, *next; 1882 treasurelist *tl, *next;
1881 1883
1882
1883 for (tl = first_treasurelist; tl != NULL; tl = next) 1884 for (tl = first_treasurelist; tl; tl = next)
1884 { 1885 {
1886 clear (tl);
1887
1885 next = tl->next; 1888 next = tl->next;
1886 if (tl->items)
1887 free_treasurestruct (tl->items);
1888 delete tl; 1889 delete tl;
1889 } 1890 }
1891
1890 free_artifactlist (first_artifactlist); 1892 free_artifactlist (first_artifactlist);
1891} 1893}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines