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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.16 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.60 by root, Sat May 12 18:14:47 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.16 2006/09/10 16:00:23 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29
30#define ALLOWED_COMBINATION
31 24
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * 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
34 * 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
35 * left on 28 * left on
36 */ 29 */
37#define TREASURE_DEBUG 30#define TREASURE_DEBUG
38 31
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
40 33
41/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
42 35
43#include <global.h> 36#include <global.h>
44#include <treasure.h> 37#include <treasure.h>
45#include <funcpoint.h> 38#include <funcpoint.h>
46#include <loader.h> 39#include <loader.h>
47 40
41extern char *spell_mapping[];
42
43static treasurelist *first_treasurelist;
48 44
49static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
50extern char *spell_mapping[];
51 46
52/* 47typedef std::tr1::unordered_map<
53 * Initialize global archtype pointers: 48 const char *,
54 */ 49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
55 55
56static tl_map_t tl_map;
57
58/*
59 * Searches for the given treasurelist
60 */
61treasurelist *
62treasurelist::find (const char *name)
63{
64 if (!name)
65 return 0;
66
67 auto (i, tl_map.find (name));
68
69 if (i == tl_map.end ())
70 return 0;
71
72 return i->second;
73}
74
75/*
76 * Searches for the given treasurelist in the globally linked list
77 * of treasurelists which has been built by load_treasures().
78 */
79treasurelist *
80treasurelist::get (const char *name)
81{
82 treasurelist *tl = find (name);
83
84 if (!tl)
85 {
86 tl = new treasurelist;
87
88 tl->name = name;
89 tl->next = first_treasurelist;
90 first_treasurelist = tl;
91
92 tl_map.insert (std::make_pair (tl->name, tl));
93 }
94
95 return tl;
96}
97
98//TODO: class method
56void 99void
57init_archetype_pointers () 100clear (treasurelist *tl)
58{ 101{
59 int prev_warn = warn_archetypes; 102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
60 107
61 warn_archetypes = 1;
62 if (ring_arch == NULL)
63 ring_arch = find_archetype ("ring");
64 if (amulet_arch == NULL)
65 amulet_arch = find_archetype ("amulet");
66 if (staff_arch == NULL)
67 staff_arch = find_archetype ("staff");
68 if (crown_arch == NULL)
69 crown_arch = find_archetype ("crown");
70 warn_archetypes = prev_warn;
71}
72
73/*
74 * Allocate and return the pointer to an empty treasurelist structure.
75 */
76
77static treasurelist *
78get_empty_treasurelist (void)
79{
80 return new treasurelist;
81}
82
83/*
84 * Allocate and return the pointer to an empty treasure structure.
85 */
86//TODO: make this a constructor
87static treasure *
88get_empty_treasure (void)
89{
90 treasure *t = new treasure;
91
92 t->chance = 100; 108 tl->total_chance = 0;
93
94 return t;
95} 109}
110
111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out
114 */
115static void
116check_treasurelist (const treasure *t, const treasurelist * tl)
117{
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
129}
130#endif
96 131
97/* 132/*
98 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
99 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
100 */ 135 */
101
102static treasure * 136static treasure *
103load_treasure (FILE * fp, int *line) 137read_treasure (object_thawer &f)
104{ 138{
105 char buf[MAX_BUF], *cp, variable[MAX_BUF];
106 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
107 int value;
108 140
109 nroftreasures++; 141 f.next ();
110 while (fgets (buf, MAX_BUF, fp) != NULL)
111 {
112 (*line)++;
113 142
114 if (*buf == '#') 143 for (;;)
115 continue; 144 {
116 if ((cp = strchr (buf, '\n')) != NULL) 145 coroapi::cede_to_tick_every (10);
117 *cp = '\0';
118 cp = buf;
119 while (isspace (*cp)) /* Skip blanks */
120 cp++;
121 146
122 if (sscanf (cp, "arch %s", variable)) 147 switch (f.kw)
123 {
124 if ((t->item = find_archetype (variable)) == NULL)
125 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
126 } 148 {
127 else if (sscanf (cp, "list %s", variable)) 149 case KW_arch:
128 t->name = variable; 150 t->item = archetype::get (f.get_str ());
129 else if (sscanf (cp, "change_name %s", variable)) 151 break;
130 t->change_arch.name = variable; 152
131 else if (sscanf (cp, "change_title %s", variable)) 153 case KW_list: f.get (t->name); break;
132 t->change_arch.title = variable; 154 case KW_change_name: f.get (t->change_arch.name); break;
133 else if (sscanf (cp, "change_slaying %s", variable)) 155 case KW_change_title: f.get (t->change_arch.title); break;
134 t->change_arch.slaying = variable; 156 case KW_change_slaying: f.get (t->change_arch.slaying); break;
135 else if (sscanf (cp, "chance %d", &value)) 157 case KW_chance: f.get (t->chance); break;
136 t->chance = (uint8) value; 158 case KW_nrof: f.get (t->nrof); break;
137 else if (sscanf (cp, "nrof %d", &value)) 159 case KW_magic: f.get (t->magic); break;
138 t->nrof = (uint16) value; 160
139 else if (sscanf (cp, "magic %d", &value)) 161 case KW_yes: t->next_yes = read_treasure (f); continue;
140 t->magic = (uint8) value; 162 case KW_no: t->next_no = read_treasure (f); continue;
141 else if (!strcmp (cp, "yes")) 163
142 t->next_yes = load_treasure (fp, line); 164 case KW_end:
143 else if (!strcmp (cp, "no")) 165 f.next ();
144 t->next_no = load_treasure (fp, line);
145 else if (!strcmp (cp, "end"))
146 return t;
147 else if (!strcmp (cp, "more"))
148 {
149 t->next = load_treasure (fp, line);
150 return t; 166 return t;
151 }
152 else
153 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
154 }
155 LOG (llevError, "treasure lacks 'end'.\n");
156 return t;
157}
158 167
159#ifdef TREASURE_DEBUG 168 case KW_more:
169 t->next = read_treasure (f);
170 return t;
160 171
161/* recursived checks the linked list. Treasurelist is passed only 172 default:
162 * so that the treasure name can be printed out 173 if (!f.parse_error ("treasurelist", t->name))
163 */ 174 return 0;
164static void
165check_treasurelist (const treasure *t, const treasurelist * tl)
166{
167 if (t->item == NULL && t->name == NULL)
168 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
169 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
170 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
171 /* find_treasurelist will print out its own error message */
172 if (t->name && *t->name)
173 (void) find_treasurelist (t->name);
174 if (t->next)
175 check_treasurelist (t->next, tl);
176 if (t->next_yes)
177 check_treasurelist (t->next_yes, tl);
178 if (t->next_no)
179 check_treasurelist (t->next_no, tl);
180}
181#endif
182 175
176 return t;
177 }
178
179 f.next ();
180 }
181}
182
183/* 183/*
184 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
185 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
186 */ 185 */
187 186treasurelist *
188void 187treasurelist::read (object_thawer &f)
189load_treasures (void)
190{ 188{
191 FILE *fp; 189 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
192 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
193 treasurelist *previous = NULL;
194 treasure *t;
195 int comp, line = 0;
196 190
197 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 191 bool one = f.kw == KW_treasureone;
198 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 192 treasurelist *tl = treasurelist::get (f.get_str ());
199 { 193 clear (tl);
200 LOG (llevError, "Can't open treasure file.\n"); 194 tl->items = read_treasure (f);
195 if (!tl->items)
201 return; 196 return 0;
202 }
203 while (fgets (buf, MAX_BUF, fp) != NULL)
204 {
205 line++;
206 if (*buf == '#')
207 continue;
208 197
209 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
210 {
211 treasurelist *tl = get_empty_treasurelist ();
212
213 tl->name = name;
214 if (previous == NULL)
215 first_treasurelist = tl;
216 else
217 previous->next = tl;
218 previous = tl;
219 tl->items = load_treasure (fp, &line);
220
221 /* This is a one of the many items on the list should be generated. 198 /* This is a one of the many items on the list should be generated.
222 * Add up the chance total, and check to make sure the yes & no 199 * Add up the chance total, and check to make sure the yes & no
223 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
224 */ 201 */
225 if (!strncmp (buf, "treasureone", 11)) 202 if (one)
203 {
204 for (treasure *t = tl->items; t; t = t->next)
205 {
206 if (t->next_yes || t->next_no)
226 { 207 {
227 for (t = tl->items; t != NULL; t = t->next)
228 {
229#ifdef TREASURE_DEBUG
230 if (t->next_yes || t->next_no)
231 {
232 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 208 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
233 LOG (llevError, " the next_yes or next_no field is set\n"); 209 LOG (llevError, " the next_yes or next_no field is set\n");
234 }
235#endif
236 tl->total_chance += t->chance;
237 }
238 } 210 }
239 }
240 else
241 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
242 }
243 close_and_delete (fp, comp);
244 211
245#ifdef TREASURE_DEBUG 212 tl->total_chance += t->chance;
246 /* Perform some checks on how valid the treasure data actually is. 213 }
247 * verify that list transitions work (ie, the list that it is supposed 214 }
248 * to transition to exists). Also, verify that at least the name
249 * or archetype is set for each treasure element.
250 */
251 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
252 check_treasurelist (previous->items, previous);
253#endif
254}
255 215
256/*
257 * Searches for the given treasurelist in the globally linked list
258 * of treasurelists which has been built by load_treasures().
259 */
260
261treasurelist *
262find_treasurelist (const char *name)
263{
264 /* Special cases - randomitems of NULL is to override default. If
265 * first_treasurelist is null, it means we are on the first pass of
266 * of loading archetypes, so for now, just return - second pass will
267 * init these values.
268 */
269 if (!name)
270 return 0;
271
272 if (const char *tmp = shstr::find (name))
273 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
274 if (tmp == tl->name)
275 return tl;
276
277 if (first_treasurelist)
278 LOG (llevError, "Couldn't find treasurelist %s\n", name);
279
280 return 0; 216 return tl;
281} 217}
282
283 218
284/* 219/*
285 * Generates the objects specified by the given treasure. 220 * Generates the objects specified by the given treasure.
286 * It goes recursively through the rest of the linked list. 221 * It goes recursively through the rest of the linked list.
287 * If there is a certain percental chance for a treasure to be generated, 222 * If there is a certain percental chance for a treasure to be generated,
290 * being generated. 225 * being generated.
291 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 226 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
292 * abilities. This is used by summon spells, thus no summoned monsters 227 * abilities. This is used by summon spells, thus no summoned monsters
293 * start with equipment, but only their abilities). 228 * start with equipment, but only their abilities).
294 */ 229 */
295
296
297static void 230static void
298put_treasure (object *op, object *creator, int flags) 231put_treasure (object *op, object *creator, int flags)
299{ 232{
300 object *tmp; 233 if (flags & GT_ENVIRONMENT)
301 234 {
302 /* Bit of a hack - spells should never be put onto the map. The entire 235 /* Bit of a hack - spells should never be put onto the map. The entire
303 * treasure stuff is a problem - there is no clear idea of knowing 236 * treasure stuff is a problem - there is no clear idea of knowing
304 * this is the original object, or if this is an object that should be created 237 * this is the original object, or if this is an object that should be created
305 * by another object. 238 * by another object.
306 */ 239 */
307 if (flags & GT_ENVIRONMENT && op->type != SPELL) 240 //TODO: flag such as objects... as such (no drop, anybody?)
308 { 241 if (op->type == SPELL)
309 op->x = creator->x; 242 {
310 op->y = creator->y; 243 op->destroy ();
244 return;
245 }
246
247 op->expand_tail ();
248
249 if (ob_blocked (op, creator->map, creator->x, creator->y))
250 op->destroy ();
251 else
252 {
311 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 253 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
312 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
255 }
313 } 256 }
314 else 257 else
315 { 258 {
316 op = insert_ob_in_ob (op, creator); 259 op = creator->insert (op);
260
317 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
318 monster_check_apply (creator, op); 262 monster_check_apply (creator, op);
319 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 263
264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
320 esrv_send_item (tmp, op); 266 esrv_send_item (tmp, op);
321 } 267 }
322} 268}
323 269
324/* if there are change_xxx commands in the treasure, we include the changes 270/* if there are change_xxx commands in the treasure, we include the changes
325 * in the generated object 271 * in the generated object
339 285
340 if (t->change_arch.slaying) 286 if (t->change_arch.slaying)
341 op->slaying = t->change_arch.slaying; 287 op->slaying = t->change_arch.slaying;
342} 288}
343 289
344void 290static void
345create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 291create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
346{ 292{
347 object *tmp;
348
349 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 293 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
350 { 294 {
351 if (t->name) 295 if (t->name)
352 { 296 {
353 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 297 if (difficulty >= t->magic)
298 if (treasurelist *tl = treasurelist::find (t->name))
354 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 299 create_treasure (tl, op, flag, difficulty, tries);
300 else
301 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
355 } 302 }
356 else 303 else
357 { 304 {
358 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 305 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
359 { 306 {
360 tmp = arch_to_object (t->item); 307 object *tmp = arch_to_object (t->item);
308
361 if (t->nrof && tmp->nrof <= 1) 309 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 310 tmp->nrof = rndm (t->nrof) + 1;
311
363 fix_generated_item (tmp, op, difficulty, t->magic, flag); 312 fix_generated_item (tmp, op, difficulty, t->magic, flag);
364 change_treasure (t, tmp); 313 change_treasure (t, tmp);
365 put_treasure (tmp, op, flag); 314 put_treasure (tmp, op, flag);
366 } 315 }
367 } 316 }
368 317
369 if (t->next_yes != NULL) 318 if (t->next_yes)
370 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 319 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
371 } 320 }
372 else if (t->next_no != NULL) 321 else if (t->next_no)
373 create_all_treasures (t->next_no, op, flag, difficulty, tries); 322 create_all_treasures (t->next_no, op, flag, difficulty, tries);
374 323
375 if (t->next != NULL) 324 if (t->next)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 325 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 326}
378 327
379void 328static void
380create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 329create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
381{ 330{
382 int value = RANDOM () % tl->total_chance; 331 int value = rndm (tl->total_chance);
383 treasure *t; 332 treasure *t;
384 333
385 if (tries++ > 100) 334 if (tries++ > 100)
386 { 335 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 336 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return; 337 return;
389 } 338 }
390 339
391 for (t = tl->items; t != NULL; t = t->next) 340 for (t = tl->items; t; t = t->next)
392 { 341 {
393 value -= t->chance; 342 value -= t->chance;
394 343
395 if (value < 0) 344 if (value < 0)
396 break; 345 break;
397 } 346 }
398 347
399 if (!t || value >= 0) 348 if (!t || value >= 0)
400 {
401 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 349 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
402 abort ();
403 return;
404 }
405 350
406 if (t->name) 351 if (t->name)
407 { 352 {
408 if (!strcmp (t->name, "NONE"))
409 return;
410
411 if (difficulty >= t->magic) 353 if (difficulty >= t->magic)
354 {
355 treasurelist *tl = treasurelist::find (t->name);
356 if (tl)
412 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 357 create_treasure (tl, op, flag, difficulty, tries);
358 }
413 else if (t->nrof) 359 else if (t->nrof)
414 create_one_treasure (tl, op, flag, difficulty, tries); 360 create_one_treasure (tl, op, flag, difficulty, tries);
415
416 return;
417 } 361 }
418
419 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 362 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
420 { 363 {
421 object *tmp = arch_to_object (t->item); 364 if (object *tmp = arch_to_object (t->item))
422 365 {
423 if (!tmp)
424 return;
425
426 if (t->nrof && tmp->nrof <= 1) 366 if (t->nrof && tmp->nrof <= 1)
427 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 367 tmp->nrof = rndm (t->nrof) + 1;
428 368
429 fix_generated_item (tmp, op, difficulty, t->magic, flag); 369 fix_generated_item (tmp, op, difficulty, t->magic, flag);
430 change_treasure (t, tmp); 370 change_treasure (t, tmp);
431 put_treasure (tmp, op, flag); 371 put_treasure (tmp, op, flag);
372 }
432 } 373 }
374}
375
376void
377object::create_treasure (treasurelist *tl, int flags)
378{
379 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
433} 380}
434 381
435/* This calls the appropriate treasure creation function. tries is passed 382/* This calls the appropriate treasure creation function. tries is passed
436 * to determine how many list transitions or attempts to create treasure 383 * to determine how many list transitions or attempts to create treasure
437 * have been made. It is really in place to prevent infinite loops with 384 * have been made. It is really in place to prevent infinite loops with
438 * list transitions, or so that excessively good treasure will not be 385 * list transitions, or so that excessively good treasure will not be
439 * created on weak maps, because it will exceed the number of allowed tries 386 * created on weak maps, because it will exceed the number of allowed tries
440 * to do that. 387 * to do that.
441 */ 388 */
442void 389void
443create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 390create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
444{ 391{
392 // empty treasurelists are legal
393 if (!tl->items)
394 return;
445 395
446 if (tries++ > 100) 396 if (tries++ > 100)
447 { 397 {
448 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 398 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
449 return; 399 return;
450 } 400 }
401
402 if (op->flag [FLAG_TREASURE_ENV])
403 {
404 // do not generate items when there already is something above the object
405 if (op->flag [FLAG_IS_FLOOR] && op->above)
406 return;
407
408 flag |= GT_ENVIRONMENT;
409 }
410
451 if (t->total_chance) 411 if (tl->total_chance)
452 create_one_treasure (t, op, flag, difficulty, tries); 412 create_one_treasure (tl, op, flag, difficulty, tries);
453 else 413 else
454 create_all_treasures (t->items, op, flag, difficulty, tries); 414 create_all_treasures (tl->items, op, flag, difficulty, tries);
455} 415}
456 416
457/* This is similar to the old generate treasure function. However, 417/* This is similar to the old generate treasure function. However,
458 * it instead takes a treasurelist. It is really just a wrapper around 418 * it instead takes a treasurelist. It is really just a wrapper around
459 * create_treasure. We create a dummy object that the treasure gets 419 * create_treasure. We create a dummy object that the treasure gets
460 * inserted into, and then return that treausre 420 * inserted into, and then return that treausre
461 */ 421 */
462object * 422object *
463generate_treasure (treasurelist * t, int difficulty) 423generate_treasure (treasurelist *tl, int difficulty)
464{ 424{
465 object *ob = get_object (), *tmp; 425 difficulty = clamp (difficulty, 1, settings.max_level);
466 426
427 object *ob = object::create ();
428
467 create_treasure (t, ob, 0, difficulty, 0); 429 create_treasure (tl, ob, 0, difficulty, 0);
468 430
469 /* Don't want to free the object we are about to return */ 431 /* Don't want to free the object we are about to return */
470 tmp = ob->inv; 432 object *tmp = ob->inv;
471 if (tmp != NULL) 433 if (tmp)
472 remove_ob (tmp); 434 tmp->remove ();
435
473 if (ob->inv) 436 if (ob->inv)
474 {
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 437 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 } 438
477 free_object (ob); 439 ob->destroy ();
478 return tmp; 440 return tmp;
479} 441}
480 442
481/* 443/*
482 * This is a new way of calculating the chance for an item to have 444 * This is a new way of calculating the chance for an item to have
484 * The array has two arguments, the difficulty of the level, and the 446 * The array has two arguments, the difficulty of the level, and the
485 * magical bonus "wanted". 447 * magical bonus "wanted".
486 */ 448 */
487 449
488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 450static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490/*chance of magic difficulty*/ 451// chance of magic difficulty
491
492/* +0 +1 +2 +3 +4 */ 452// +0 +1 +2 +3 +4
493 {95, 2, 2, 1, 0}, /*1 */ 453 {95, 2, 2, 1, 0}, // 1
494 {92, 5, 2, 1, 0}, /*2 */ 454 {92, 5, 2, 1, 0}, // 2
495 {85, 10, 4, 1, 0}, /*3 */ 455 {85, 10, 4, 1, 0}, // 3
496 {80, 14, 4, 2, 0}, /*4 */ 456 {80, 14, 4, 2, 0}, // 4
497 {75, 17, 5, 2, 1}, /*5 */ 457 {75, 17, 5, 2, 1}, // 5
498 {70, 18, 8, 3, 1}, /*6 */ 458 {70, 18, 8, 3, 1}, // 6
499 {65, 21, 10, 3, 1}, /*7 */ 459 {65, 21, 10, 3, 1}, // 7
500 {60, 22, 12, 4, 2}, /*8 */ 460 {60, 22, 12, 4, 2}, // 8
501 {55, 25, 14, 4, 2}, /*9 */ 461 {55, 25, 14, 4, 2}, // 9
502 {50, 27, 16, 5, 2}, /*10 */ 462 {50, 27, 16, 5, 2}, // 10
503 {45, 28, 18, 6, 3}, /*11 */ 463 {45, 28, 18, 6, 3}, // 11
504 {42, 28, 20, 7, 3}, /*12 */ 464 {42, 28, 20, 7, 3}, // 12
505 {40, 27, 21, 8, 4}, /*13 */ 465 {40, 27, 21, 8, 4}, // 13
506 {38, 25, 22, 10, 5}, /*14 */ 466 {38, 25, 22, 10, 5}, // 14
507 {36, 23, 23, 12, 6}, /*15 */ 467 {36, 23, 23, 12, 6}, // 15
508 {33, 21, 24, 14, 8}, /*16 */ 468 {33, 21, 24, 14, 8}, // 16
509 {31, 19, 25, 16, 9}, /*17 */ 469 {31, 19, 25, 16, 9}, // 17
510 {27, 15, 30, 18, 10}, /*18 */ 470 {27, 15, 30, 18, 10}, // 18
511 {20, 12, 30, 25, 13}, /*19 */ 471 {20, 12, 30, 25, 13}, // 19
512 {15, 10, 28, 30, 17}, /*20 */ 472 {15, 10, 28, 30, 17}, // 20
513 {13, 9, 27, 28, 23}, /*21 */ 473 {13, 9, 27, 28, 23}, // 21
514 {10, 8, 25, 28, 29}, /*22 */ 474 {10, 8, 25, 28, 29}, // 22
515 {8, 7, 23, 26, 36}, /*23 */ 475 { 8, 7, 23, 26, 36}, // 23
516 {6, 6, 20, 22, 46}, /*24 */ 476 { 6, 6, 20, 22, 46}, // 24
517 {4, 5, 17, 18, 56}, /*25 */ 477 { 4, 5, 17, 18, 56}, // 25
518 {2, 4, 12, 14, 68}, /*26 */ 478 { 2, 4, 12, 14, 68}, // 26
519 {0, 3, 7, 10, 80}, /*27 */ 479 { 0, 3, 7, 10, 80}, // 27
520 {0, 0, 3, 7, 90}, /*28 */ 480 { 0, 0, 3, 7, 90}, // 28
521 {0, 0, 0, 3, 97}, /*29 */ 481 { 0, 0, 0, 3, 97}, // 29
522 {0, 0, 0, 0, 100}, /*30 */ 482 { 0, 0, 0, 0, 100}, // 30
523 {0, 0, 0, 0, 100}, /*31 */ 483 { 0, 0, 0, 0, 100}, // 31
524}; 484};
525
526 485
527/* calculate the appropriate level for wands staves and scrolls. 486/* calculate the appropriate level for wands staves and scrolls.
528 * This code presumes that op has had its spell object created (in op->inv) 487 * This code presumes that op has had its spell object created (in op->inv)
529 * 488 *
530 * elmex Wed Aug 9 17:44:59 CEST 2006: 489 * elmex Wed Aug 9 17:44:59 CEST 2006:
531 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 490 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
532 */ 491 */
533
534int 492int
535level_for_item (const object *op, int difficulty) 493level_for_item (const object *op, int difficulty)
536{ 494{
537 int olevel = 0; 495 int olevel = 0;
538 496
561 * elmex Thu Aug 10 18:45:44 CEST 2006: 519 * elmex Thu Aug 10 18:45:44 CEST 2006:
562 * Scaling difficulty by max_level, as difficulty is a level and not some 520 * Scaling difficulty by max_level, as difficulty is a level and not some
563 * weird integer between 1-31. 521 * weird integer between 1-31.
564 * 522 *
565 */ 523 */
566
567int 524int
568magic_from_difficulty (int difficulty) 525magic_from_difficulty (int difficulty)
569{ 526{
570 int percent = 0, magic = 0; 527 int percent = 0, magic = 0;
571 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 528 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
576 scaled_diff = 0; 533 scaled_diff = 0;
577 534
578 if (scaled_diff >= DIFFLEVELS) 535 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1; 536 scaled_diff = DIFFLEVELS - 1;
580 537
581 percent = RANDOM () % 100; 538 percent = rndm (100);
582 539
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 540 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 { 541 {
585 percent -= difftomagic_list[scaled_diff][magic]; 542 percent -= difftomagic_list[scaled_diff][magic];
586 543
592 { 549 {
593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 550 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
594 magic = 0; 551 magic = 0;
595 } 552 }
596 553
597 magic = (RANDOM () % 3) ? magic : -magic; 554 magic = (rndm (3)) ? magic : -magic;
598 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 555 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599 556
600 return magic; 557 return magic;
601} 558}
602 559
617 if (op->arch) 574 if (op->arch)
618 { 575 {
619 if (op->type == ARMOUR) 576 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
621 578
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 579 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 580 magic = (-magic);
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
625 } 582 }
626 else 583 else
627 { 584 {
628 if (op->type == ARMOUR) 585 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
631 magic = (-magic); 588 magic = (-magic);
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 589 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 590 }
634} 591}
635 592
659 * 1) Since rings can have multiple bonuses, if the same bonus 616 * 1) Since rings can have multiple bonuses, if the same bonus
660 * is rolled again, increase it - the bonuses now stack with 617 * is rolled again, increase it - the bonuses now stack with
661 * other bonuses previously rolled and ones the item might natively have. 618 * other bonuses previously rolled and ones the item might natively have.
662 * 2) Add code to deal with new PR method. 619 * 2) Add code to deal with new PR method.
663 */ 620 */
664
665void 621void
666set_ring_bonus (object *op, int bonus) 622set_ring_bonus (object *op, int bonus)
667{ 623{
668 624
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 625 int r = rndm (bonus > 0 ? 25 : 11);
670 626
671 if (op->type == AMULET) 627 if (op->type == AMULET)
672 { 628 {
673 if (!(RANDOM () % 21)) 629 if (!(rndm (21)))
674 r = 20 + RANDOM () % 2; 630 r = 20 + rndm (2);
675 else 631 else
676 { 632 {
677 if (RANDOM () & 2) 633 if (rndm (2))
678 r = 10; 634 r = 10;
679 else 635 else
680 r = 11 + RANDOM () % 9; 636 r = 11 + rndm (9);
681 } 637 }
682 } 638 }
683 639
684 switch (r) 640 switch (r)
685 { 641 {
692 case 2: 648 case 2:
693 case 3: 649 case 3:
694 case 4: 650 case 4:
695 case 5: 651 case 5:
696 case 6: 652 case 6:
697 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 653 op->stats.stat (r) += bonus;
698 break; 654 break;
699 655
700 case 7: 656 case 7:
701 op->stats.dam += bonus; 657 op->stats.dam += bonus;
702 break; 658 break;
722 case 16: 678 case 16:
723 case 17: 679 case 17:
724 case 18: 680 case 18:
725 case 19: 681 case 19:
726 { 682 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 683 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
728 684
729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 685 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 686 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
731 687
732 /* Cursed items need to have higher negative values to equal out with 688 /* Cursed items need to have higher negative values to equal out with
733 * positive values for how protections work out. Put another 689 * positive values for how protections work out. Put another
734 * little random element in since that they don't always end up with 690 * little random element in since that they don't always end up with
735 * even values. 691 * even values.
736 */ 692 */
737 if (bonus < 0) 693 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b; 694 val = 2 * -val - rndm (b);
739 if (val > 35) 695 if (val > 35)
740 val = 35; /* Upper limit */ 696 val = 35; /* Upper limit */
741 b = 0; 697 b = 0;
698
742 while (op->resist[resist_table[resist]] != 0 && b < 4) 699 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table; 700 resist = rndm (num_resist_table);
745 } 701
746 if (b == 4) 702 if (b == 4)
747 return; /* Not able to find a free resistance */ 703 return; /* Not able to find a free resistance */
704
748 op->resist[resist_table[resist]] = val; 705 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value 706 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave. 707 * based on how good a resistance we gave.
751 */ 708 */
752 break; 709 break;
780 case 22: 737 case 22:
781 op->stats.exp += bonus; /* Speed! */ 738 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3; 739 op->value = (op->value * 2) / 3;
783 break; 740 break;
784 } 741 }
742
785 if (bonus > 0) 743 if (bonus > 0)
786 op->value *= 2 * bonus; 744 op->value *= 2 * bonus;
787 else 745 else
788 op->value = -(op->value * 2 * bonus) / 3; 746 op->value = -(op->value * 2 * bonus) / 3;
789} 747}
794 * higher is the chance of returning a low number. 752 * higher is the chance of returning a low number.
795 * It is only used in fix_generated_treasure() to set bonuses on 753 * It is only used in fix_generated_treasure() to set bonuses on
796 * rings and amulets. 754 * rings and amulets.
797 * Another scheme is used to calculate the magic of weapons and armours. 755 * Another scheme is used to calculate the magic of weapons and armours.
798 */ 756 */
799
800int 757int
801get_magic (int diff) 758get_magic (int diff)
802{ 759{
803 int i; 760 int i;
804 761
805 if (diff < 3) 762 if (diff < 3)
806 diff = 3; 763 diff = 3;
764
807 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
808 if (RANDOM () % diff) 766 if (rndm (diff))
809 return i; 767 return i;
768
810 return 4; 769 return 4;
811} 770}
812 771
813#define DICE2 (get_magic(2)==2?2:1) 772#define DICE2 (get_magic(2)==2?2:1)
814#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 773#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
815 774
816/* 775/*
817 * fix_generated_item(): This is called after an item is generated, in 776 * fix_generated_item(): This is called after an item is generated, in
818 * order to set it up right. This produced magical bonuses, puts spells 777 * order to set it up right. This produced magical bonuses, puts spells
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 778 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
833 * value. 792 * value.
834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 793 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
835 * a working object - don't change magic, value, etc, but set it material 794 * a working object - don't change magic, value, etc, but set it material
836 * type as appropriate, for objects that need spell objects, set those, etc 795 * type as appropriate, for objects that need spell objects, set those, etc
837 */ 796 */
838
839void 797void
840fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 798fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
841{ 799{
842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 800 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
843 801
848 save_item_power = op->item_power; 806 save_item_power = op->item_power;
849 op->item_power = 0; 807 op->item_power = 0;
850 808
851 if (op->randomitems && op->type != SPELL) 809 if (op->randomitems && op->type != SPELL)
852 { 810 {
853 create_treasure (op->randomitems, op, flags, difficulty, 0); 811 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
854 if (!op->inv)
855 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
856
857 /* So the treasure doesn't get created again */ 812 /* So the treasure doesn't get created again */
858 op->randomitems = NULL; 813 op->randomitems = 0;
859 } 814 }
860 815
861 if (difficulty < 1) 816 if (difficulty < 1)
862 difficulty = 1; 817 difficulty = 1;
818
819 if (INVOKE_OBJECT (ADD_BONUS, op,
820 ARG_OBJECT (creator != op ? creator : 0),
821 ARG_INT (difficulty), ARG_INT (max_magic),
822 ARG_INT (flags)))
823 return;
863 824
864 if (!(flags & GT_MINIMAL)) 825 if (!(flags & GT_MINIMAL))
865 { 826 {
866 if (op->arch == crown_arch) 827 if (op->arch == crown_arch)
867 { 828 {
874 if (!op->magic && max_magic) 835 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 836 set_magic (difficulty, op, max_magic, flags);
876 837
877 num_enchantments = calc_item_power (op, 1); 838 num_enchantments = calc_item_power (op, 1);
878 839
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 840 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
841 || op->type == HORN
842 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
880 * used for shop_floors or treasures */ 843 * used for shop_floors or treasures */
881 generate_artifact (op, difficulty); 844 generate_artifact (op, difficulty);
882 } 845 }
883 846
884 /* Object was made an artifact. Calculate its item_power rating. 847 /* Object was made an artifact. Calculate its item_power rating.
942 case WEAPON: 905 case WEAPON:
943 case ARMOUR: 906 case ARMOUR:
944 case SHIELD: 907 case SHIELD:
945 case HELMET: 908 case HELMET:
946 case CLOAK: 909 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 910 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 911 set_ring_bonus (op, -DICE2);
949 break; 912 break;
950 913
951 case BRACERS: 914 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 915 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
953 { 916 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 917 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 918 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3; 919 op->value *= 3;
957 } 920 }
983 */ 946 */
984 if (op->inv && op->randomitems) 947 if (op->inv && op->randomitems)
985 { 948 {
986 /* value multiplier is same as for scrolls */ 949 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 950 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 951 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 952 }
990 else 953 else
991 { 954 {
992 op->name = "potion"; 955 op->name = "potion";
993 op->name_pl = "potions"; 956 op->name_pl = "potions";
994 } 957 }
995 958
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 959 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 960 SET_FLAG (op, FLAG_CURSED);
998 break; 961 break;
999 } 962 }
1000 963
1001 case AMULET: 964 case AMULET:
1003 op->value *= 5; /* Since it's not just decoration */ 966 op->value *= 5; /* Since it's not just decoration */
1004 967
1005 case RING: 968 case RING:
1006 if (op->arch == NULL) 969 if (op->arch == NULL)
1007 { 970 {
1008 remove_ob (op); 971 op->destroy ();
1009 free_object (op);
1010 op = NULL; 972 op = 0;
1011 break; 973 break;
1012 } 974 }
1013 975
1014 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 976 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1015 break; 977 break;
1016 978
1017 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 979 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1018 SET_FLAG (op, FLAG_CURSED); 980 SET_FLAG (op, FLAG_CURSED);
1019 981
1020 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 982 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1021 983
1022 if (op->type != RING) /* Amulets have only one ability */ 984 if (op->type != RING) /* Amulets have only one ability */
1023 break; 985 break;
1024 986
1025 if (!(RANDOM () % 4)) 987 if (!(rndm (4)))
1026 { 988 {
1027 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 989 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1028 990
1029 if (d > 0) 991 if (d > 0)
1030 op->value *= 3; 992 op->value *= 3;
1031 993
1032 set_ring_bonus (op, d); 994 set_ring_bonus (op, d);
1033 995
1034 if (!(RANDOM () % 4)) 996 if (!(rndm (4)))
1035 { 997 {
1036 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 998 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1037 999
1038 if (d > 0) 1000 if (d > 0)
1039 op->value *= 5; 1001 op->value *= 5;
1040 set_ring_bonus (op, d); 1002 set_ring_bonus (op, d);
1041 } 1003 }
1042 } 1004 }
1043 1005
1044 if (GET_ANIM_ID (op)) 1006 if (GET_ANIM_ID (op))
1045 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1007 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1046 1008
1047 break; 1009 break;
1048 1010
1049 case BOOK: 1011 case BOOK:
1050 /* Is it an empty book?, if yes lets make a special· 1012 /* Is it an empty book?, if yes lets make a special·
1051 * msg for it, and tailor its properties based on the· 1013 * msg for it, and tailor its properties based on the·
1052 * creator and/or map level we found it on. 1014 * creator and/or map level we found it on.
1053 */ 1015 */
1054 if (!op->msg && RANDOM () % 10) 1016 if (!op->msg && rndm (10))
1055 { 1017 {
1056 /* set the book level properly */ 1018 /* set the book level properly */
1057 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1019 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1058 { 1020 {
1059 if (op->map && op->map->difficulty) 1021 if (op->map && op->map->difficulty)
1060 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1022 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1061 else 1023 else
1062 op->level = RANDOM () % 20 + 1; 1024 op->level = rndm (20) + 1;
1063 } 1025 }
1064 else 1026 else
1065 op->level = RANDOM () % creator->level; 1027 op->level = rndm (creator->level);
1066 1028
1067 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1029 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1068 /* books w/ info are worth more! */ 1030 /* books w/ info are worth more! */
1069 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1031 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1070 /* creator related stuff */ 1032 /* creator related stuff */
1169 */ 1131 */
1170 1132
1171/* 1133/*
1172 * Allocate and return the pointer to an empty artifactlist structure. 1134 * Allocate and return the pointer to an empty artifactlist structure.
1173 */ 1135 */
1174
1175static artifactlist * 1136static artifactlist *
1176get_empty_artifactlist (void) 1137get_empty_artifactlist (void)
1177{ 1138{
1178 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1139 return salloc0 <artifactlist> ();
1179
1180 if (tl == NULL)
1181 fatal (OUT_OF_MEMORY);
1182 tl->next = NULL;
1183 tl->items = NULL;
1184 tl->total_chance = 0;
1185 return tl;
1186} 1140}
1187 1141
1188/* 1142/*
1189 * Allocate and return the pointer to an empty artifact structure. 1143 * Allocate and return the pointer to an empty artifact structure.
1190 */ 1144 */
1191
1192static artifact * 1145static artifact *
1193get_empty_artifact (void) 1146get_empty_artifact (void)
1194{ 1147{
1195 artifact *t = (artifact *) malloc (sizeof (artifact)); 1148 return salloc0 <artifact> ();
1196
1197 if (t == NULL)
1198 fatal (OUT_OF_MEMORY);
1199 t->item = NULL;
1200 t->next = NULL;
1201 t->chance = 0;
1202 t->difficulty = 0;
1203 t->allowed = NULL;
1204 return t;
1205} 1149}
1206 1150
1207/* 1151/*
1208 * Searches the artifact lists and returns one that has the same type 1152 * Searches the artifact lists and returns one that has the same type
1209 * of objects on it. 1153 * of objects on it.
1210 */ 1154 */
1211
1212artifactlist * 1155artifactlist *
1213find_artifactlist (int type) 1156find_artifactlist (int type)
1214{ 1157{
1215 artifactlist *al;
1216
1217 for (al = first_artifactlist; al != NULL; al = al->next) 1158 for (artifactlist *al = first_artifactlist; al; al = al->next)
1218 if (al->type == type) 1159 if (al->type == type)
1219 return al; 1160 return al;
1161
1220 return NULL; 1162 return 0;
1221} 1163}
1222 1164
1223/* 1165/*
1224 * For debugging purposes. Dumps all tables. 1166 * For debugging purposes. Dumps all tables.
1225 */ 1167 */
1226
1227void 1168void
1228dump_artifacts (void) 1169dump_artifacts (void)
1229{ 1170{
1230 artifactlist *al; 1171 artifactlist *al;
1231 artifact *art; 1172 artifact *art;
1238 for (art = al->items; art != NULL; art = art->next) 1179 for (art = al->items; art != NULL; art = art->next)
1239 { 1180 {
1240 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1181 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1241 if (art->allowed != NULL) 1182 if (art->allowed != NULL)
1242 { 1183 {
1243 fprintf (logfile, "\tAllowed combinations:"); 1184 fprintf (logfile, "\tallowed combinations:");
1244 for (next = art->allowed; next != NULL; next = next->next) 1185 for (next = art->allowed; next != NULL; next = next->next)
1245 fprintf (logfile, "%s,", &next->name); 1186 fprintf (logfile, "%s,", &next->name);
1246 fprintf (logfile, "\n"); 1187 fprintf (logfile, "\n");
1247 } 1188 }
1248 } 1189 }
1259 treasurelist *tl; 1200 treasurelist *tl;
1260 int i; 1201 int i;
1261 1202
1262 if (depth > 100) 1203 if (depth > 100)
1263 return; 1204 return;
1264 while (t != NULL) 1205
1206 while (t)
1265 { 1207 {
1266 if (t->name != NULL) 1208 if (t->name)
1267 { 1209 {
1268 for (i = 0; i < depth; i++) 1210 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " "); 1211 fprintf (logfile, " ");
1212
1270 fprintf (logfile, "{ (list: %s)\n", &t->name); 1213 fprintf (logfile, "{ (list: %s)\n", &t->name);
1214
1271 tl = find_treasurelist (t->name); 1215 tl = treasurelist::find (t->name);
1216 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2); 1217 dump_monster_treasure_rec (name, tl->items, depth + 2);
1218
1273 for (i = 0; i < depth; i++) 1219 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1220 fprintf (logfile, " ");
1221
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1222 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 } 1223 }
1277 else 1224 else
1278 { 1225 {
1279 for (i = 0; i < depth; i++) 1226 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " "); 1227 fprintf (logfile, " ");
1228
1281 if (t->item->clone.type == FLESH) 1229 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1230 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else 1231 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name); 1232 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 } 1233 }
1234
1286 if (t->next_yes != NULL) 1235 if (t->next_yes)
1287 { 1236 {
1288 for (i = 0; i < depth; i++) 1237 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " "); 1238 fprintf (logfile, " ");
1239
1290 fprintf (logfile, " (if yes)\n"); 1240 fprintf (logfile, " (if yes)\n");
1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1241 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1292 } 1242 }
1243
1293 if (t->next_no != NULL) 1244 if (t->next_no)
1294 { 1245 {
1295 for (i = 0; i < depth; i++) 1246 for (i = 0; i < depth; i++)
1296 fprintf (logfile, " "); 1247 fprintf (logfile, " ");
1248
1297 fprintf (logfile, " (if no)\n"); 1249 fprintf (logfile, " (if no)\n");
1298 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1250 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1299 } 1251 }
1252
1300 t = t->next; 1253 t = t->next;
1301 } 1254 }
1302} 1255}
1303 1256
1304/* 1257/*
1305 * For debugging purposes. Dumps all treasures for a given monster. 1258 * For debugging purposes. Dumps all treasures for a given monster.
1306 * Created originally by Raphael Quinet for debugging the alchemy code. 1259 * Created originally by Raphael Quinet for debugging the alchemy code.
1307 */ 1260 */
1308
1309void 1261void
1310dump_monster_treasure (const char *name) 1262dump_monster_treasure (const char *name)
1311{ 1263{
1312 archetype *at; 1264 archetype *at;
1313 int found; 1265 int found;
1314 1266
1315 found = 0; 1267 found = 0;
1316 fprintf (logfile, "\n"); 1268 fprintf (logfile, "\n");
1269
1317 for (at = first_archetype; at != NULL; at = at->next) 1270 for (at = first_archetype; at != NULL; at = at->next)
1318 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1271 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1319 { 1272 {
1320 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1273 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1321 if (at->clone.randomitems != NULL) 1274 if (at->clone.randomitems != NULL)
1322 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1275 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1323 else 1276 else
1324 fprintf (logfile, "(nothing)\n"); 1277 fprintf (logfile, "(nothing)\n");
1278
1325 fprintf (logfile, "\n"); 1279 fprintf (logfile, "\n");
1326 found++; 1280 found++;
1327 } 1281 }
1282
1328 if (found == 0) 1283 if (found == 0)
1329 fprintf (logfile, "No objects have the name %s!\n\n", name); 1284 fprintf (logfile, "No objects have the name %s!\n\n", name);
1330} 1285}
1331 1286
1332/* 1287/*
1333 * Builds up the lists of artifacts from the file in the libdir. 1288 * Builds up the lists of artifacts from the file in the libdir.
1334 */ 1289 */
1335
1336void 1290void
1337init_artifacts (void) 1291init_artifacts (void)
1338{ 1292{
1339 static int has_been_inited = 0; 1293 static int has_been_inited = 0;
1340 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1294 char filename[MAX_BUF];
1341 artifact *art = NULL; 1295 artifact *art = NULL;
1342 linked_char *tmp;
1343 int value;
1344 artifactlist *al; 1296 artifactlist *al;
1345 1297
1346 if (has_been_inited) 1298 if (has_been_inited)
1347 return; 1299 return;
1348 else 1300 else
1349 has_been_inited = 1; 1301 has_been_inited = 1;
1350 1302
1351 sprintf (filename, "%s/artifacts", settings.datadir); 1303 sprintf (filename, "%s/artifacts", settings.datadir);
1352 object_thawer thawer (filename); 1304 object_thawer f (filename);
1353 1305
1354 if (!thawer) 1306 if (!f)
1355 return; 1307 return;
1356 1308
1357 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1309 f.next ();
1358 {
1359 if (*buf == '#')
1360 continue;
1361 if ((cp = strchr (buf, '\n')) != NULL)
1362 *cp = '\0';
1363 cp = buf;
1364 while (*cp == ' ') /* Skip blanks */
1365 cp++;
1366 if (*cp == '\0')
1367 continue;
1368 1310
1369 if (!strncmp (cp, "Allowed", 7)) 1311 for (;;)
1312 {
1313 switch (f.kw)
1370 { 1314 {
1315 case KW_allowed:
1371 if (art == NULL) 1316 if (!art)
1317 art = get_empty_artifact ();
1318
1372 { 1319 {
1373 art = get_empty_artifact (); 1320 if (!strcmp (f.get_str (), "all"))
1374 nrofartifacts++; 1321 break;
1322
1323 char *next, *cp = f.get_str ();
1324
1325 do
1326 {
1327 if ((next = strchr (cp, ',')))
1328 *next++ = '\0';
1329
1330 linked_char *tmp = new linked_char;
1331
1332 tmp->name = cp;
1333 tmp->next = art->allowed;
1334 art->allowed = tmp;
1335 }
1336 while ((cp = next));
1375 } 1337 }
1376 cp = strchr (cp, ' ') + 1; 1338 break;
1377 if (!strcmp (cp, "all")) 1339
1340 case KW_chance:
1341 f.get (art->chance);
1342 break;
1343
1344 case KW_difficulty:
1345 f.get (art->difficulty);
1346 break;
1347
1348 case KW_object:
1349 {
1350 art->item = object::create ();
1351 f.get (art->item->name);
1352 f.next ();
1353
1354 if (!art->item->parse_kv (f))
1355 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1356
1357 al = find_artifactlist (art->item->type);
1358
1359 if (!al)
1360 {
1361 al = get_empty_artifactlist ();
1362 al->type = art->item->type;
1363 al->next = first_artifactlist;
1364 first_artifactlist = al;
1365 }
1366
1367 art->next = al->items;
1368 al->items = art;
1369 art = 0;
1370 }
1378 continue; 1371 continue;
1379 1372
1380 do 1373 case KW_EOF:
1374 goto done;
1375
1376 default:
1377 if (!f.parse_error ("artifacts file"))
1378 cleanup ("artifacts file required");
1381 { 1379 break;
1382 nrofallowedstr++;
1383 if ((next = strchr (cp, ',')) != NULL)
1384 *(next++) = '\0';
1385 tmp = new linked_char;
1386
1387 tmp->name = cp;
1388 tmp->next = art->allowed;
1389 art->allowed = tmp;
1390 }
1391 while ((cp = next) != NULL);
1392 }
1393 else if (sscanf (cp, "chance %d", &value))
1394 art->chance = (uint16) value;
1395 else if (sscanf (cp, "difficulty %d", &value))
1396 art->difficulty = (uint8) value;
1397 else if (!strncmp (cp, "Object", 6))
1398 { 1380 }
1399 art->item = get_object ();
1400 1381
1401 if (!load_object (thawer, art->item, 0)) 1382 f.next ();
1402 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403
1404 art->item->name = strchr (cp, ' ') + 1;
1405 al = find_artifactlist (art->item->type);
1406 if (al == NULL)
1407 {
1408 al = get_empty_artifactlist ();
1409 al->type = art->item->type;
1410 al->next = first_artifactlist;
1411 first_artifactlist = al;
1412 }
1413 art->next = al->items;
1414 al->items = art;
1415 art = NULL;
1416 }
1417 else
1418 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1419 } 1383 }
1420 1384
1385done:
1421 for (al = first_artifactlist; al != NULL; al = al->next) 1386 for (al = first_artifactlist; al; al = al->next)
1422 { 1387 {
1388 al->total_chance = 0;
1389
1423 for (art = al->items; art != NULL; art = art->next) 1390 for (art = al->items; art; art = art->next)
1424 { 1391 {
1425 if (!art->chance) 1392 if (!art->chance)
1426 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1393 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1427 else 1394 else
1428 al->total_chance += art->chance; 1395 al->total_chance += art->chance;
1433 } 1400 }
1434 1401
1435 LOG (llevDebug, "done.\n"); 1402 LOG (llevDebug, "done.\n");
1436} 1403}
1437 1404
1438
1439/* 1405/*
1440 * Used in artifact generation. The bonuses of the first object 1406 * Used in artifact generation. The bonuses of the first object
1441 * is modified by the bonuses of the second object. 1407 * is modified by the bonuses of the second object.
1442 */ 1408 */
1443
1444void 1409void
1445add_abilities (object *op, object *change) 1410add_abilities (object *op, object *change)
1446{ 1411{
1447 int i, tmp; 1412 int i, tmp;
1448 1413
1449 if (change->face != blank_face) 1414 if (change->face != blank_face)
1450 { 1415 {
1451#ifdef TREASURE_VERBOSE 1416#ifdef TREASURE_VERBOSE
1452 LOG (llevDebug, "FACE: %d\n", change->face->number); 1417 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1453#endif 1418#endif
1454 op->face = change->face; 1419 op->face = change->face;
1455 } 1420 }
1456 1421
1457 for (i = 0; i < NUM_STATS; i++) 1422 for (i = 0; i < NUM_STATS; i++)
1458 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1423 change_attr_value (&(op->stats), i, change->stats.stat (i));
1459 1424
1460 op->attacktype |= change->attacktype; 1425 op->attacktype |= change->attacktype;
1461 op->path_attuned |= change->path_attuned; 1426 op->path_attuned |= change->path_attuned;
1462 op->path_repelled |= change->path_repelled; 1427 op->path_repelled |= change->path_repelled;
1463 op->path_denied |= change->path_denied; 1428 op->path_denied |= change->path_denied;
1493 CLEAR_FLAG (op, FLAG_ANIMATE); 1458 CLEAR_FLAG (op, FLAG_ANIMATE);
1494 /* so artifacts will join */ 1459 /* so artifacts will join */
1495 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1460 if (!QUERY_FLAG (op, FLAG_ALIVE))
1496 op->speed = 0.0; 1461 op->speed = 0.0;
1497 1462
1498 update_ob_speed (op); 1463 op->set_speed (op->speed);
1499 } 1464 }
1500 1465
1501 if (change->nrof) 1466 if (change->nrof)
1502 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1467 op->nrof = rndm (change->nrof) + 1;
1503 1468
1504 op->stats.exp += change->stats.exp; /* Speed modifier */ 1469 op->stats.exp += change->stats.exp; /* Speed modifier */
1505 op->stats.wc += change->stats.wc; 1470 op->stats.wc += change->stats.wc;
1506 op->stats.ac += change->stats.ac; 1471 op->stats.ac += change->stats.ac;
1507 1472
1515 { 1480 {
1516 object *tmp_obj; 1481 object *tmp_obj;
1517 1482
1518 /* Remove any spells this object currently has in it */ 1483 /* Remove any spells this object currently has in it */
1519 while (op->inv) 1484 while (op->inv)
1520 { 1485 op->inv->destroy ();
1521 tmp_obj = op->inv;
1522 remove_ob (tmp_obj);
1523 free_object (tmp_obj);
1524 }
1525 1486
1526 tmp_obj = arch_to_object (change->other_arch); 1487 tmp_obj = arch_to_object (change->other_arch);
1527 insert_ob_in_ob (tmp_obj, op); 1488 insert_ob_in_ob (tmp_obj, op);
1528 } 1489 }
1529 /* No harm setting this for potions/horns */ 1490 /* No harm setting this for potions/horns */
1566 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1527 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1567 1528
1568 op->item_power = change->item_power; 1529 op->item_power = change->item_power;
1569 1530
1570 for (i = 0; i < NROFATTACKS; i++) 1531 for (i = 0; i < NROFATTACKS; i++)
1571 {
1572 if (change->resist[i]) 1532 if (change->resist[i])
1573 {
1574 op->resist[i] += change->resist[i]; 1533 op->resist[i] += change->resist[i];
1575 }
1576 }
1577 1534
1578 if (change->stats.dam) 1535 if (change->stats.dam)
1579 { 1536 {
1580 if (change->stats.dam < 0) 1537 if (change->stats.dam < 0)
1581 op->stats.dam = (-change->stats.dam); 1538 op->stats.dam = (-change->stats.dam);
1618 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1575 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1619 } 1576 }
1620 1577
1621 op->value *= change->value; 1578 op->value *= change->value;
1622 1579
1623 if (change->material) 1580 if (change->materials)
1624 op->material = change->material; 1581 op->materials = change->materials;
1625 1582
1626 if (change->materialname) 1583 if (change->materialname)
1627 op->materialname = change->materialname; 1584 op->materialname = change->materialname;
1628 1585
1629 if (change->slaying) 1586 if (change->slaying)
1635 if (change->msg) 1592 if (change->msg)
1636 op->msg = change->msg; 1593 op->msg = change->msg;
1637} 1594}
1638 1595
1639static int 1596static int
1640legal_artifact_combination (object *op, artifact * art) 1597legal_artifact_combination (object *op, artifact *art)
1641{ 1598{
1642 int neg, success = 0; 1599 int neg, success = 0;
1643 linked_char *tmp; 1600 linked_char *tmp;
1644 const char *name; 1601 const char *name;
1645 1602
1646 if (art->allowed == (linked_char *) NULL) 1603 if (!art->allowed)
1647 return 1; /* Ie, "all" */ 1604 return 1; /* Ie, "all" */
1605
1648 for (tmp = art->allowed; tmp; tmp = tmp->next) 1606 for (tmp = art->allowed; tmp; tmp = tmp->next)
1649 { 1607 {
1650#ifdef TREASURE_VERBOSE 1608#ifdef TREASURE_VERBOSE
1651 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1609 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1652#endif 1610#endif
1653 if (*tmp->name == '!') 1611 if (*tmp->name == '!')
1654 name = tmp->name + 1, neg = 1; 1612 name = tmp->name + 1, neg = 1;
1655 else 1613 else
1656 name = tmp->name, neg = 0; 1614 name = tmp->name, neg = 0;
1663 * everything is allowed except what we match 1621 * everything is allowed except what we match
1664 */ 1622 */
1665 else if (neg) 1623 else if (neg)
1666 success = 1; 1624 success = 1;
1667 } 1625 }
1626
1668 return success; 1627 return success;
1669} 1628}
1670 1629
1671/* 1630/*
1672 * Fixes the given object, giving it the abilities and titles 1631 * Fixes the given object, giving it the abilities and titles
1723 return; 1682 return;
1724 } 1683 }
1725 1684
1726 for (i = 0; i < ARTIFACT_TRIES; i++) 1685 for (i = 0; i < ARTIFACT_TRIES; i++)
1727 { 1686 {
1728 int roll = RANDOM () % al->total_chance; 1687 int roll = rndm (al->total_chance);
1729 1688
1730 for (art = al->items; art != NULL; art = art->next) 1689 for (art = al->items; art; art = art->next)
1731 { 1690 {
1732 roll -= art->chance; 1691 roll -= art->chance;
1733 if (roll < 0) 1692 if (roll < 0)
1734 break; 1693 break;
1735 } 1694 }
1751 continue; 1710 continue;
1752 1711
1753 if (!legal_artifact_combination (op, art)) 1712 if (!legal_artifact_combination (op, art))
1754 { 1713 {
1755#ifdef TREASURE_VERBOSE 1714#ifdef TREASURE_VERBOSE
1756 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1715 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1757#endif 1716#endif
1758 continue; 1717 continue;
1759 } 1718 }
1719
1760 give_artifact_abilities (op, art->item); 1720 give_artifact_abilities (op, art->item);
1761 return; 1721 return;
1762 } 1722 }
1763} 1723}
1764 1724
1808 SET_FLAG (item, FLAG_NO_STEAL); 1768 SET_FLAG (item, FLAG_NO_STEAL);
1809 } 1769 }
1810} 1770}
1811 1771
1812/* special_potion() - so that old potion code is still done right. */ 1772/* special_potion() - so that old potion code is still done right. */
1813
1814int 1773int
1815special_potion (object *op) 1774special_potion (object *op)
1816{ 1775{
1817
1818 int i;
1819
1820 if (op->attacktype) 1776 if (op->attacktype)
1821 return 1; 1777 return 1;
1822 1778
1823 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1779 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1824 return 1; 1780 return 1;
1825 1781
1826 for (i = 0; i < NROFATTACKS; i++) 1782 for (int i = 0; i < NROFATTACKS; i++)
1827 if (op->resist[i]) 1783 if (op->resist[i])
1828 return 1; 1784 return 1;
1829 1785
1830 return 0; 1786 return 0;
1831} 1787}
1832 1788
1833void 1789void
1834free_treasurestruct (treasure *t) 1790free_treasurestruct (treasure *t)
1835{ 1791{
1836 if (t->next)
1837 free_treasurestruct (t->next); 1792 if (t->next) free_treasurestruct (t->next);
1838 if (t->next_yes)
1839 free_treasurestruct (t->next_yes); 1793 if (t->next_yes) free_treasurestruct (t->next_yes);
1840 if (t->next_no)
1841 free_treasurestruct (t->next_no); 1794 if (t->next_no) free_treasurestruct (t->next_no);
1842 1795
1843 delete t; 1796 delete t;
1844} 1797}
1845 1798
1846void 1799void
1851 1804
1852 delete lc; 1805 delete lc;
1853} 1806}
1854 1807
1855void 1808void
1856free_artifact (artifact * at) 1809free_artifact (artifact *at)
1857{ 1810{
1858 if (at->next)
1859 free_artifact (at->next); 1811 if (at->next) free_artifact (at->next);
1860
1861 if (at->allowed)
1862 free_charlinks (at->allowed); 1812 if (at->allowed) free_charlinks (at->allowed);
1863 1813
1864 at->item->free (1); 1814 at->item->destroy (1);
1865 1815
1866 delete at; 1816 sfree (at);
1867} 1817}
1868 1818
1869void 1819void
1870free_artifactlist (artifactlist * al) 1820free_artifactlist (artifactlist *al)
1871{ 1821{
1872 artifactlist *nextal; 1822 artifactlist *nextal;
1873 1823
1874 for (al = first_artifactlist; al != NULL; al = nextal) 1824 for (al = first_artifactlist; al; al = nextal)
1875 { 1825 {
1876 nextal = al->next; 1826 nextal = al->next;
1877 1827
1878 if (al->items) 1828 if (al->items)
1879 free_artifact (al->items); 1829 free_artifact (al->items);
1880 1830
1881 free (al); 1831 sfree (al);
1882 } 1832 }
1883} 1833}
1884 1834
1885void 1835void
1886free_all_treasures (void) 1836free_all_treasures (void)
1887{ 1837{
1888 treasurelist *tl, *next; 1838 treasurelist *tl, *next;
1889 1839
1890
1891 for (tl = first_treasurelist; tl != NULL; tl = next) 1840 for (tl = first_treasurelist; tl; tl = next)
1892 { 1841 {
1842 clear (tl);
1843
1893 next = tl->next; 1844 next = tl->next;
1894 if (tl->items)
1895 free_treasurestruct (tl->items);
1896 delete tl; 1845 delete tl;
1897 } 1846 }
1847
1898 free_artifactlist (first_artifactlist); 1848 free_artifactlist (first_artifactlist);
1899} 1849}

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