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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.22 by root, Sun Dec 10 20:15:57 2006 UTC vs.
Revision 1.68 by root, Thu Nov 8 19:43:23 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23
24#define ALLOWED_COMBINATION
25 23
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
28 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
29 * left on 27 * left on
30 */ 28 */
31#define TREASURE_DEBUG 29#define TREASURE_DEBUG
32 30
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 31/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 32
35/* #define TREASURE_VERBOSE */ 33//#define TREASURE_VERBOSE
36 34
37#include <global.h> 35#include <global.h>
38#include <treasure.h> 36#include <treasure.h>
39#include <funcpoint.h> 37#include <funcpoint.h>
40#include <loader.h> 38#include <loader.h>
41 39
40extern char *spell_mapping[];
41
42static treasurelist *first_treasurelist;
42 43
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 44static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 45
46/* 46typedef std::tr1::unordered_map<
47 * Initialize global archtype pointers: 47 const char *,
48 */ 48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >,
52 true
53> tl_map_t;
49 54
55static tl_map_t tl_map;
56
57/*
58 * Searches for the given treasurelist
59 */
60treasurelist *
61treasurelist::find (const char *name)
62{
63 if (!name)
64 return 0;
65
66 auto (i, tl_map.find (name));
67
68 if (i == tl_map.end ())
69 return 0;
70
71 return i->second;
72}
73
74/*
75 * Searches for the given treasurelist in the globally linked list
76 * of treasurelists which has been built by load_treasures().
77 */
78treasurelist *
79treasurelist::get (const char *name)
80{
81 treasurelist *tl = find (name);
82
83 if (!tl)
84 {
85 tl = new treasurelist;
86
87 tl->name = name;
88 tl->next = first_treasurelist;
89 first_treasurelist = tl;
90
91 tl_map.insert (std::make_pair (tl->name, tl));
92 }
93
94 return tl;
95}
96
97//TODO: class method
50void 98void
51init_archetype_pointers () 99clear (treasurelist *tl)
52{ 100{
53 int prev_warn = warn_archetypes; 101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
54 106
55 warn_archetypes = 1;
56 if (ring_arch == NULL)
57 ring_arch = archetype::find ("ring");
58 if (amulet_arch == NULL)
59 amulet_arch = archetype::find ("amulet");
60 if (staff_arch == NULL)
61 staff_arch = archetype::find ("staff");
62 if (crown_arch == NULL)
63 crown_arch = archetype::find ("crown");
64 warn_archetypes = prev_warn;
65}
66
67/*
68 * Allocate and return the pointer to an empty treasurelist structure.
69 */
70
71static treasurelist *
72get_empty_treasurelist (void)
73{
74 return new treasurelist;
75}
76
77/*
78 * Allocate and return the pointer to an empty treasure structure.
79 */
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85
86 t->chance = 100; 107 tl->total_chance = 0;
87
88 return t;
89} 108}
109
110#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out
113 */
114static void
115check_treasurelist (const treasure *t, const treasurelist * tl)
116{
117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119
120 if (t->next)
121 check_treasurelist (t->next, tl);
122
123 if (t->next_yes)
124 check_treasurelist (t->next_yes, tl);
125
126 if (t->next_no)
127 check_treasurelist (t->next_no, tl);
128}
129#endif
90 130
91/* 131/*
92 * Reads the lib/treasure file from disk, and parses the contents 132 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 133 * into an internal treasure structure (very linked lists)
94 */ 134 */
95
96static treasure * 135static treasure *
97load_treasure (FILE * fp, int *line) 136read_treasure (object_thawer &f)
98{ 137{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 138 treasure *t = new treasure;
101 int value;
102 139
103 nroftreasures++; 140 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 141
108 if (*buf == '#') 142 for (;;)
109 continue; 143 {
110 if ((cp = strchr (buf, '\n')) != NULL) 144 coroapi::cede_to_tick_every (10);
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 145
116 if (sscanf (cp, "arch %s", variable)) 146 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 147 {
121 else if (sscanf (cp, "list %s", variable)) 148 case KW_arch:
122 t->name = variable; 149 t->item = archetype::get (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 150 break;
124 t->change_arch.name = variable; 151
125 else if (sscanf (cp, "change_title %s", variable)) 152 case KW_list: f.get (t->name); break;
126 t->change_arch.title = variable; 153 case KW_change_name: f.get (t->change_arch.name); break;
127 else if (sscanf (cp, "change_slaying %s", variable)) 154 case KW_change_title: f.get (t->change_arch.title); break;
128 t->change_arch.slaying = variable; 155 case KW_change_slaying: f.get (t->change_arch.slaying); break;
129 else if (sscanf (cp, "chance %d", &value)) 156 case KW_chance: f.get (t->chance); break;
130 t->chance = (uint8) value; 157 case KW_nrof: f.get (t->nrof); break;
131 else if (sscanf (cp, "nrof %d", &value)) 158 case KW_magic: f.get (t->magic); break;
132 t->nrof = (uint16) value; 159
133 else if (sscanf (cp, "magic %d", &value)) 160 case KW_yes: t->next_yes = read_treasure (f); continue;
134 t->magic = (uint8) value; 161 case KW_no: t->next_no = read_treasure (f); continue;
135 else if (!strcmp (cp, "yes")) 162
136 t->next_yes = load_treasure (fp, line); 163 case KW_end:
137 else if (!strcmp (cp, "no")) 164 f.next ();
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 {
143 t->next = load_treasure (fp, line);
144 return t; 165 return t;
145 }
146 else
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
148 }
149 LOG (llevError, "treasure lacks 'end'.\n");
150 return t;
151}
152 166
153#ifdef TREASURE_DEBUG 167 case KW_more:
168 t->next = read_treasure (f);
169 return t;
154 170
155/* recursived checks the linked list. Treasurelist is passed only 171 default:
156 * so that the treasure name can be printed out 172 if (!f.parse_error ("treasurelist", t->name))
157 */ 173 return 0;
158static void
159check_treasurelist (const treasure *t, const treasurelist * tl)
160{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name)
167 (void) find_treasurelist (t->name);
168 if (t->next)
169 check_treasurelist (t->next, tl);
170 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl);
172 if (t->next_no)
173 check_treasurelist (t->next_no, tl);
174}
175#endif
176 174
175 return t;
176 }
177
178 f.next ();
179 }
180}
181
177/* 182/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 183 * Each treasure is parsed with the help of load_treasure().
180 */ 184 */
181 185treasurelist *
182void 186treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 187{
185 FILE *fp; 188 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
186 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187 treasurelist *previous = NULL;
188 treasure *t;
189 int comp, line = 0;
190 189
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 190 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 191 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 192 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 193 tl->items = read_treasure (f);
194 if (!tl->items)
195 return; 195 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 196
203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 {
205 treasurelist *tl = get_empty_treasurelist ();
206
207 tl->name = name;
208 if (previous == NULL)
209 first_treasurelist = tl;
210 else
211 previous->next = tl;
212 previous = tl;
213 tl->items = load_treasure (fp, &line);
214
215 /* This is a one of the many items on the list should be generated. 197 /* This is a one of the many items on the list should be generated.
216 * Add up the chance total, and check to make sure the yes & no 198 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 199 * fields of the treasures are not being used.
218 */ 200 */
219 if (!strncmp (buf, "treasureone", 11)) 201 if (one)
202 {
203 for (treasure *t = tl->items; t; t = t->next)
204 {
205 if (t->next_yes || t->next_no)
220 { 206 {
221 for (t = tl->items; t != NULL; t = t->next)
222 {
223#ifdef TREASURE_DEBUG
224 if (t->next_yes || t->next_no)
225 {
226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 207 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
227 LOG (llevError, " the next_yes or next_no field is set\n"); 208 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 209 }
233 }
234 else
235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
236 }
237 close_and_delete (fp, comp);
238 210
239#ifdef TREASURE_DEBUG 211 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 212 }
241 * verify that list transitions work (ie, the list that it is supposed 213 }
242 * to transition to exists). Also, verify that at least the name
243 * or archetype is set for each treasure element.
244 */
245 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
246 check_treasurelist (previous->items, previous);
247#endif
248}
249 214
250/*
251 * Searches for the given treasurelist in the globally linked list
252 * of treasurelists which has been built by load_treasures().
253 */
254
255treasurelist *
256find_treasurelist (const char *name)
257{
258 shstr_cmp name_ (name);
259
260 if (!name_)
261 return 0;
262
263 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name)
265 return tl;
266
267 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
270 return 0; 215 return tl;
271} 216}
272
273 217
274/* 218/*
275 * Generates the objects specified by the given treasure. 219 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 220 * It goes recursively through the rest of the linked list.
277 * If there is a certain percental chance for a treasure to be generated, 221 * If there is a certain percental chance for a treasure to be generated,
280 * being generated. 224 * being generated.
281 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 225 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
282 * abilities. This is used by summon spells, thus no summoned monsters 226 * abilities. This is used by summon spells, thus no summoned monsters
283 * start with equipment, but only their abilities). 227 * start with equipment, but only their abilities).
284 */ 228 */
285
286
287static void 229static void
288put_treasure (object *op, object *creator, int flags) 230put_treasure (object *op, object *creator, int flags)
289{ 231{
290 object *tmp; 232 if (flags & GT_ENVIRONMENT)
291 233 {
292 /* Bit of a hack - spells should never be put onto the map. The entire 234 /* Bit of a hack - spells should never be put onto the map. The entire
293 * treasure stuff is a problem - there is no clear idea of knowing 235 * treasure stuff is a problem - there is no clear idea of knowing
294 * this is the original object, or if this is an object that should be created 236 * this is the original object, or if this is an object that should be created
295 * by another object. 237 * by another object.
296 */ 238 */
297 if (flags & GT_ENVIRONMENT && op->type != SPELL) 239 //TODO: flag such as objects... as such (no drop, anybody?)
298 { 240 if (op->type == SPELL)
299 op->x = creator->x; 241 {
300 op->y = creator->y; 242 op->destroy ();
243 return;
244 }
245
246 op->expand_tail ();
247
248 if (op->blocked (creator->map, creator->x, creator->y))
249 op->destroy ();
250 else
251 {
301 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
302 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 }
303 } 255 }
304 else 256 else
305 { 257 {
306 op = insert_ob_in_ob (op, creator); 258 op = creator->insert (op);
259
307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
308 monster_check_apply (creator, op); 261 monster_check_apply (creator, op);
309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 262
263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
310 esrv_send_item (tmp, op); 265 esrv_send_item (tmp, op);
311 } 266 }
312} 267}
313 268
314/* if there are change_xxx commands in the treasure, we include the changes 269/* if there are change_xxx commands in the treasure, we include the changes
315 * in the generated object 270 * in the generated object
329 284
330 if (t->change_arch.slaying) 285 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 286 op->slaying = t->change_arch.slaying;
332} 287}
333 288
334void 289static void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 290create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 291{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 292 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 293 {
341 if (t->name) 294 if (t->name)
342 { 295 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 296 if (difficulty >= t->magic)
297 if (treasurelist *tl = treasurelist::find (t->name))
344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 298 create_treasure (tl, op, flag, difficulty, tries);
299 else
300 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
345 } 301 }
346 else 302 else
347 { 303 {
348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 305 {
350 tmp = arch_to_object (t->item); 306 object *tmp = arch_to_object (t->item);
307
351 if (t->nrof && tmp->nrof <= 1) 308 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 309 tmp->nrof = rndm (t->nrof) + 1;
310
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 311 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 312 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 313 put_treasure (tmp, op, flag);
356 } 314 }
357 } 315 }
358 316
359 if (t->next_yes != NULL) 317 if (t->next_yes)
360 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 318 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 } 319 }
362 else if (t->next_no != NULL) 320 else if (t->next_no)
363 create_all_treasures (t->next_no, op, flag, difficulty, tries); 321 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 322
365 if (t->next != NULL) 323 if (t->next)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 324 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 325}
368 326
369void 327static void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 328create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 329{
372 int value = RANDOM () % tl->total_chance; 330 int value = rndm (tl->total_chance);
373 treasure *t; 331 treasure *t;
374 332
375 if (tries++ > 100) 333 if (tries++ > 100)
376 { 334 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 335 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378 return; 336 return;
379 } 337 }
380 338
381 for (t = tl->items; t != NULL; t = t->next) 339 for (t = tl->items; t; t = t->next)
382 { 340 {
383 value -= t->chance; 341 value -= t->chance;
384 342
385 if (value < 0) 343 if (value < 0)
386 break; 344 break;
387 } 345 }
388 346
389 if (!t || value >= 0) 347 if (!t || value >= 0)
390 {
391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 348 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
392 abort ();
393 return;
394 }
395 349
396 if (t->name) 350 if (t->name)
397 { 351 {
398 if (!strcmp (t->name, "NONE"))
399 return;
400
401 if (difficulty >= t->magic) 352 if (difficulty >= t->magic)
353 {
354 treasurelist *tl = treasurelist::find (t->name);
355 if (tl)
402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 356 create_treasure (tl, op, flag, difficulty, tries);
357 }
403 else if (t->nrof) 358 else if (t->nrof)
404 create_one_treasure (tl, op, flag, difficulty, tries); 359 create_one_treasure (tl, op, flag, difficulty, tries);
405
406 return;
407 } 360 }
408
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
410 { 362 {
411 object *tmp = arch_to_object (t->item); 363 if (object *tmp = arch_to_object (t->item))
412 364 {
413 if (!tmp)
414 return;
415
416 if (t->nrof && tmp->nrof <= 1) 365 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
418 367
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 369 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 370 put_treasure (tmp, op, flag);
371 }
422 } 372 }
373}
374
375void
376object::create_treasure (treasurelist *tl, int flags)
377{
378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
423} 379}
424 380
425/* This calls the appropriate treasure creation function. tries is passed 381/* This calls the appropriate treasure creation function. tries is passed
426 * to determine how many list transitions or attempts to create treasure 382 * to determine how many list transitions or attempts to create treasure
427 * have been made. It is really in place to prevent infinite loops with 383 * have been made. It is really in place to prevent infinite loops with
428 * list transitions, or so that excessively good treasure will not be 384 * list transitions, or so that excessively good treasure will not be
429 * created on weak maps, because it will exceed the number of allowed tries 385 * created on weak maps, because it will exceed the number of allowed tries
430 * to do that. 386 * to do that.
431 */ 387 */
432void 388void
433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 389create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
434{ 390{
391 // empty treasurelists are legal
392 if (!tl->items)
393 return;
435 394
436 if (tries++ > 100) 395 if (tries++ > 100)
437 { 396 {
438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
439 return; 398 return;
440 } 399 }
400
401 if (op->flag [FLAG_TREASURE_ENV])
402 {
403 // do not generate items when there already is something above the object
404 if (op->flag [FLAG_IS_FLOOR] && op->above)
405 return;
406
407 flag |= GT_ENVIRONMENT;
408 }
409
441 if (t->total_chance) 410 if (tl->total_chance)
442 create_one_treasure (t, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
443 else 412 else
444 create_all_treasures (t->items, op, flag, difficulty, tries); 413 create_all_treasures (tl->items, op, flag, difficulty, tries);
445} 414}
446 415
447/* This is similar to the old generate treasure function. However, 416/* This is similar to the old generate treasure function. However,
448 * it instead takes a treasurelist. It is really just a wrapper around 417 * it instead takes a treasurelist. It is really just a wrapper around
449 * create_treasure. We create a dummy object that the treasure gets 418 * create_treasure. We create a dummy object that the treasure gets
450 * inserted into, and then return that treausre 419 * inserted into, and then return that treausre
451 */ 420 */
452object * 421object *
453generate_treasure (treasurelist * t, int difficulty) 422generate_treasure (treasurelist *tl, int difficulty)
454{ 423{
455 object *ob = get_object (), *tmp; 424 difficulty = clamp (difficulty, 1, settings.max_level);
456 425
426 object *ob = object::create ();
427
457 create_treasure (t, ob, 0, difficulty, 0); 428 create_treasure (tl, ob, 0, difficulty, 0);
458 429
459 /* Don't want to free the object we are about to return */ 430 /* Don't want to free the object we are about to return */
460 tmp = ob->inv; 431 object *tmp = ob->inv;
461 if (tmp != NULL) 432 if (tmp)
462 remove_ob (tmp); 433 tmp->remove ();
463 434
464 if (ob->inv) 435 if (ob->inv)
465 LOG (llevError, "In generate treasure, created multiple objects.\n"); 436 LOG (llevError, "In generate treasure, created multiple objects.\n");
466 437
467 free_object (ob); 438 ob->destroy ();
468 return tmp; 439 return tmp;
469} 440}
470 441
471/* 442/*
472 * This is a new way of calculating the chance for an item to have 443 * This is a new way of calculating the chance for an item to have
474 * The array has two arguments, the difficulty of the level, and the 445 * The array has two arguments, the difficulty of the level, and the
475 * magical bonus "wanted". 446 * magical bonus "wanted".
476 */ 447 */
477 448
478static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 449static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
479
480/*chance of magic difficulty*/ 450// chance of magic difficulty
481
482/* +0 +1 +2 +3 +4 */ 451// +0 +1 +2 +3 +4
483 {95, 2, 2, 1, 0}, /*1 */ 452 {95, 2, 2, 1, 0}, // 1
484 {92, 5, 2, 1, 0}, /*2 */ 453 {92, 5, 2, 1, 0}, // 2
485 {85, 10, 4, 1, 0}, /*3 */ 454 {85, 10, 4, 1, 0}, // 3
486 {80, 14, 4, 2, 0}, /*4 */ 455 {80, 14, 4, 2, 0}, // 4
487 {75, 17, 5, 2, 1}, /*5 */ 456 {75, 17, 5, 2, 1}, // 5
488 {70, 18, 8, 3, 1}, /*6 */ 457 {70, 18, 8, 3, 1}, // 6
489 {65, 21, 10, 3, 1}, /*7 */ 458 {65, 21, 10, 3, 1}, // 7
490 {60, 22, 12, 4, 2}, /*8 */ 459 {60, 22, 12, 4, 2}, // 8
491 {55, 25, 14, 4, 2}, /*9 */ 460 {55, 25, 14, 4, 2}, // 9
492 {50, 27, 16, 5, 2}, /*10 */ 461 {50, 27, 16, 5, 2}, // 10
493 {45, 28, 18, 6, 3}, /*11 */ 462 {45, 28, 18, 6, 3}, // 11
494 {42, 28, 20, 7, 3}, /*12 */ 463 {42, 28, 20, 7, 3}, // 12
495 {40, 27, 21, 8, 4}, /*13 */ 464 {40, 27, 21, 8, 4}, // 13
496 {38, 25, 22, 10, 5}, /*14 */ 465 {38, 25, 22, 10, 5}, // 14
497 {36, 23, 23, 12, 6}, /*15 */ 466 {36, 23, 23, 12, 6}, // 15
498 {33, 21, 24, 14, 8}, /*16 */ 467 {33, 21, 24, 14, 8}, // 16
499 {31, 19, 25, 16, 9}, /*17 */ 468 {31, 19, 25, 16, 9}, // 17
500 {27, 15, 30, 18, 10}, /*18 */ 469 {27, 15, 30, 18, 10}, // 18
501 {20, 12, 30, 25, 13}, /*19 */ 470 {20, 12, 30, 25, 13}, // 19
502 {15, 10, 28, 30, 17}, /*20 */ 471 {15, 10, 28, 30, 17}, // 20
503 {13, 9, 27, 28, 23}, /*21 */ 472 {13, 9, 27, 28, 23}, // 21
504 {10, 8, 25, 28, 29}, /*22 */ 473 {10, 8, 25, 28, 29}, // 22
505 {8, 7, 23, 26, 36}, /*23 */ 474 { 8, 7, 23, 26, 36}, // 23
506 {6, 6, 20, 22, 46}, /*24 */ 475 { 6, 6, 20, 22, 46}, // 24
507 {4, 5, 17, 18, 56}, /*25 */ 476 { 4, 5, 17, 18, 56}, // 25
508 {2, 4, 12, 14, 68}, /*26 */ 477 { 2, 4, 12, 14, 68}, // 26
509 {0, 3, 7, 10, 80}, /*27 */ 478 { 0, 3, 7, 10, 80}, // 27
510 {0, 0, 3, 7, 90}, /*28 */ 479 { 0, 0, 3, 7, 90}, // 28
511 {0, 0, 0, 3, 97}, /*29 */ 480 { 0, 0, 0, 3, 97}, // 29
512 {0, 0, 0, 0, 100}, /*30 */ 481 { 0, 0, 0, 0, 100}, // 30
513 {0, 0, 0, 0, 100}, /*31 */ 482 { 0, 0, 0, 0, 100}, // 31
514}; 483};
515
516 484
517/* calculate the appropriate level for wands staves and scrolls. 485/* calculate the appropriate level for wands staves and scrolls.
518 * This code presumes that op has had its spell object created (in op->inv) 486 * This code presumes that op has had its spell object created (in op->inv)
519 * 487 *
520 * elmex Wed Aug 9 17:44:59 CEST 2006: 488 * elmex Wed Aug 9 17:44:59 CEST 2006:
521 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
522 */ 490 */
523
524int 491int
525level_for_item (const object *op, int difficulty) 492level_for_item (const object *op, int difficulty)
526{ 493{
527 int olevel = 0;
528
529 if (!op->inv) 494 if (!op->inv)
530 { 495 {
531 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 496 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
532 return 0; 497 return 0;
533 } 498 }
534 499
535 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 500 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
536 501
537 if (olevel <= 0) 502 if (olevel <= 0)
538 olevel = rndm (1, MIN (op->inv->level, 1)); 503 olevel = rndm (1, op->inv->level);
539 504
540 if (olevel > MAXLEVEL) 505 return min (olevel, MAXLEVEL);
541 olevel = MAXLEVEL;
542
543 return olevel;
544} 506}
545 507
546/* 508/*
547 * Based upon the specified difficulty and upon the difftomagic_list array, 509 * Based upon the specified difficulty and upon the difftomagic_list array,
548 * a random magical bonus is returned. This is used when determine 510 * a random magical bonus is returned. This is used when determine
551 * elmex Thu Aug 10 18:45:44 CEST 2006: 513 * elmex Thu Aug 10 18:45:44 CEST 2006:
552 * Scaling difficulty by max_level, as difficulty is a level and not some 514 * Scaling difficulty by max_level, as difficulty is a level and not some
553 * weird integer between 1-31. 515 * weird integer between 1-31.
554 * 516 *
555 */ 517 */
556
557int 518int
558magic_from_difficulty (int difficulty) 519magic_from_difficulty (int difficulty)
559{ 520{
560 int percent = 0, magic = 0; 521 int percent = 0, magic = 0;
561 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 522 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
566 scaled_diff = 0; 527 scaled_diff = 0;
567 528
568 if (scaled_diff >= DIFFLEVELS) 529 if (scaled_diff >= DIFFLEVELS)
569 scaled_diff = DIFFLEVELS - 1; 530 scaled_diff = DIFFLEVELS - 1;
570 531
571 percent = RANDOM () % 100; 532 percent = rndm (100);
572 533
573 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 534 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
574 { 535 {
575 percent -= difftomagic_list[scaled_diff][magic]; 536 percent -= difftomagic_list[scaled_diff][magic];
576 537
582 { 543 {
583 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 544 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
584 magic = 0; 545 magic = 0;
585 } 546 }
586 547
587 magic = (RANDOM () % 3) ? magic : -magic; 548 magic = (rndm (3)) ? magic : -magic;
588 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 549 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
589 550
590 return magic; 551 return magic;
591} 552}
592 553
605 566
606 op->magic = magic; 567 op->magic = magic;
607 if (op->arch) 568 if (op->arch)
608 { 569 {
609 if (op->type == ARMOUR) 570 if (op->type == ARMOUR)
610 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
611 572
612 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 573 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
613 magic = (-magic); 574 magic = (-magic);
614 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
615 } 576 }
616 else 577 else
617 { 578 {
618 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
619 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
620 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
621 magic = (-magic); 582 magic = (-magic);
622 op->weight = (op->weight * (100 - magic * 10)) / 100; 583 op->weight = (op->weight * (100 - magic * 10)) / 100;
623 } 584 }
624} 585}
625 586
649 * 1) Since rings can have multiple bonuses, if the same bonus 610 * 1) Since rings can have multiple bonuses, if the same bonus
650 * is rolled again, increase it - the bonuses now stack with 611 * is rolled again, increase it - the bonuses now stack with
651 * other bonuses previously rolled and ones the item might natively have. 612 * other bonuses previously rolled and ones the item might natively have.
652 * 2) Add code to deal with new PR method. 613 * 2) Add code to deal with new PR method.
653 */ 614 */
654
655void 615void
656set_ring_bonus (object *op, int bonus) 616set_ring_bonus (object *op, int bonus)
657{ 617{
658 618
659 int r = RANDOM () % (bonus > 0 ? 25 : 11); 619 int r = rndm (bonus > 0 ? 25 : 11);
660 620
661 if (op->type == AMULET) 621 if (op->type == AMULET)
662 { 622 {
663 if (!(RANDOM () % 21)) 623 if (!(rndm (21)))
664 r = 20 + RANDOM () % 2; 624 r = 20 + rndm (2);
665 else 625 else
666 { 626 {
667 if (RANDOM () & 2) 627 if (rndm (2))
668 r = 10; 628 r = 10;
669 else 629 else
670 r = 11 + RANDOM () % 9; 630 r = 11 + rndm (9);
671 } 631 }
672 } 632 }
673 633
674 switch (r) 634 switch (r)
675 { 635 {
682 case 2: 642 case 2:
683 case 3: 643 case 3:
684 case 4: 644 case 4:
685 case 5: 645 case 5:
686 case 6: 646 case 6:
687 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 647 op->stats.stat (r) += bonus;
688 break; 648 break;
689 649
690 case 7: 650 case 7:
691 op->stats.dam += bonus; 651 op->stats.dam += bonus;
692 break; 652 break;
712 case 16: 672 case 16:
713 case 17: 673 case 17:
714 case 18: 674 case 18:
715 case 19: 675 case 19:
716 { 676 {
717 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 677 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
718 678
719 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 679 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
720 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 680 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
721 681
722 /* Cursed items need to have higher negative values to equal out with 682 /* Cursed items need to have higher negative values to equal out with
723 * positive values for how protections work out. Put another 683 * positive values for how protections work out. Put another
724 * little random element in since that they don't always end up with 684 * little random element in since that they don't always end up with
725 * even values. 685 * even values.
726 */ 686 */
727 if (bonus < 0) 687 if (bonus < 0)
728 val = 2 * -val - RANDOM () % b; 688 val = 2 * -val - rndm (b);
729 if (val > 35) 689 if (val > 35)
730 val = 35; /* Upper limit */ 690 val = 35; /* Upper limit */
731 b = 0; 691 b = 0;
692
732 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
733 {
734 resist = RANDOM () % num_resist_table; 694 resist = rndm (num_resist_table);
735 } 695
736 if (b == 4) 696 if (b == 4)
737 return; /* Not able to find a free resistance */ 697 return; /* Not able to find a free resistance */
698
738 op->resist[resist_table[resist]] = val; 699 op->resist[resist_table[resist]] = val;
739 /* We should probably do something more clever here to adjust value 700 /* We should probably do something more clever here to adjust value
740 * based on how good a resistance we gave. 701 * based on how good a resistance we gave.
741 */ 702 */
742 break; 703 break;
770 case 22: 731 case 22:
771 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
772 op->value = (op->value * 2) / 3; 733 op->value = (op->value * 2) / 3;
773 break; 734 break;
774 } 735 }
736
775 if (bonus > 0) 737 if (bonus > 0)
776 op->value *= 2 * bonus; 738 op->value *= 2 * bonus;
777 else 739 else
778 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -(op->value * 2 * bonus) / 3;
779} 741}
784 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
785 * It is only used in fix_generated_treasure() to set bonuses on 747 * It is only used in fix_generated_treasure() to set bonuses on
786 * rings and amulets. 748 * rings and amulets.
787 * Another scheme is used to calculate the magic of weapons and armours. 749 * Another scheme is used to calculate the magic of weapons and armours.
788 */ 750 */
789
790int 751int
791get_magic (int diff) 752get_magic (int diff)
792{ 753{
793 int i; 754 int i;
794 755
795 if (diff < 3) 756 if (diff < 3)
796 diff = 3; 757 diff = 3;
758
797 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
798 if (RANDOM () % diff) 760 if (rndm (diff))
799 return i; 761 return i;
762
800 return 4; 763 return 4;
801} 764}
802 765
803#define DICE2 (get_magic(2)==2?2:1) 766#define DICE2 (get_magic(2)==2?2:1)
804#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 767#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
805 768
806/* 769/*
807 * fix_generated_item(): This is called after an item is generated, in 770 * fix_generated_item(): This is called after an item is generated, in
808 * order to set it up right. This produced magical bonuses, puts spells 771 * order to set it up right. This produced magical bonuses, puts spells
809 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 772 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
823 * value. 786 * value.
824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 787 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
825 * a working object - don't change magic, value, etc, but set it material 788 * a working object - don't change magic, value, etc, but set it material
826 * type as appropriate, for objects that need spell objects, set those, etc 789 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 790 */
828
829void 791void
830fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 792fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 793{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 794 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 795
838 save_item_power = op->item_power; 800 save_item_power = op->item_power;
839 op->item_power = 0; 801 op->item_power = 0;
840 802
841 if (op->randomitems && op->type != SPELL) 803 if (op->randomitems && op->type != SPELL)
842 { 804 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
844 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846
847 /* So the treasure doesn't get created again */ 806 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 807 op->randomitems = 0;
849 } 808 }
850 809
851 if (difficulty < 1) 810 if (difficulty < 1)
852 difficulty = 1; 811 difficulty = 1;
853 812
870 if (!op->magic && max_magic) 829 if (!op->magic && max_magic)
871 set_magic (difficulty, op, max_magic, flags); 830 set_magic (difficulty, op, max_magic, flags);
872 831
873 num_enchantments = calc_item_power (op, 1); 832 num_enchantments = calc_item_power (op, 1);
874 833
875 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835 || op->type == HORN
836 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
876 * used for shop_floors or treasures */ 837 * used for shop_floors or treasures */
877 generate_artifact (op, difficulty); 838 generate_artifact (op, difficulty);
878 } 839 }
879 840
880 /* Object was made an artifact. Calculate its item_power rating. 841 /* Object was made an artifact. Calculate its item_power rating.
938 case WEAPON: 899 case WEAPON:
939 case ARMOUR: 900 case ARMOUR:
940 case SHIELD: 901 case SHIELD:
941 case HELMET: 902 case HELMET:
942 case CLOAK: 903 case CLOAK:
943 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 904 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
944 set_ring_bonus (op, -DICE2); 905 set_ring_bonus (op, -DICE2);
945 break; 906 break;
946 907
947 case BRACERS: 908 case BRACERS:
948 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 909 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
949 { 910 {
950 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 911 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
951 if (!QUERY_FLAG (op, FLAG_CURSED)) 912 if (!QUERY_FLAG (op, FLAG_CURSED))
952 op->value *= 3; 913 op->value *= 3;
953 } 914 }
979 */ 940 */
980 if (op->inv && op->randomitems) 941 if (op->inv && op->randomitems)
981 { 942 {
982 /* value multiplier is same as for scrolls */ 943 /* value multiplier is same as for scrolls */
983 op->value = (op->value * op->inv->value); 944 op->value = (op->value * op->inv->value);
984 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 945 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
985 } 946 }
986 else 947 else
987 { 948 {
988 op->name = "potion"; 949 op->name = "potion";
989 op->name_pl = "potions"; 950 op->name_pl = "potions";
990 } 951 }
991 952
992 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 953 if (!(flags & GT_ONLY_GOOD) && rndm (2))
993 SET_FLAG (op, FLAG_CURSED); 954 SET_FLAG (op, FLAG_CURSED);
994 break; 955 break;
995 } 956 }
996 957
997 case AMULET: 958 case AMULET:
999 op->value *= 5; /* Since it's not just decoration */ 960 op->value *= 5; /* Since it's not just decoration */
1000 961
1001 case RING: 962 case RING:
1002 if (op->arch == NULL) 963 if (op->arch == NULL)
1003 { 964 {
1004 remove_ob (op); 965 op->destroy ();
1005 free_object (op);
1006 op = NULL; 966 op = 0;
1007 break; 967 break;
1008 } 968 }
1009 969
1010 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 970 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1011 break; 971 break;
1012 972
1013 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1014 SET_FLAG (op, FLAG_CURSED); 974 SET_FLAG (op, FLAG_CURSED);
1015 975
1016 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 976 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1017 977
1018 if (op->type != RING) /* Amulets have only one ability */ 978 if (op->type != RING) /* Amulets have only one ability */
1019 break; 979 break;
1020 980
1021 if (!(RANDOM () % 4)) 981 if (!(rndm (4)))
1022 { 982 {
1023 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 983 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1024 984
1025 if (d > 0) 985 if (d > 0)
1026 op->value *= 3; 986 op->value *= 3;
1027 987
1028 set_ring_bonus (op, d); 988 set_ring_bonus (op, d);
1029 989
1030 if (!(RANDOM () % 4)) 990 if (!(rndm (4)))
1031 { 991 {
1032 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 992 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033 993
1034 if (d > 0) 994 if (d > 0)
1035 op->value *= 5; 995 op->value *= 5;
1036 set_ring_bonus (op, d); 996 set_ring_bonus (op, d);
1037 } 997 }
1038 } 998 }
1039 999
1040 if (GET_ANIM_ID (op)) 1000 if (GET_ANIM_ID (op))
1041 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1042 1002
1043 break; 1003 break;
1044 1004
1045 case BOOK: 1005 case BOOK:
1046 /* Is it an empty book?, if yes lets make a special· 1006 /* Is it an empty book?, if yes lets make a special·
1047 * msg for it, and tailor its properties based on the· 1007 * msg for it, and tailor its properties based on the·
1048 * creator and/or map level we found it on. 1008 * creator and/or map level we found it on.
1049 */ 1009 */
1050 if (!op->msg && RANDOM () % 10) 1010 if (!op->msg && rndm (10))
1051 { 1011 {
1052 /* set the book level properly */ 1012 /* set the book level properly */
1053 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1013 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1054 { 1014 {
1055 if (op->map && op->map->difficulty) 1015 if (op->map && op->map->difficulty)
1056 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1016 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1057 else 1017 else
1058 op->level = RANDOM () % 20 + 1; 1018 op->level = rndm (20) + 1;
1059 } 1019 }
1060 else 1020 else
1061 op->level = RANDOM () % creator->level; 1021 op->level = rndm (creator->level);
1062 1022
1063 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1023 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1064 /* books w/ info are worth more! */ 1024 /* books w/ info are worth more! */
1065 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1025 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1066 /* creator related stuff */ 1026 /* creator related stuff */
1165 */ 1125 */
1166 1126
1167/* 1127/*
1168 * Allocate and return the pointer to an empty artifactlist structure. 1128 * Allocate and return the pointer to an empty artifactlist structure.
1169 */ 1129 */
1170
1171static artifactlist * 1130static artifactlist *
1172get_empty_artifactlist (void) 1131get_empty_artifactlist (void)
1173{ 1132{
1174 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1133 return salloc0 <artifactlist> ();
1175
1176 if (tl == NULL)
1177 fatal (OUT_OF_MEMORY);
1178 tl->next = NULL;
1179 tl->items = NULL;
1180 tl->total_chance = 0;
1181 return tl;
1182} 1134}
1183 1135
1184/* 1136/*
1185 * Allocate and return the pointer to an empty artifact structure. 1137 * Allocate and return the pointer to an empty artifact structure.
1186 */ 1138 */
1187
1188static artifact * 1139static artifact *
1189get_empty_artifact (void) 1140get_empty_artifact (void)
1190{ 1141{
1191 artifact *t = (artifact *) malloc (sizeof (artifact)); 1142 return salloc0 <artifact> ();
1192
1193 if (t == NULL)
1194 fatal (OUT_OF_MEMORY);
1195 t->item = NULL;
1196 t->next = NULL;
1197 t->chance = 0;
1198 t->difficulty = 0;
1199 t->allowed = NULL;
1200 return t;
1201} 1143}
1202 1144
1203/* 1145/*
1204 * Searches the artifact lists and returns one that has the same type 1146 * Searches the artifact lists and returns one that has the same type
1205 * of objects on it. 1147 * of objects on it.
1206 */ 1148 */
1207
1208artifactlist * 1149artifactlist *
1209find_artifactlist (int type) 1150find_artifactlist (int type)
1210{ 1151{
1211 artifactlist *al;
1212
1213 for (al = first_artifactlist; al != NULL; al = al->next) 1152 for (artifactlist *al = first_artifactlist; al; al = al->next)
1214 if (al->type == type) 1153 if (al->type == type)
1215 return al; 1154 return al;
1155
1216 return NULL; 1156 return 0;
1217} 1157}
1218 1158
1219/* 1159/*
1220 * For debugging purposes. Dumps all tables. 1160 * For debugging purposes. Dumps all tables.
1221 */ 1161 */
1222
1223void 1162void
1224dump_artifacts (void) 1163dump_artifacts (void)
1225{ 1164{
1226 artifactlist *al; 1165 artifactlist *al;
1227 artifact *art; 1166 artifact *art;
1234 for (art = al->items; art != NULL; art = art->next) 1173 for (art = al->items; art != NULL; art = art->next)
1235 { 1174 {
1236 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1175 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1237 if (art->allowed != NULL) 1176 if (art->allowed != NULL)
1238 { 1177 {
1239 fprintf (logfile, "\tAllowed combinations:"); 1178 fprintf (logfile, "\tallowed combinations:");
1240 for (next = art->allowed; next != NULL; next = next->next) 1179 for (next = art->allowed; next != NULL; next = next->next)
1241 fprintf (logfile, "%s,", &next->name); 1180 fprintf (logfile, "%s,", &next->name);
1242 fprintf (logfile, "\n"); 1181 fprintf (logfile, "\n");
1243 } 1182 }
1244 } 1183 }
1255 treasurelist *tl; 1194 treasurelist *tl;
1256 int i; 1195 int i;
1257 1196
1258 if (depth > 100) 1197 if (depth > 100)
1259 return; 1198 return;
1260 while (t != NULL) 1199
1200 while (t)
1261 { 1201 {
1262 if (t->name != NULL) 1202 if (t->name)
1263 { 1203 {
1264 for (i = 0; i < depth; i++) 1204 for (i = 0; i < depth; i++)
1265 fprintf (logfile, " "); 1205 fprintf (logfile, " ");
1206
1266 fprintf (logfile, "{ (list: %s)\n", &t->name); 1207 fprintf (logfile, "{ (list: %s)\n", &t->name);
1208
1267 tl = find_treasurelist (t->name); 1209 tl = treasurelist::find (t->name);
1210 if (tl)
1268 dump_monster_treasure_rec (name, tl->items, depth + 2); 1211 dump_monster_treasure_rec (name, tl->items, depth + 2);
1212
1269 for (i = 0; i < depth; i++) 1213 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " "); 1214 fprintf (logfile, " ");
1215
1271 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1216 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1272 } 1217 }
1273 else 1218 else
1274 { 1219 {
1275 for (i = 0; i < depth; i++) 1220 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1221 fprintf (logfile, " ");
1222
1277 if (t->item->clone.type == FLESH) 1223 if (t->item && t->item->type == FLESH)
1278 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1224 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1279 else 1225 else
1280 fprintf (logfile, "%s\n", &t->item->clone.name); 1226 fprintf (logfile, "%s\n", &t->item->object::name);
1281 } 1227 }
1228
1282 if (t->next_yes != NULL) 1229 if (t->next_yes)
1283 { 1230 {
1284 for (i = 0; i < depth; i++) 1231 for (i = 0; i < depth; i++)
1285 fprintf (logfile, " "); 1232 fprintf (logfile, " ");
1233
1286 fprintf (logfile, " (if yes)\n"); 1234 fprintf (logfile, " (if yes)\n");
1287 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1235 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1288 } 1236 }
1237
1289 if (t->next_no != NULL) 1238 if (t->next_no)
1290 { 1239 {
1291 for (i = 0; i < depth; i++) 1240 for (i = 0; i < depth; i++)
1292 fprintf (logfile, " "); 1241 fprintf (logfile, " ");
1242
1293 fprintf (logfile, " (if no)\n"); 1243 fprintf (logfile, " (if no)\n");
1294 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1244 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1295 } 1245 }
1246
1296 t = t->next; 1247 t = t->next;
1297 } 1248 }
1298} 1249}
1299 1250
1300/* 1251/*
1301 * For debugging purposes. Dumps all treasures for a given monster. 1252 * For debugging purposes. Dumps all treasures for a given monster.
1302 * Created originally by Raphael Quinet for debugging the alchemy code. 1253 * Created originally by Raphael Quinet for debugging the alchemy code.
1303 */ 1254 */
1304
1305void 1255void
1306dump_monster_treasure (const char *name) 1256dump_monster_treasure (const char *name)
1307{ 1257{
1308 archetype *at; 1258 archetype *at;
1309 int found; 1259 int found;
1310 1260
1311 found = 0; 1261 found = 0;
1312 fprintf (logfile, "\n"); 1262 fprintf (logfile, "\n");
1313 for (at = first_archetype; at != NULL; at = at->next) 1263
1264 for_all_archetypes (at)
1314 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1265 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1315 { 1266 {
1316 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1267 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1317 if (at->clone.randomitems != NULL) 1268 if (at->randomitems != NULL)
1318 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1269 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1319 else 1270 else
1320 fprintf (logfile, "(nothing)\n"); 1271 fprintf (logfile, "(nothing)\n");
1272
1321 fprintf (logfile, "\n"); 1273 fprintf (logfile, "\n");
1322 found++; 1274 found++;
1323 } 1275 }
1276
1324 if (found == 0) 1277 if (found == 0)
1325 fprintf (logfile, "No objects have the name %s!\n\n", name); 1278 fprintf (logfile, "No objects have the name %s!\n\n", name);
1326} 1279}
1327 1280
1328/* 1281/*
1329 * Builds up the lists of artifacts from the file in the libdir. 1282 * Builds up the lists of artifacts from the file in the libdir.
1330 */ 1283 */
1331
1332void 1284void
1333init_artifacts (void) 1285init_artifacts (void)
1334{ 1286{
1335 static int has_been_inited = 0; 1287 static int has_been_inited = 0;
1336 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1288 char filename[MAX_BUF];
1337 artifact *art = NULL; 1289 artifact *art = NULL;
1338 linked_char *tmp;
1339 int value;
1340 artifactlist *al; 1290 artifactlist *al;
1341 1291
1342 if (has_been_inited) 1292 if (has_been_inited)
1343 return; 1293 return;
1344 else 1294 else
1345 has_been_inited = 1; 1295 has_been_inited = 1;
1346 1296
1347 sprintf (filename, "%s/artifacts", settings.datadir); 1297 sprintf (filename, "%s/artifacts", settings.datadir);
1348 object_thawer thawer (filename); 1298 object_thawer f (filename);
1349 1299
1350 if (!thawer) 1300 if (!f)
1351 return; 1301 return;
1352 1302
1353 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1303 for (;;)
1354 { 1304 {
1355 if (*buf == '#') 1305 switch (f.kw)
1356 continue;
1357 if ((cp = strchr (buf, '\n')) != NULL)
1358 *cp = '\0';
1359 cp = buf;
1360 while (*cp == ' ') /* Skip blanks */
1361 cp++;
1362 if (*cp == '\0')
1363 continue;
1364
1365 if (!strncmp (cp, "Allowed", 7))
1366 { 1306 {
1307 case KW_allowed:
1367 if (art == NULL) 1308 if (!art)
1309 art = get_empty_artifact ();
1310
1368 { 1311 {
1369 art = get_empty_artifact (); 1312 if (!strcmp (f.get_str (), "all"))
1370 nrofartifacts++; 1313 break;
1314
1315 char *next, *cp = f.get_str ();
1316
1317 do
1318 {
1319 if ((next = strchr (cp, ',')))
1320 *next++ = '\0';
1321
1322 linked_char *tmp = new linked_char;
1323
1324 tmp->name = cp;
1325 tmp->next = art->allowed;
1326 art->allowed = tmp;
1327 }
1328 while ((cp = next));
1371 } 1329 }
1372 cp = strchr (cp, ' ') + 1; 1330 break;
1373 if (!strcmp (cp, "all")) 1331
1332 case KW_chance:
1333 f.get (art->chance);
1334 break;
1335
1336 case KW_difficulty:
1337 f.get (art->difficulty);
1338 break;
1339
1340 case KW_object:
1341 {
1342 art->item = object::create ();
1343 f.get (art->item->name);
1344 f.next ();
1345
1346 if (!art->item->parse_kv (f))
1347 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1348
1349 al = find_artifactlist (art->item->type);
1350
1351 if (!al)
1352 {
1353 al = get_empty_artifactlist ();
1354 al->type = art->item->type;
1355 al->next = first_artifactlist;
1356 first_artifactlist = al;
1357 }
1358
1359 art->next = al->items;
1360 al->items = art;
1361 art = 0;
1362 }
1374 continue; 1363 continue;
1375 1364
1376 do 1365 case KW_EOF:
1366 goto done;
1367
1368 default:
1369 if (!f.parse_error ("artifacts file"))
1370 cleanup ("artifacts file required");
1377 { 1371 break;
1378 nrofallowedstr++;
1379 if ((next = strchr (cp, ',')) != NULL)
1380 *(next++) = '\0';
1381 tmp = new linked_char;
1382
1383 tmp->name = cp;
1384 tmp->next = art->allowed;
1385 art->allowed = tmp;
1386 }
1387 while ((cp = next) != NULL);
1388 }
1389 else if (sscanf (cp, "chance %d", &value))
1390 art->chance = (uint16) value;
1391 else if (sscanf (cp, "difficulty %d", &value))
1392 art->difficulty = (uint8) value;
1393 else if (!strncmp (cp, "Object", 6))
1394 { 1372 }
1395 art->item = get_object ();
1396 1373
1397 if (!load_object (thawer, art->item, 0)) 1374 f.next ();
1398 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1399
1400 art->item->name = strchr (cp, ' ') + 1;
1401 al = find_artifactlist (art->item->type);
1402 if (al == NULL)
1403 {
1404 al = get_empty_artifactlist ();
1405 al->type = art->item->type;
1406 al->next = first_artifactlist;
1407 first_artifactlist = al;
1408 }
1409 art->next = al->items;
1410 al->items = art;
1411 art = NULL;
1412 }
1413 else
1414 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1415 } 1375 }
1416 1376
1377done:
1417 for (al = first_artifactlist; al != NULL; al = al->next) 1378 for (al = first_artifactlist; al; al = al->next)
1418 { 1379 {
1380 al->total_chance = 0;
1381
1419 for (art = al->items; art != NULL; art = art->next) 1382 for (art = al->items; art; art = art->next)
1420 { 1383 {
1421 if (!art->chance) 1384 if (!art->chance)
1422 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1385 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1423 else 1386 else
1424 al->total_chance += art->chance; 1387 al->total_chance += art->chance;
1429 } 1392 }
1430 1393
1431 LOG (llevDebug, "done.\n"); 1394 LOG (llevDebug, "done.\n");
1432} 1395}
1433 1396
1434
1435/* 1397/*
1436 * Used in artifact generation. The bonuses of the first object 1398 * Used in artifact generation. The bonuses of the first object
1437 * is modified by the bonuses of the second object. 1399 * is modified by the bonuses of the second object.
1438 */ 1400 */
1439
1440void 1401void
1441add_abilities (object *op, object *change) 1402add_abilities (object *op, object *change)
1442{ 1403{
1443 int i, tmp; 1404 int i, tmp;
1444 1405
1445 if (change->face != blank_face) 1406 if (change->face != blank_face)
1446 { 1407 {
1447#ifdef TREASURE_VERBOSE 1408#ifdef TREASURE_VERBOSE
1448 LOG (llevDebug, "FACE: %d\n", change->face->number); 1409 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1449#endif 1410#endif
1450 op->face = change->face; 1411 op->face = change->face;
1451 } 1412 }
1452 1413
1453 for (i = 0; i < NUM_STATS; i++) 1414 for (i = 0; i < NUM_STATS; i++)
1454 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1415 change_attr_value (&(op->stats), i, change->stats.stat (i));
1455 1416
1456 op->attacktype |= change->attacktype; 1417 op->attacktype |= change->attacktype;
1457 op->path_attuned |= change->path_attuned; 1418 op->path_attuned |= change->path_attuned;
1458 op->path_repelled |= change->path_repelled; 1419 op->path_repelled |= change->path_repelled;
1459 op->path_denied |= change->path_denied; 1420 op->path_denied |= change->path_denied;
1489 CLEAR_FLAG (op, FLAG_ANIMATE); 1450 CLEAR_FLAG (op, FLAG_ANIMATE);
1490 /* so artifacts will join */ 1451 /* so artifacts will join */
1491 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1452 if (!QUERY_FLAG (op, FLAG_ALIVE))
1492 op->speed = 0.0; 1453 op->speed = 0.0;
1493 1454
1494 update_ob_speed (op); 1455 op->set_speed (op->speed);
1495 } 1456 }
1496 1457
1497 if (change->nrof) 1458 if (change->nrof)
1498 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1459 op->nrof = rndm (change->nrof) + 1;
1499 1460
1500 op->stats.exp += change->stats.exp; /* Speed modifier */ 1461 op->stats.exp += change->stats.exp; /* Speed modifier */
1501 op->stats.wc += change->stats.wc; 1462 op->stats.wc += change->stats.wc;
1502 op->stats.ac += change->stats.ac; 1463 op->stats.ac += change->stats.ac;
1503 1464
1511 { 1472 {
1512 object *tmp_obj; 1473 object *tmp_obj;
1513 1474
1514 /* Remove any spells this object currently has in it */ 1475 /* Remove any spells this object currently has in it */
1515 while (op->inv) 1476 while (op->inv)
1516 { 1477 op->inv->destroy ();
1517 tmp_obj = op->inv;
1518 remove_ob (tmp_obj);
1519 free_object (tmp_obj);
1520 }
1521 1478
1522 tmp_obj = arch_to_object (change->other_arch); 1479 tmp_obj = arch_to_object (change->other_arch);
1523 insert_ob_in_ob (tmp_obj, op); 1480 insert_ob_in_ob (tmp_obj, op);
1524 } 1481 }
1525 /* No harm setting this for potions/horns */ 1482 /* No harm setting this for potions/horns */
1610 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1567 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1611 } 1568 }
1612 1569
1613 op->value *= change->value; 1570 op->value *= change->value;
1614 1571
1615 if (change->material) 1572 if (change->materials)
1616 op->material = change->material; 1573 op->materials = change->materials;
1617 1574
1618 if (change->materialname) 1575 if (change->materialname)
1619 op->materialname = change->materialname; 1576 op->materialname = change->materialname;
1620 1577
1621 if (change->slaying) 1578 if (change->slaying)
1627 if (change->msg) 1584 if (change->msg)
1628 op->msg = change->msg; 1585 op->msg = change->msg;
1629} 1586}
1630 1587
1631static int 1588static int
1632legal_artifact_combination (object *op, artifact * art) 1589legal_artifact_combination (object *op, artifact *art)
1633{ 1590{
1634 int neg, success = 0; 1591 int neg, success = 0;
1635 linked_char *tmp; 1592 linked_char *tmp;
1636 const char *name; 1593 const char *name;
1637 1594
1638 if (art->allowed == (linked_char *) NULL) 1595 if (!art->allowed)
1639 return 1; /* Ie, "all" */ 1596 return 1; /* Ie, "all" */
1597
1640 for (tmp = art->allowed; tmp; tmp = tmp->next) 1598 for (tmp = art->allowed; tmp; tmp = tmp->next)
1641 { 1599 {
1642#ifdef TREASURE_VERBOSE 1600#ifdef TREASURE_VERBOSE
1643 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1601 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1644#endif 1602#endif
1645 if (*tmp->name == '!') 1603 if (*tmp->name == '!')
1646 name = tmp->name + 1, neg = 1; 1604 name = tmp->name + 1, neg = 1;
1647 else 1605 else
1648 name = tmp->name, neg = 0; 1606 name = tmp->name, neg = 0;
1649 1607
1650 /* If we match name, then return the opposite of 'neg' */ 1608 /* If we match name, then return the opposite of 'neg' */
1651 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1609 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1652 return !neg; 1610 return !neg;
1653 1611
1654 /* Set success as true, since if the match was an inverse, it means 1612 /* Set success as true, since if the match was an inverse, it means
1655 * everything is allowed except what we match 1613 * everything is allowed except what we match
1656 */ 1614 */
1657 else if (neg) 1615 else if (neg)
1658 success = 1; 1616 success = 1;
1659 } 1617 }
1618
1660 return success; 1619 return success;
1661} 1620}
1662 1621
1663/* 1622/*
1664 * Fixes the given object, giving it the abilities and titles 1623 * Fixes the given object, giving it the abilities and titles
1715 return; 1674 return;
1716 } 1675 }
1717 1676
1718 for (i = 0; i < ARTIFACT_TRIES; i++) 1677 for (i = 0; i < ARTIFACT_TRIES; i++)
1719 { 1678 {
1720 int roll = RANDOM () % al->total_chance; 1679 int roll = rndm (al->total_chance);
1721 1680
1722 for (art = al->items; art != NULL; art = art->next) 1681 for (art = al->items; art; art = art->next)
1723 { 1682 {
1724 roll -= art->chance; 1683 roll -= art->chance;
1725 if (roll < 0) 1684 if (roll < 0)
1726 break; 1685 break;
1727 } 1686 }
1743 continue; 1702 continue;
1744 1703
1745 if (!legal_artifact_combination (op, art)) 1704 if (!legal_artifact_combination (op, art))
1746 { 1705 {
1747#ifdef TREASURE_VERBOSE 1706#ifdef TREASURE_VERBOSE
1748 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1707 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1749#endif 1708#endif
1750 continue; 1709 continue;
1751 } 1710 }
1711
1752 give_artifact_abilities (op, art->item); 1712 give_artifact_abilities (op, art->item);
1753 return; 1713 return;
1754 } 1714 }
1755} 1715}
1756 1716
1800 SET_FLAG (item, FLAG_NO_STEAL); 1760 SET_FLAG (item, FLAG_NO_STEAL);
1801 } 1761 }
1802} 1762}
1803 1763
1804/* special_potion() - so that old potion code is still done right. */ 1764/* special_potion() - so that old potion code is still done right. */
1805
1806int 1765int
1807special_potion (object *op) 1766special_potion (object *op)
1808{ 1767{
1809
1810 int i;
1811
1812 if (op->attacktype) 1768 if (op->attacktype)
1813 return 1; 1769 return 1;
1814 1770
1815 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1771 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1816 return 1; 1772 return 1;
1817 1773
1818 for (i = 0; i < NROFATTACKS; i++) 1774 for (int i = 0; i < NROFATTACKS; i++)
1819 if (op->resist[i]) 1775 if (op->resist[i])
1820 return 1; 1776 return 1;
1821 1777
1822 return 0; 1778 return 0;
1823} 1779}
1824 1780
1825void 1781void
1826free_treasurestruct (treasure *t) 1782free_treasurestruct (treasure *t)
1827{ 1783{
1828 if (t->next)
1829 free_treasurestruct (t->next); 1784 if (t->next) free_treasurestruct (t->next);
1830 if (t->next_yes)
1831 free_treasurestruct (t->next_yes); 1785 if (t->next_yes) free_treasurestruct (t->next_yes);
1832 if (t->next_no)
1833 free_treasurestruct (t->next_no); 1786 if (t->next_no) free_treasurestruct (t->next_no);
1834 1787
1835 delete t; 1788 delete t;
1836} 1789}
1837 1790
1838void 1791void
1843 1796
1844 delete lc; 1797 delete lc;
1845} 1798}
1846 1799
1847void 1800void
1848free_artifact (artifact * at) 1801free_artifact (artifact *at)
1849{ 1802{
1850 if (at->next)
1851 free_artifact (at->next); 1803 if (at->next) free_artifact (at->next);
1852
1853 if (at->allowed)
1854 free_charlinks (at->allowed); 1804 if (at->allowed) free_charlinks (at->allowed);
1855 1805
1856 at->item->destroy (1); 1806 at->item->destroy (1);
1857 1807
1858 delete at; 1808 sfree (at);
1859} 1809}
1860 1810
1861void 1811void
1862free_artifactlist (artifactlist * al) 1812free_artifactlist (artifactlist *al)
1863{ 1813{
1864 artifactlist *nextal; 1814 artifactlist *nextal;
1865 1815
1866 for (al = first_artifactlist; al; al = nextal) 1816 for (al = first_artifactlist; al; al = nextal)
1867 { 1817 {
1868 nextal = al->next; 1818 nextal = al->next;
1869 1819
1870 if (al->items) 1820 if (al->items)
1871 free_artifact (al->items); 1821 free_artifact (al->items);
1872 1822
1873 free (al); 1823 sfree (al);
1874 } 1824 }
1875} 1825}
1876 1826
1877void 1827void
1878free_all_treasures (void) 1828free_all_treasures (void)
1879{ 1829{
1880 treasurelist *tl, *next; 1830 treasurelist *tl, *next;
1881 1831
1882
1883 for (tl = first_treasurelist; tl != NULL; tl = next) 1832 for (tl = first_treasurelist; tl; tl = next)
1884 { 1833 {
1834 clear (tl);
1835
1885 next = tl->next; 1836 next = tl->next;
1886 if (tl->items)
1887 free_treasurestruct (tl->items);
1888 delete tl; 1837 delete tl;
1889 } 1838 }
1839
1890 free_artifactlist (first_artifactlist); 1840 free_artifactlist (first_artifactlist);
1891} 1841}

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