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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.24 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.88 by root, Fri Nov 6 12:27:05 2009 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 (©) 2005,2006,2007,2008 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23
24#define ALLOWED_COMBINATION
25 24
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
28 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
29 * left on 28 * left on
30 */ 29 */
31#define TREASURE_DEBUG 30#define TREASURE_DEBUG
32 31
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 33
35/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
36 35
37#include <global.h> 36#include <global.h>
38#include <treasure.h> 37#include <treasure.h>
39#include <funcpoint.h>
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> tl_map_t;
49 53
50void 54static tl_map_t tl_map;
51init_archetype_pointers ()
52{
53 int prev_warn = warn_archetypes;
54 55
55 warn_archetypes = 1; 56//TODO: class method
56 if (ring_arch == NULL) 57static void
57 ring_arch = archetype::find ("ring"); 58clear (treasurelist *tl)
58 if (amulet_arch == NULL) 59{
59 amulet_arch = archetype::find ("amulet"); 60 void free_treasurestruct (treasure *t);
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 61
67/* 62 if (tl->items)
68 * Allocate and return the pointer to an empty treasurelist structure. 63 {
69 */ 64 free_treasurestruct (tl->items);
65 tl->items = 0;
66 }
70 67
68 tl->total_chance = 0;
69}
70
71/*
72 * Searches for the given treasurelist
73 */
71static treasurelist * 74treasurelist *
72get_empty_treasurelist (void) 75treasurelist::find (const char *name)
73{ 76{
77 if (!name)
78 return 0;
79
80 auto (i, tl_map.find (name));
81
82 if (i == tl_map.end ())
83 return 0;
84
85 return i->second;
86}
87
88/*
89 * Searches for the given treasurelist in the globally linked list
90 * of treasurelists which has been built by load_treasures().
91 */
92treasurelist *
93treasurelist::get (const char *name)
94{
95 treasurelist *tl = find (name);
96
97 if (!tl)
98 {
74 return new treasurelist; 99 tl = new treasurelist;
75}
76 100
77/* 101 tl->name = name;
78 * Allocate and return the pointer to an empty treasure structure. 102 tl->next = first_treasurelist;
79 */ 103 first_treasurelist = tl;
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85 104
86 t->chance = 100; 105 tl_map.insert (std::make_pair (tl->name, tl));
106 }
87 107
88 return t; 108 return tl;
89} 109}
110
111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out
114 */
115static void
116check_treasurelist (const treasure *t, const treasurelist * tl)
117{
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
129}
130#endif
90 131
91/* 132/*
92 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
94 */ 135 */
95
96static treasure * 136static treasure *
97load_treasure (FILE * fp, int *line) 137read_treasure (object_thawer &f)
98{ 138{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
101 int value;
102 140
103 nroftreasures++; 141 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 142
108 if (*buf == '#') 143 for (;;)
109 continue; 144 {
110 if ((cp = strchr (buf, '\n')) != NULL) 145 coroapi::cede_to_tick ();
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 146
116 if (sscanf (cp, "arch %s", variable)) 147 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 148 {
121 else if (sscanf (cp, "list %s", variable)) 149 case KW_arch:
122 t->name = variable; 150 t->item = archetype::find (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 151
124 t->change_arch.name = variable; 152 if (!t->item)
125 else if (sscanf (cp, "change_title %s", variable))
126 t->change_arch.title = variable;
127 else if (sscanf (cp, "change_slaying %s", variable))
128 t->change_arch.slaying = variable;
129 else if (sscanf (cp, "chance %d", &value))
130 t->chance = (uint8) value;
131 else if (sscanf (cp, "nrof %d", &value))
132 t->nrof = (uint16) value;
133 else if (sscanf (cp, "magic %d", &value))
134 t->magic = (uint8) value;
135 else if (!strcmp (cp, "yes"))
136 t->next_yes = load_treasure (fp, line);
137 else if (!strcmp (cp, "no"))
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 { 153 {
143 t->next = load_treasure (fp, line); 154 f.parse_warn ("treasure references unknown archetype");
155 t->item = archetype::empty;
156 }
157
158 break;
159
160 case KW_list: f.get (t->name); break;
161 case KW_change_name: f.get (t->change_arch.name); break;
162 case KW_change_title: f.get (t->change_arch.title); break;
163 case KW_change_slaying: f.get (t->change_arch.slaying); break;
164 case KW_chance: f.get (t->chance); break;
165 case KW_nrof: f.get (t->nrof); break;
166 case KW_magic: f.get (t->magic); break;
167
168 case KW_yes: t->next_yes = read_treasure (f); continue;
169 case KW_no: t->next_no = read_treasure (f); continue;
170
171 case KW_end:
172 f.next ();
144 return t; 173 return t;
174
175 case KW_more:
176 t->next = read_treasure (f);
177 return t;
178
179 default:
180 if (!f.parse_error ("treasurelist", t->name))
181 goto error;
182
183 return t;
145 } 184 }
146 else 185
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 186 f.next ();
148 } 187 }
149 LOG (llevError, "treasure lacks 'end'.\n"); 188
189 // not reached
190
191error:
192 delete t;
150 return t; 193 return 0;
151} 194}
152 195
153#ifdef TREASURE_DEBUG
154
155/* recursived checks the linked list. Treasurelist is passed only
156 * so that the treasure name can be printed out
157 */
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
177/* 196/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 197 * Each treasure is parsed with the help of load_treasure().
180 */ 198 */
181 199treasurelist *
182void 200treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 201{
185 FILE *fp; 202 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;
190 203
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 204 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 205 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 206 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 207 tl->items = read_treasure (f);
208 if (!tl->items)
195 return; 209 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 210
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. 211 /* 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 212 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 213 * fields of the treasures are not being used.
218 */ 214 */
219 if (!strncmp (buf, "treasureone", 11)) 215 if (one)
216 {
217 for (treasure *t = tl->items; t; t = t->next)
218 {
219 if (t->next_yes || t->next_no)
220 { 220 {
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); 221 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"); 222 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 223 }
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);
238 224
239#ifdef TREASURE_DEBUG 225 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 226 }
241 * verify that list transitions work (ie, the list that it is supposed 227 }
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}
249 228
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; 229 return tl;
271} 230}
272
273 231
274/* 232/*
275 * Generates the objects specified by the given treasure. 233 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 234 * It goes recursively through the rest of the linked list.
277 * If there is a certain percental chance for a treasure to be generated, 235 * If there is a certain percental chance for a treasure to be generated,
280 * being generated. 238 * being generated.
281 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 239 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
282 * abilities. This is used by summon spells, thus no summoned monsters 240 * abilities. This is used by summon spells, thus no summoned monsters
283 * start with equipment, but only their abilities). 241 * start with equipment, but only their abilities).
284 */ 242 */
285
286
287static void 243static void
288put_treasure (object *op, object *creator, int flags) 244put_treasure (object *op, object *creator, int flags)
289{ 245{
290 object *tmp; 246 if (flags & GT_ENVIRONMENT)
291 247 {
292 /* Bit of a hack - spells should never be put onto the map. The entire 248 /* 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 249 * 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 250 * this is the original object, or if this is an object that should be created
295 * by another object. 251 * by another object.
296 */ 252 */
297 if (flags & GT_ENVIRONMENT && op->type != SPELL) 253 //TODO: flag such as objects... as such (no drop, anybody?)
298 { 254 if (op->type == SPELL)
299 op->x = creator->x; 255 {
300 op->y = creator->y; 256 op->destroy ();
257 return;
258 }
259
260 op->expand_tail ();
261
262 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
263 op->destroy ();
264 else
265 {
301 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 266 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
302 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 267 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
268 }
303 } 269 }
304 else 270 else
305 { 271 {
306 op = insert_ob_in_ob (op, creator); 272 op = creator->insert (op);
273
307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 274 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
308 monster_check_apply (creator, op); 275 monster_check_apply (creator, op);
309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
310 esrv_send_item (tmp, op);
311 } 276 }
312} 277}
313 278
314/* if there are change_xxx commands in the treasure, we include the changes 279/* if there are change_xxx commands in the treasure, we include the changes
315 * in the generated object 280 * in the generated object
329 294
330 if (t->change_arch.slaying) 295 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 296 op->slaying = t->change_arch.slaying;
332} 297}
333 298
334void 299static void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 300create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 301{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 302 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 303 {
341 if (t->name) 304 if (t->name)
342 { 305 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 306 if (difficulty >= t->magic)
307 if (treasurelist *tl = treasurelist::find (t->name))
344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 308 create_treasure (tl, op, flag, difficulty, tries);
309 else
310 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
345 } 311 }
346 else 312 else
347 { 313 {
348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 314 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 315 {
350 tmp = arch_to_object (t->item); 316 object *tmp = arch_to_object (t->item);
317
351 if (t->nrof && tmp->nrof <= 1) 318 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 319 tmp->nrof = rndm (t->nrof) + 1;
320
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 321 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 322 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 323 put_treasure (tmp, op, flag);
356 } 324 }
357 } 325 }
358 326
359 if (t->next_yes != NULL) 327 if (t->next_yes)
360 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 328 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 } 329 }
362 else if (t->next_no != NULL) 330 else if (t->next_no)
363 create_all_treasures (t->next_no, op, flag, difficulty, tries); 331 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 332
365 if (t->next != NULL) 333 if (t->next)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 334 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 335}
368 336
369void 337static void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 338create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 339{
372 int value = RANDOM () % tl->total_chance; 340 int value = rndm (tl->total_chance);
373 treasure *t; 341 treasure *t;
374 342
375 if (tries++ > 100) 343 if (tries++ > 100)
376 { 344 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 345 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378 return; 346 return;
379 } 347 }
380 348
381 for (t = tl->items; t != NULL; t = t->next) 349 for (t = tl->items; t; t = t->next)
382 { 350 {
383 value -= t->chance; 351 value -= t->chance;
384 352
385 if (value < 0) 353 if (value < 0)
386 break; 354 break;
387 } 355 }
388 356
389 if (!t || value >= 0) 357 if (!t || value >= 0)
390 {
391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 358 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
392 abort ();
393 return;
394 }
395 359
396 if (t->name) 360 if (t->name)
397 { 361 {
398 if (!strcmp (t->name, "NONE"))
399 return;
400
401 if (difficulty >= t->magic) 362 if (difficulty >= t->magic)
363 {
364 treasurelist *tl = treasurelist::find (t->name);
365 if (tl)
402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 366 create_treasure (tl, op, flag, difficulty, tries);
367 }
403 else if (t->nrof) 368 else if (t->nrof)
404 create_one_treasure (tl, op, flag, difficulty, tries); 369 create_one_treasure (tl, op, flag, difficulty, tries);
405
406 return;
407 } 370 }
408
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 371 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
410 { 372 {
411 object *tmp = arch_to_object (t->item); 373 if (object *tmp = arch_to_object (t->item))
412 374 {
413 if (!tmp)
414 return;
415
416 if (t->nrof && tmp->nrof <= 1) 375 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 376 tmp->nrof = rndm (t->nrof) + 1;
418 377
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 378 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 379 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 380 put_treasure (tmp, op, flag);
381 }
422 } 382 }
383}
384
385void
386object::create_treasure (treasurelist *tl, int flags)
387{
388 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
423} 389}
424 390
425/* This calls the appropriate treasure creation function. tries is passed 391/* This calls the appropriate treasure creation function. tries is passed
426 * to determine how many list transitions or attempts to create treasure 392 * 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 393 * 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 394 * 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 395 * created on weak maps, because it will exceed the number of allowed tries
430 * to do that. 396 * to do that.
431 */ 397 */
432void 398void
433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 399create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
434{ 400{
401 // empty treasurelists are legal
402 if (!tl->items)
403 return;
435 404
436 if (tries++ > 100) 405 if (tries++ > 100)
437 { 406 {
438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 407 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
439 return; 408 return;
440 } 409 }
410
411 if (op->flag [FLAG_TREASURE_ENV])
412 {
413 // do not generate items when there already is something above the object
414 if (op->flag [FLAG_IS_FLOOR] && op->above)
415 return;
416
417 flag |= GT_ENVIRONMENT;
418 }
419
441 if (t->total_chance) 420 if (tl->total_chance)
442 create_one_treasure (t, op, flag, difficulty, tries); 421 create_one_treasure (tl, op, flag, difficulty, tries);
443 else 422 else
444 create_all_treasures (t->items, op, flag, difficulty, tries); 423 create_all_treasures (tl->items, op, flag, difficulty, tries);
445} 424}
446 425
447/* This is similar to the old generate treasure function. However, 426/* This is similar to the old generate treasure function. However,
448 * it instead takes a treasurelist. It is really just a wrapper around 427 * it instead takes a treasurelist. It is really just a wrapper around
449 * create_treasure. We create a dummy object that the treasure gets 428 * create_treasure. We create a dummy object that the treasure gets
450 * inserted into, and then return that treausre 429 * inserted into, and then return that treausre
451 */ 430 */
452object * 431object *
453generate_treasure (treasurelist * t, int difficulty) 432generate_treasure (treasurelist *tl, int difficulty)
454{ 433{
434 difficulty = clamp (difficulty, 1, settings.max_level);
435
455 object *ob = object::create (), *tmp; 436 object *ob = object::create ();
456 437
457 create_treasure (t, ob, 0, difficulty, 0); 438 create_treasure (tl, ob, 0, difficulty, 0);
458 439
459 /* Don't want to free the object we are about to return */ 440 /* Don't want to free the object we are about to return */
460 tmp = ob->inv; 441 object *tmp = ob->inv;
461 if (tmp != NULL) 442 if (tmp)
462 tmp->remove (); 443 tmp->remove ();
463 444
464 if (ob->inv) 445 if (ob->inv)
465 LOG (llevError, "In generate treasure, created multiple objects.\n"); 446 LOG (llevError, "In generate treasure, created multiple objects.\n");
466 447
467 ob->destroy (); 448 ob->destroy ();
449
468 return tmp; 450 return tmp;
469} 451}
470 452
471/* 453/*
472 * This is a new way of calculating the chance for an item to have 454 * 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 456 * The array has two arguments, the difficulty of the level, and the
475 * magical bonus "wanted". 457 * magical bonus "wanted".
476 */ 458 */
477 459
478static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 460static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
479
480/*chance of magic difficulty*/ 461// chance of magic difficulty
481
482/* +0 +1 +2 +3 +4 */ 462// +0 +1 +2 +3 +4
483 {95, 2, 2, 1, 0}, /*1 */ 463 {95, 2, 2, 1, 0}, // 1
484 {92, 5, 2, 1, 0}, /*2 */ 464 {92, 5, 2, 1, 0}, // 2
485 {85, 10, 4, 1, 0}, /*3 */ 465 {85, 10, 4, 1, 0}, // 3
486 {80, 14, 4, 2, 0}, /*4 */ 466 {80, 14, 4, 2, 0}, // 4
487 {75, 17, 5, 2, 1}, /*5 */ 467 {75, 17, 5, 2, 1}, // 5
488 {70, 18, 8, 3, 1}, /*6 */ 468 {70, 18, 8, 3, 1}, // 6
489 {65, 21, 10, 3, 1}, /*7 */ 469 {65, 21, 10, 3, 1}, // 7
490 {60, 22, 12, 4, 2}, /*8 */ 470 {60, 22, 12, 4, 2}, // 8
491 {55, 25, 14, 4, 2}, /*9 */ 471 {55, 25, 14, 4, 2}, // 9
492 {50, 27, 16, 5, 2}, /*10 */ 472 {50, 27, 16, 5, 2}, // 10
493 {45, 28, 18, 6, 3}, /*11 */ 473 {45, 28, 18, 6, 3}, // 11
494 {42, 28, 20, 7, 3}, /*12 */ 474 {42, 28, 20, 7, 3}, // 12
495 {40, 27, 21, 8, 4}, /*13 */ 475 {40, 27, 21, 8, 4}, // 13
496 {38, 25, 22, 10, 5}, /*14 */ 476 {38, 25, 22, 10, 5}, // 14
497 {36, 23, 23, 12, 6}, /*15 */ 477 {36, 23, 23, 12, 6}, // 15
498 {33, 21, 24, 14, 8}, /*16 */ 478 {33, 21, 24, 14, 8}, // 16
499 {31, 19, 25, 16, 9}, /*17 */ 479 {31, 19, 25, 16, 9}, // 17
500 {27, 15, 30, 18, 10}, /*18 */ 480 {27, 15, 30, 18, 10}, // 18
501 {20, 12, 30, 25, 13}, /*19 */ 481 {20, 12, 30, 25, 13}, // 19
502 {15, 10, 28, 30, 17}, /*20 */ 482 {15, 10, 28, 30, 17}, // 20
503 {13, 9, 27, 28, 23}, /*21 */ 483 {13, 9, 27, 28, 23}, // 21
504 {10, 8, 25, 28, 29}, /*22 */ 484 {10, 8, 25, 28, 29}, // 22
505 {8, 7, 23, 26, 36}, /*23 */ 485 { 8, 7, 23, 26, 36}, // 23
506 {6, 6, 20, 22, 46}, /*24 */ 486 { 6, 6, 20, 22, 46}, // 24
507 {4, 5, 17, 18, 56}, /*25 */ 487 { 4, 5, 17, 18, 56}, // 25
508 {2, 4, 12, 14, 68}, /*26 */ 488 { 2, 4, 12, 14, 68}, // 26
509 {0, 3, 7, 10, 80}, /*27 */ 489 { 0, 3, 7, 10, 80}, // 27
510 {0, 0, 3, 7, 90}, /*28 */ 490 { 0, 0, 3, 7, 90}, // 28
511 {0, 0, 0, 3, 97}, /*29 */ 491 { 0, 0, 0, 3, 97}, // 29
512 {0, 0, 0, 0, 100}, /*30 */ 492 { 0, 0, 0, 0, 100}, // 30
513 {0, 0, 0, 0, 100}, /*31 */ 493 { 0, 0, 0, 0, 100}, // 31
514}; 494};
515
516 495
517/* calculate the appropriate level for wands staves and scrolls. 496/* calculate the appropriate level for wands staves and scrolls.
518 * This code presumes that op has had its spell object created (in op->inv) 497 * This code presumes that op has had its spell object created (in op->inv)
519 * 498 *
520 * elmex Wed Aug 9 17:44:59 CEST 2006: 499 * elmex Wed Aug 9 17:44:59 CEST 2006:
521 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 500 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
522 */ 501 */
523
524int 502int
525level_for_item (const object *op, int difficulty) 503level_for_item (const object *op, int difficulty)
526{ 504{
527 int olevel = 0;
528
529 if (!op->inv) 505 if (!op->inv)
530 { 506 {
531 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 507 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
532 return 0; 508 return 0;
533 } 509 }
534 510
535 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 511 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
536 512
537 if (olevel <= 0) 513 if (olevel <= 0)
538 olevel = rndm (1, MIN (op->inv->level, 1)); 514 olevel = rndm (1, op->inv->level);
539 515
540 if (olevel > MAXLEVEL) 516 return min (olevel, MAXLEVEL);
541 olevel = MAXLEVEL;
542
543 return olevel;
544} 517}
545 518
546/* 519/*
547 * Based upon the specified difficulty and upon the difftomagic_list array, 520 * Based upon the specified difficulty and upon the difftomagic_list array,
548 * a random magical bonus is returned. This is used when determine 521 * a random magical bonus is returned. This is used when determine
551 * elmex Thu Aug 10 18:45:44 CEST 2006: 524 * elmex Thu Aug 10 18:45:44 CEST 2006:
552 * Scaling difficulty by max_level, as difficulty is a level and not some 525 * Scaling difficulty by max_level, as difficulty is a level and not some
553 * weird integer between 1-31. 526 * weird integer between 1-31.
554 * 527 *
555 */ 528 */
556
557int 529int
558magic_from_difficulty (int difficulty) 530magic_from_difficulty (int difficulty)
559{ 531{
560 int percent = 0, magic = 0; 532 int percent = 0, magic = 0;
561 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 533 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
566 scaled_diff = 0; 538 scaled_diff = 0;
567 539
568 if (scaled_diff >= DIFFLEVELS) 540 if (scaled_diff >= DIFFLEVELS)
569 scaled_diff = DIFFLEVELS - 1; 541 scaled_diff = DIFFLEVELS - 1;
570 542
571 percent = RANDOM () % 100; 543 percent = rndm (100);
572 544
573 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 545 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
574 { 546 {
575 percent -= difftomagic_list[scaled_diff][magic]; 547 percent -= difftomagic_list[scaled_diff][magic];
576 548
582 { 554 {
583 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 555 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
584 magic = 0; 556 magic = 0;
585 } 557 }
586 558
587 magic = (RANDOM () % 3) ? magic : -magic; 559 magic = (rndm (3)) ? magic : -magic;
588 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 560 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
589 561
590 return magic; 562 return magic;
591} 563}
592 564
605 577
606 op->magic = magic; 578 op->magic = magic;
607 if (op->arch) 579 if (op->arch)
608 { 580 {
609 if (op->type == ARMOUR) 581 if (op->type == ARMOUR)
610 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 582 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
611 583
612 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 584 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
613 magic = (-magic); 585 magic = (-magic);
586
614 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
615 } 588 }
616 else 589 else
617 { 590 {
618 if (op->type == ARMOUR) 591 if (op->type == ARMOUR)
619 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
593
620 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 594 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
621 magic = (-magic); 595 magic = (-magic);
596
622 op->weight = (op->weight * (100 - magic * 10)) / 100; 597 op->weight = (op->weight * (100 - magic * 10)) / 100;
623 } 598 }
624} 599}
625 600
626/* 601/*
649 * 1) Since rings can have multiple bonuses, if the same bonus 624 * 1) Since rings can have multiple bonuses, if the same bonus
650 * is rolled again, increase it - the bonuses now stack with 625 * is rolled again, increase it - the bonuses now stack with
651 * other bonuses previously rolled and ones the item might natively have. 626 * other bonuses previously rolled and ones the item might natively have.
652 * 2) Add code to deal with new PR method. 627 * 2) Add code to deal with new PR method.
653 */ 628 */
654
655void 629void
656set_ring_bonus (object *op, int bonus) 630set_ring_bonus (object *op, int bonus)
657{ 631{
658 632
659 int r = RANDOM () % (bonus > 0 ? 25 : 11); 633 int r = rndm (bonus > 0 ? 25 : 11);
660 634
661 if (op->type == AMULET) 635 if (op->type == AMULET)
662 { 636 {
663 if (!(RANDOM () % 21)) 637 if (!(rndm (21)))
664 r = 20 + RANDOM () % 2; 638 r = 20 + rndm (2);
665 else 639 else
666 { 640 {
667 if (RANDOM () & 2) 641 if (rndm (2))
668 r = 10; 642 r = 10;
669 else 643 else
670 r = 11 + RANDOM () % 9; 644 r = 11 + rndm (9);
671 } 645 }
672 } 646 }
673 647
674 switch (r) 648 switch (r)
675 { 649 {
682 case 2: 656 case 2:
683 case 3: 657 case 3:
684 case 4: 658 case 4:
685 case 5: 659 case 5:
686 case 6: 660 case 6:
687 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 661 op->stats.stat (r) += bonus;
688 break; 662 break;
689 663
690 case 7: 664 case 7:
691 op->stats.dam += bonus; 665 op->stats.dam += bonus;
692 break; 666 break;
712 case 16: 686 case 16:
713 case 17: 687 case 17:
714 case 18: 688 case 18:
715 case 19: 689 case 19:
716 { 690 {
717 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 691 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
718 692
719 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 693 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
720 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 694 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
721 695
722 /* Cursed items need to have higher negative values to equal out with 696 /* Cursed items need to have higher negative values to equal out with
723 * positive values for how protections work out. Put another 697 * positive values for how protections work out. Put another
724 * little random element in since that they don't always end up with 698 * little random element in since that they don't always end up with
725 * even values. 699 * even values.
726 */ 700 */
727 if (bonus < 0) 701 if (bonus < 0)
728 val = 2 * -val - RANDOM () % b; 702 val = 2 * -val - rndm (b);
729 if (val > 35) 703 if (val > 35)
730 val = 35; /* Upper limit */ 704 val = 35; /* Upper limit */
731 b = 0; 705 b = 0;
706
732 while (op->resist[resist_table[resist]] != 0 && b < 4) 707 while (op->resist[resist_table[resist]] != 0 && b < 4)
733 {
734 resist = RANDOM () % num_resist_table; 708 resist = rndm (num_resist_table);
735 } 709
736 if (b == 4) 710 if (b == 4)
737 return; /* Not able to find a free resistance */ 711 return; /* Not able to find a free resistance */
712
738 op->resist[resist_table[resist]] = val; 713 op->resist[resist_table[resist]] = val;
739 /* We should probably do something more clever here to adjust value 714 /* We should probably do something more clever here to adjust value
740 * based on how good a resistance we gave. 715 * based on how good a resistance we gave.
741 */ 716 */
742 break; 717 break;
770 case 22: 745 case 22:
771 op->stats.exp += bonus; /* Speed! */ 746 op->stats.exp += bonus; /* Speed! */
772 op->value = (op->value * 2) / 3; 747 op->value = (op->value * 2) / 3;
773 break; 748 break;
774 } 749 }
750
775 if (bonus > 0) 751 if (bonus > 0)
776 op->value *= 2 * bonus; 752 op->value *= 2 * bonus;
777 else 753 else
778 op->value = -(op->value * 2 * bonus) / 3; 754 op->value = -(op->value * 2 * bonus) / 3;
779} 755}
784 * higher is the chance of returning a low number. 760 * higher is the chance of returning a low number.
785 * It is only used in fix_generated_treasure() to set bonuses on 761 * It is only used in fix_generated_treasure() to set bonuses on
786 * rings and amulets. 762 * rings and amulets.
787 * Another scheme is used to calculate the magic of weapons and armours. 763 * Another scheme is used to calculate the magic of weapons and armours.
788 */ 764 */
789
790int 765int
791get_magic (int diff) 766get_magic (int diff)
792{ 767{
793 int i; 768 int i;
794 769
795 if (diff < 3) 770 if (diff < 3)
796 diff = 3; 771 diff = 3;
772
797 for (i = 0; i < 4; i++) 773 for (i = 0; i < 4; i++)
798 if (RANDOM () % diff) 774 if (rndm (diff))
799 return i; 775 return i;
776
800 return 4; 777 return 4;
801} 778}
802 779
780/* special_potion() - so that old potion code is still done right. */
781int
782special_potion (object *op)
783{
784 if (op->attacktype)
785 return 1;
786
787 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
788 return 1;
789
790 for (int i = 0; i < NROFATTACKS; i++)
791 if (op->resist[i])
792 return 1;
793
794 return 0;
795}
796
803#define DICE2 (get_magic(2)==2?2:1) 797#define DICE2 (get_magic(2)==2?2:1)
804#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 798#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
805 799
806/* 800/*
807 * fix_generated_item(): This is called after an item is generated, in 801 * 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 802 * order to set it up right. This produced magical bonuses, puts spells
809 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 803 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
823 * value. 817 * value.
824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 818 * 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 819 * 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 820 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 821 */
828
829void 822void
830fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 823fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 824{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 825 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 826
838 save_item_power = op->item_power; 831 save_item_power = op->item_power;
839 op->item_power = 0; 832 op->item_power = 0;
840 833
841 if (op->randomitems && op->type != SPELL) 834 if (op->randomitems && op->type != SPELL)
842 { 835 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 836 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 */ 837 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 838 op->randomitems = 0;
849 } 839 }
850 840
851 if (difficulty < 1) 841 if (difficulty < 1)
852 difficulty = 1; 842 difficulty = 1;
853 843
857 ARG_INT (flags))) 847 ARG_INT (flags)))
858 return; 848 return;
859 849
860 if (!(flags & GT_MINIMAL)) 850 if (!(flags & GT_MINIMAL))
861 { 851 {
862 if (op->arch == crown_arch) 852 if (IS_ARCH (op->arch, crown))
863 { 853 {
864 set_magic (difficulty, op, max_magic, flags); 854 set_magic (difficulty, op, max_magic, flags);
865 num_enchantments = calc_item_power (op, 1); 855 num_enchantments = calc_item_power (op, 1);
866 generate_artifact (op, difficulty); 856 generate_artifact (op, difficulty);
867 } 857 }
870 if (!op->magic && max_magic) 860 if (!op->magic && max_magic)
871 set_magic (difficulty, op, max_magic, flags); 861 set_magic (difficulty, op, max_magic, flags);
872 862
873 num_enchantments = calc_item_power (op, 1); 863 num_enchantments = calc_item_power (op, 1);
874 864
875 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 865 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
876 * used for shop_floors or treasures */ 866 || op->type == HORN
867 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
877 generate_artifact (op, difficulty); 868 generate_artifact (op, difficulty);
878 } 869 }
879 870
880 /* Object was made an artifact. Calculate its item_power rating. 871 /* Object was made an artifact. Calculate its item_power rating.
881 * the item_power in the object is what the artfiact adds. 872 * the item_power in the object is what the artfiact adds.
923 { 914 {
924 if (op->type == POTION) 915 if (op->type == POTION)
925 /* Handle healing and magic power potions */ 916 /* Handle healing and magic power potions */
926 if (op->stats.sp && !op->randomitems) 917 if (op->stats.sp && !op->randomitems)
927 { 918 {
928 object *tmp;
929
930 tmp = get_archetype (spell_mapping[op->stats.sp]); 919 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
931 insert_ob_in_ob (tmp, op); 920 insert_ob_in_ob (tmp, op);
932 op->stats.sp = 0; 921 op->stats.sp = 0;
933 } 922 }
934 } 923 }
935 else if (!op->title) /* Only modify object if not special */ 924 else if (!op->title) /* Only modify object if not special */
938 case WEAPON: 927 case WEAPON:
939 case ARMOUR: 928 case ARMOUR:
940 case SHIELD: 929 case SHIELD:
941 case HELMET: 930 case HELMET:
942 case CLOAK: 931 case CLOAK:
943 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 932 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
944 set_ring_bonus (op, -DICE2); 933 set_ring_bonus (op, -DICE2);
945 break; 934 break;
946 935
947 case BRACERS: 936 case BRACERS:
948 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 937 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
949 { 938 {
950 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
951 if (!QUERY_FLAG (op, FLAG_CURSED)) 940 if (!QUERY_FLAG (op, FLAG_CURSED))
952 op->value *= 3; 941 op->value *= 3;
953 } 942 }
979 */ 968 */
980 if (op->inv && op->randomitems) 969 if (op->inv && op->randomitems)
981 { 970 {
982 /* value multiplier is same as for scrolls */ 971 /* value multiplier is same as for scrolls */
983 op->value = (op->value * op->inv->value); 972 op->value = (op->value * op->inv->value);
984 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 973 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
985 } 974 }
986 else 975 else
987 { 976 {
988 op->name = "potion"; 977 op->name = "potion";
989 op->name_pl = "potions"; 978 op->name_pl = "potions";
990 } 979 }
991 980
992 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 981 if (!(flags & GT_ONLY_GOOD) && rndm (2))
993 SET_FLAG (op, FLAG_CURSED); 982 SET_FLAG (op, FLAG_CURSED);
994 break; 983 break;
995 } 984 }
996 985
997 case AMULET: 986 case AMULET:
998 if (op->arch == amulet_arch) 987 if (IS_ARCH (op->arch, amulet))
999 op->value *= 5; /* Since it's not just decoration */ 988 op->value *= 5; /* Since it's not just decoration */
1000 989
1001 case RING: 990 case RING:
1002 if (op->arch == NULL)
1003 {
1004 op->destroy ();
1005 op = 0;
1006 break;
1007 }
1008
1009 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 991 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1010 break; 992 break;
1011 993
1012 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 994 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1013 SET_FLAG (op, FLAG_CURSED); 995 SET_FLAG (op, FLAG_CURSED);
1014 996
1015 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 997 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1016 998
1017 if (op->type != RING) /* Amulets have only one ability */ 999 if (op->type != RING) /* Amulets have only one ability */
1018 break; 1000 break;
1019 1001
1020 if (!(RANDOM () % 4)) 1002 if (!(rndm (4)))
1021 { 1003 {
1022 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1004 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1023 1005
1024 if (d > 0) 1006 if (d > 0)
1025 op->value *= 3; 1007 op->value *= 3;
1026 1008
1027 set_ring_bonus (op, d); 1009 set_ring_bonus (op, d);
1028 1010
1029 if (!(RANDOM () % 4)) 1011 if (!(rndm (4)))
1030 { 1012 {
1031 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1013 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1032 1014
1033 if (d > 0) 1015 if (d > 0)
1034 op->value *= 5; 1016 op->value *= 5;
1035 set_ring_bonus (op, d); 1017 set_ring_bonus (op, d);
1036 } 1018 }
1037 } 1019 }
1038 1020
1039 if (GET_ANIM_ID (op)) 1021 if (op->animation_id)
1040 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1022 op->set_anim_frame (rndm (op->anim_frames ()));
1041 1023
1042 break; 1024 break;
1043 1025
1044 case BOOK: 1026 case BOOK:
1045 /* Is it an empty book?, if yes lets make a special· 1027 /* Is it an empty book?, if yes lets make a special·
1046 * msg for it, and tailor its properties based on the· 1028 * msg for it, and tailor its properties based on the·
1047 * creator and/or map level we found it on. 1029 * creator and/or map level we found it on.
1048 */ 1030 */
1049 if (!op->msg && RANDOM () % 10) 1031 if (!op->msg && rndm (10))
1050 { 1032 {
1051 /* set the book level properly */ 1033 /* set the book level properly */
1052 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1034 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1053 { 1035 {
1054 if (op->map && op->map->difficulty) 1036 if (op->map && op->map->difficulty)
1055 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1037 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1056 else 1038 else
1057 op->level = RANDOM () % 20 + 1; 1039 op->level = rndm (20) + 1;
1058 } 1040 }
1059 else 1041 else
1060 op->level = RANDOM () % creator->level; 1042 op->level = rndm (creator->level);
1061 1043
1062 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1044 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1063 /* books w/ info are worth more! */ 1045 /* books w/ info are worth more! */
1064 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1046 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1065 /* creator related stuff */
1066
1067 /* for library, chained books. Note that some monsters have no_pick
1068 * set - we don't want to set no pick in that case.
1069 */
1070 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1071 SET_FLAG (op, FLAG_NO_PICK);
1072 if (creator->slaying && !op->slaying) /* for check_inv floors */
1073 op->slaying = creator->slaying;
1074 1047
1075 /* add exp so reading it gives xp (once) */ 1048 /* add exp so reading it gives xp (once) */
1076 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1049 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1077 } 1050 }
1051
1052 /* creator related stuff */
1053
1054 /* for library, chained books. Note that some monsters have no_pick
1055 * set - we don't want to set no pick in that case.
1056 */
1057 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1058 SET_FLAG (op, FLAG_NO_PICK);
1059 if (creator->slaying && !op->slaying) /* for check_inv floors */
1060 op->slaying = creator->slaying;
1078 break; 1061 break;
1079 1062
1080 case SPELLBOOK: 1063 case SPELLBOOK:
1081 op->value = op->value * op->inv->value; 1064 op->value = op->value * op->inv->value;
1082 /* add exp so learning gives xp */ 1065 /* add exp so learning gives xp */
1164 */ 1147 */
1165 1148
1166/* 1149/*
1167 * Allocate and return the pointer to an empty artifactlist structure. 1150 * Allocate and return the pointer to an empty artifactlist structure.
1168 */ 1151 */
1169
1170static artifactlist * 1152static artifactlist *
1171get_empty_artifactlist (void) 1153get_empty_artifactlist (void)
1172{ 1154{
1173 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1155 return salloc0<artifactlist> ();
1174
1175 if (tl == NULL)
1176 fatal (OUT_OF_MEMORY);
1177 tl->next = NULL;
1178 tl->items = NULL;
1179 tl->total_chance = 0;
1180 return tl;
1181} 1156}
1182 1157
1183/* 1158/*
1184 * Allocate and return the pointer to an empty artifact structure. 1159 * Allocate and return the pointer to an empty artifact structure.
1185 */ 1160 */
1186
1187static artifact * 1161static artifact *
1188get_empty_artifact (void) 1162get_empty_artifact (void)
1189{ 1163{
1190 artifact *t = (artifact *) malloc (sizeof (artifact)); 1164 return salloc0<artifact> ();
1191
1192 if (t == NULL)
1193 fatal (OUT_OF_MEMORY);
1194 t->item = NULL;
1195 t->next = NULL;
1196 t->chance = 0;
1197 t->difficulty = 0;
1198 t->allowed = NULL;
1199 return t;
1200} 1165}
1201 1166
1202/* 1167/*
1203 * Searches the artifact lists and returns one that has the same type 1168 * Searches the artifact lists and returns one that has the same type
1204 * of objects on it. 1169 * of objects on it.
1205 */ 1170 */
1206
1207artifactlist * 1171artifactlist *
1208find_artifactlist (int type) 1172find_artifactlist (int type)
1209{ 1173{
1210 artifactlist *al;
1211
1212 for (al = first_artifactlist; al != NULL; al = al->next) 1174 for (artifactlist *al = first_artifactlist; al; al = al->next)
1213 if (al->type == type) 1175 if (al->type == type)
1214 return al; 1176 return al;
1215 return NULL;
1216}
1217 1177
1218/*
1219 * For debugging purposes. Dumps all tables.
1220 */
1221
1222void
1223dump_artifacts (void)
1224{
1225 artifactlist *al;
1226 artifact *art;
1227 linked_char *next;
1228
1229 fprintf (logfile, "\n");
1230 for (al = first_artifactlist; al != NULL; al = al->next)
1231 {
1232 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1233 for (art = al->items; art != NULL; art = art->next)
1234 {
1235 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1236 if (art->allowed != NULL)
1237 {
1238 fprintf (logfile, "\tAllowed combinations:");
1239 for (next = art->allowed; next != NULL; next = next->next)
1240 fprintf (logfile, "%s,", &next->name);
1241 fprintf (logfile, "\n");
1242 }
1243 }
1244 }
1245 fprintf (logfile, "\n");
1246}
1247
1248/*
1249 * For debugging purposes. Dumps all treasures recursively (see below).
1250 */
1251void
1252dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1253{
1254 treasurelist *tl;
1255 int i;
1256
1257 if (depth > 100)
1258 return; 1178 return 0;
1259 while (t != NULL)
1260 {
1261 if (t->name != NULL)
1262 {
1263 for (i = 0; i < depth; i++)
1264 fprintf (logfile, " ");
1265 fprintf (logfile, "{ (list: %s)\n", &t->name);
1266 tl = find_treasurelist (t->name);
1267 dump_monster_treasure_rec (name, tl->items, depth + 2);
1268 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " ");
1270 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1271 }
1272 else
1273 {
1274 for (i = 0; i < depth; i++)
1275 fprintf (logfile, " ");
1276 if (t->item->clone.type == FLESH)
1277 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1278 else
1279 fprintf (logfile, "%s\n", &t->item->clone.name);
1280 }
1281 if (t->next_yes != NULL)
1282 {
1283 for (i = 0; i < depth; i++)
1284 fprintf (logfile, " ");
1285 fprintf (logfile, " (if yes)\n");
1286 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1287 }
1288 if (t->next_no != NULL)
1289 {
1290 for (i = 0; i < depth; i++)
1291 fprintf (logfile, " ");
1292 fprintf (logfile, " (if no)\n");
1293 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1294 }
1295 t = t->next;
1296 }
1297}
1298
1299/*
1300 * For debugging purposes. Dumps all treasures for a given monster.
1301 * Created originally by Raphael Quinet for debugging the alchemy code.
1302 */
1303
1304void
1305dump_monster_treasure (const char *name)
1306{
1307 archetype *at;
1308 int found;
1309
1310 found = 0;
1311 fprintf (logfile, "\n");
1312 for (at = first_archetype; at != NULL; at = at->next)
1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1314 {
1315 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1316 if (at->clone.randomitems != NULL)
1317 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1318 else
1319 fprintf (logfile, "(nothing)\n");
1320 fprintf (logfile, "\n");
1321 found++;
1322 }
1323 if (found == 0)
1324 fprintf (logfile, "No objects have the name %s!\n\n", name);
1325} 1179}
1326 1180
1327/* 1181/*
1328 * Builds up the lists of artifacts from the file in the libdir. 1182 * Builds up the lists of artifacts from the file in the libdir.
1329 */ 1183 */
1330
1331void 1184void
1332init_artifacts (void) 1185init_artifacts (void)
1333{ 1186{
1334 static int has_been_inited = 0; 1187 static int has_been_inited = 0;
1335 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1188 char filename[MAX_BUF];
1336 artifact *art = NULL; 1189 artifact *art = NULL;
1337 linked_char *tmp;
1338 int value;
1339 artifactlist *al; 1190 artifactlist *al;
1340 1191
1341 if (has_been_inited) 1192 if (has_been_inited)
1342 return; 1193 return;
1343 else 1194 else
1344 has_been_inited = 1; 1195 has_been_inited = 1;
1345 1196
1346 sprintf (filename, "%s/artifacts", settings.datadir); 1197 sprintf (filename, "%s/artifacts", settings.datadir);
1347 object_thawer thawer (filename); 1198 object_thawer f (filename);
1348 1199
1349 if (!thawer) 1200 if (!f)
1350 return; 1201 return;
1351 1202
1352 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1203 for (;;)
1353 { 1204 {
1354 if (*buf == '#') 1205 switch (f.kw)
1355 continue;
1356 if ((cp = strchr (buf, '\n')) != NULL)
1357 *cp = '\0';
1358 cp = buf;
1359 while (*cp == ' ') /* Skip blanks */
1360 cp++;
1361 if (*cp == '\0')
1362 continue;
1363
1364 if (!strncmp (cp, "Allowed", 7))
1365 { 1206 {
1207 case KW_allowed:
1366 if (art == NULL) 1208 if (!art)
1209 art = get_empty_artifact ();
1210
1367 { 1211 {
1368 art = get_empty_artifact (); 1212 if (!strcmp (f.get_str (), "all"))
1369 nrofartifacts++; 1213 break;
1214
1215 char *next, *cp = f.get_str ();
1216
1217 do
1218 {
1219 if ((next = strchr (cp, ',')))
1220 *next++ = '\0';
1221
1222 linked_char *tmp = new linked_char;
1223
1224 tmp->name = cp;
1225 tmp->next = art->allowed;
1226 art->allowed = tmp;
1227 }
1228 while ((cp = next));
1370 } 1229 }
1371 cp = strchr (cp, ' ') + 1; 1230 break;
1372 if (!strcmp (cp, "all")) 1231
1232 case KW_chance:
1233 f.get (art->chance);
1234 break;
1235
1236 case KW_difficulty:
1237 f.get (art->difficulty);
1238 break;
1239
1240 case KW_object:
1241 {
1242 art->item = object::create ();
1243 f.get (art->item->name);
1244 f.next ();
1245
1246 if (!art->item->parse_kv (f))
1247 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1248
1249 al = find_artifactlist (art->item->type);
1250
1251 if (!al)
1252 {
1253 al = get_empty_artifactlist ();
1254 al->type = art->item->type;
1255 al->next = first_artifactlist;
1256 first_artifactlist = al;
1257 }
1258
1259 art->next = al->items;
1260 al->items = art;
1261 art = 0;
1262 }
1373 continue; 1263 continue;
1374 1264
1375 do 1265 case KW_EOF:
1266 goto done;
1267
1268 default:
1269 if (!f.parse_error ("artifacts file"))
1270 cleanup ("artifacts file required");
1376 { 1271 break;
1377 nrofallowedstr++;
1378 if ((next = strchr (cp, ',')) != NULL)
1379 *(next++) = '\0';
1380 tmp = new linked_char;
1381
1382 tmp->name = cp;
1383 tmp->next = art->allowed;
1384 art->allowed = tmp;
1385 }
1386 while ((cp = next) != NULL);
1387 }
1388 else if (sscanf (cp, "chance %d", &value))
1389 art->chance = (uint16) value;
1390 else if (sscanf (cp, "difficulty %d", &value))
1391 art->difficulty = (uint8) value;
1392 else if (!strncmp (cp, "Object", 6))
1393 { 1272 }
1394 art->item = object::create ();
1395 1273
1396 if (!load_object (thawer, art->item, 0)) 1274 f.next ();
1397 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1398
1399 art->item->name = strchr (cp, ' ') + 1;
1400 al = find_artifactlist (art->item->type);
1401 if (al == NULL)
1402 {
1403 al = get_empty_artifactlist ();
1404 al->type = art->item->type;
1405 al->next = first_artifactlist;
1406 first_artifactlist = al;
1407 }
1408 art->next = al->items;
1409 al->items = art;
1410 art = NULL;
1411 }
1412 else
1413 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1414 } 1275 }
1415 1276
1277done:
1416 for (al = first_artifactlist; al != NULL; al = al->next) 1278 for (al = first_artifactlist; al; al = al->next)
1417 { 1279 {
1280 al->total_chance = 0;
1281
1418 for (art = al->items; art != NULL; art = art->next) 1282 for (art = al->items; art; art = art->next)
1419 { 1283 {
1420 if (!art->chance) 1284 if (!art->chance)
1421 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1285 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1422 else 1286 else
1423 al->total_chance += art->chance; 1287 al->total_chance += art->chance;
1428 } 1292 }
1429 1293
1430 LOG (llevDebug, "done.\n"); 1294 LOG (llevDebug, "done.\n");
1431} 1295}
1432 1296
1433
1434/* 1297/*
1435 * Used in artifact generation. The bonuses of the first object 1298 * Used in artifact generation. The bonuses of the first object
1436 * is modified by the bonuses of the second object. 1299 * is modified by the bonuses of the second object.
1437 */ 1300 */
1438
1439void 1301void
1440add_abilities (object *op, object *change) 1302add_abilities (object *op, object *change)
1441{ 1303{
1442 int i, tmp; 1304 int i, tmp;
1443 1305
1444 if (change->face != blank_face) 1306 if (change->face != blank_face)
1445 { 1307 {
1446#ifdef TREASURE_VERBOSE 1308#ifdef TREASURE_VERBOSE
1447 LOG (llevDebug, "FACE: %d\n", change->face->number); 1309 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1448#endif 1310#endif
1449 op->face = change->face; 1311 op->face = change->face;
1450 } 1312 }
1451 1313
1452 for (i = 0; i < NUM_STATS; i++) 1314 for (i = 0; i < NUM_STATS; i++)
1453 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1315 change_attr_value (&(op->stats), i, change->stats.stat (i));
1454 1316
1455 op->attacktype |= change->attacktype; 1317 op->attacktype |= change->attacktype;
1456 op->path_attuned |= change->path_attuned; 1318 op->path_attuned |= change->path_attuned;
1457 op->path_repelled |= change->path_repelled; 1319 op->path_repelled |= change->path_repelled;
1458 op->path_denied |= change->path_denied; 1320 op->path_denied |= change->path_denied;
1488 CLEAR_FLAG (op, FLAG_ANIMATE); 1350 CLEAR_FLAG (op, FLAG_ANIMATE);
1489 /* so artifacts will join */ 1351 /* so artifacts will join */
1490 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1352 if (!QUERY_FLAG (op, FLAG_ALIVE))
1491 op->speed = 0.0; 1353 op->speed = 0.0;
1492 1354
1493 update_ob_speed (op); 1355 op->set_speed (op->speed);
1494 } 1356 }
1495 1357
1496 if (change->nrof) 1358 if (change->nrof)
1497 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1359 op->nrof = rndm (change->nrof) + 1;
1498 1360
1499 op->stats.exp += change->stats.exp; /* Speed modifier */ 1361 op->stats.exp += change->stats.exp; /* Speed modifier */
1500 op->stats.wc += change->stats.wc; 1362 op->stats.wc += change->stats.wc;
1501 op->stats.ac += change->stats.ac; 1363 op->stats.ac += change->stats.ac;
1502 1364
1506 * to cast. So convert that to into a spell and put it into 1368 * to cast. So convert that to into a spell and put it into
1507 * this object. 1369 * this object.
1508 */ 1370 */
1509 if (op->type == HORN || op->type == POTION) 1371 if (op->type == HORN || op->type == POTION)
1510 { 1372 {
1511 object *tmp_obj;
1512
1513 /* Remove any spells this object currently has in it */ 1373 /* Remove any spells this object currently has in it */
1514 while (op->inv)
1515 op->inv->destroy (); 1374 op->destroy_inv (false);
1516 1375
1517 tmp_obj = arch_to_object (change->other_arch); 1376 object *tmp = arch_to_object (change->other_arch);
1518 insert_ob_in_ob (tmp_obj, op); 1377 insert_ob_in_ob (tmp, op);
1519 } 1378 }
1520 /* No harm setting this for potions/horns */ 1379 /* No harm setting this for potions/horns */
1521 op->other_arch = change->other_arch; 1380 op->other_arch = change->other_arch;
1522 } 1381 }
1523 1382
1605 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1464 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1606 } 1465 }
1607 1466
1608 op->value *= change->value; 1467 op->value *= change->value;
1609 1468
1610 if (change->material) 1469 if (change->materials)
1611 op->material = change->material; 1470 op->materials = change->materials;
1612 1471
1613 if (change->materialname) 1472 if (change->materialname)
1614 op->materialname = change->materialname; 1473 op->materialname = change->materialname;
1615 1474
1616 if (change->slaying) 1475 if (change->slaying)
1622 if (change->msg) 1481 if (change->msg)
1623 op->msg = change->msg; 1482 op->msg = change->msg;
1624} 1483}
1625 1484
1626static int 1485static int
1627legal_artifact_combination (object *op, artifact * art) 1486legal_artifact_combination (object *op, artifact *art)
1628{ 1487{
1629 int neg, success = 0; 1488 int neg, success = 0;
1630 linked_char *tmp; 1489 linked_char *tmp;
1631 const char *name; 1490 const char *name;
1632 1491
1633 if (art->allowed == (linked_char *) NULL) 1492 if (!art->allowed)
1634 return 1; /* Ie, "all" */ 1493 return 1; /* Ie, "all" */
1494
1635 for (tmp = art->allowed; tmp; tmp = tmp->next) 1495 for (tmp = art->allowed; tmp; tmp = tmp->next)
1636 { 1496 {
1637#ifdef TREASURE_VERBOSE 1497#ifdef TREASURE_VERBOSE
1638 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1498 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1639#endif 1499#endif
1640 if (*tmp->name == '!') 1500 if (*tmp->name == '!')
1641 name = tmp->name + 1, neg = 1; 1501 name = tmp->name + 1, neg = 1;
1642 else 1502 else
1643 name = tmp->name, neg = 0; 1503 name = tmp->name, neg = 0;
1644 1504
1645 /* If we match name, then return the opposite of 'neg' */ 1505 /* If we match name, then return the opposite of 'neg' */
1646 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1506 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1647 return !neg; 1507 return !neg;
1648 1508
1649 /* Set success as true, since if the match was an inverse, it means 1509 /* Set success as true, since if the match was an inverse, it means
1650 * everything is allowed except what we match 1510 * everything is allowed except what we match
1651 */ 1511 */
1652 else if (neg) 1512 else if (neg)
1653 success = 1; 1513 success = 1;
1654 } 1514 }
1515
1655 return success; 1516 return success;
1656} 1517}
1657 1518
1658/* 1519/*
1659 * Fixes the given object, giving it the abilities and titles 1520 * Fixes the given object, giving it the abilities and titles
1710 return; 1571 return;
1711 } 1572 }
1712 1573
1713 for (i = 0; i < ARTIFACT_TRIES; i++) 1574 for (i = 0; i < ARTIFACT_TRIES; i++)
1714 { 1575 {
1715 int roll = RANDOM () % al->total_chance; 1576 int roll = rndm (al->total_chance);
1716 1577
1717 for (art = al->items; art != NULL; art = art->next) 1578 for (art = al->items; art; art = art->next)
1718 { 1579 {
1719 roll -= art->chance; 1580 roll -= art->chance;
1720 if (roll < 0) 1581 if (roll < 0)
1721 break; 1582 break;
1722 } 1583 }
1726#if 1 1587#if 1
1727 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1588 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1728#endif 1589#endif
1729 return; 1590 return;
1730 } 1591 }
1731 if (!strcmp (art->item->name, "NONE")) 1592
1593 if (art->item->name == shstr_NONE)
1732 return; 1594 return;
1595
1733 if (FABS (op->magic) < art->item->magic) 1596 if (fabs (op->magic) < art->item->magic)
1734 continue; /* Not magic enough to be this item */ 1597 continue; /* Not magic enough to be this item */
1735 1598
1736 /* Map difficulty not high enough */ 1599 /* Map difficulty not high enough */
1737 if (difficulty < art->difficulty) 1600 if (difficulty < art->difficulty)
1738 continue; 1601 continue;
1739 1602
1740 if (!legal_artifact_combination (op, art)) 1603 if (!legal_artifact_combination (op, art))
1741 { 1604 {
1742#ifdef TREASURE_VERBOSE 1605#ifdef TREASURE_VERBOSE
1743 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1606 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1744#endif 1607#endif
1745 continue; 1608 continue;
1746 } 1609 }
1610
1747 give_artifact_abilities (op, art->item); 1611 give_artifact_abilities (op, art->item);
1748 return; 1612 return;
1749 } 1613 }
1750} 1614}
1751 1615
1788 item->level = donor->level; 1652 item->level = donor->level;
1789 1653
1790 /* if donor has some attacktypes, the flesh is poisonous */ 1654 /* if donor has some attacktypes, the flesh is poisonous */
1791 if (donor->attacktype & AT_POISON) 1655 if (donor->attacktype & AT_POISON)
1792 item->type = POISON; 1656 item->type = POISON;
1657
1793 if (donor->attacktype & AT_ACID) 1658 if (donor->attacktype & AT_ACID)
1794 item->stats.hp = -1 * item->stats.food; 1659 item->stats.hp = -1 * item->stats.food;
1660
1795 SET_FLAG (item, FLAG_NO_STEAL); 1661 SET_FLAG (item, FLAG_NO_STEAL);
1796 } 1662 }
1797}
1798
1799/* special_potion() - so that old potion code is still done right. */
1800
1801int
1802special_potion (object *op)
1803{
1804
1805 int i;
1806
1807 if (op->attacktype)
1808 return 1;
1809
1810 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1811 return 1;
1812
1813 for (i = 0; i < NROFATTACKS; i++)
1814 if (op->resist[i])
1815 return 1;
1816
1817 return 0;
1818} 1663}
1819 1664
1820void 1665void
1821free_treasurestruct (treasure *t) 1666free_treasurestruct (treasure *t)
1822{ 1667{
1823 if (t->next)
1824 free_treasurestruct (t->next); 1668 if (t->next) free_treasurestruct (t->next);
1825 if (t->next_yes)
1826 free_treasurestruct (t->next_yes); 1669 if (t->next_yes) free_treasurestruct (t->next_yes);
1827 if (t->next_no)
1828 free_treasurestruct (t->next_no); 1670 if (t->next_no) free_treasurestruct (t->next_no);
1829 1671
1830 delete t; 1672 delete t;
1831} 1673}
1832 1674
1833void 1675void
1838 1680
1839 delete lc; 1681 delete lc;
1840} 1682}
1841 1683
1842void 1684void
1843free_artifact (artifact * at) 1685free_artifact (artifact *at)
1844{ 1686{
1845 if (at->next)
1846 free_artifact (at->next); 1687 if (at->next) free_artifact (at->next);
1847
1848 if (at->allowed)
1849 free_charlinks (at->allowed); 1688 if (at->allowed) free_charlinks (at->allowed);
1850 1689
1851 at->item->destroy (1); 1690 at->item->destroy ();
1852 1691
1853 delete at; 1692 sfree (at);
1854} 1693}
1855 1694
1856void 1695void
1857free_artifactlist (artifactlist * al) 1696free_artifactlist (artifactlist *al)
1858{ 1697{
1859 artifactlist *nextal; 1698 artifactlist *nextal;
1860 1699
1861 for (al = first_artifactlist; al; al = nextal) 1700 for (al = first_artifactlist; al; al = nextal)
1862 { 1701 {
1863 nextal = al->next; 1702 nextal = al->next;
1864 1703
1865 if (al->items) 1704 if (al->items)
1866 free_artifact (al->items); 1705 free_artifact (al->items);
1867 1706
1868 free (al); 1707 sfree (al);
1869 } 1708 }
1870} 1709}
1871 1710
1872void 1711void
1873free_all_treasures (void) 1712free_all_treasures (void)
1874{ 1713{
1875 treasurelist *tl, *next; 1714 treasurelist *tl, *next;
1876 1715
1877
1878 for (tl = first_treasurelist; tl != NULL; tl = next) 1716 for (tl = first_treasurelist; tl; tl = next)
1879 { 1717 {
1718 clear (tl);
1719
1880 next = tl->next; 1720 next = tl->next;
1881 if (tl->items)
1882 free_treasurestruct (tl->items);
1883 delete tl; 1721 delete tl;
1884 } 1722 }
1723
1885 free_artifactlist (first_artifactlist); 1724 free_artifactlist (first_artifactlist);
1886} 1725}

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