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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.2 by root, Sun Aug 27 16:15:11 2006 UTC vs.
Revision 1.58 by root, Sat Apr 28 17:51:57 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.2 2006/08/27 16:15:11 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29
30#define ALLOWED_COMBINATION
31 24
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
35 * left on 28 * left on
36 */ 29 */
37#define TREASURE_DEBUG 30#define TREASURE_DEBUG
38 31
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
33
40/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
41 35
42#include <global.h> 36#include <global.h>
43#include <treasure.h> 37#include <treasure.h>
44#include <funcpoint.h> 38#include <funcpoint.h>
45#include <loader.h> 39#include <loader.h>
46 40
47
48static void change_treasure(treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 41extern char *spell_mapping[];
50 42
51/*
52 * Initialize global archtype pointers:
53 */
54
55void init_archetype_pointers() {
56 int prev_warn = warn_archetypes;
57 warn_archetypes = 1;
58 if (ring_arch == NULL)
59 ring_arch = find_archetype("ring");
60 if (amulet_arch == NULL)
61 amulet_arch = find_archetype("amulet");
62 if (staff_arch == NULL)
63 staff_arch = find_archetype("staff");
64 if (crown_arch == NULL)
65 crown_arch = find_archetype("crown");
66 warn_archetypes = prev_warn;
67}
68
69/*
70 * Allocate and return the pointer to an empty treasurelist structure.
71 */
72
73static treasurelist *get_empty_treasurelist(void) { 43static treasurelist *first_treasurelist;
74 treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); 44
75 if(tl==NULL) 45static void change_treasure (treasure *t, object *op); /* overrule default values */
76 fatal(OUT_OF_MEMORY); 46
77 memset(tl, 0, sizeof(treasurelist)); 47typedef std::tr1::unordered_map<
48 const char *,
49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
55
56static tl_map_t tl_map;
57
58/*
59 * Searches for the given treasurelist
60 */
61treasurelist *
62treasurelist::find (const char *name)
63{
64 if (!name)
65 return 0;
66
67 auto (i, tl_map.find (name));
68
69 if (i == tl_map.end ())
70 return 0;
71
72 return i->second;
73}
74
75/*
76 * Searches for the given treasurelist in the globally linked list
77 * of treasurelists which has been built by load_treasures().
78 */
79treasurelist *
80treasurelist::get (const char *name)
81{
82 treasurelist *tl = find (name);
83
84 if (!tl)
85 {
86 tl = new treasurelist;
87
88 tl->name = name;
89 tl->next = first_treasurelist;
90 first_treasurelist = tl;
91
92 tl_map.insert (std::make_pair (tl->name, tl));
93 }
94
78 return tl; 95 return tl;
79} 96}
80 97
81/* 98//TODO: class method
82 * Allocate and return the pointer to an empty treasure structure. 99void
83 */ 100clear (treasurelist *tl)
84 101{
85static treasure *get_empty_treasure(void) { 102 if (tl->items)
86 treasure *t = (treasure *) calloc(1,sizeof(treasure));
87 if(t==NULL)
88 fatal(OUT_OF_MEMORY);
89 t->item=NULL;
90 t->name=NULL;
91 t->next=NULL;
92 t->next_yes=NULL;
93 t->next_no=NULL;
94 t->chance=100;
95 t->magic=0;
96 t->nrof=0;
97 return t;
98}
99
100/*
101 * Reads the lib/treasure file from disk, and parses the contents
102 * into an internal treasure structure (very linked lists)
103 */
104
105static treasure *load_treasure(FILE *fp, int *line) {
106 char buf[MAX_BUF], *cp, variable[MAX_BUF];
107 treasure *t=get_empty_treasure();
108 int value;
109
110 nroftreasures++;
111 while(fgets(buf,MAX_BUF,fp)!=NULL) {
112 (*line)++;
113
114 if(*buf=='#')
115 continue;
116 if((cp=strchr(buf,'\n'))!=NULL)
117 *cp='\0';
118 cp=buf;
119 while(isspace(*cp)) /* Skip blanks */
120 cp++;
121
122 if(sscanf(cp,"arch %s",variable)) {
123 if((t->item=find_archetype(variable))==NULL)
124 LOG(llevError,"Treasure lacks archetype: %s\n",variable);
125 } else if (sscanf(cp, "list %s", variable))
126 t->name = add_string(variable);
127 else if (sscanf(cp, "change_name %s", variable))
128 t->change_arch.name = add_string(variable);
129 else if (sscanf(cp, "change_title %s", variable))
130 t->change_arch.title = add_string(variable);
131 else if (sscanf(cp, "change_slaying %s", variable))
132 t->change_arch.slaying = add_string(variable);
133 else if(sscanf(cp,"chance %d",&value))
134 t->chance=(uint8) value;
135 else if(sscanf(cp,"nrof %d",&value))
136 t->nrof=(uint16) value;
137 else if(sscanf(cp,"magic %d",&value))
138 t->magic=(uint8) value;
139 else if(!strcmp(cp,"yes"))
140 t->next_yes=load_treasure(fp, line);
141 else if(!strcmp(cp,"no"))
142 t->next_no=load_treasure(fp, line);
143 else if(!strcmp(cp,"end"))
144 return t;
145 else if(!strcmp(cp,"more")) {
146 t->next=load_treasure(fp, line);
147 return t;
148 } else
149 LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n",
150 cp,t->name?t->name:"null", *line);
151 } 103 {
152 LOG(llevError,"treasure lacks 'end'.\n"); 104 free_treasurestruct (tl->items);
153 return t; 105 tl->items = 0;
106 }
107
108 tl->total_chance = 0;
154} 109}
155 110
156#ifdef TREASURE_DEBUG 111#ifdef TREASURE_DEBUG
157/* recursived checks the linked list. Treasurelist is passed only 112/* recursived checks the linked list. Treasurelist is passed only
158 * so that the treasure name can be printed out 113 * so that the treasure name can be printed out
159 */ 114 */
115static void
160static void check_treasurelist(const treasure *t, const treasurelist *tl) 116check_treasurelist (const treasure *t, const treasurelist * tl)
161{ 117{
162 if (t->item==NULL && t->name==NULL)
163 LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name);
164 if (t->chance>=100 && t->next_yes && (t->next || t->next_no)) 118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
165 LOG(llevError,"Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", 119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
166 tl->name); 120
167 /* find_treasurelist will print out its own error message */ 121 if (t->next)
168 if (t->name && strcmp(t->name,"NONE"))
169 (void) find_treasurelist(t->name);
170 if (t->next) check_treasurelist(t->next, tl); 122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
171 if (t->next_yes) check_treasurelist(t->next_yes,tl); 125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
172 if (t->next_no) check_treasurelist(t->next_no, tl); 128 check_treasurelist (t->next_no, tl);
173} 129}
174#endif 130#endif
175 131
176/* 132/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 133 * Reads the lib/treasure file from disk, and parses the contents
134 * into an internal treasure structure (very linked lists)
135 */
136static treasure *
137read_treasure (object_thawer &f)
138{
139 treasure *t = new treasure;
140
141 f.next ();
142
143 for (;;)
144 {
145 coroapi::cede_to_tick_every (10);
146
147 switch (f.kw)
148 {
149 case KW_arch:
150 t->item = archetype::get (f.get_str ());
151 break;
152
153 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break;
156 case KW_change_slaying: f.get (t->change_arch.slaying); break;
157 case KW_chance: f.get (t->chance); break;
158 case KW_nrof: f.get (t->nrof); break;
159 case KW_magic: f.get (t->magic); break;
160
161 case KW_yes: t->next_yes = read_treasure (f); continue;
162 case KW_no: t->next_no = read_treasure (f); continue;
163
164 case KW_end:
165 f.next ();
166 return t;
167
168 case KW_more:
169 t->next = read_treasure (f);
170 return t;
171
172 default:
173 if (!f.parse_error ("treasurelist", t->name))
174 return 0;
175
176 return t;
177 }
178
179 f.next ();
180 }
181}
182
183/*
178 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
179 */ 185 */
186treasurelist *
187treasurelist::read (object_thawer &f)
188{
189 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
180 190
181void load_treasures(void) { 191 bool one = f.kw == KW_treasureone;
182 FILE *fp; 192 treasurelist *tl = treasurelist::get (f.get_str ());
183 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; 193 clear (tl);
184 treasurelist *previous=NULL;
185 treasure *t;
186 int comp, line=0;
187
188 sprintf(filename,"%s/%s",settings.datadir,settings.treasures);
189 if((fp=open_and_uncompress(filename,0,&comp))==NULL) {
190 LOG(llevError,"Can't open treasure file.\n");
191 return;
192 }
193 while(fgets(buf,MAX_BUF,fp)!=NULL) {
194 line++;
195 if(*buf=='#')
196 continue;
197
198 if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) {
199 treasurelist *tl=get_empty_treasurelist();
200 tl->name=add_string(name);
201 if(previous==NULL)
202 first_treasurelist=tl;
203 else
204 previous->next=tl;
205 previous=tl;
206 tl->items=load_treasure(fp, &line); 194 tl->items = read_treasure (f);
195 if (!tl->items)
196 return 0;
207 197
208 /* This is a one of the many items on the list should be generated. 198 /* This is a one of the many items on the list should be generated.
209 * Add up the chance total, and check to make sure the yes & no 199 * Add up the chance total, and check to make sure the yes & no
210 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
211 */
212 if (!strncmp(buf,"treasureone",11)) {
213 for (t=tl->items; t!=NULL; t=t->next) {
214#ifdef TREASURE_DEBUG
215 if (t->next_yes || t->next_no) {
216 LOG(llevError,"Treasure %s is one item, but on treasure %s\n",
217 tl->name, t->item ? t->item->name : t->name);
218 LOG(llevError," the next_yes or next_no field is set\n");
219 }
220#endif
221 tl->total_chance += t->chance;
222 }
223 }
224 } else
225 LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
226 }
227 close_and_delete(fp, comp);
228
229#ifdef TREASURE_DEBUG
230 /* Perform some checks on how valid the treasure data actually is.
231 * verify that list transitions work (ie, the list that it is supposed
232 * to transition to exists). Also, verify that at least the name
233 * or archetype is set for each treasure element.
234 */
235 for (previous=first_treasurelist; previous!=NULL; previous=previous->next)
236 check_treasurelist(previous->items, previous);
237#endif
238}
239
240/*
241 * Searches for the given treasurelist in the globally linked list
242 * of treasurelists which has been built by load_treasures().
243 */
244
245treasurelist *find_treasurelist(const char *name) {
246 const char *tmp=find_string(name);
247 treasurelist *tl;
248
249 /* Special cases - randomitems of none is to override default. If
250 * first_treasurelist is null, it means we are on the first pass of
251 * of loading archetyps, so for now, just return - second pass will
252 * init these values.
253 */ 201 */
254 if (!strcmp(name,"none") || (!first_treasurelist)) return NULL; 202 if (one)
255 if(tmp!=NULL) 203 {
256 for(tl=first_treasurelist;tl!=NULL;tl=tl->next) 204 for (treasure *t = tl->items; t; t = t->next)
257 if(tmp==tl->name) 205 {
206 if (t->next_yes || t->next_no)
207 {
208 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
209 LOG (llevError, " the next_yes or next_no field is set\n");
210 }
211
212 tl->total_chance += t->chance;
213 }
214 }
215
258 return tl; 216 return tl;
259 LOG(llevError,"Couldn't find treasurelist %s\n",name);
260 return NULL;
261} 217}
262
263 218
264/* 219/*
265 * Generates the objects specified by the given treasure. 220 * Generates the objects specified by the given treasure.
266 * It goes recursively through the rest of the linked list. 221 * It goes recursively through the rest of the linked list.
267 * If there is a certain percental chance for a treasure to be generated, 222 * If there is a certain percental chance for a treasure to be generated,
270 * being generated. 225 * being generated.
271 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 226 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
272 * abilities. This is used by summon spells, thus no summoned monsters 227 * abilities. This is used by summon spells, thus no summoned monsters
273 * start with equipment, but only their abilities). 228 * start with equipment, but only their abilities).
274 */ 229 */
275 230static void
276
277static void put_treasure (object *op, object *creator, int flags) 231put_treasure (object *op, object *creator, int flags)
278{ 232{
279 object *tmp; 233 if (flags & GT_ENVIRONMENT)
280 234 {
281 /* Bit of a hack - spells should never be put onto the map. The entire 235 /* Bit of a hack - spells should never be put onto the map. The entire
282 * treasure stuff is a problem - there is no clear idea of knowing 236 * treasure stuff is a problem - there is no clear idea of knowing
283 * this is the original object, or if this is an object that should be created 237 * this is the original object, or if this is an object that should be created
284 * by another object. 238 * by another object.
285 */ 239 */
286 if (flags & GT_ENVIRONMENT && op->type != SPELL) { 240 //TODO: flag such as objects... as such (no drop, anybody?)
287 op->x = creator->x; 241 if (op->type == SPELL)
288 op->y = creator->y; 242 {
243 op->destroy ();
244 return;
245 }
246
247 op->expand_tail ();
248
249 if (ob_blocked (op, creator->map, creator->x, creator->y))
250 op->destroy ();
251 else
252 {
289 SET_FLAG(op, FLAG_OBJ_ORIGINAL); 253 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
290 insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); 254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
291 } else { 255 }
292 op = insert_ob_in_ob (op, creator); 256 }
257 else
258 {
259 op = creator->insert (op);
260
293 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
294 monster_check_apply(creator, op); 262 monster_check_apply (creator, op);
295 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 263
264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
296 esrv_send_item(tmp, op); 266 esrv_send_item (tmp, op);
297 } 267 }
298} 268}
299 269
300/* if there are change_xxx commands in the treasure, we include the changes 270/* if there are change_xxx commands in the treasure, we include the changes
301 * in the generated object 271 * in the generated object
302 */ 272 */
273static void
303static void change_treasure(treasure *t, object *op) 274change_treasure (treasure *t, object *op)
304{ 275{
305 /* CMD: change_name xxxx */ 276 /* CMD: change_name xxxx */
306 if(t->change_arch.name) 277 if (t->change_arch.name)
307 {
308 FREE_AND_COPY(op->name, t->change_arch.name);
309 /* not great, but better than something that is completely wrong */
310 FREE_AND_COPY(op->name_pl, t->change_arch.name);
311 }
312 278 {
279 op->name = t->change_arch.name;
280 op->name_pl = t->change_arch.name;
281 }
282
313 if(t->change_arch.title) 283 if (t->change_arch.title)
314 {
315 if(op->title)
316 free_string(op->title);
317 op->title = add_string(t->change_arch.title); 284 op->title = t->change_arch.title;
318 }
319 285
320 if(t->change_arch.slaying) 286 if (t->change_arch.slaying)
321 {
322 if(op->slaying)
323 free_string(op->slaying);
324 op->slaying = add_string(t->change_arch.slaying); 287 op->slaying = t->change_arch.slaying;
325 }
326
327} 288}
328 289
290static void
329void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { 291create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
330 object *tmp; 292{
331
332
333 if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { 293 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
294 {
334 if (t->name) { 295 if (t->name)
335 if (strcmp(t->name,"NONE") && difficulty>=t->magic) 296 {
336 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); 297 if (difficulty >= t->magic)
337 } 298 if (treasurelist *tl = treasurelist::find (t->name))
299 create_treasure (tl, op, flag, difficulty, tries);
300 else
301 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
302 }
338 else { 303 else
304 {
339 if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { 305 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
306 {
340 tmp=arch_to_object(t->item); 307 object *tmp = arch_to_object (t->item);
308
309 if (t->nrof && tmp->nrof <= 1)
310 tmp->nrof = rndm (t->nrof) + 1;
311
312 fix_generated_item (tmp, op, difficulty, t->magic, flag);
313 change_treasure (t, tmp);
314 put_treasure (tmp, op, flag);
315 }
316 }
317
318 if (t->next_yes)
319 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
320 }
321 else if (t->next_no)
322 create_all_treasures (t->next_no, op, flag, difficulty, tries);
323
324 if (t->next)
325 create_all_treasures (t->next, op, flag, difficulty, tries);
326}
327
328static void
329create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
330{
331 int value = rndm (tl->total_chance);
332 treasure *t;
333
334 if (tries++ > 100)
335 {
336 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
337 return;
338 }
339
340 for (t = tl->items; t; t = t->next)
341 {
342 value -= t->chance;
343
344 if (value < 0)
345 break;
346 }
347
348 if (!t || value >= 0)
349 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
350
351 if (t->name)
352 {
353 if (difficulty >= t->magic)
354 {
355 treasurelist *tl = treasurelist::find (t->name);
356 if (tl)
357 create_treasure (tl, op, flag, difficulty, tries);
358 }
359 else if (t->nrof)
360 create_one_treasure (tl, op, flag, difficulty, tries);
361 }
362 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
363 {
364 if (object *tmp = arch_to_object (t->item))
365 {
341 if(t->nrof&&tmp->nrof<=1) 366 if (t->nrof && tmp->nrof <= 1)
342 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 367 tmp->nrof = rndm (t->nrof) + 1;
368
343 fix_generated_item (tmp, op, difficulty, t->magic, flag); 369 fix_generated_item (tmp, op, difficulty, t->magic, flag);
344 change_treasure(t, tmp); 370 change_treasure (t, tmp);
345 put_treasure (tmp, op, flag); 371 put_treasure (tmp, op, flag);
346 } 372 }
347 } 373 }
348 if(t->next_yes!=NULL)
349 create_all_treasures(t->next_yes,op,flag,difficulty, tries);
350 } else
351 if(t->next_no!=NULL)
352 create_all_treasures(t->next_no,op,flag,difficulty,tries);
353 if(t->next!=NULL)
354 create_all_treasures(t->next,op,flag,difficulty, tries);
355} 374}
356 375
357void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty, 376void
358 int tries) 377object::create_treasure (treasurelist *tl, int flags)
359{ 378{
360 int value = RANDOM() % tl->total_chance; 379 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
361 treasure *t;
362
363 if (tries++>100) {
364 LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n");
365 return;
366 }
367 for (t=tl->items; t!=NULL; t=t->next) {
368 value -= t->chance;
369 if (value<0) break;
370 }
371
372 if (!t || value>=0) {
373 LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n");
374 abort();
375 return;
376 }
377 if (t->name) {
378 if (!strcmp(t->name,"NONE")) return;
379 if (difficulty>=t->magic)
380 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
381 else if (t->nrof)
382 create_one_treasure(tl, op, flag, difficulty, tries);
383 return;
384 }
385 if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) {
386 object *tmp=arch_to_object(t->item);
387 if (!tmp) return;
388 if(t->nrof && tmp->nrof<=1)
389 tmp->nrof = RANDOM()%((int) t->nrof) + 1;
390 fix_generated_item (tmp, op, difficulty, t->magic, flag);
391 change_treasure(t, tmp);
392 put_treasure (tmp, op, flag);
393 }
394} 380}
395 381
396/* This calls the appropriate treasure creation function. tries is passed 382/* This calls the appropriate treasure creation function. tries is passed
397 * to determine how many list transitions or attempts to create treasure 383 * to determine how many list transitions or attempts to create treasure
398 * have been made. It is really in place to prevent infinite loops with 384 * have been made. It is really in place to prevent infinite loops with
399 * list transitions, or so that excessively good treasure will not be 385 * list transitions, or so that excessively good treasure will not be
400 * created on weak maps, because it will exceed the number of allowed tries 386 * created on weak maps, because it will exceed the number of allowed tries
401 * to do that. 387 * to do that.
402 */ 388 */
389void
403void create_treasure(treasurelist *t, object *op, int flag, int difficulty, 390create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
404 int tries)
405{ 391{
392 // empty treasurelists are legal
393 if (!tl->items)
394 return;
406 395
407 if (tries++>100) { 396 if (tries++ > 100)
397 {
408 LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); 398 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
409 return; 399 return;
410 } 400 }
401
402 if (op->flag [FLAG_TREASURE_ENV])
403 flag |= GT_ENVIRONMENT;
404
411 if (t->total_chance) 405 if (tl->total_chance)
412 create_one_treasure(t, op, flag,difficulty, tries); 406 create_one_treasure (tl, op, flag, difficulty, tries);
413 else 407 else
414 create_all_treasures(t->items, op, flag, difficulty, tries); 408 create_all_treasures (tl->items, op, flag, difficulty, tries);
415} 409}
416 410
417/* This is similar to the old generate treasure function. However, 411/* This is similar to the old generate treasure function. However,
418 * it instead takes a treasurelist. It is really just a wrapper around 412 * it instead takes a treasurelist. It is really just a wrapper around
419 * create_treasure. We create a dummy object that the treasure gets 413 * create_treasure. We create a dummy object that the treasure gets
420 * inserted into, and then return that treausre 414 * inserted into, and then return that treausre
421 */ 415 */
416object *
422object *generate_treasure(treasurelist *t, int difficulty) 417generate_treasure (treasurelist *tl, int difficulty)
423{ 418{
424 object *ob = get_object(), *tmp; 419 difficulty = clamp (difficulty, 1, settings.max_level);
425 420
421 object *ob = object::create ();
422
426 create_treasure(t, ob, 0, difficulty, 0); 423 create_treasure (tl, ob, 0, difficulty, 0);
427 424
428 /* Don't want to free the object we are about to return */ 425 /* Don't want to free the object we are about to return */
429 tmp = ob->inv; 426 object *tmp = ob->inv;
430 if (tmp!=NULL) remove_ob(tmp); 427 if (tmp)
428 tmp->remove ();
429
431 if (ob->inv) { 430 if (ob->inv)
432 LOG(llevError,"In generate treasure, created multiple objects.\n"); 431 LOG (llevError, "In generate treasure, created multiple objects.\n");
433 } 432
434 free_object(ob); 433 ob->destroy ();
435 return tmp; 434 return tmp;
436} 435}
437 436
438/* 437/*
439 * This is a new way of calculating the chance for an item to have 438 * This is a new way of calculating the chance for an item to have
440 * a specific magical bonus. 439 * a specific magical bonus.
441 * The array has two arguments, the difficulty of the level, and the 440 * The array has two arguments, the difficulty of the level, and the
442 * magical bonus "wanted". 441 * magical bonus "wanted".
443 */ 442 */
444 443
445static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = 444static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
446{
447/*chance of magic difficulty*/ 445// chance of magic difficulty
448/* +0 +1 +2 +3 +4 */ 446// +0 +1 +2 +3 +4
449 { 95, 2, 2, 1, 0 }, /*1*/ 447 {95, 2, 2, 1, 0}, // 1
450 { 92, 5, 2, 1, 0 }, /*2*/ 448 {92, 5, 2, 1, 0}, // 2
451 { 85,10, 4, 1, 0 }, /*3*/ 449 {85, 10, 4, 1, 0}, // 3
452 { 80,14, 4, 2, 0 }, /*4*/ 450 {80, 14, 4, 2, 0}, // 4
453 { 75,17, 5, 2, 1 }, /*5*/ 451 {75, 17, 5, 2, 1}, // 5
454 { 70,18, 8, 3, 1 }, /*6*/ 452 {70, 18, 8, 3, 1}, // 6
455 { 65,21,10, 3, 1 }, /*7*/ 453 {65, 21, 10, 3, 1}, // 7
456 { 60,22,12, 4, 2 }, /*8*/ 454 {60, 22, 12, 4, 2}, // 8
457 { 55,25,14, 4, 2 }, /*9*/ 455 {55, 25, 14, 4, 2}, // 9
458 { 50,27,16, 5, 2 }, /*10*/ 456 {50, 27, 16, 5, 2}, // 10
459 { 45,28,18, 6, 3 }, /*11*/ 457 {45, 28, 18, 6, 3}, // 11
460 { 42,28,20, 7, 3 }, /*12*/ 458 {42, 28, 20, 7, 3}, // 12
461 { 40,27,21, 8, 4 }, /*13*/ 459 {40, 27, 21, 8, 4}, // 13
462 { 38,25,22,10, 5 }, /*14*/ 460 {38, 25, 22, 10, 5}, // 14
463 { 36,23,23,12, 6 }, /*15*/ 461 {36, 23, 23, 12, 6}, // 15
464 { 33,21,24,14, 8 }, /*16*/ 462 {33, 21, 24, 14, 8}, // 16
465 { 31,19,25,16, 9 }, /*17*/ 463 {31, 19, 25, 16, 9}, // 17
466 { 27,15,30,18,10 }, /*18*/ 464 {27, 15, 30, 18, 10}, // 18
467 { 20,12,30,25,13 }, /*19*/ 465 {20, 12, 30, 25, 13}, // 19
468 { 15,10,28,30,17 }, /*20*/ 466 {15, 10, 28, 30, 17}, // 20
469 { 13, 9,27,28,23 }, /*21*/ 467 {13, 9, 27, 28, 23}, // 21
470 { 10, 8,25,28,29 }, /*22*/ 468 {10, 8, 25, 28, 29}, // 22
471 { 8, 7,23,26,36 }, /*23*/ 469 { 8, 7, 23, 26, 36}, // 23
472 { 6, 6,20,22,46 }, /*24*/ 470 { 6, 6, 20, 22, 46}, // 24
473 { 4, 5,17,18,56 }, /*25*/ 471 { 4, 5, 17, 18, 56}, // 25
474 { 2, 4,12,14,68 }, /*26*/ 472 { 2, 4, 12, 14, 68}, // 26
475 { 0, 3, 7,10,80 }, /*27*/ 473 { 0, 3, 7, 10, 80}, // 27
476 { 0, 0, 3, 7,90 }, /*28*/ 474 { 0, 0, 3, 7, 90}, // 28
477 { 0, 0, 0, 3,97 }, /*29*/ 475 { 0, 0, 0, 3, 97}, // 29
478 { 0, 0, 0, 0,100}, /*30*/ 476 { 0, 0, 0, 0, 100}, // 30
479 { 0, 0, 0, 0,100}, /*31*/ 477 { 0, 0, 0, 0, 100}, // 31
480}; 478};
481
482 479
483/* calculate the appropriate level for wands staves and scrolls. 480/* calculate the appropriate level for wands staves and scrolls.
484 * This code presumes that op has had its spell object created (in op->inv) 481 * This code presumes that op has had its spell object created (in op->inv)
485 * 482 *
486 * elmex Wed Aug 9 17:44:59 CEST 2006: 483 * elmex Wed Aug 9 17:44:59 CEST 2006:
487 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 484 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
488 */ 485 */
489 486int
490int level_for_item (const object *op, int difficulty) 487level_for_item (const object *op, int difficulty)
491{ 488{
492 int mult = 0, olevel = 0; 489 int olevel = 0;
493 490
494 if (!op->inv) 491 if (!op->inv)
495 { 492 {
496 LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name); 493 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
497 return 0; 494 return 0;
498 } 495 }
499 496
500 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 497 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
501 498
502 if (olevel <= 0) 499 if (olevel <= 0)
516 * elmex Thu Aug 10 18:45:44 CEST 2006: 513 * elmex Thu Aug 10 18:45:44 CEST 2006:
517 * 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
518 * weird integer between 1-31. 515 * weird integer between 1-31.
519 * 516 *
520 */ 517 */
521 518int
522int magic_from_difficulty(int difficulty) 519magic_from_difficulty (int difficulty)
523{ 520{
524 int percent = 0, magic = 0; 521 int percent = 0, magic = 0;
525 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 522 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
526 523
527 scaled_diff--; 524 scaled_diff--;
528 525
529 if(scaled_diff < 0) 526 if (scaled_diff < 0)
530 scaled_diff = 0; 527 scaled_diff = 0;
531 528
532 if (scaled_diff >= DIFFLEVELS) 529 if (scaled_diff >= DIFFLEVELS)
533 scaled_diff = DIFFLEVELS-1; 530 scaled_diff = DIFFLEVELS - 1;
534 531
535 percent = RANDOM()%100; 532 percent = rndm (100);
536 533
537 for(magic = 0; magic < (MAXMAGIC + 1); magic++) 534 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
538 { 535 {
539 percent -= difftomagic_list[scaled_diff][magic]; 536 percent -= difftomagic_list[scaled_diff][magic];
540 537
541 if (percent < 0) 538 if (percent < 0)
542 break; 539 break;
543 } 540 }
544 541
545 if (magic == (MAXMAGIC + 1)) 542 if (magic == (MAXMAGIC + 1))
546 { 543 {
547 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);
548 magic = 0; 545 magic = 0;
549 } 546 }
550 547
551 magic = (RANDOM() % 3) ? magic : -magic; 548 magic = (rndm (3)) ? magic : -magic;
552 /* 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); */
553 550
554 return magic; 551 return magic;
555} 552}
556 553
559 * the armour variable, and the effect on speed of armour. 556 * the armour variable, and the effect on speed of armour.
560 * This function doesn't work properly, should add use of archetypes 557 * This function doesn't work properly, should add use of archetypes
561 * to make it truly absolute. 558 * to make it truly absolute.
562 */ 559 */
563 560
561void
564void set_abs_magic(object *op, int magic) { 562set_abs_magic (object *op, int magic)
563{
565 if(!magic) 564 if (!magic)
566 return; 565 return;
567 566
568 op->magic=magic; 567 op->magic = magic;
569 if (op->arch) { 568 if (op->arch)
569 {
570 if (op->type == ARMOUR) 570 if (op->type == ARMOUR)
571 ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; 571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
572 572
573 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 */
574 magic = (-magic); 574 magic = (-magic);
575 op->weight = (op->arch->clone.weight*(100-magic*10))/100; 575 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
576 }
576 } else { 577 else
578 {
577 if(op->type==ARMOUR) 579 if (op->type == ARMOUR)
578 ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
579 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 */
580 magic = (-magic); 582 magic = (-magic);
581 op->weight=(op->weight*(100-magic*10))/100; 583 op->weight = (op->weight * (100 - magic * 10)) / 100;
582 } 584 }
583} 585}
584 586
585/* 587/*
586 * Sets a random magical bonus in the given object based upon 588 * Sets a random magical bonus in the given object based upon
587 * the given difficulty, and the given max possible bonus. 589 * the given difficulty, and the given max possible bonus.
588 */ 590 */
589 591
592static void
590static void set_magic (int difficulty, object *op, int max_magic, int flags) 593set_magic (int difficulty, object *op, int max_magic, int flags)
591{ 594{
592 int i; 595 int i;
596
593 i = magic_from_difficulty(difficulty); 597 i = magic_from_difficulty (difficulty);
594 if ((flags & GT_ONLY_GOOD) && i < 0) 598 if ((flags & GT_ONLY_GOOD) && i < 0)
595 i = -i; 599 i = -i;
596 if(i > max_magic) 600 if (i > max_magic)
597 i = max_magic; 601 i = max_magic;
598 set_abs_magic(op,i); 602 set_abs_magic (op, i);
599 if (i < 0) 603 if (i < 0)
600 SET_FLAG(op, FLAG_CURSED); 604 SET_FLAG (op, FLAG_CURSED);
601} 605}
602 606
603/* 607/*
604 * Randomly adds one magical ability to the given object. 608 * Randomly adds one magical ability to the given object.
605 * Modified for Partial Resistance in many ways: 609 * Modified for Partial Resistance in many ways:
606 * 1) Since rings can have multiple bonuses, if the same bonus 610 * 1) Since rings can have multiple bonuses, if the same bonus
607 * is rolled again, increase it - the bonuses now stack with 611 * is rolled again, increase it - the bonuses now stack with
608 * other bonuses previously rolled and ones the item might natively have. 612 * other bonuses previously rolled and ones the item might natively have.
609 * 2) Add code to deal with new PR method. 613 * 2) Add code to deal with new PR method.
610 */ 614 */
611 615void
612void set_ring_bonus(object *op,int bonus) { 616set_ring_bonus (object *op, int bonus)
617{
613 618
614 int r=RANDOM()%(bonus>0?25:11); 619 int r = rndm (bonus > 0 ? 25 : 11);
615 620
616 if(op->type==AMULET) { 621 if (op->type == AMULET)
617 if(!(RANDOM()%21)) 622 {
618 r=20+RANDOM()%2; 623 if (!(rndm (21)))
619 else { 624 r = 20 + rndm (2);
620 if(RANDOM()&2)
621 r=10;
622 else 625 else
623 r=11+RANDOM()%9; 626 {
624 } 627 if (rndm (2))
628 r = 10;
629 else
630 r = 11 + rndm (9);
631 }
625 } 632 }
626 633
627 switch(r) { 634 switch (r)
635 {
628 /* Redone by MSW 2000-11-26 to have much less code. Also, 636 /* Redone by MSW 2000-11-26 to have much less code. Also,
629 * bonuses and penalties will stack and add to existing values. 637 * bonuses and penalties will stack and add to existing values.
630 * of the item. 638 * of the item.
631 */ 639 */
632 case 0: 640 case 0:
633 case 1: 641 case 1:
634 case 2: 642 case 2:
635 case 3: 643 case 3:
636 case 4: 644 case 4:
637 case 5: 645 case 5:
638 case 6: 646 case 6:
639 set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); 647 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
640 break; 648 break;
641 649
642 case 7: 650 case 7:
643 op->stats.dam+=bonus; 651 op->stats.dam += bonus;
644 break; 652 break;
645 653
646 case 8: 654 case 8:
647 op->stats.wc+=bonus; 655 op->stats.wc += bonus;
648 break; 656 break;
649 657
650 case 9: 658 case 9:
651 op->stats.food+=bonus; /* hunger/sustenance */ 659 op->stats.food += bonus; /* hunger/sustenance */
652 break; 660 break;
653 661
654 case 10: 662 case 10:
655 op->stats.ac+=bonus; 663 op->stats.ac += bonus;
656 break; 664 break;
657 665
658 /* Item that gives protections/vulnerabilities */ 666 /* Item that gives protections/vulnerabilities */
659 case 11: 667 case 11:
660 case 12: 668 case 12:
661 case 13: 669 case 13:
662 case 14: 670 case 14:
663 case 15: 671 case 15:
664 case 16: 672 case 16:
665 case 17: 673 case 17:
666 case 18: 674 case 18:
667 case 19: 675 case 19:
668 { 676 {
669 int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; 677 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
670 678
671 /* 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) */
672 val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; 680 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
673 681
674 /* 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
675 * positive values for how protections work out. Put another 683 * positive values for how protections work out. Put another
676 * 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
677 * even values. 685 * even values.
678 */ 686 */
679 if (bonus<0) val = 2*-val - RANDOM() % b; 687 if (bonus < 0)
680 if (val>35) val=35; /* Upper limit */ 688 val = 2 * -val - rndm (b);
681 b=0; 689 if (val > 35)
690 val = 35; /* Upper limit */
691 b = 0;
692
682 while (op->resist[resist_table[resist]]!=0 && b<4) { 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
683 resist=RANDOM() % num_resist_table; 694 resist = rndm (num_resist_table);
684 } 695
685 if (b==4) return; /* Not able to find a free resistance */ 696 if (b == 4)
697 return; /* Not able to find a free resistance */
698
686 op->resist[resist_table[resist]] = val; 699 op->resist[resist_table[resist]] = val;
687 /* We should probably do something more clever here to adjust value 700 /* We should probably do something more clever here to adjust value
688 * based on how good a resistance we gave. 701 * based on how good a resistance we gave.
689 */ 702 */
690 break; 703 break;
691 } 704 }
692 case 20: 705 case 20:
693 if(op->type==AMULET) { 706 if (op->type == AMULET)
707 {
694 SET_FLAG(op,FLAG_REFL_SPELL); 708 SET_FLAG (op, FLAG_REFL_SPELL);
695 op->value*=11; 709 op->value *= 11;
696 } else { 710 }
711 else
712 {
697 op->stats.hp=1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
698 op->value*=4; 714 op->value *= 4;
715 }
716 break;
717
718 case 21:
719 if (op->type == AMULET)
720 {
721 SET_FLAG (op, FLAG_REFL_MISSILE);
722 op->value *= 9;
723 }
724 else
725 {
726 op->stats.sp = 1; /* regenerate spell points */
727 op->value *= 3;
728 }
729 break;
730
731 case 22:
732 op->stats.exp += bonus; /* Speed! */
733 op->value = (op->value * 2) / 3;
734 break;
699 } 735 }
700 break;
701 736
702 case 21:
703 if(op->type==AMULET) {
704 SET_FLAG(op,FLAG_REFL_MISSILE);
705 op->value*=9;
706 } else {
707 op->stats.sp=1; /* regenerate spell points */
708 op->value*=3;
709 }
710 break;
711
712 case 22:
713 op->stats.exp+=bonus; /* Speed! */
714 op->value=(op->value*2)/3;
715 break;
716 }
717 if(bonus>0) 737 if (bonus > 0)
718 op->value*=2*bonus; 738 op->value *= 2 * bonus;
719 else 739 else
720 op->value= -(op->value*2*bonus)/3; 740 op->value = -(op->value * 2 * bonus) / 3;
721} 741}
722 742
723/* 743/*
724 * get_magic(diff) will return a random number between 0 and 4. 744 * get_magic(diff) will return a random number between 0 and 4.
725 * diff can be any value above 2. The higher the diff-variable, the 745 * diff can be any value above 2. The higher the diff-variable, the
726 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
727 * 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
728 * rings and amulets. 748 * rings and amulets.
729 * 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.
730 */ 750 */
731 751int
732int get_magic(int diff) { 752get_magic (int diff)
753{
733 int i; 754 int i;
755
734 if(diff<3) 756 if (diff < 3)
735 diff=3; 757 diff = 3;
758
736 for(i=0;i<4;i++) 759 for (i = 0; i < 4; i++)
737 if(RANDOM()%diff) return i; 760 if (rndm (diff))
761 return i;
762
738 return 4; 763 return 4;
739} 764}
740 765
741#define DICE2 (get_magic(2)==2?2:1) 766#define DICE2 (get_magic(2)==2?2:1)
742#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))
743 768
744/* 769/*
745 * 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
746 * 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
747 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 772 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
748 */ 773 */
774
749/* 4/28/96 added creator object from which op may now inherit properties based on 775/* 4/28/96 added creator object from which op may now inherit properties based on
750 * op->type. Right now, which stuff the creator passes on is object type 776 * op->type. Right now, which stuff the creator passes on is object type
751 * dependant. I know this is a spagetti manuever, but is there a cleaner 777 * dependant. I know this is a spagetti manuever, but is there a cleaner
752 * way to do this? b.t. */ 778 * way to do this? b.t. */
779
753/* 780/*
754 * ! (flags & GT_ENVIRONMENT): 781 * ! (flags & GT_ENVIRONMENT):
755 * Automatically calls fix_flesh_item(). 782 * Automatically calls fix_flesh_item().
756 * 783 *
757 * flags: 784 * flags:
759 * value. 786 * value.
760 * 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
761 * 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
762 * 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
763 */ 790 */
764 791void
765void fix_generated_item (object * op, object * creator, int difficulty, 792fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
766 int max_magic, int flags)
767{ 793{
768 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;
769 795
770 if (!creator || creator->type == op->type) 796 if (!creator || creator->type == op->type)
771 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 797 creator = op; /*safety & to prevent polymorphed objects giving attributes */
774 save_item_power = op->item_power; 800 save_item_power = op->item_power;
775 op->item_power = 0; 801 op->item_power = 0;
776 802
777 if (op->randomitems && op->type != SPELL) 803 if (op->randomitems && op->type != SPELL)
778 { 804 {
779 create_treasure (op->randomitems, op, flags, difficulty, 0); 805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
780 if (!op->inv)
781 LOG (llevDebug,
782 "fix_generated_item: Unable to generate treasure for %s\n",
783 op->name);
784
785 /* So the treasure doesn't get created again */ 806 /* So the treasure doesn't get created again */
786 op->randomitems = NULL; 807 op->randomitems = 0;
787 } 808 }
788 809
789 if (difficulty < 1) 810 if (difficulty < 1)
790 difficulty = 1; 811 difficulty = 1;
812
813 if (INVOKE_OBJECT (ADD_BONUS, op,
814 ARG_OBJECT (creator != op ? creator : 0),
815 ARG_INT (difficulty), ARG_INT (max_magic),
816 ARG_INT (flags)))
817 return;
791 818
792 if (!(flags & GT_MINIMAL)) 819 if (!(flags & GT_MINIMAL))
793 { 820 {
794 if (op->arch == crown_arch) 821 if (op->arch == crown_arch)
795 { 822 {
802 if (!op->magic && max_magic) 829 if (!op->magic && max_magic)
803 set_magic (difficulty, op, max_magic, flags); 830 set_magic (difficulty, op, max_magic, flags);
804 831
805 num_enchantments = calc_item_power (op, 1); 832 num_enchantments = calc_item_power (op, 1);
806 833
807 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) 834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
808 || op->type == HORN 835 || op->type == HORN
809 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 836 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
810 * used for shop_floors or treasures */ 837 * used for shop_floors or treasures */
811 generate_artifact (op, difficulty); 838 generate_artifact (op, difficulty);
812 } 839 }
813 840
814 /* Object was made an artifact. Calculate its item_power rating. 841 /* Object was made an artifact. Calculate its item_power rating.
815 * the item_power in the object is what the artfiact adds. 842 * the item_power in the object is what the artfiact adds.
822 * out the power from the base power plus what this one adds. Note 849 * out the power from the base power plus what this one adds. Note
823 * that since item_power is not quite linear, this actually ends up 850 * that since item_power is not quite linear, this actually ends up
824 * being somewhat of a bonus 851 * being somewhat of a bonus
825 */ 852 */
826 if (save_item_power) 853 if (save_item_power)
827 op->item_power =
828 save_item_power + get_power_from_ench (op->item_power); 854 op->item_power = save_item_power + get_power_from_ench (op->item_power);
829 else 855 else
830 op->item_power =
831 get_power_from_ench (op->item_power + num_enchantments); 856 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
832 } 857 }
833 else if (save_item_power) 858 else if (save_item_power)
834 { 859 {
835 /* restore the item_power field to the object if we haven't changed it. 860 /* restore the item_power field to the object if we haven't changed it.
836 * we don't care about num_enchantments - that will basically just 861 * we don't care about num_enchantments - that will basically just
844 * was never previously calculated. Let's compute a value and see if 869 * was never previously calculated. Let's compute a value and see if
845 * it is non-zero. If it indeed is, then assign it as the new 870 * it is non-zero. If it indeed is, then assign it as the new
846 * item_power value. 871 * item_power value.
847 * - gros, 21th of July 2006. 872 * - gros, 21th of July 2006.
848 */ 873 */
849 op->item_power = calc_item_power(op,0); 874 op->item_power = calc_item_power (op, 0);
850 save_item_power = op->item_power; /* Just in case it would get used 875 save_item_power = op->item_power; /* Just in case it would get used
851 * again below */ 876 * again below */
852 } 877 }
853 } 878 }
854 879
855 /* materialtype modifications. Note we allow this on artifacts. */ 880 /* materialtype modifications. Note we allow this on artifacts. */
856 set_materialname (op, difficulty, NULL); 881 set_materialname (op, difficulty, NULL);
869 } 894 }
870 } 895 }
871 else if (!op->title) /* Only modify object if not special */ 896 else if (!op->title) /* Only modify object if not special */
872 switch (op->type) 897 switch (op->type)
873 { 898 {
874 case WEAPON: 899 case WEAPON:
875 case ARMOUR: 900 case ARMOUR:
876 case SHIELD: 901 case SHIELD:
877 case HELMET: 902 case HELMET:
878 case CLOAK: 903 case CLOAK:
879 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 904 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
880 set_ring_bonus (op, -DICE2); 905 set_ring_bonus (op, -DICE2);
881 break; 906 break;
882 907
883 case BRACERS: 908 case BRACERS:
884 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 909 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
910 {
911 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
912 if (!QUERY_FLAG (op, FLAG_CURSED))
913 op->value *= 3;
914 }
915 break;
916
917 case POTION:
885 { 918 {
919 int too_many_tries = 0, is_special = 0;
920
921 /* Handle healing and magic power potions */
922 if (op->stats.sp && !op->randomitems)
923 {
924 object *tmp;
925
926 tmp = get_archetype (spell_mapping[op->stats.sp]);
927 insert_ob_in_ob (tmp, op);
928 op->stats.sp = 0;
929 }
930
931 while (!(is_special = special_potion (op)) && !op->inv)
932 {
933 generate_artifact (op, difficulty);
934 if (too_many_tries++ > 10)
935 break;
936 }
937
938 /* don't want to change value for healing/magic power potions,
939 * since the value set on those is already correct.
940 */
941 if (op->inv && op->randomitems)
942 {
943 /* value multiplier is same as for scrolls */
944 op->value = (op->value * op->inv->value);
945 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
946 }
947 else
948 {
949 op->name = "potion";
950 op->name_pl = "potions";
951 }
952
953 if (!(flags & GT_ONLY_GOOD) && rndm (2))
954 SET_FLAG (op, FLAG_CURSED);
955 break;
956 }
957
958 case AMULET:
959 if (op->arch == amulet_arch)
960 op->value *= 5; /* Since it's not just decoration */
961
962 case RING:
963 if (op->arch == NULL)
964 {
965 op->destroy ();
966 op = 0;
967 break;
968 }
969
970 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
971 break;
972
973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
974 SET_FLAG (op, FLAG_CURSED);
975
886 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 976 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
887 if (!QUERY_FLAG (op, FLAG_CURSED))
888 op->value *= 3;
889 }
890 break;
891 977
892 case POTION: 978 if (op->type != RING) /* Amulets have only one ability */
893 {
894 int too_many_tries = 0, is_special = 0;
895
896 /* Handle healing and magic power potions */
897 if (op->stats.sp && !op->randomitems)
898 {
899 object *tmp;
900
901 tmp = get_archetype (spell_mapping[op->stats.sp]);
902 insert_ob_in_ob (tmp, op);
903 op->stats.sp = 0;
904 }
905
906 while (!(is_special = special_potion (op)) && !op->inv)
907 {
908 generate_artifact (op, difficulty);
909 if (too_many_tries++ > 10)
910 break; 979 break;
911 }
912 980
913 /* don't want to change value for healing/magic power potions, 981 if (!(rndm (4)))
914 * since the value set on those is already correct.
915 */
916 if (op->inv && op->randomitems)
917 { 982 {
918 /* value multiplier is same as for scrolls */ 983 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
919 op->value = (op->value * op->inv->value); 984
920 op->level = 985 if (d > 0)
921 op->inv->level / 2 + RANDOM () % difficulty 986 op->value *= 3;
922 + RANDOM () % difficulty; 987
988 set_ring_bonus (op, d);
989
990 if (!(rndm (4)))
991 {
992 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
993
994 if (d > 0)
995 op->value *= 5;
996 set_ring_bonus (op, d);
997 }
923 } 998 }
924 else
925 {
926 FREE_AND_COPY (op->name, "potion");
927 FREE_AND_COPY (op->name_pl, "potions");
928 }
929 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
930 SET_FLAG (op, FLAG_CURSED);
931 break;
932 }
933 999
934 case AMULET: 1000 if (GET_ANIM_ID (op))
935 if (op->arch == amulet_arch) 1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
936 op->value *= 5; /* Since it's not just decoration */
937 1002
938 case RING:
939 if (op->arch == NULL)
940 {
941 remove_ob (op);
942 free_object (op);
943 op = NULL;
944 break; 1003 break;
1004
1005 case BOOK:
1006 /* Is it an empty book?, if yes lets make a special·
1007 * msg for it, and tailor its properties based on the·
1008 * creator and/or map level we found it on.
945 } 1009 */
946 1010 if (!op->msg && rndm (10))
947 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
948 break;
949
950 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
951 SET_FLAG (op, FLAG_CURSED);
952
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
954
955 if (op->type != RING) /* Amulets have only one ability */
956 break;
957
958 if (!(RANDOM () % 4))
959 {
960 int d = (RANDOM () % 2
961 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
962
963 if (d > 0)
964 op->value *= 3;
965
966 set_ring_bonus (op, d);
967
968 if (!(RANDOM () % 4))
969 { 1011 {
970 int d = (RANDOM () % 3 1012 /* set the book level properly */
971 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1013 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
972 if (d > 0) 1014 {
973 op->value *= 5; 1015 if (op->map && op->map->difficulty)
974 set_ring_bonus (op, d); 1016 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1017 else
1018 op->level = rndm (20) + 1;
1019 }
1020 else
1021 op->level = rndm (creator->level);
1022
1023 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1024 /* books w/ info are worth more! */
1025 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1026 /* creator related stuff */
1027
1028 /* for library, chained books. Note that some monsters have no_pick
1029 * set - we don't want to set no pick in that case.
1030 */
1031 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1032 SET_FLAG (op, FLAG_NO_PICK);
1033 if (creator->slaying && !op->slaying) /* for check_inv floors */
1034 op->slaying = creator->slaying;
1035
1036 /* add exp so reading it gives xp (once) */
1037 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
975 } 1038 }
976 }
977
978 if (GET_ANIM_ID (op))
979 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
980
981 break; 1039 break;
982 1040
983 case BOOK: 1041 case SPELLBOOK:
984 /* Is it an empty book?, if yes lets make a special· 1042 op->value = op->value * op->inv->value;
985 * msg for it, and tailor its properties based on the· 1043 /* add exp so learning gives xp */
986 * creator and/or map level we found it on. 1044 op->level = op->inv->level;
1045 op->stats.exp = op->value;
1046 break;
1047
1048 case WAND:
1049 /* nrof in the treasure list is number of charges,
1050 * not number of wands. So copy that into food (charges),
1051 * and reset nrof.
987 */ 1052 */
988 if (!op->msg && RANDOM () % 10) 1053 op->stats.food = op->inv->nrof;
1054 op->nrof = 1;
1055 /* If the spell changes by level, choose a random level
1056 * for it, and adjust price. If the spell doesn't
1057 * change by level, just set the wand to the level of
1058 * the spell, and value calculation is simpler.
989 { 1059 */
990 /* set the book level properly */ 1060 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
991 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
992 { 1061 {
993 if (op->map && op->map->difficulty) 1062 op->level = level_for_item (op, difficulty);
994 op->level = 1063 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
995 RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
996 else
997 op->level = RANDOM () % 20 + 1;
998 } 1064 }
999 else 1065 else
1000 op->level = RANDOM () % creator->level; 1066 {
1001
1002 tailor_readable_ob (op,
1003 (creator
1004 && creator->stats.sp) ? creator->stats.
1005 sp : -1);
1006 /* books w/ info are worth more! */
1007 op->value *=
1008 ((op->level >
1009 10 ? op->level : (op->level + 1067 op->level = op->inv->level;
1010 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1068 op->value = op->value * op->inv->value;
1011 /* creator related stuff */ 1069 }
1070 break;
1012 1071
1013 /* for library, chained books. Note that some monsters have no_pick 1072 case ROD:
1014 * set - we don't want to set no pick in that case. 1073 op->level = level_for_item (op, difficulty);
1074 /* Add 50 to both level an divisor to keep prices a little more
1075 * reasonable. Otherwise, a high level version of a low level
1076 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1077 * 10 time multiplier). This way, the value are a bit more reasonable.
1015 */ 1078 */
1016 if (QUERY_FLAG (creator, FLAG_NO_PICK) && 1079 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1017 !QUERY_FLAG (creator, FLAG_MONSTER)) 1080 /* maxhp is used to denote how many 'charges' the rod holds before */
1018 SET_FLAG (op, FLAG_NO_PICK);
1019 if (creator->slaying && !op->slaying) /* for check_inv floors */
1020 op->slaying = add_string (creator->slaying);
1021
1022 /* add exp so reading it gives xp (once) */
1023 op->stats.exp = 1081 if (op->stats.maxhp)
1024 op->value > 10000 ? op->value / 5 : op->value / 10; 1082 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1025 } 1083 else
1084 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1085
1086 op->stats.hp = op->stats.maxhp;
1026 break; 1087 break;
1027 1088
1028 case SPELLBOOK: 1089 case SCROLL:
1029 op->value = op->value * op->inv->value;
1030 /* add exp so learning gives xp */
1031 op->level = op->inv->level;
1032 op->stats.exp = op->value;
1033 break;
1034
1035 case WAND:
1036 /* nrof in the treasure list is number of charges,
1037 * not number of wands. So copy that into food (charges),
1038 * and reset nrof.
1039 */
1040 op->stats.food = op->inv->nrof;
1041 op->nrof = 1;
1042 /* If the spell changes by level, choose a random level
1043 * for it, and adjust price. If the spell doesn't
1044 * change by level, just set the wand to the level of
1045 * the spell, and value calculation is simpler.
1046 */
1047 if (op->inv->duration_modifier || op->inv->dam_modifier ||
1048 op->inv->range_modifier)
1049 {
1050 op->level = level_for_item (op, difficulty); 1090 op->level = level_for_item (op, difficulty);
1051 op->value = op->value * op->inv->value * (op->level + 50) /
1052 (op->inv->level + 50);
1053 }
1054 else
1055 {
1056 op->level = op->inv->level;
1057 op->value = op->value * op->inv->value;
1058 }
1059 break;
1060
1061 case ROD:
1062 op->level = level_for_item (op, difficulty);
1063 /* Add 50 to both level an divisor to keep prices a little more
1064 * reasonable. Otherwise, a high level version of a low level
1065 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1066 * 10 time multiplier). This way, the value are a bit more reasonable.
1067 */
1068 op->value =
1069 op->value * op->inv->value * (op->level + 50) / (op->inv->level + 1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1070 50);
1071 /* maxhp is used to denote how many 'charges' the rod holds before */
1072 if (op->stats.maxhp)
1073 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1074 else
1075 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1076 1092
1077 op->stats.hp = op->stats.maxhp;
1078 break;
1079
1080 case SCROLL:
1081 op->level = level_for_item (op, difficulty);
1082 op->value =
1083 op->value * op->inv->value
1084 * (op->level + 50) / (op->inv->level + 50);
1085
1086 /* add exp so reading them properly gives xp */ 1093 /* add exp so reading them properly gives xp */
1087 op->stats.exp = op->value / 5; 1094 op->stats.exp = op->value / 5;
1088 op->nrof = op->inv->nrof; 1095 op->nrof = op->inv->nrof;
1089 break; 1096 break;
1090 1097
1091 case RUNE: 1098 case RUNE:
1092 trap_adjust (op, difficulty); 1099 trap_adjust (op, difficulty);
1093 break; 1100 break;
1094 1101
1095 case TRAP: 1102 case TRAP:
1096 trap_adjust (op, difficulty); 1103 trap_adjust (op, difficulty);
1097 break; 1104 break;
1098 } /* switch type */ 1105 } /* switch type */
1099 1106
1100 if (flags & GT_STARTEQUIP) 1107 if (flags & GT_STARTEQUIP)
1101 { 1108 {
1102 if (op->nrof < 2 && op->type != CONTAINER 1109 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1103 && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1104 SET_FLAG (op, FLAG_STARTEQUIP); 1110 SET_FLAG (op, FLAG_STARTEQUIP);
1105 else if (op->type != MONEY) 1111 else if (op->type != MONEY)
1106 op->value = 0; 1112 op->value = 0;
1107 } 1113 }
1108 1114
1119 */ 1125 */
1120 1126
1121/* 1127/*
1122 * Allocate and return the pointer to an empty artifactlist structure. 1128 * Allocate and return the pointer to an empty artifactlist structure.
1123 */ 1129 */
1124 1130static artifactlist *
1125static artifactlist *get_empty_artifactlist(void) { 1131get_empty_artifactlist (void)
1126 artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); 1132{
1127 if(tl==NULL) 1133 return salloc0 <artifactlist> ();
1128 fatal(OUT_OF_MEMORY);
1129 tl->next=NULL;
1130 tl->items=NULL;
1131 tl->total_chance=0;
1132 return tl;
1133} 1134}
1134 1135
1135/* 1136/*
1136 * Allocate and return the pointer to an empty artifact structure. 1137 * Allocate and return the pointer to an empty artifact structure.
1137 */ 1138 */
1138 1139static artifact *
1139static artifact *get_empty_artifact(void) { 1140get_empty_artifact (void)
1140 artifact *t = (artifact *) malloc(sizeof(artifact)); 1141{
1141 if(t==NULL) 1142 return salloc0 <artifact> ();
1142 fatal(OUT_OF_MEMORY);
1143 t->item=NULL;
1144 t->next=NULL;
1145 t->chance=0;
1146 t->difficulty=0;
1147 t->allowed = NULL;
1148 return t;
1149} 1143}
1150 1144
1151/* 1145/*
1152 * 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
1153 * of objects on it. 1147 * of objects on it.
1154 */ 1148 */
1155
1156artifactlist *find_artifactlist(int type) {
1157 artifactlist *al; 1149artifactlist *
1158 1150find_artifactlist (int type)
1151{
1159 for (al=first_artifactlist; al!=NULL; al=al->next) 1152 for (artifactlist *al = first_artifactlist; al; al = al->next)
1160 if (al->type == type) return al; 1153 if (al->type == type)
1154 return al;
1155
1161 return NULL; 1156 return 0;
1162} 1157}
1163 1158
1164/* 1159/*
1165 * For debugging purposes. Dumps all tables. 1160 * For debugging purposes. Dumps all tables.
1166 */ 1161 */
1167 1162void
1168void dump_artifacts(void) { 1163dump_artifacts (void)
1164{
1169 artifactlist *al; 1165 artifactlist *al;
1170 artifact *art; 1166 artifact *art;
1171 linked_char *next; 1167 linked_char *next;
1172 1168
1173 fprintf(logfile,"\n"); 1169 fprintf (logfile, "\n");
1174 for (al=first_artifactlist; al!=NULL; al=al->next) { 1170 for (al = first_artifactlist; al != NULL; al = al->next)
1171 {
1175 fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1172 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1176 for (art=al->items; art!=NULL; art=art->next) { 1173 for (art = al->items; art != NULL; art = art->next)
1177 fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n", 1174 {
1178 art->item->name, art->difficulty, art->chance); 1175 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1179 if (art->allowed !=NULL) { 1176 if (art->allowed != NULL)
1177 {
1180 fprintf(logfile,"\tAllowed combinations:"); 1178 fprintf (logfile, "\tallowed combinations:");
1181 for (next=art->allowed; next!=NULL; next=next->next) 1179 for (next = art->allowed; next != NULL; next = next->next)
1182 fprintf(logfile, "%s,", next->name); 1180 fprintf (logfile, "%s,", &next->name);
1183 fprintf(logfile,"\n"); 1181 fprintf (logfile, "\n");
1182 }
1184 } 1183 }
1185 }
1186 } 1184 }
1187 fprintf(logfile,"\n"); 1185 fprintf (logfile, "\n");
1188} 1186}
1189 1187
1190/* 1188/*
1191 * For debugging purposes. Dumps all treasures recursively (see below). 1189 * For debugging purposes. Dumps all treasures recursively (see below).
1192 */ 1190 */
1191void
1193void dump_monster_treasure_rec (const char *name, treasure *t, int depth) 1192dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1194{ 1193{
1195 treasurelist *tl; 1194 treasurelist *tl;
1196 int i; 1195 int i;
1197 1196
1198 if (depth > 100) 1197 if (depth > 100)
1199 return; 1198 return;
1200 while (t != NULL) 1199
1200 while (t)
1201 { 1201 {
1202 if (t->name != NULL) 1202 if (t->name)
1203 { 1203 {
1204 for (i = 0; i < depth; i++) 1204 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " "); 1205 fprintf (logfile, " ");
1206
1206 fprintf (logfile, "{ (list: %s)\n", t->name); 1207 fprintf (logfile, "{ (list: %s)\n", &t->name);
1208
1207 tl = find_treasurelist (t->name); 1209 tl = treasurelist::find (t->name);
1210 if (tl)
1208 dump_monster_treasure_rec (name, tl->items, depth + 2); 1211 dump_monster_treasure_rec (name, tl->items, depth + 2);
1212
1209 for (i = 0; i < depth; i++) 1213 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " "); 1214 fprintf (logfile, " ");
1215
1211 fprintf (logfile, "} (end of list: %s)\n", t->name); 1216 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1212 } 1217 }
1213 else 1218 else
1214 { 1219 {
1215 for (i = 0; i < depth; i++) 1220 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " "); 1221 fprintf (logfile, " ");
1222
1217 if (t->item->clone.type == FLESH) 1223 if (t->item && t->item->clone.type == FLESH)
1218 fprintf (logfile, "%s's %s\n", name, t->item->clone.name); 1224 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1219 else 1225 else
1220 fprintf (logfile, "%s\n", t->item->clone.name); 1226 fprintf (logfile, "%s\n", &t->item->clone.name);
1221 } 1227 }
1228
1222 if (t->next_yes != NULL) 1229 if (t->next_yes)
1223 { 1230 {
1224 for (i = 0; i < depth; i++) 1231 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " "); 1232 fprintf (logfile, " ");
1233
1226 fprintf (logfile, " (if yes)\n"); 1234 fprintf (logfile, " (if yes)\n");
1227 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1235 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1228 } 1236 }
1237
1229 if (t->next_no != NULL) 1238 if (t->next_no)
1230 { 1239 {
1231 for (i = 0; i < depth; i++) 1240 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " "); 1241 fprintf (logfile, " ");
1242
1233 fprintf (logfile, " (if no)\n"); 1243 fprintf (logfile, " (if no)\n");
1234 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1244 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1235 } 1245 }
1246
1236 t = t->next; 1247 t = t->next;
1237 } 1248 }
1238} 1249}
1239 1250
1240/* 1251/*
1241 * For debugging purposes. Dumps all treasures for a given monster. 1252 * For debugging purposes. Dumps all treasures for a given monster.
1242 * Created originally by Raphael Quinet for debugging the alchemy code. 1253 * Created originally by Raphael Quinet for debugging the alchemy code.
1243 */ 1254 */
1244 1255void
1245void dump_monster_treasure (const char *name) 1256dump_monster_treasure (const char *name)
1246{ 1257{
1247 archetype *at; 1258 archetype *at;
1248 int found; 1259 int found;
1249 1260
1250 found = 0; 1261 found = 0;
1251 fprintf (logfile, "\n"); 1262 fprintf (logfile, "\n");
1263
1252 for (at = first_archetype; at != NULL; at = at->next) 1264 for (at = first_archetype; at != NULL; at = at->next)
1253 if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1265 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1254 { 1266 {
1255 fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name, 1267 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1256 at->name);
1257 if (at->clone.randomitems != NULL) 1268 if (at->clone.randomitems != NULL)
1258 dump_monster_treasure_rec (at->clone.name, 1269 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1259 at->clone.randomitems->items, 1); 1270 else
1260 else
1261 fprintf (logfile, "(nothing)\n"); 1271 fprintf (logfile, "(nothing)\n");
1272
1262 fprintf (logfile, "\n"); 1273 fprintf (logfile, "\n");
1263 found++; 1274 found++;
1264 } 1275 }
1276
1265 if (found == 0) 1277 if (found == 0)
1266 fprintf (logfile, "No objects have the name %s!\n\n", name); 1278 fprintf (logfile, "No objects have the name %s!\n\n", name);
1267} 1279}
1268 1280
1269/* 1281/*
1270 * 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.
1271 */ 1283 */
1272 1284void
1273void init_artifacts(void) { 1285init_artifacts (void)
1286{
1274 static int has_been_inited=0; 1287 static int has_been_inited = 0;
1275 FILE *fp; 1288 char filename[MAX_BUF];
1276 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1277 artifact *art=NULL; 1289 artifact *art = NULL;
1278 linked_char *tmp;
1279 int value, comp;
1280 artifactlist *al; 1290 artifactlist *al;
1281 1291
1282 object_thawer thawer;
1283
1284 if (has_been_inited) return; 1292 if (has_been_inited)
1293 return;
1294 else
1285 else has_been_inited = 1; 1295 has_been_inited = 1;
1286 1296
1287 sprintf(filename, "%s/artifacts", settings.datadir); 1297 sprintf (filename, "%s/artifacts", settings.datadir);
1288 LOG(llevDebug, "Reading artifacts from %s...",filename); 1298 object_thawer f (filename);
1289 if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) {
1290 LOG(llevError, "Can't open %s.\n", filename);
1291 return;
1292 }
1293 1299
1294 while (fgets(buf, HUGE_BUF, fp)!=NULL) { 1300 if (!f)
1295 if (*buf=='#') continue; 1301 return;
1296 if((cp=strchr(buf,'\n'))!=NULL) 1302
1297 *cp='\0'; 1303 f.next ();
1298 cp=buf; 1304
1299 while(*cp==' ') /* Skip blanks */ 1305 for (;;)
1300 cp++;
1301 if (*cp=='\0') continue;
1302 1306 {
1303 if (!strncmp(cp, "Allowed", 7)) { 1307 switch (f.kw)
1304 if (art==NULL) {
1305 art=get_empty_artifact();
1306 nrofartifacts++;
1307 } 1308 {
1308 cp = strchr(cp,' ') + 1; 1309 case KW_allowed:
1309 if (!strcmp(cp,"all")) continue; 1310 if (!art)
1311 art = get_empty_artifact ();
1310 1312
1311 do { 1313 {
1312 nrofallowedstr++; 1314 if (!strcmp (f.get_str (), "all"))
1313 if ((next=strchr(cp, ','))!=NULL) 1315 break;
1314 *(next++) = '\0'; 1316
1315 tmp = (linked_char*) malloc(sizeof(linked_char)); 1317 char *next, *cp = f.get_str ();
1316 tmp->name = add_string(cp); 1318
1317 tmp->next = art->allowed; 1319 do
1318 art->allowed = tmp; 1320 {
1319 } while ((cp=next)!=NULL); 1321 if ((next = strchr (cp, ',')))
1320 } 1322 *next++ = '\0';
1321 else if (sscanf(cp, "chance %d", &value)) 1323
1322 art->chance = (uint16) value; 1324 linked_char *tmp = new linked_char;
1323 else if (sscanf(cp, "difficulty %d", &value)) 1325
1324 art->difficulty = (uint8) value; 1326 tmp->name = cp;
1325 else if (!strncmp(cp, "Object",6)) { 1327 tmp->next = art->allowed;
1326 art->item = (object *) calloc(1, sizeof(object)); 1328 art->allowed = tmp;
1327 reset_object(art->item); 1329 }
1328 if (!load_object(fp, thawer, art->item,LO_LINEMODE,0)) 1330 while ((cp = next));
1331 }
1332 break;
1333
1334 case KW_chance:
1335 f.get (art->chance);
1336 break;
1337
1338 case KW_difficulty:
1339 f.get (art->difficulty);
1340 break;
1341
1342 case KW_object:
1343 {
1344 art->item = object::create ();
1345 f.get (art->item->name);
1346 f.next ();
1347
1348 if (!art->item->parse_kv (f))
1329 LOG(llevError,"Init_Artifacts: Could not load object.\n"); 1349 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1330 art->item->name = add_string((strchr(cp, ' ')+1)); 1350
1331 al=find_artifactlist(art->item->type); 1351 al = find_artifactlist (art->item->type);
1332 if (al==NULL) { 1352
1333 al = get_empty_artifactlist(); 1353 if (!al)
1334 al->type = art->item->type; 1354 {
1355 al = get_empty_artifactlist ();
1356 al->type = art->item->type;
1335 al->next = first_artifactlist; 1357 al->next = first_artifactlist;
1336 first_artifactlist = al; 1358 first_artifactlist = al;
1359 }
1360
1361 art->next = al->items;
1362 al->items = art;
1363 art = 0;
1364 }
1365 continue;
1366
1367 case KW_EOF:
1368 goto done;
1369
1370 default:
1371 if (!f.parse_error ("artifacts file"))
1372 cleanup ("artifacts file required");
1373 break;
1374 }
1375
1376 f.next ();
1337 } 1377 }
1338 art->next = al->items;
1339 al->items = art;
1340 art = NULL;
1341 }
1342 else
1343 LOG(llevError,"Unknown input in artifact file: %s\n", buf);
1344 }
1345 1378
1346 close_and_delete(fp, comp); 1379done:
1347
1348 for (al=first_artifactlist; al!=NULL; al=al->next) { 1380 for (al = first_artifactlist; al; al = al->next)
1381 {
1382 al->total_chance = 0;
1383
1349 for (art=al->items; art!=NULL; art=art->next) { 1384 for (art = al->items; art; art = art->next)
1385 {
1350 if (!art->chance) 1386 if (!art->chance)
1351 LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); 1387 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1352 else 1388 else
1353 al->total_chance += art->chance; 1389 al->total_chance += art->chance;
1354 } 1390 }
1355#if 0 1391#if 0
1356 LOG(llevDebug,"Artifact list type %d has %d total chance\n", 1392 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1357 al->type, al->total_chance);
1358#endif 1393#endif
1359 } 1394 }
1360 1395
1361 LOG(llevDebug,"done.\n"); 1396 LOG (llevDebug, "done.\n");
1362} 1397}
1363
1364 1398
1365/* 1399/*
1366 * Used in artifact generation. The bonuses of the first object 1400 * Used in artifact generation. The bonuses of the first object
1367 * is modified by the bonuses of the second object. 1401 * is modified by the bonuses of the second object.
1368 */ 1402 */
1369 1403void
1370void add_abilities(object *op, object *change) { 1404add_abilities (object *op, object *change)
1405{
1371 int i,j, tmp; 1406 int i, tmp;
1372 1407
1373 if (change->face != blank_face) { 1408 if (change->face != blank_face)
1409 {
1374#ifdef TREASURE_VERBOSE 1410#ifdef TREASURE_VERBOSE
1375 LOG(llevDebug, "FACE: %d\n", change->face->number); 1411 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1376#endif 1412#endif
1377 op->face = change->face; 1413 op->face = change->face;
1378 } 1414 }
1415
1379 for (i = 0; i < NUM_STATS; i++) 1416 for (i = 0; i < NUM_STATS; i++)
1380 change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); 1417 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1381 1418
1382 op->attacktype |= change->attacktype; 1419 op->attacktype |= change->attacktype;
1383 op->path_attuned |= change->path_attuned; 1420 op->path_attuned |= change->path_attuned;
1384 op->path_repelled |= change->path_repelled; 1421 op->path_repelled |= change->path_repelled;
1385 op->path_denied |= change->path_denied; 1422 op->path_denied |= change->path_denied;
1386 op->move_type |= change->move_type; 1423 op->move_type |= change->move_type;
1387 op->stats.luck += change->stats.luck; 1424 op->stats.luck += change->stats.luck;
1388 1425
1389 if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); 1426 if (QUERY_FLAG (change, FLAG_CURSED))
1390 if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); 1427 SET_FLAG (op, FLAG_CURSED);
1428 if (QUERY_FLAG (change, FLAG_DAMNED))
1429 SET_FLAG (op, FLAG_DAMNED);
1391 if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) 1430 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1392 && op->magic > 0)
1393 set_abs_magic(op, -op->magic); 1431 set_abs_magic (op, -op->magic);
1394 1432
1395 if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1433 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1396 if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1434 SET_FLAG (op, FLAG_LIFESAVE);
1397 if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1435 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1398 if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1436 SET_FLAG (op, FLAG_REFL_SPELL);
1399 if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1437 if (QUERY_FLAG (change, FLAG_STEALTH))
1400 if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1438 SET_FLAG (op, FLAG_STEALTH);
1401 if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1439 if (QUERY_FLAG (change, FLAG_XRAYS))
1402 if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); 1440 SET_FLAG (op, FLAG_XRAYS);
1441 if (QUERY_FLAG (change, FLAG_BLIND))
1442 SET_FLAG (op, FLAG_BLIND);
1443 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1444 SET_FLAG (op, FLAG_SEE_IN_DARK);
1445 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1446 SET_FLAG (op, FLAG_REFL_MISSILE);
1447 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1448 SET_FLAG (op, FLAG_MAKE_INVIS);
1403 1449
1404 if (QUERY_FLAG(change,FLAG_STAND_STILL)) { 1450 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1451 {
1405 CLEAR_FLAG(op,FLAG_ANIMATE); 1452 CLEAR_FLAG (op, FLAG_ANIMATE);
1406 /* so artifacts will join */ 1453 /* so artifacts will join */
1407 if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; 1454 if (!QUERY_FLAG (op, FLAG_ALIVE))
1408 update_ob_speed(op); 1455 op->speed = 0.0;
1456
1457 op->set_speed (op->speed);
1409 } 1458 }
1410 if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; 1459
1460 if (change->nrof)
1461 op->nrof = rndm (change->nrof) + 1;
1462
1411 op->stats.exp += change->stats.exp; /* Speed modifier */ 1463 op->stats.exp += change->stats.exp; /* Speed modifier */
1412 op->stats.wc += change->stats.wc; 1464 op->stats.wc += change->stats.wc;
1413 op->stats.ac += change->stats.ac; 1465 op->stats.ac += change->stats.ac;
1414 1466
1415 if (change->other_arch) { 1467 if (change->other_arch)
1468 {
1416 /* Basically, for horns & potions, the other_arch field is the spell 1469 /* Basically, for horns & potions, the other_arch field is the spell
1417 * to cast. So convert that to into a spell and put it into 1470 * to cast. So convert that to into a spell and put it into
1418 * this object. 1471 * this object.
1419 */ 1472 */
1420 if (op->type == HORN || op->type == POTION) { 1473 if (op->type == HORN || op->type == POTION)
1474 {
1421 object *tmp_obj; 1475 object *tmp_obj;
1476
1422 /* Remove any spells this object currently has in it */ 1477 /* Remove any spells this object currently has in it */
1423 while (op->inv) { 1478 while (op->inv)
1424 tmp_obj = op->inv; 1479 op->inv->destroy ();
1425 remove_ob(tmp_obj); 1480
1426 free_object(tmp_obj);
1427 }
1428 tmp_obj = arch_to_object(change->other_arch); 1481 tmp_obj = arch_to_object (change->other_arch);
1429 insert_ob_in_ob(tmp_obj, op); 1482 insert_ob_in_ob (tmp_obj, op);
1430 } 1483 }
1431 /* No harm setting this for potions/horns */ 1484 /* No harm setting this for potions/horns */
1432 op->other_arch = change->other_arch; 1485 op->other_arch = change->other_arch;
1433 } 1486 }
1434 1487
1435 if (change->stats.hp < 0) 1488 if (change->stats.hp < 0)
1436 op->stats.hp = -change->stats.hp; 1489 op->stats.hp = -change->stats.hp;
1437 else 1490 else
1438 op->stats.hp += change->stats.hp; 1491 op->stats.hp += change->stats.hp;
1492
1439 if (change->stats.maxhp < 0) 1493 if (change->stats.maxhp < 0)
1440 op->stats.maxhp = -change->stats.maxhp; 1494 op->stats.maxhp = -change->stats.maxhp;
1441 else 1495 else
1442 op->stats.maxhp += change->stats.maxhp; 1496 op->stats.maxhp += change->stats.maxhp;
1497
1443 if (change->stats.sp < 0) 1498 if (change->stats.sp < 0)
1444 op->stats.sp = -change->stats.sp; 1499 op->stats.sp = -change->stats.sp;
1445 else 1500 else
1446 op->stats.sp += change->stats.sp; 1501 op->stats.sp += change->stats.sp;
1502
1447 if (change->stats.maxsp < 0) 1503 if (change->stats.maxsp < 0)
1448 op->stats.maxsp = -change->stats.maxsp; 1504 op->stats.maxsp = -change->stats.maxsp;
1449 else 1505 else
1450 op->stats.maxsp += change->stats.maxsp; 1506 op->stats.maxsp += change->stats.maxsp;
1507
1451 if (change->stats.food < 0) 1508 if (change->stats.food < 0)
1452 op->stats.food = -(change->stats.food); 1509 op->stats.food = -(change->stats.food);
1453 else 1510 else
1454 op->stats.food += change->stats.food; 1511 op->stats.food += change->stats.food;
1512
1455 if (change->level < 0) 1513 if (change->level < 0)
1456 op->level = -(change->level); 1514 op->level = -(change->level);
1457 else 1515 else
1458 op->level += change->level; 1516 op->level += change->level;
1459 1517
1460 if (change->gen_sp_armour < 0) 1518 if (change->gen_sp_armour < 0)
1461 op->gen_sp_armour = -(change->gen_sp_armour); 1519 op->gen_sp_armour = -(change->gen_sp_armour);
1462 else 1520 else
1463 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1521 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1464 1522
1465 op->item_power = change->item_power; 1523 op->item_power = change->item_power;
1466 1524
1467 for (i=0; i<NROFATTACKS; i++) { 1525 for (i = 0; i < NROFATTACKS; i++)
1468 if (change->resist[i]) { 1526 if (change->resist[i])
1469 op->resist[i] += change->resist[i]; 1527 op->resist[i] += change->resist[i];
1470 } 1528
1471 }
1472 if (change->stats.dam) { 1529 if (change->stats.dam)
1530 {
1473 if (change->stats.dam < 0) 1531 if (change->stats.dam < 0)
1474 op->stats.dam = (-change->stats.dam); 1532 op->stats.dam = (-change->stats.dam);
1475 else if (op->stats.dam) { 1533 else if (op->stats.dam)
1534 {
1476 tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10); 1535 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1477 if (tmp == op->stats.dam) { 1536 if (tmp == op->stats.dam)
1537 {
1478 if (change->stats.dam < 10) 1538 if (change->stats.dam < 10)
1479 op->stats.dam--; 1539 op->stats.dam--;
1480 else 1540 else
1481 op->stats.dam++; 1541 op->stats.dam++;
1542 }
1543 else
1544 op->stats.dam = tmp;
1545 }
1482 } 1546 }
1483 else 1547
1484 op->stats.dam = tmp;
1485 }
1486 }
1487 if (change->weight) { 1548 if (change->weight)
1549 {
1488 if (change->weight < 0) 1550 if (change->weight < 0)
1489 op->weight = (-change->weight); 1551 op->weight = (-change->weight);
1490 else 1552 else
1491 op->weight = (op->weight * (change->weight)) / 100; 1553 op->weight = (op->weight * (change->weight)) / 100;
1492 } 1554 }
1555
1493 if (change->last_sp) { 1556 if (change->last_sp)
1557 {
1494 if (change->last_sp < 0) 1558 if (change->last_sp < 0)
1495 op->last_sp = (-change->last_sp); 1559 op->last_sp = (-change->last_sp);
1496 else 1560 else
1497 op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100); 1561 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1498 } 1562 }
1563
1499 if (change->gen_sp_armour) { 1564 if (change->gen_sp_armour)
1565 {
1500 if (change->gen_sp_armour < 0) 1566 if (change->gen_sp_armour < 0)
1501 op->gen_sp_armour = (-change->gen_sp_armour); 1567 op->gen_sp_armour = (-change->gen_sp_armour);
1502 else 1568 else
1503 op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) 1569 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1504 / (int)100);
1505 } 1570 }
1571
1506 op->value *= change->value; 1572 op->value *= change->value;
1507 1573
1508 if(change->material) op->material = change->material; 1574 if (change->materials)
1575 op->materials = change->materials;
1509 1576
1510 if (change->materialname) { 1577 if (change->materialname)
1511 if (op->materialname)
1512 free_string(op->materialname);
1513 op->materialname = add_refcount(change->materialname); 1578 op->materialname = change->materialname;
1514 }
1515 1579
1516 if (change->slaying) { 1580 if (change->slaying)
1517 if (op->slaying)
1518 free_string(op->slaying);
1519 op->slaying = add_refcount(change->slaying); 1581 op->slaying = change->slaying;
1520 } 1582
1521 if (change->race) { 1583 if (change->race)
1522 if (op->race) 1584 op->race = change->race;
1523 free_string(op->race); 1585
1524 op->race = add_refcount(change->race);
1525 }
1526 if (change->msg) { 1586 if (change->msg)
1527 if (op->msg) 1587 op->msg = change->msg;
1528 free_string(op->msg);
1529 op->msg = add_refcount(change->msg);
1530 }
1531 /* GROS: Added support for event_... in artifact file */
1532 for(j=0;j<NR_EVENTS;j++) {
1533 event *evt;
1534 event *evt2;
1535 event *evtn;
1536 event *evtp;
1537
1538 evt = find_event(change,j);
1539 evt2= find_event(op,j);
1540
1541 if ((evt) && (evt->hook)) {
1542 if ((evt2)&&(evt2->hook)) {
1543 free_string(evt2->hook);
1544 free_string(evt2->plugin);
1545 free_string(evt2->options);
1546 evtp = NULL;
1547 evtn = evt2->next;
1548 if (evt2 == op->events) {
1549 free(evt2);
1550 op->events = evtn;
1551 }
1552 else {
1553 evtp = op->events;
1554 while (evtp->next != evt2)
1555 evtp = evtp->next;
1556 free(evt2);
1557 evtp->next = evtn;
1558 }
1559 }
1560 else if (evt2 == NULL) {
1561 if (op->events == NULL) {
1562 evt2 = (event *)malloc(sizeof(event));
1563 op->events = evt2;
1564 }
1565 else {
1566 evtp = op->events;
1567 while (evtp->next != NULL)
1568 evtp = evtp->next;
1569 evtp->next = (event *)malloc(sizeof(event));
1570 evt2 = evtp->next;
1571 }
1572 }
1573 evt2->next = NULL;
1574 evt2->hook = add_refcount(evt->hook);
1575 evt2->plugin = add_refcount(evt->plugin);
1576 evt2->type = j;
1577
1578 if (evt->options)
1579 evt2->options = add_refcount(evt->options);
1580 else
1581 evt2->options = NULL;
1582 }
1583 }
1584} 1588}
1585 1589
1590static int
1586static int legal_artifact_combination(object *op, artifact *art) { 1591legal_artifact_combination (object *op, artifact *art)
1592{
1587 int neg, success = 0; 1593 int neg, success = 0;
1588 linked_char *tmp; 1594 linked_char *tmp;
1589 const char *name; 1595 const char *name;
1590 1596
1591 if (art->allowed == (linked_char *) NULL) 1597 if (!art->allowed)
1592 return 1; /* Ie, "all" */ 1598 return 1; /* Ie, "all" */
1599
1593 for (tmp = art->allowed; tmp; tmp = tmp->next) { 1600 for (tmp = art->allowed; tmp; tmp = tmp->next)
1601 {
1594#ifdef TREASURE_VERBOSE 1602#ifdef TREASURE_VERBOSE
1595 LOG(llevDebug, "legal_art: %s\n", tmp->name); 1603 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1596#endif 1604#endif
1597 if (*tmp->name == '!') 1605 if (*tmp->name == '!')
1598 name = tmp->name + 1, neg = 1; 1606 name = tmp->name + 1, neg = 1;
1599 else 1607 else
1600 name = tmp->name, neg = 0; 1608 name = tmp->name, neg = 0;
1601 1609
1602 /* If we match name, then return the opposite of 'neg' */ 1610 /* If we match name, then return the opposite of 'neg' */
1603 if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) 1611 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1604 return !neg; 1612 return !neg;
1605 1613
1606 /* Set success as true, since if the match was an inverse, it means 1614 /* Set success as true, since if the match was an inverse, it means
1607 * everything is allowed except what we match 1615 * everything is allowed except what we match
1608 */ 1616 */
1609 else if (neg) 1617 else if (neg)
1610 success = 1; 1618 success = 1;
1611 } 1619 }
1620
1612 return success; 1621 return success;
1613} 1622}
1614 1623
1615/* 1624/*
1616 * Fixes the given object, giving it the abilities and titles 1625 * Fixes the given object, giving it the abilities and titles
1617 * it should have due to the second artifact-template. 1626 * it should have due to the second artifact-template.
1618 */ 1627 */
1619 1628
1629void
1620void give_artifact_abilities(object *op, object *artifct) { 1630give_artifact_abilities (object *op, object *artifct)
1631{
1621 char new_name[MAX_BUF]; 1632 char new_name[MAX_BUF];
1622 1633
1623 sprintf(new_name, "of %s", artifct->name); 1634 sprintf (new_name, "of %s", &artifct->name);
1624 if (op->title)
1625 free_string(op->title);
1626 op->title = add_string(new_name); 1635 op->title = new_name;
1627 add_abilities(op, artifct); /* Give out the bonuses */ 1636 add_abilities (op, artifct); /* Give out the bonuses */
1628 1637
1629#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1638#if 0 /* Bit verbose, but keep it here until next time I need it... */
1630 { 1639 {
1631 char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); 1640 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1641
1632 SET_FLAG(op, FLAG_IDENTIFIED); 1642 SET_FLAG (op, FLAG_IDENTIFIED);
1633 LOG(llevDebug, "Generated artifact %s %s [%s]\n", 1643 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1634 op->name, op->title, describe_item(op, NULL));
1635 if (!identified) 1644 if (!identified)
1636 CLEAR_FLAG(op, FLAG_IDENTIFIED); 1645 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1637 } 1646 }
1638#endif 1647#endif
1639 return; 1648 return;
1640} 1649}
1641 1650
1648 */ 1657 */
1649 1658
1650/* Give 1 re-roll attempt per artifact */ 1659/* Give 1 re-roll attempt per artifact */
1651#define ARTIFACT_TRIES 2 1660#define ARTIFACT_TRIES 2
1652 1661
1662void
1653void generate_artifact(object *op, int difficulty) { 1663generate_artifact (object *op, int difficulty)
1664{
1654 artifactlist *al; 1665 artifactlist *al;
1655 artifact *art; 1666 artifact *art;
1656 int i; 1667 int i;
1657 1668
1658 al = find_artifactlist(op->type); 1669 al = find_artifactlist (op->type);
1659 1670
1660 if (al==NULL) { 1671 if (al == NULL)
1672 {
1661#if 0 /* This is too verbose, usually */ 1673#if 0 /* This is too verbose, usually */
1662 LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1674 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1663#endif
1664 return;
1665 }
1666
1667 for (i = 0; i < ARTIFACT_TRIES; i++) {
1668 int roll = RANDOM()% al->total_chance;
1669
1670 for (art=al->items; art!=NULL; art=art->next) {
1671 roll -= art->chance;
1672 if (roll<0) break;
1673 }
1674
1675 if (art == NULL || roll>=0) {
1676#if 1
1677 LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n",
1678 op->type);
1679#endif 1675#endif
1680 return; 1676 return;
1681 } 1677 }
1678
1679 for (i = 0; i < ARTIFACT_TRIES; i++)
1680 {
1681 int roll = rndm (al->total_chance);
1682
1683 for (art = al->items; art; art = art->next)
1684 {
1685 roll -= art->chance;
1686 if (roll < 0)
1687 break;
1688 }
1689
1690 if (art == NULL || roll >= 0)
1691 {
1692#if 1
1693 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1694#endif
1695 return;
1696 }
1682 if (!strcmp(art->item->name,"NONE")) 1697 if (!strcmp (art->item->name, "NONE"))
1683 return; 1698 return;
1684 if (FABS(op->magic) < art->item->magic) 1699 if (FABS (op->magic) < art->item->magic)
1685 continue; /* Not magic enough to be this item */ 1700 continue; /* Not magic enough to be this item */
1686 1701
1687 /* Map difficulty not high enough */ 1702 /* Map difficulty not high enough */
1688 if (difficulty<art->difficulty) 1703 if (difficulty < art->difficulty)
1689 continue; 1704 continue;
1690 1705
1691 if (!legal_artifact_combination(op, art)) { 1706 if (!legal_artifact_combination (op, art))
1707 {
1692#ifdef TREASURE_VERBOSE 1708#ifdef TREASURE_VERBOSE
1693 LOG(llevDebug, "%s of %s was not a legal combination.\n", 1709 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1694 op->name, art->item->name);
1695#endif 1710#endif
1696 continue; 1711 continue;
1697 } 1712 }
1713
1698 give_artifact_abilities(op, art->item); 1714 give_artifact_abilities (op, art->item);
1699 return; 1715 return;
1700 } 1716 }
1701} 1717}
1702 1718
1703/* fix_flesh_item() - objects of type FLESH are similar to type 1719/* fix_flesh_item() - objects of type FLESH are similar to type
1704 * FOOD, except they inherit properties (name, food value, etc). 1720 * FOOD, except they inherit properties (name, food value, etc).
1705 * based on the original owner (or 'donor' if you like). -b.t. 1721 * based on the original owner (or 'donor' if you like). -b.t.
1706 */ 1722 */
1707 1723
1724void
1708void fix_flesh_item(object *item, object *donor) { 1725fix_flesh_item (object *item, object *donor)
1726{
1709 char tmpbuf[MAX_BUF]; 1727 char tmpbuf[MAX_BUF];
1710 int i; 1728 int i;
1711 1729
1712 if(item->type==FLESH && donor) { 1730 if (item->type == FLESH && donor)
1731 {
1713 /* change the name */ 1732 /* change the name */
1714 sprintf(tmpbuf,"%s's %s",donor->name,item->name); 1733 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1715 FREE_AND_COPY(item->name, tmpbuf); 1734 item->name = tmpbuf;
1716 sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); 1735 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1717 FREE_AND_COPY(item->name_pl, tmpbuf); 1736 item->name_pl = tmpbuf;
1718 1737
1719 /* weight is FLESH weight/100 * donor */ 1738 /* weight is FLESH weight/100 * donor */
1720 if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) 1739 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1721 item->weight=1; 1740 item->weight = 1;
1722 1741
1723 /* value is multiplied by level of donor */ 1742 /* value is multiplied by level of donor */
1724 item->value *= isqrt(donor->level*2); 1743 item->value *= isqrt (donor->level * 2);
1725 1744
1726 /* food value */ 1745 /* food value */
1727 item->stats.food += (donor->stats.hp/100) + donor->stats.Con; 1746 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1728 1747
1729 /* flesh items inherit some abilities of donor, but not 1748 /* flesh items inherit some abilities of donor, but not
1730 * full effect. 1749 * full effect.
1731 */ 1750 */
1732 for (i=0; i<NROFATTACKS; i++) 1751 for (i = 0; i < NROFATTACKS; i++)
1733 item->resist[i] = donor->resist[i]/2; 1752 item->resist[i] = donor->resist[i] / 2;
1734 1753
1735 /* item inherits donor's level (important for quezals) */ 1754 /* item inherits donor's level (important for quezals) */
1736 item->level = donor->level; 1755 item->level = donor->level;
1737 1756
1738 /* if donor has some attacktypes, the flesh is poisonous */ 1757 /* if donor has some attacktypes, the flesh is poisonous */
1739 if(donor->attacktype&AT_POISON) 1758 if (donor->attacktype & AT_POISON)
1740 item->type=POISON; 1759 item->type = POISON;
1741 if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; 1760 if (donor->attacktype & AT_ACID)
1761 item->stats.hp = -1 * item->stats.food;
1742 SET_FLAG(item,FLAG_NO_STEAL); 1762 SET_FLAG (item, FLAG_NO_STEAL);
1743 } 1763 }
1744} 1764}
1745 1765
1746/* special_potion() - so that old potion code is still done right. */ 1766/* special_potion() - so that old potion code is still done right. */
1747 1767int
1748int special_potion (object *op) { 1768special_potion (object *op)
1749 1769{
1750 int i;
1751
1752 if(op->attacktype) return 1; 1770 if (op->attacktype)
1753
1754 if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow
1755 || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1;
1756
1757 for (i=0; i<NROFATTACKS; i++)
1758 if (op->resist[i]) return 1;
1759
1760 return 0; 1771 return 1;
1761}
1762 1772
1773 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1774 return 1;
1775
1776 for (int i = 0; i < NROFATTACKS; i++)
1777 if (op->resist[i])
1778 return 1;
1779
1780 return 0;
1781}
1782
1783void
1763void free_treasurestruct(treasure *t) 1784free_treasurestruct (treasure *t)
1764{ 1785{
1765 if (t->next) free_treasurestruct(t->next); 1786 if (t->next) free_treasurestruct (t->next);
1766 if (t->next_yes) free_treasurestruct(t->next_yes); 1787 if (t->next_yes) free_treasurestruct (t->next_yes);
1767 if (t->next_no) free_treasurestruct(t->next_no); 1788 if (t->next_no) free_treasurestruct (t->next_no);
1768 free(t);
1769}
1770 1789
1790 delete t;
1791}
1792
1793void
1771void free_charlinks(linked_char *lc) 1794free_charlinks (linked_char *lc)
1772{ 1795{
1773 if (lc->next) free_charlinks(lc->next); 1796 if (lc->next)
1774 free(lc); 1797 free_charlinks (lc->next);
1775}
1776 1798
1799 delete lc;
1800}
1801
1802void
1777void free_artifact(artifact *at) 1803free_artifact (artifact *at)
1778{ 1804{
1779
1780 if (at->next) free_artifact(at->next); 1805 if (at->next) free_artifact (at->next);
1781 if (at->allowed) free_charlinks(at->allowed); 1806 if (at->allowed) free_charlinks (at->allowed);
1782 if (at->item) { 1807
1783 if (at->item->name) free_string(at->item->name); 1808 at->item->destroy (1);
1784 if (at->item->name_pl) free_string(at->item->name_pl); 1809
1785 if (at->item->msg) free_string(at->item->msg);
1786 if (at->item->title) free_string(at->item->title);
1787 free(at->item);
1788 }
1789 free(at); 1810 sfree (at);
1790} 1811}
1791 1812
1813void
1792void free_artifactlist(artifactlist *al) 1814free_artifactlist (artifactlist *al)
1793{ 1815{
1794 artifactlist *nextal; 1816 artifactlist *nextal;
1817
1795 for (al=first_artifactlist; al!=NULL; al=nextal) { 1818 for (al = first_artifactlist; al; al = nextal)
1819 {
1796 nextal=al->next; 1820 nextal = al->next;
1821
1797 if (al->items) { 1822 if (al->items)
1798 free_artifact(al->items); 1823 free_artifact (al->items);
1799 }
1800 free(al);
1801 }
1802}
1803 1824
1825 sfree (al);
1826 }
1827}
1828
1829void
1804void free_all_treasures(void) { 1830free_all_treasures (void)
1831{
1805treasurelist *tl, *next; 1832 treasurelist *tl, *next;
1806 1833
1807
1808 for (tl=first_treasurelist; tl!=NULL; tl=next) { 1834 for (tl = first_treasurelist; tl; tl = next)
1809 next=tl->next;
1810 if (tl->name) free_string(tl->name);
1811 if (tl->items) free_treasurestruct(tl->items);
1812 free(tl);
1813 } 1835 {
1836 clear (tl);
1837
1838 next = tl->next;
1839 delete tl;
1840 }
1841
1814 free_artifactlist(first_artifactlist); 1842 free_artifactlist (first_artifactlist);
1815} 1843}

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