--- deliantra/server/common/treasure.C 2006/09/03 22:45:55 1.10
+++ deliantra/server/common/treasure.C 2008/04/22 07:01:46 1.75
@@ -1,34 +1,26 @@
-
/*
- * static char *rcs_treasure_c =
- * "$Id: treasure.C,v 1.10 2006/09/03 22:45:55 root Exp $";
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Deliantra is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
-/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2002 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
-
-#define ALLOWED_COMBINATION
-
/* TREASURE_DEBUG does some checking on the treasurelists after loading.
* It is useful for finding bugs in the treasures file. Since it only
* slows the startup some (and not actual game play), it is by default
@@ -37,121 +29,81 @@
#define TREASURE_DEBUG
/* TREASURE_VERBOSE enables copious output concerning artifact generation */
-/* #define TREASURE_VERBOSE */
+
+//#define TREASURE_VERBOSE
#include
#include
-#include
#include
-
-static void change_treasure (treasure * t, object * op); /* overrule default values */
extern char *spell_mapping[];
-/*
- * Initialize global archtype pointers:
- */
+static treasurelist *first_treasurelist;
-void
-init_archetype_pointers ()
-{
- int prev_warn = warn_archetypes;
- warn_archetypes = 1;
- if (ring_arch == NULL)
- ring_arch = find_archetype ("ring");
- if (amulet_arch == NULL)
- amulet_arch = find_archetype ("amulet");
- if (staff_arch == NULL)
- staff_arch = find_archetype ("staff");
- if (crown_arch == NULL)
- crown_arch = find_archetype ("crown");
- warn_archetypes = prev_warn;
-}
+static void change_treasure (treasure *t, object *op); /* overrule default values */
-/*
- * Allocate and return the pointer to an empty treasurelist structure.
- */
+typedef std::tr1::unordered_map<
+ const char *,
+ treasurelist *,
+ str_hash,
+ str_equal,
+ slice_allocator< std::pair >,
+ true
+> tl_map_t;
-static treasurelist *
-get_empty_treasurelist (void)
-{
- return new treasurelist;
-}
+static tl_map_t tl_map;
/*
- * Allocate and return the pointer to an empty treasure structure.
+ * Searches for the given treasurelist
*/
-//TODO: make this a constructor
-static treasure *
-get_empty_treasure (void)
+treasurelist *
+treasurelist::find (const char *name)
{
- treasure *t = new treasure;
+ if (!name)
+ return 0;
- t->chance = 100;
+ auto (i, tl_map.find (name));
- return t;
+ if (i == tl_map.end ())
+ return 0;
+
+ return i->second;
}
/*
- * Reads the lib/treasure file from disk, and parses the contents
- * into an internal treasure structure (very linked lists)
+ * Searches for the given treasurelist in the globally linked list
+ * of treasurelists which has been built by load_treasures().
*/
+treasurelist *
+treasurelist::get (const char *name)
+{
+ treasurelist *tl = find (name);
-static treasure *
-load_treasure (FILE * fp, int *line)
+ if (!tl)
+ {
+ tl = new treasurelist;
+
+ tl->name = name;
+ tl->next = first_treasurelist;
+ first_treasurelist = tl;
+
+ tl_map.insert (std::make_pair (tl->name, tl));
+ }
+
+ return tl;
+}
+
+//TODO: class method
+void
+clear (treasurelist *tl)
{
- char buf[MAX_BUF], *cp, variable[MAX_BUF];
- treasure *t = get_empty_treasure ();
- int value;
-
- nroftreasures++;
- while (fgets (buf, MAX_BUF, fp) != NULL)
- {
- (*line)++;
-
- if (*buf == '#')
- continue;
- if ((cp = strchr (buf, '\n')) != NULL)
- *cp = '\0';
- cp = buf;
- while (isspace (*cp)) /* Skip blanks */
- cp++;
-
- if (sscanf (cp, "arch %s", variable))
- {
- if ((t->item = find_archetype (variable)) == NULL)
- LOG (llevError, "Treasure lacks archetype: %s\n", variable);
- }
- else if (sscanf (cp, "list %s", variable))
- t->name = variable;
- else if (sscanf (cp, "change_name %s", variable))
- t->change_arch.name = variable;
- else if (sscanf (cp, "change_title %s", variable))
- t->change_arch.title = variable;
- else if (sscanf (cp, "change_slaying %s", variable))
- t->change_arch.slaying = variable;
- else if (sscanf (cp, "chance %d", &value))
- t->chance = (uint8) value;
- else if (sscanf (cp, "nrof %d", &value))
- t->nrof = (uint16) value;
- else if (sscanf (cp, "magic %d", &value))
- t->magic = (uint8) value;
- else if (!strcmp (cp, "yes"))
- t->next_yes = load_treasure (fp, line);
- else if (!strcmp (cp, "no"))
- t->next_no = load_treasure (fp, line);
- else if (!strcmp (cp, "end"))
- return t;
- else if (!strcmp (cp, "more"))
- {
- t->next = load_treasure (fp, line);
- return t;
- }
- else
- LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
+ if (tl->items)
+ {
+ free_treasurestruct (tl->items);
+ tl->items = 0;
}
- LOG (llevError, "treasure lacks 'end'.\n");
- return t;
+
+ tl->total_chance = 0;
}
#ifdef TREASURE_DEBUG
@@ -159,129 +111,122 @@
* so that the treasure name can be printed out
*/
static void
-check_treasurelist (const treasure * t, const treasurelist * tl)
+check_treasurelist (const treasure *t, const treasurelist * tl)
{
- if (t->item == NULL && t->name == NULL)
- LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
- /* find_treasurelist will print out its own error message */
- if (t->name && *t->name)
- (void) find_treasurelist (t->name);
+
if (t->next)
check_treasurelist (t->next, tl);
+
if (t->next_yes)
check_treasurelist (t->next_yes, tl);
+
if (t->next_no)
check_treasurelist (t->next_no, tl);
}
#endif
/*
- * Opens LIBDIR/treasure and reads all treasure-declarations from it.
- * Each treasure is parsed with the help of load_treasure().
+ * Reads the lib/treasure file from disk, and parses the contents
+ * into an internal treasure structure (very linked lists)
*/
-
-void
-load_treasures (void)
+static treasure *
+read_treasure (object_thawer &f)
{
- FILE *fp;
- char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
- treasurelist *previous = NULL;
- treasure *t;
- int comp, line = 0;
+ treasure *t = new treasure;
- sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
- if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
- {
- LOG (llevError, "Can't open treasure file.\n");
- return;
- }
- while (fgets (buf, MAX_BUF, fp) != NULL)
+ f.next ();
+
+ for (;;)
{
- line++;
- if (*buf == '#')
- continue;
-
- if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
- {
- treasurelist *tl = get_empty_treasurelist ();
- tl->name = name;
- if (previous == NULL)
- first_treasurelist = tl;
- else
- previous->next = tl;
- previous = tl;
- tl->items = load_treasure (fp, &line);
-
- /* This is a one of the many items on the list should be generated.
- * Add up the chance total, and check to make sure the yes & no
- * fields of the treasures are not being used.
- */
- if (!strncmp (buf, "treasureone", 11))
- {
- for (t = tl->items; t != NULL; t = t->next)
- {
-#ifdef TREASURE_DEBUG
- if (t->next_yes || t->next_no)
- {
- LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
- LOG (llevError, " the next_yes or next_no field is set\n");
- }
-#endif
- tl->total_chance += t->chance;
- }
- }
- }
- else
- LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
+ coroapi::cede_to_tick ();
+
+ switch (f.kw)
+ {
+ case KW_arch:
+ t->item = archetype::find (f.get_str ());
+
+ if (!t->item)
+ {
+ f.parse_warn ("treasure references unknown archetype");
+ t->item = archetype::empty;
+ }
+
+ break;
+
+ case KW_list: f.get (t->name); break;
+ case KW_change_name: f.get (t->change_arch.name); break;
+ case KW_change_title: f.get (t->change_arch.title); break;
+ case KW_change_slaying: f.get (t->change_arch.slaying); break;
+ case KW_chance: f.get (t->chance); break;
+ case KW_nrof: f.get (t->nrof); break;
+ case KW_magic: f.get (t->magic); break;
+
+ case KW_yes: t->next_yes = read_treasure (f); continue;
+ case KW_no: t->next_no = read_treasure (f); continue;
+
+ case KW_end:
+ f.next ();
+ return t;
+
+ case KW_more:
+ t->next = read_treasure (f);
+ return t;
+
+ default:
+ if (!f.parse_error ("treasurelist", t->name))
+ goto error;
+
+ return t;
+ }
+
+ f.next ();
}
- close_and_delete (fp, comp);
-#ifdef TREASURE_DEBUG
- /* Perform some checks on how valid the treasure data actually is.
- * verify that list transitions work (ie, the list that it is supposed
- * to transition to exists). Also, verify that at least the name
- * or archetype is set for each treasure element.
- */
- for (previous = first_treasurelist; previous != NULL; previous = previous->next)
- check_treasurelist (previous->items, previous);
-#endif
+ // not reached
+
+error:
+ delete t;
+ return 0;
}
/*
- * Searches for the given treasurelist in the globally linked list
- * of treasurelists which has been built by load_treasures().
+ * Each treasure is parsed with the help of load_treasure().
*/
-
treasurelist *
-find_treasurelist (const char *name)
+treasurelist::read (object_thawer &f)
{
- const char *tmp = shstr::find (name);
- treasurelist *tl;
+ assert (f.kw == KW_treasure || f.kw == KW_treasureone);
- /* Special cases - randomitems of none is to override default. If
- * first_treasurelist is null, it means we are on the first pass of
- * of loading archetyps, so for now, just return - second pass will
- * init these values.
+ bool one = f.kw == KW_treasureone;
+ treasurelist *tl = treasurelist::get (f.get_str ());
+ clear (tl);
+ tl->items = read_treasure (f);
+ if (!tl->items)
+ return 0;
+
+ /* This is a one of the many items on the list should be generated.
+ * Add up the chance total, and check to make sure the yes & no
+ * fields of the treasures are not being used.
*/
- if (!name || !*name)
- return NULL;
-
- if (tmp != NULL)
- for (tl = first_treasurelist; tl != NULL; tl = tl->next)
- {
- if (tmp == tl->name)
- return tl;
- }
+ if (one)
+ {
+ for (treasure *t = tl->items; t; t = t->next)
+ {
+ if (t->next_yes || t->next_no)
+ {
+ LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
+ LOG (llevError, " the next_yes or next_no field is set\n");
+ }
- if (first_treasurelist)
- LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp);
+ tl->total_chance += t->chance;
+ }
+ }
- return NULL;
+ return tl;
}
-
/*
* Generates the objects specified by the given treasure.
* It goes recursively through the rest of the linked list.
@@ -293,32 +238,39 @@
* abilities. This is used by summon spells, thus no summoned monsters
* start with equipment, but only their abilities).
*/
-
-
static void
-put_treasure (object * op, object * creator, int flags)
+put_treasure (object *op, object *creator, int flags)
{
- object *tmp;
-
- /* Bit of a hack - spells should never be put onto the map. The entire
- * treasure stuff is a problem - there is no clear idea of knowing
- * this is the original object, or if this is an object that should be created
- * by another object.
- */
- if (flags & GT_ENVIRONMENT && op->type != SPELL)
+ if (flags & GT_ENVIRONMENT)
{
- op->x = creator->x;
- op->y = creator->y;
- SET_FLAG (op, FLAG_OBJ_ORIGINAL);
- insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
+ /* Bit of a hack - spells should never be put onto the map. The entire
+ * treasure stuff is a problem - there is no clear idea of knowing
+ * this is the original object, or if this is an object that should be created
+ * by another object.
+ */
+ //TODO: flag such as objects... as such (no drop, anybody?)
+ if (op->type == SPELL)
+ {
+ op->destroy ();
+ return;
+ }
+
+ op->expand_tail ();
+
+ if (op->blocked (creator->map, creator->x, creator->y))
+ op->destroy ();
+ else
+ {
+ SET_FLAG (op, FLAG_OBJ_ORIGINAL);
+ op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
+ }
}
else
{
- op = insert_ob_in_ob (op, creator);
+ op = creator->insert (op);
+
if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
- monster_check_apply (creator, op);
- if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
- esrv_send_item (tmp, op);
+ monster_check_apply (creator, op);
}
}
@@ -326,7 +278,7 @@
* in the generated object
*/
static void
-change_treasure (treasure * t, object * op)
+change_treasure (treasure *t, object *op)
{
/* CMD: change_name xxxx */
if (t->change_arch.name)
@@ -342,44 +294,48 @@
op->slaying = t->change_arch.slaying;
}
-void
-create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries)
+static void
+create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
{
- object *tmp;
-
-
- if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
+ if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
{
if (t->name)
- {
- if (strcmp (t->name, "NONE") && difficulty >= t->magic)
- create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
- }
+ {
+ if (difficulty >= t->magic)
+ if (treasurelist *tl = treasurelist::find (t->name))
+ create_treasure (tl, op, flag, difficulty, tries);
+ else
+ LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
+ }
else
- {
- if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
- {
- tmp = arch_to_object (t->item);
- if (t->nrof && tmp->nrof <= 1)
- tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
- fix_generated_item (tmp, op, difficulty, t->magic, flag);
- change_treasure (t, tmp);
- put_treasure (tmp, op, flag);
- }
- }
- if (t->next_yes != NULL)
- create_all_treasures (t->next_yes, op, flag, difficulty, tries);
+ {
+ if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
+ {
+ object *tmp = arch_to_object (t->item);
+
+ if (t->nrof && tmp->nrof <= 1)
+ tmp->nrof = rndm (t->nrof) + 1;
+
+ fix_generated_item (tmp, op, difficulty, t->magic, flag);
+ change_treasure (t, tmp);
+ put_treasure (tmp, op, flag);
+ }
+ }
+
+ if (t->next_yes)
+ create_all_treasures (t->next_yes, op, flag, difficulty, tries);
}
- else if (t->next_no != NULL)
+ else if (t->next_no)
create_all_treasures (t->next_no, op, flag, difficulty, tries);
- if (t->next != NULL)
+
+ if (t->next)
create_all_treasures (t->next, op, flag, difficulty, tries);
}
-void
-create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries)
+static void
+create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
{
- int value = RANDOM () % tl->total_chance;
+ int value = rndm (tl->total_chance);
treasure *t;
if (tries++ > 100)
@@ -387,42 +343,49 @@
LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
return;
}
- for (t = tl->items; t != NULL; t = t->next)
+
+ for (t = tl->items; t; t = t->next)
{
value -= t->chance;
+
if (value < 0)
- break;
+ break;
}
if (!t || value >= 0)
- {
- LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
- abort ();
- return;
- }
+ cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
+
if (t->name)
{
- if (!strcmp (t->name, "NONE"))
- return;
if (difficulty >= t->magic)
- create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
+ {
+ treasurelist *tl = treasurelist::find (t->name);
+ if (tl)
+ create_treasure (tl, op, flag, difficulty, tries);
+ }
else if (t->nrof)
- create_one_treasure (tl, op, flag, difficulty, tries);
- return;
+ create_one_treasure (tl, op, flag, difficulty, tries);
}
- if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
+ else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
{
- object *tmp = arch_to_object (t->item);
- if (!tmp)
- return;
- if (t->nrof && tmp->nrof <= 1)
- tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
- fix_generated_item (tmp, op, difficulty, t->magic, flag);
- change_treasure (t, tmp);
- put_treasure (tmp, op, flag);
+ if (object *tmp = arch_to_object (t->item))
+ {
+ if (t->nrof && tmp->nrof <= 1)
+ tmp->nrof = rndm (t->nrof) + 1;
+
+ fix_generated_item (tmp, op, difficulty, t->magic, flag);
+ change_treasure (t, tmp);
+ put_treasure (tmp, op, flag);
+ }
}
}
+void
+object::create_treasure (treasurelist *tl, int flags)
+{
+ ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
+}
+
/* This calls the appropriate treasure creation function. tries is passed
* to determine how many list transitions or attempts to create treasure
* have been made. It is really in place to prevent infinite loops with
@@ -431,18 +394,31 @@
* to do that.
*/
void
-create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries)
+create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
{
+ // empty treasurelists are legal
+ if (!tl->items)
+ return;
if (tries++ > 100)
{
LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
return;
}
- if (t->total_chance)
- create_one_treasure (t, op, flag, difficulty, tries);
+
+ if (op->flag [FLAG_TREASURE_ENV])
+ {
+ // do not generate items when there already is something above the object
+ if (op->flag [FLAG_IS_FLOOR] && op->above)
+ return;
+
+ flag |= GT_ENVIRONMENT;
+ }
+
+ if (tl->total_chance)
+ create_one_treasure (tl, op, flag, difficulty, tries);
else
- create_all_treasures (t->items, op, flag, difficulty, tries);
+ create_all_treasures (tl->items, op, flag, difficulty, tries);
}
/* This is similar to the old generate treasure function. However,
@@ -451,21 +427,23 @@
* inserted into, and then return that treausre
*/
object *
-generate_treasure (treasurelist * t, int difficulty)
+generate_treasure (treasurelist *tl, int difficulty)
{
- object *ob = get_object (), *tmp;
+ difficulty = clamp (difficulty, 1, settings.max_level);
+
+ object *ob = object::create ();
- create_treasure (t, ob, 0, difficulty, 0);
+ create_treasure (tl, ob, 0, difficulty, 0);
/* Don't want to free the object we are about to return */
- tmp = ob->inv;
- if (tmp != NULL)
- remove_ob (tmp);
+ object *tmp = ob->inv;
+ if (tmp)
+ tmp->remove ();
+
if (ob->inv)
- {
- LOG (llevError, "In generate treasure, created multiple objects.\n");
- }
- free_object (ob);
+ LOG (llevError, "In generate treasure, created multiple objects.\n");
+
+ ob->destroy ();
return tmp;
}
@@ -477,69 +455,62 @@
*/
static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
-/*chance of magic difficulty*/
-/* +0 +1 +2 +3 +4 */
- {95, 2, 2, 1, 0}, /*1 */
- {92, 5, 2, 1, 0}, /*2 */
- {85, 10, 4, 1, 0}, /*3 */
- {80, 14, 4, 2, 0}, /*4 */
- {75, 17, 5, 2, 1}, /*5 */
- {70, 18, 8, 3, 1}, /*6 */
- {65, 21, 10, 3, 1}, /*7 */
- {60, 22, 12, 4, 2}, /*8 */
- {55, 25, 14, 4, 2}, /*9 */
- {50, 27, 16, 5, 2}, /*10 */
- {45, 28, 18, 6, 3}, /*11 */
- {42, 28, 20, 7, 3}, /*12 */
- {40, 27, 21, 8, 4}, /*13 */
- {38, 25, 22, 10, 5}, /*14 */
- {36, 23, 23, 12, 6}, /*15 */
- {33, 21, 24, 14, 8}, /*16 */
- {31, 19, 25, 16, 9}, /*17 */
- {27, 15, 30, 18, 10}, /*18 */
- {20, 12, 30, 25, 13}, /*19 */
- {15, 10, 28, 30, 17}, /*20 */
- {13, 9, 27, 28, 23}, /*21 */
- {10, 8, 25, 28, 29}, /*22 */
- {8, 7, 23, 26, 36}, /*23 */
- {6, 6, 20, 22, 46}, /*24 */
- {4, 5, 17, 18, 56}, /*25 */
- {2, 4, 12, 14, 68}, /*26 */
- {0, 3, 7, 10, 80}, /*27 */
- {0, 0, 3, 7, 90}, /*28 */
- {0, 0, 0, 3, 97}, /*29 */
- {0, 0, 0, 0, 100}, /*30 */
- {0, 0, 0, 0, 100}, /*31 */
+// chance of magic difficulty
+// +0 +1 +2 +3 +4
+ {95, 2, 2, 1, 0}, // 1
+ {92, 5, 2, 1, 0}, // 2
+ {85, 10, 4, 1, 0}, // 3
+ {80, 14, 4, 2, 0}, // 4
+ {75, 17, 5, 2, 1}, // 5
+ {70, 18, 8, 3, 1}, // 6
+ {65, 21, 10, 3, 1}, // 7
+ {60, 22, 12, 4, 2}, // 8
+ {55, 25, 14, 4, 2}, // 9
+ {50, 27, 16, 5, 2}, // 10
+ {45, 28, 18, 6, 3}, // 11
+ {42, 28, 20, 7, 3}, // 12
+ {40, 27, 21, 8, 4}, // 13
+ {38, 25, 22, 10, 5}, // 14
+ {36, 23, 23, 12, 6}, // 15
+ {33, 21, 24, 14, 8}, // 16
+ {31, 19, 25, 16, 9}, // 17
+ {27, 15, 30, 18, 10}, // 18
+ {20, 12, 30, 25, 13}, // 19
+ {15, 10, 28, 30, 17}, // 20
+ {13, 9, 27, 28, 23}, // 21
+ {10, 8, 25, 28, 29}, // 22
+ { 8, 7, 23, 26, 36}, // 23
+ { 6, 6, 20, 22, 46}, // 24
+ { 4, 5, 17, 18, 56}, // 25
+ { 2, 4, 12, 14, 68}, // 26
+ { 0, 3, 7, 10, 80}, // 27
+ { 0, 0, 3, 7, 90}, // 28
+ { 0, 0, 0, 3, 97}, // 29
+ { 0, 0, 0, 0, 100}, // 30
+ { 0, 0, 0, 0, 100}, // 31
};
-
/* calculate the appropriate level for wands staves and scrolls.
* This code presumes that op has had its spell object created (in op->inv)
*
* elmex Wed Aug 9 17:44:59 CEST 2006:
* Removed multiplicator, too many high-level items were generated on low-difficulty maps.
*/
-
int
-level_for_item (const object * op, int difficulty)
+level_for_item (const object *op, int difficulty)
{
- int mult = 0, olevel = 0;
-
if (!op->inv)
{
LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
return 0;
}
- olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
+ int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
if (olevel <= 0)
- olevel = rndm (1, MIN (op->inv->level, 1));
-
- if (olevel > MAXLEVEL)
- olevel = MAXLEVEL;
+ olevel = rndm (1, op->inv->level);
- return olevel;
+ return min (olevel, MAXLEVEL);
}
/*
@@ -552,7 +523,6 @@
* weird integer between 1-31.
*
*/
-
int
magic_from_difficulty (int difficulty)
{
@@ -567,14 +537,14 @@
if (scaled_diff >= DIFFLEVELS)
scaled_diff = DIFFLEVELS - 1;
- percent = RANDOM () % 100;
+ percent = rndm (100);
for (magic = 0; magic < (MAXMAGIC + 1); magic++)
{
percent -= difftomagic_list[scaled_diff][magic];
if (percent < 0)
- break;
+ break;
}
if (magic == (MAXMAGIC + 1))
@@ -583,7 +553,7 @@
magic = 0;
}
- magic = (RANDOM () % 3) ? magic : -magic;
+ magic = (rndm (3)) ? magic : -magic;
/* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
return magic;
@@ -597,7 +567,7 @@
*/
void
-set_abs_magic (object * op, int magic)
+set_abs_magic (object *op, int magic)
{
if (!magic)
return;
@@ -606,18 +576,18 @@
if (op->arch)
{
if (op->type == ARMOUR)
- ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
+ ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
- if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
- magic = (-magic);
- op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
+ if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
+ magic = (-magic);
+ op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
}
else
{
if (op->type == ARMOUR)
- ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
- if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
- magic = (-magic);
+ ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
+ if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
+ magic = (-magic);
op->weight = (op->weight * (100 - magic * 10)) / 100;
}
}
@@ -628,9 +598,10 @@
*/
static void
-set_magic (int difficulty, object * op, int max_magic, int flags)
+set_magic (int difficulty, object *op, int max_magic, int flags)
{
int i;
+
i = magic_from_difficulty (difficulty);
if ((flags & GT_ONLY_GOOD) && i < 0)
i = -i;
@@ -649,127 +620,128 @@
* other bonuses previously rolled and ones the item might natively have.
* 2) Add code to deal with new PR method.
*/
-
void
-set_ring_bonus (object * op, int bonus)
+set_ring_bonus (object *op, int bonus)
{
- int r = RANDOM () % (bonus > 0 ? 25 : 11);
+ int r = rndm (bonus > 0 ? 25 : 11);
if (op->type == AMULET)
{
- if (!(RANDOM () % 21))
- r = 20 + RANDOM () % 2;
+ if (!(rndm (21)))
+ r = 20 + rndm (2);
else
- {
- if (RANDOM () & 2)
- r = 10;
- else
- r = 11 + RANDOM () % 9;
- }
+ {
+ if (rndm (2))
+ r = 10;
+ else
+ r = 11 + rndm (9);
+ }
}
switch (r)
{
- /* Redone by MSW 2000-11-26 to have much less code. Also,
- * bonuses and penalties will stack and add to existing values.
- * of the item.
- */
- case 0:
- case 1:
- case 2:
- case 3:
- case 4:
- case 5:
- case 6:
- set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
- break;
-
- case 7:
- op->stats.dam += bonus;
- break;
-
- case 8:
- op->stats.wc += bonus;
- break;
-
- case 9:
- op->stats.food += bonus; /* hunger/sustenance */
- break;
-
- case 10:
- op->stats.ac += bonus;
- break;
-
- /* Item that gives protections/vulnerabilities */
- case 11:
- case 12:
- case 13:
- case 14:
- case 15:
- case 16:
- case 17:
- case 18:
- case 19:
- {
- int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
-
- /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
- val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
-
- /* Cursed items need to have higher negative values to equal out with
- * positive values for how protections work out. Put another
- * little random element in since that they don't always end up with
- * even values.
- */
- if (bonus < 0)
- val = 2 * -val - RANDOM () % b;
- if (val > 35)
- val = 35; /* Upper limit */
- b = 0;
- while (op->resist[resist_table[resist]] != 0 && b < 4)
- {
- resist = RANDOM () % num_resist_table;
- }
- if (b == 4)
- return; /* Not able to find a free resistance */
- op->resist[resist_table[resist]] = val;
- /* We should probably do something more clever here to adjust value
- * based on how good a resistance we gave.
- */
- break;
- }
- case 20:
- if (op->type == AMULET)
- {
- SET_FLAG (op, FLAG_REFL_SPELL);
- op->value *= 11;
- }
- else
- {
- op->stats.hp = 1; /* regenerate hit points */
- op->value *= 4;
- }
- break;
-
- case 21:
- if (op->type == AMULET)
- {
- SET_FLAG (op, FLAG_REFL_MISSILE);
- op->value *= 9;
- }
- else
- {
- op->stats.sp = 1; /* regenerate spell points */
- op->value *= 3;
- }
- break;
-
- case 22:
- op->stats.exp += bonus; /* Speed! */
- op->value = (op->value * 2) / 3;
- break;
+ /* Redone by MSW 2000-11-26 to have much less code. Also,
+ * bonuses and penalties will stack and add to existing values.
+ * of the item.
+ */
+ case 0:
+ case 1:
+ case 2:
+ case 3:
+ case 4:
+ case 5:
+ case 6:
+ op->stats.stat (r) += bonus;
+ break;
+
+ case 7:
+ op->stats.dam += bonus;
+ break;
+
+ case 8:
+ op->stats.wc += bonus;
+ break;
+
+ case 9:
+ op->stats.food += bonus; /* hunger/sustenance */
+ break;
+
+ case 10:
+ op->stats.ac += bonus;
+ break;
+
+ /* Item that gives protections/vulnerabilities */
+ case 11:
+ case 12:
+ case 13:
+ case 14:
+ case 15:
+ case 16:
+ case 17:
+ case 18:
+ case 19:
+ {
+ int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
+
+ /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
+ val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
+
+ /* Cursed items need to have higher negative values to equal out with
+ * positive values for how protections work out. Put another
+ * little random element in since that they don't always end up with
+ * even values.
+ */
+ if (bonus < 0)
+ val = 2 * -val - rndm (b);
+ if (val > 35)
+ val = 35; /* Upper limit */
+ b = 0;
+
+ while (op->resist[resist_table[resist]] != 0 && b < 4)
+ resist = rndm (num_resist_table);
+
+ if (b == 4)
+ return; /* Not able to find a free resistance */
+
+ op->resist[resist_table[resist]] = val;
+ /* We should probably do something more clever here to adjust value
+ * based on how good a resistance we gave.
+ */
+ break;
+ }
+ case 20:
+ if (op->type == AMULET)
+ {
+ SET_FLAG (op, FLAG_REFL_SPELL);
+ op->value *= 11;
+ }
+ else
+ {
+ op->stats.hp = 1; /* regenerate hit points */
+ op->value *= 4;
+ }
+ break;
+
+ case 21:
+ if (op->type == AMULET)
+ {
+ SET_FLAG (op, FLAG_REFL_MISSILE);
+ op->value *= 9;
+ }
+ else
+ {
+ op->stats.sp = 1; /* regenerate spell points */
+ op->value *= 3;
+ }
+ break;
+
+ case 22:
+ op->stats.exp += bonus; /* Speed! */
+ op->value = (op->value * 2) / 3;
+ break;
}
+
if (bonus > 0)
op->value *= 2 * bonus;
else
@@ -784,31 +756,35 @@
* rings and amulets.
* Another scheme is used to calculate the magic of weapons and armours.
*/
-
int
get_magic (int diff)
{
int i;
+
if (diff < 3)
diff = 3;
+
for (i = 0; i < 4; i++)
- if (RANDOM () % diff)
+ if (rndm (diff))
return i;
+
return 4;
}
#define DICE2 (get_magic(2)==2?2:1)
-#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
+#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
/*
* fix_generated_item(): This is called after an item is generated, in
* order to set it up right. This produced magical bonuses, puts spells
* into scrolls/books/wands, makes it unidentified, hides the value, etc.
*/
+
/* 4/28/96 added creator object from which op may now inherit properties based on
* op->type. Right now, which stuff the creator passes on is object type
* dependant. I know this is a spagetti manuever, but is there a cleaner
* way to do this? b.t. */
+
/*
* ! (flags & GT_ENVIRONMENT):
* Automatically calls fix_flesh_item().
@@ -820,14 +796,13 @@
* a working object - don't change magic, value, etc, but set it material
* type as appropriate, for objects that need spell objects, set those, etc
*/
-
void
-fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags)
+fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
{
int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
if (!creator || creator->type == op->type)
- creator = op; /*safety & to prevent polymorphed objects giving attributes */
+ creator = op; /*safety & to prevent polymorphed objects giving attributes */
/* If we make an artifact, this information will be destroyed */
save_item_power = op->item_power;
@@ -835,74 +810,78 @@
if (op->randomitems && op->type != SPELL)
{
- create_treasure (op->randomitems, op, flags, difficulty, 0);
- if (!op->inv)
- LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
-
+ create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
/* So the treasure doesn't get created again */
- op->randomitems = NULL;
+ op->randomitems = 0;
}
if (difficulty < 1)
difficulty = 1;
+ if (INVOKE_OBJECT (ADD_BONUS, op,
+ ARG_OBJECT (creator != op ? creator : 0),
+ ARG_INT (difficulty), ARG_INT (max_magic),
+ ARG_INT (flags)))
+ return;
+
if (!(flags & GT_MINIMAL))
{
- if (op->arch == crown_arch)
- {
- set_magic (difficulty, op, max_magic, flags);
- num_enchantments = calc_item_power (op, 1);
- generate_artifact (op, difficulty);
- }
+ if (IS_ARCH (op->arch, crown))
+ {
+ set_magic (difficulty, op, max_magic, flags);
+ num_enchantments = calc_item_power (op, 1);
+ generate_artifact (op, difficulty);
+ }
else
- {
- if (!op->magic && max_magic)
- set_magic (difficulty, op, max_magic, flags);
-
- num_enchantments = calc_item_power (op, 1);
-
- if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
- * used for shop_floors or treasures */
- generate_artifact (op, difficulty);
- }
+ {
+ if (!op->magic && max_magic)
+ set_magic (difficulty, op, max_magic, flags);
+
+ num_enchantments = calc_item_power (op, 1);
+
+ if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
+ || op->type == HORN
+ || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
+ generate_artifact (op, difficulty);
+ }
/* Object was made an artifact. Calculate its item_power rating.
* the item_power in the object is what the artfiact adds.
*/
if (op->title)
- {
- /* if save_item_power is set, then most likely we started with an
- * artifact and have added new abilities to it - this is rare, but
- * but I have seen things like 'strange rings of fire'. So just figure
- * out the power from the base power plus what this one adds. Note
- * that since item_power is not quite linear, this actually ends up
- * being somewhat of a bonus
- */
- if (save_item_power)
- op->item_power = save_item_power + get_power_from_ench (op->item_power);
- else
- op->item_power = get_power_from_ench (op->item_power + num_enchantments);
- }
+ {
+ /* if save_item_power is set, then most likely we started with an
+ * artifact and have added new abilities to it - this is rare, but
+ * but I have seen things like 'strange rings of fire'. So just figure
+ * out the power from the base power plus what this one adds. Note
+ * that since item_power is not quite linear, this actually ends up
+ * being somewhat of a bonus
+ */
+ if (save_item_power)
+ op->item_power = save_item_power + get_power_from_ench (op->item_power);
+ else
+ op->item_power = get_power_from_ench (op->item_power + num_enchantments);
+ }
else if (save_item_power)
- {
- /* restore the item_power field to the object if we haven't changed it.
- * we don't care about num_enchantments - that will basically just
- * have calculated some value from the base attributes of the archetype.
- */
- op->item_power = save_item_power;
- }
+ {
+ /* restore the item_power field to the object if we haven't changed it.
+ * we don't care about num_enchantments - that will basically just
+ * have calculated some value from the base attributes of the archetype.
+ */
+ op->item_power = save_item_power;
+ }
else
- {
- /* item_power was zero. This is suspicious, as it may be because it
- * was never previously calculated. Let's compute a value and see if
- * it is non-zero. If it indeed is, then assign it as the new
- * item_power value.
- * - gros, 21th of July 2006.
- */
- op->item_power = calc_item_power (op, 0);
- save_item_power = op->item_power; /* Just in case it would get used
- * again below */
- }
+ {
+ /* item_power was zero. This is suspicious, as it may be because it
+ * was never previously calculated. Let's compute a value and see if
+ * it is non-zero. If it indeed is, then assign it as the new
+ * item_power value.
+ * - gros, 21th of July 2006.
+ */
+ op->item_power = calc_item_power (op, 0);
+ save_item_power = op->item_power; /* Just in case it would get used
+ * again below */
+ }
}
/* materialtype modifications. Note we allow this on artifacts. */
@@ -911,233 +890,231 @@
if (flags & GT_MINIMAL)
{
if (op->type == POTION)
- /* Handle healing and magic power potions */
- if (op->stats.sp && !op->randomitems)
- {
- object *tmp;
-
- tmp = get_archetype (spell_mapping[op->stats.sp]);
- insert_ob_in_ob (tmp, op);
- op->stats.sp = 0;
- }
+ /* Handle healing and magic power potions */
+ if (op->stats.sp && !op->randomitems)
+ {
+ object *tmp = get_archetype (spell_mapping [op->stats.sp]);
+ insert_ob_in_ob (tmp, op);
+ op->stats.sp = 0;
+ }
}
- else if (!op->title) /* Only modify object if not special */
+ else if (!op->title) /* Only modify object if not special */
switch (op->type)
{
- case WEAPON:
- case ARMOUR:
- case SHIELD:
- case HELMET:
- case CLOAK:
- if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
- set_ring_bonus (op, -DICE2);
- break;
-
- case BRACERS:
- if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
- {
- set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
- if (!QUERY_FLAG (op, FLAG_CURSED))
- op->value *= 3;
- }
- break;
-
- case POTION:
- {
- int too_many_tries = 0, is_special = 0;
-
- /* Handle healing and magic power potions */
- if (op->stats.sp && !op->randomitems)
- {
- object *tmp;
-
- tmp = get_archetype (spell_mapping[op->stats.sp]);
- insert_ob_in_ob (tmp, op);
- op->stats.sp = 0;
- }
-
- while (!(is_special = special_potion (op)) && !op->inv)
- {
- generate_artifact (op, difficulty);
- if (too_many_tries++ > 10)
- break;
- }
-
- /* don't want to change value for healing/magic power potions,
- * since the value set on those is already correct.
- */
- if (op->inv && op->randomitems)
- {
- /* value multiplier is same as for scrolls */
- op->value = (op->value * op->inv->value);
- op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
- }
- else
- {
- op->name = "potion";
- op->name_pl = "potions";
- }
-
- if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
- SET_FLAG (op, FLAG_CURSED);
- break;
- }
-
- case AMULET:
- if (op->arch == amulet_arch)
- op->value *= 5; /* Since it's not just decoration */
-
- case RING:
- if (op->arch == NULL)
- {
- remove_ob (op);
- free_object (op);
- op = NULL;
- break;
- }
-
- if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
- break;
-
- if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
- SET_FLAG (op, FLAG_CURSED);
-
- set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
-
- if (op->type != RING) /* Amulets have only one ability */
- break;
-
- if (!(RANDOM () % 4))
- {
- int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
-
- if (d > 0)
- op->value *= 3;
-
- set_ring_bonus (op, d);
-
- if (!(RANDOM () % 4))
- {
- int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
- if (d > 0)
- op->value *= 5;
- set_ring_bonus (op, d);
- }
- }
-
- if (GET_ANIM_ID (op))
- SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
-
- break;
-
- case BOOK:
- /* Is it an empty book?, if yes lets make a special·
- * msg for it, and tailor its properties based on the·
- * creator and/or map level we found it on.
- */
- if (!op->msg && RANDOM () % 10)
- {
- /* set the book level properly */
- if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
- {
- if (op->map && op->map->difficulty)
- op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
- else
- op->level = RANDOM () % 20 + 1;
- }
- else
- op->level = RANDOM () % creator->level;
-
- tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
- /* books w/ info are worth more! */
- op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
- /* creator related stuff */
-
- /* for library, chained books. Note that some monsters have no_pick
- * set - we don't want to set no pick in that case.
- */
- if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
- SET_FLAG (op, FLAG_NO_PICK);
- if (creator->slaying && !op->slaying) /* for check_inv floors */
- op->slaying = creator->slaying;
-
- /* add exp so reading it gives xp (once) */
- op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
- }
- break;
-
- case SPELLBOOK:
- op->value = op->value * op->inv->value;
- /* add exp so learning gives xp */
- op->level = op->inv->level;
- op->stats.exp = op->value;
- break;
-
- case WAND:
- /* nrof in the treasure list is number of charges,
- * not number of wands. So copy that into food (charges),
- * and reset nrof.
- */
- op->stats.food = op->inv->nrof;
- op->nrof = 1;
- /* If the spell changes by level, choose a random level
- * for it, and adjust price. If the spell doesn't
- * change by level, just set the wand to the level of
- * the spell, and value calculation is simpler.
- */
- if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
- {
- op->level = level_for_item (op, difficulty);
- op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
- }
- else
- {
- op->level = op->inv->level;
- op->value = op->value * op->inv->value;
- }
- break;
-
- case ROD:
- op->level = level_for_item (op, difficulty);
- /* Add 50 to both level an divisor to keep prices a little more
- * reasonable. Otherwise, a high level version of a low level
- * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
- * 10 time multiplier). This way, the value are a bit more reasonable.
- */
- op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
- /* maxhp is used to denote how many 'charges' the rod holds before */
- if (op->stats.maxhp)
- op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
- else
- op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
-
- op->stats.hp = op->stats.maxhp;
- break;
-
- case SCROLL:
- op->level = level_for_item (op, difficulty);
- op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
-
- /* add exp so reading them properly gives xp */
- op->stats.exp = op->value / 5;
- op->nrof = op->inv->nrof;
- break;
-
- case RUNE:
- trap_adjust (op, difficulty);
- break;
-
- case TRAP:
- trap_adjust (op, difficulty);
- break;
- } /* switch type */
+ case WEAPON:
+ case ARMOUR:
+ case SHIELD:
+ case HELMET:
+ case CLOAK:
+ if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
+ set_ring_bonus (op, -DICE2);
+ break;
+
+ case BRACERS:
+ if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
+ {
+ set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
+ if (!QUERY_FLAG (op, FLAG_CURSED))
+ op->value *= 3;
+ }
+ break;
+
+ case POTION:
+ {
+ int too_many_tries = 0, is_special = 0;
+
+ /* Handle healing and magic power potions */
+ if (op->stats.sp && !op->randomitems)
+ {
+ object *tmp;
+
+ tmp = get_archetype (spell_mapping[op->stats.sp]);
+ insert_ob_in_ob (tmp, op);
+ op->stats.sp = 0;
+ }
+
+ while (!(is_special = special_potion (op)) && !op->inv)
+ {
+ generate_artifact (op, difficulty);
+ if (too_many_tries++ > 10)
+ break;
+ }
+
+ /* don't want to change value for healing/magic power potions,
+ * since the value set on those is already correct.
+ */
+ if (op->inv && op->randomitems)
+ {
+ /* value multiplier is same as for scrolls */
+ op->value = (op->value * op->inv->value);
+ op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
+ }
+ else
+ {
+ op->name = "potion";
+ op->name_pl = "potions";
+ }
+
+ if (!(flags & GT_ONLY_GOOD) && rndm (2))
+ SET_FLAG (op, FLAG_CURSED);
+ break;
+ }
+
+ case AMULET:
+ if (IS_ARCH (op->arch, amulet))
+ op->value *= 5; /* Since it's not just decoration */
+
+ case RING:
+ if (!op->arch) // wtf? schmorp
+ {
+ op->destroy ();
+ op = 0;
+ break;
+ }
+
+ if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
+ break;
+
+ if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
+ SET_FLAG (op, FLAG_CURSED);
+
+ set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
+
+ if (op->type != RING) /* Amulets have only one ability */
+ break;
+
+ if (!(rndm (4)))
+ {
+ int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
+
+ if (d > 0)
+ op->value *= 3;
+
+ set_ring_bonus (op, d);
+
+ if (!(rndm (4)))
+ {
+ int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
+
+ if (d > 0)
+ op->value *= 5;
+ set_ring_bonus (op, d);
+ }
+ }
+
+ if (GET_ANIM_ID (op))
+ SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
+
+ break;
+
+ case BOOK:
+ /* Is it an empty book?, if yes lets make a special·
+ * msg for it, and tailor its properties based on the·
+ * creator and/or map level we found it on.
+ */
+ if (!op->msg && rndm (10))
+ {
+ /* set the book level properly */
+ if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
+ {
+ if (op->map && op->map->difficulty)
+ op->level = rndm (op->map->difficulty) + rndm (10) + 1;
+ else
+ op->level = rndm (20) + 1;
+ }
+ else
+ op->level = rndm (creator->level);
+
+ tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
+ /* books w/ info are worth more! */
+ op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
+ /* creator related stuff */
+
+ /* for library, chained books. Note that some monsters have no_pick
+ * set - we don't want to set no pick in that case.
+ */
+ if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
+ SET_FLAG (op, FLAG_NO_PICK);
+ if (creator->slaying && !op->slaying) /* for check_inv floors */
+ op->slaying = creator->slaying;
+
+ /* add exp so reading it gives xp (once) */
+ op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
+ }
+ break;
+
+ case SPELLBOOK:
+ op->value = op->value * op->inv->value;
+ /* add exp so learning gives xp */
+ op->level = op->inv->level;
+ op->stats.exp = op->value;
+ break;
+
+ case WAND:
+ /* nrof in the treasure list is number of charges,
+ * not number of wands. So copy that into food (charges),
+ * and reset nrof.
+ */
+ op->stats.food = op->inv->nrof;
+ op->nrof = 1;
+ /* If the spell changes by level, choose a random level
+ * for it, and adjust price. If the spell doesn't
+ * change by level, just set the wand to the level of
+ * the spell, and value calculation is simpler.
+ */
+ if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
+ {
+ op->level = level_for_item (op, difficulty);
+ op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
+ }
+ else
+ {
+ op->level = op->inv->level;
+ op->value = op->value * op->inv->value;
+ }
+ break;
+
+ case ROD:
+ op->level = level_for_item (op, difficulty);
+ /* Add 50 to both level an divisor to keep prices a little more
+ * reasonable. Otherwise, a high level version of a low level
+ * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
+ * 10 time multiplier). This way, the value are a bit more reasonable.
+ */
+ op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
+ /* maxhp is used to denote how many 'charges' the rod holds before */
+ if (op->stats.maxhp)
+ op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
+ else
+ op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
+
+ op->stats.hp = op->stats.maxhp;
+ break;
+
+ case SCROLL:
+ op->level = level_for_item (op, difficulty);
+ op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
+
+ /* add exp so reading them properly gives xp */
+ op->stats.exp = op->value / 5;
+ op->nrof = op->inv->nrof;
+ break;
+
+ case RUNE:
+ trap_adjust (op, difficulty);
+ break;
+
+ case TRAP:
+ trap_adjust (op, difficulty);
+ break;
+ } /* switch type */
if (flags & GT_STARTEQUIP)
{
if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
- SET_FLAG (op, FLAG_STARTEQUIP);
+ SET_FLAG (op, FLAG_STARTEQUIP);
else if (op->type != MONEY)
- op->value = 0;
+ op->value = 0;
}
if (!(flags & GT_ENVIRONMENT))
@@ -1155,174 +1132,44 @@
/*
* Allocate and return the pointer to an empty artifactlist structure.
*/
-
static artifactlist *
get_empty_artifactlist (void)
{
- artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
- if (tl == NULL)
- fatal (OUT_OF_MEMORY);
- tl->next = NULL;
- tl->items = NULL;
- tl->total_chance = 0;
- return tl;
+ return salloc0 ();
}
/*
* Allocate and return the pointer to an empty artifact structure.
*/
-
static artifact *
get_empty_artifact (void)
{
- artifact *t = (artifact *) malloc (sizeof (artifact));
- if (t == NULL)
- fatal (OUT_OF_MEMORY);
- t->item = NULL;
- t->next = NULL;
- t->chance = 0;
- t->difficulty = 0;
- t->allowed = NULL;
- return t;
+ return salloc0 ();
}
/*
* Searches the artifact lists and returns one that has the same type
* of objects on it.
*/
-
artifactlist *
find_artifactlist (int type)
{
- artifactlist *al;
-
- for (al = first_artifactlist; al != NULL; al = al->next)
+ for (artifactlist *al = first_artifactlist; al; al = al->next)
if (al->type == type)
return al;
- return NULL;
-}
-
-/*
- * For debugging purposes. Dumps all tables.
- */
-
-void
-dump_artifacts (void)
-{
- artifactlist *al;
- artifact *art;
- linked_char *next;
-
- fprintf (logfile, "\n");
- for (al = first_artifactlist; al != NULL; al = al->next)
- {
- fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
- for (art = al->items; art != NULL; art = art->next)
- {
- fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
- if (art->allowed != NULL)
- {
- fprintf (logfile, "\tAllowed combinations:");
- for (next = art->allowed; next != NULL; next = next->next)
- fprintf (logfile, "%s,", &next->name);
- fprintf (logfile, "\n");
- }
- }
- }
- fprintf (logfile, "\n");
-}
-
-/*
- * For debugging purposes. Dumps all treasures recursively (see below).
- */
-void
-dump_monster_treasure_rec (const char *name, treasure * t, int depth)
-{
- treasurelist *tl;
- int i;
-
- if (depth > 100)
- return;
- while (t != NULL)
- {
- if (t->name != NULL)
- {
- for (i = 0; i < depth; i++)
- fprintf (logfile, " ");
- fprintf (logfile, "{ (list: %s)\n", &t->name);
- tl = find_treasurelist (t->name);
- dump_monster_treasure_rec (name, tl->items, depth + 2);
- for (i = 0; i < depth; i++)
- fprintf (logfile, " ");
- fprintf (logfile, "} (end of list: %s)\n", &t->name);
- }
- else
- {
- for (i = 0; i < depth; i++)
- fprintf (logfile, " ");
- if (t->item->clone.type == FLESH)
- fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
- else
- fprintf (logfile, "%s\n", &t->item->clone.name);
- }
- if (t->next_yes != NULL)
- {
- for (i = 0; i < depth; i++)
- fprintf (logfile, " ");
- fprintf (logfile, " (if yes)\n");
- dump_monster_treasure_rec (name, t->next_yes, depth + 1);
- }
- if (t->next_no != NULL)
- {
- for (i = 0; i < depth; i++)
- fprintf (logfile, " ");
- fprintf (logfile, " (if no)\n");
- dump_monster_treasure_rec (name, t->next_no, depth + 1);
- }
- t = t->next;
- }
-}
-
-/*
- * For debugging purposes. Dumps all treasures for a given monster.
- * Created originally by Raphael Quinet for debugging the alchemy code.
- */
-
-void
-dump_monster_treasure (const char *name)
-{
- archetype *at;
- int found;
- found = 0;
- fprintf (logfile, "\n");
- for (at = first_archetype; at != NULL; at = at->next)
- if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
- {
- fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
- if (at->clone.randomitems != NULL)
- dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
- else
- fprintf (logfile, "(nothing)\n");
- fprintf (logfile, "\n");
- found++;
- }
- if (found == 0)
- fprintf (logfile, "No objects have the name %s!\n\n", name);
+ return 0;
}
/*
* Builds up the lists of artifacts from the file in the libdir.
*/
-
void
init_artifacts (void)
{
static int has_been_inited = 0;
- char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
+ char filename[MAX_BUF];
artifact *art = NULL;
- linked_char *tmp;
- int value, comp;
artifactlist *al;
if (has_been_inited)
@@ -1331,84 +1178,97 @@
has_been_inited = 1;
sprintf (filename, "%s/artifacts", settings.datadir);
- object_thawer thawer (filename);
+ object_thawer f (filename);
- if (!thawer)
+ if (!f)
return;
- while (fgets (buf, HUGE_BUF, thawer) != NULL)
- {
- if (*buf == '#')
- continue;
- if ((cp = strchr (buf, '\n')) != NULL)
- *cp = '\0';
- cp = buf;
- while (*cp == ' ') /* Skip blanks */
- cp++;
- if (*cp == '\0')
- continue;
-
- if (!strncmp (cp, "Allowed", 7))
- {
- if (art == NULL)
- {
- art = get_empty_artifact ();
- nrofartifacts++;
- }
- cp = strchr (cp, ' ') + 1;
- if (!strcmp (cp, "all"))
- continue;
-
- do
- {
- nrofallowedstr++;
- if ((next = strchr (cp, ',')) != NULL)
- *(next++) = '\0';
- tmp = new linked_char;
- tmp->name = cp;
- tmp->next = art->allowed;
- art->allowed = tmp;
- }
- while ((cp = next) != NULL);
- }
- else if (sscanf (cp, "chance %d", &value))
- art->chance = (uint16) value;
- else if (sscanf (cp, "difficulty %d", &value))
- art->difficulty = (uint8) value;
- else if (!strncmp (cp, "Object", 6))
- {
- art->item = (object *) calloc (1, sizeof (object));
- reset_object (art->item);
-
- if (!load_object (thawer, art->item, 0))
- LOG (llevError, "Init_Artifacts: Could not load object.\n");
-
- art->item->name = strchr (cp, ' ') + 1;
- al = find_artifactlist (art->item->type);
- if (al == NULL)
- {
- al = get_empty_artifactlist ();
- al->type = art->item->type;
- al->next = first_artifactlist;
- first_artifactlist = al;
- }
- art->next = al->items;
- al->items = art;
- art = NULL;
- }
- else
- LOG (llevError, "Unknown input in artifact file: %s\n", buf);
- }
-
- for (al = first_artifactlist; al != NULL; al = al->next)
+ for (;;)
{
- for (art = al->items; art != NULL; art = art->next)
- {
- if (!art->chance)
- LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
- else
- al->total_chance += art->chance;
- }
+ switch (f.kw)
+ {
+ case KW_allowed:
+ if (!art)
+ art = get_empty_artifact ();
+
+ {
+ if (!strcmp (f.get_str (), "all"))
+ break;
+
+ char *next, *cp = f.get_str ();
+
+ do
+ {
+ if ((next = strchr (cp, ',')))
+ *next++ = '\0';
+
+ linked_char *tmp = new linked_char;
+
+ tmp->name = cp;
+ tmp->next = art->allowed;
+ art->allowed = tmp;
+ }
+ while ((cp = next));
+ }
+ break;
+
+ case KW_chance:
+ f.get (art->chance);
+ break;
+
+ case KW_difficulty:
+ f.get (art->difficulty);
+ break;
+
+ case KW_object:
+ {
+ art->item = object::create ();
+ f.get (art->item->name);
+ f.next ();
+
+ if (!art->item->parse_kv (f))
+ LOG (llevError, "Init_Artifacts: Could not load object.\n");
+
+ al = find_artifactlist (art->item->type);
+
+ if (!al)
+ {
+ al = get_empty_artifactlist ();
+ al->type = art->item->type;
+ al->next = first_artifactlist;
+ first_artifactlist = al;
+ }
+
+ art->next = al->items;
+ al->items = art;
+ art = 0;
+ }
+ continue;
+
+ case KW_EOF:
+ goto done;
+
+ default:
+ if (!f.parse_error ("artifacts file"))
+ cleanup ("artifacts file required");
+ break;
+ }
+
+ f.next ();
+ }
+
+done:
+ for (al = first_artifactlist; al; al = al->next)
+ {
+ al->total_chance = 0;
+
+ for (art = al->items; art; art = art->next)
+ {
+ if (!art->chance)
+ LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
+ else
+ al->total_chance += art->chance;
+ }
#if 0
LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
#endif
@@ -1417,27 +1277,25 @@
LOG (llevDebug, "done.\n");
}
-
/*
* Used in artifact generation. The bonuses of the first object
* is modified by the bonuses of the second object.
*/
-
void
-add_abilities (object * op, object * change)
+add_abilities (object *op, object *change)
{
- int i, j, tmp;
+ int i, tmp;
if (change->face != blank_face)
{
#ifdef TREASURE_VERBOSE
- LOG (llevDebug, "FACE: %d\n", change->face->number);
+ LOG (llevDebug, "add_abilities change face: %d\n", change->face);
#endif
op->face = change->face;
}
for (i = 0; i < NUM_STATS; i++)
- change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
+ change_attr_value (&(op->stats), i, change->stats.stat (i));
op->attacktype |= change->attacktype;
op->path_attuned |= change->path_attuned;
@@ -1475,14 +1333,15 @@
CLEAR_FLAG (op, FLAG_ANIMATE);
/* so artifacts will join */
if (!QUERY_FLAG (op, FLAG_ALIVE))
- op->speed = 0.0;
- update_ob_speed (op);
+ op->speed = 0.0;
+
+ op->set_speed (op->speed);
}
if (change->nrof)
- op->nrof = RANDOM () % ((int) change->nrof) + 1;
+ op->nrof = rndm (change->nrof) + 1;
- op->stats.exp += change->stats.exp; /* Speed modifier */
+ op->stats.exp += change->stats.exp; /* Speed modifier */
op->stats.wc += change->stats.wc;
op->stats.ac += change->stats.ac;
@@ -1493,19 +1352,16 @@
* this object.
*/
if (op->type == HORN || op->type == POTION)
- {
- object *tmp_obj;
- /* Remove any spells this object currently has in it */
- while (op->inv)
- {
- tmp_obj = op->inv;
- remove_ob (tmp_obj);
- free_object (tmp_obj);
- }
-
- tmp_obj = arch_to_object (change->other_arch);
- insert_ob_in_ob (tmp_obj, op);
- }
+ {
+ object *tmp_obj;
+
+ /* Remove any spells this object currently has in it */
+ while (op->inv)
+ op->inv->destroy ();
+
+ tmp_obj = arch_to_object (change->other_arch);
+ insert_ob_in_ob (tmp_obj, op);
+ }
/* No harm setting this for potions/horns */
op->other_arch = change->other_arch;
}
@@ -1548,60 +1404,56 @@
op->item_power = change->item_power;
for (i = 0; i < NROFATTACKS; i++)
- {
- if (change->resist[i])
- {
- op->resist[i] += change->resist[i];
- }
- }
+ if (change->resist[i])
+ op->resist[i] += change->resist[i];
if (change->stats.dam)
{
if (change->stats.dam < 0)
- op->stats.dam = (-change->stats.dam);
+ op->stats.dam = (-change->stats.dam);
else if (op->stats.dam)
- {
- tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
- if (tmp == op->stats.dam)
- {
- if (change->stats.dam < 10)
- op->stats.dam--;
- else
- op->stats.dam++;
- }
- else
- op->stats.dam = tmp;
- }
+ {
+ tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
+ if (tmp == op->stats.dam)
+ {
+ if (change->stats.dam < 10)
+ op->stats.dam--;
+ else
+ op->stats.dam++;
+ }
+ else
+ op->stats.dam = tmp;
+ }
}
if (change->weight)
{
if (change->weight < 0)
- op->weight = (-change->weight);
+ op->weight = (-change->weight);
else
- op->weight = (op->weight * (change->weight)) / 100;
+ op->weight = (op->weight * (change->weight)) / 100;
}
if (change->last_sp)
{
if (change->last_sp < 0)
- op->last_sp = (-change->last_sp);
+ op->last_sp = (-change->last_sp);
else
- op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
+ op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
}
if (change->gen_sp_armour)
{
if (change->gen_sp_armour < 0)
- op->gen_sp_armour = (-change->gen_sp_armour);
+ op->gen_sp_armour = (-change->gen_sp_armour);
else
- op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
+ op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
}
op->value *= change->value;
- if (change->material)
- op->material = change->material;
+ if (change->materials)
+ op->materials = change->materials;
if (change->materialname)
op->materialname = change->materialname;
@@ -1617,34 +1469,36 @@
}
static int
-legal_artifact_combination (object * op, artifact * art)
+legal_artifact_combination (object *op, artifact *art)
{
int neg, success = 0;
linked_char *tmp;
const char *name;
- if (art->allowed == (linked_char *) NULL)
- return 1; /* Ie, "all" */
+ if (!art->allowed)
+ return 1; /* Ie, "all" */
+
for (tmp = art->allowed; tmp; tmp = tmp->next)
{
#ifdef TREASURE_VERBOSE
- LOG (llevDebug, "legal_art: %s\n", tmp->name);
+ LOG (llevDebug, "legal_art: %s\n", &tmp->name);
#endif
if (*tmp->name == '!')
- name = tmp->name + 1, neg = 1;
+ name = tmp->name + 1, neg = 1;
else
- name = tmp->name, neg = 0;
+ name = tmp->name, neg = 0;
/* If we match name, then return the opposite of 'neg' */
- if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
- return !neg;
+ if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
+ return !neg;
/* Set success as true, since if the match was an inverse, it means
* everything is allowed except what we match
*/
else if (neg)
- success = 1;
+ success = 1;
}
+
return success;
}
@@ -1654,17 +1508,18 @@
*/
void
-give_artifact_abilities (object * op, object * artifct)
+give_artifact_abilities (object *op, object *artifct)
{
char new_name[MAX_BUF];
sprintf (new_name, "of %s", &artifct->name);
op->title = new_name;
- add_abilities (op, artifct); /* Give out the bonuses */
+ add_abilities (op, artifct); /* Give out the bonuses */
-#if 0 /* Bit verbose, but keep it here until next time I need it... */
+#if 0 /* Bit verbose, but keep it here until next time I need it... */
{
char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
+
SET_FLAG (op, FLAG_IDENTIFIED);
LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
if (!identified)
@@ -1686,7 +1541,7 @@
#define ARTIFACT_TRIES 2
void
-generate_artifact (object * op, int difficulty)
+generate_artifact (object *op, int difficulty)
{
artifactlist *al;
artifact *art;
@@ -1696,7 +1551,7 @@
if (al == NULL)
{
-#if 0 /* This is too verbose, usually */
+#if 0 /* This is too verbose, usually */
LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
#endif
return;
@@ -1704,38 +1559,39 @@
for (i = 0; i < ARTIFACT_TRIES; i++)
{
- int roll = RANDOM () % al->total_chance;
+ int roll = rndm (al->total_chance);
- for (art = al->items; art != NULL; art = art->next)
- {
- roll -= art->chance;
- if (roll < 0)
- break;
- }
+ for (art = al->items; art; art = art->next)
+ {
+ roll -= art->chance;
+ if (roll < 0)
+ break;
+ }
if (art == NULL || roll >= 0)
- {
+ {
#if 1
- LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
+ LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
#endif
- return;
- }
+ return;
+ }
if (!strcmp (art->item->name, "NONE"))
- return;
+ return;
if (FABS (op->magic) < art->item->magic)
- continue; /* Not magic enough to be this item */
+ continue; /* Not magic enough to be this item */
/* Map difficulty not high enough */
if (difficulty < art->difficulty)
- continue;
+ continue;
if (!legal_artifact_combination (op, art))
- {
+ {
#ifdef TREASURE_VERBOSE
- LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
+ LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
#endif
- continue;
- }
+ continue;
+ }
+
give_artifact_abilities (op, art->item);
return;
}
@@ -1747,7 +1603,7 @@
*/
void
-fix_flesh_item (object * item, object * donor)
+fix_flesh_item (object *item, object *donor)
{
char tmpbuf[MAX_BUF];
int i;
@@ -1755,12 +1611,14 @@
if (item->type == FLESH && donor)
{
/* change the name */
- sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf;
- sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf;
+ sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
+ item->name = tmpbuf;
+ sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
+ item->name_pl = tmpbuf;
/* weight is FLESH weight/100 * donor */
if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
- item->weight = 1;
+ item->weight = 1;
/* value is multiplied by level of donor */
item->value *= isqrt (donor->level * 2);
@@ -1772,35 +1630,31 @@
* full effect.
*/
for (i = 0; i < NROFATTACKS; i++)
- item->resist[i] = donor->resist[i] / 2;
+ item->resist[i] = donor->resist[i] / 2;
/* item inherits donor's level (important for quezals) */
item->level = donor->level;
/* if donor has some attacktypes, the flesh is poisonous */
if (donor->attacktype & AT_POISON)
- item->type = POISON;
+ item->type = POISON;
if (donor->attacktype & AT_ACID)
- item->stats.hp = -1 * item->stats.food;
+ item->stats.hp = -1 * item->stats.food;
SET_FLAG (item, FLAG_NO_STEAL);
}
}
/* special_potion() - so that old potion code is still done right. */
-
int
-special_potion (object * op)
+special_potion (object *op)
{
-
- int i;
-
if (op->attacktype)
return 1;
if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
return 1;
- for (i = 0; i < NROFATTACKS; i++)
+ for (int i = 0; i < NROFATTACKS; i++)
if (op->resist[i])
return 1;
@@ -1808,20 +1662,17 @@
}
void
-free_treasurestruct (treasure * t)
+free_treasurestruct (treasure *t)
{
- if (t->next)
- free_treasurestruct (t->next);
- if (t->next_yes)
- free_treasurestruct (t->next_yes);
- if (t->next_no)
- free_treasurestruct (t->next_no);
+ if (t->next) free_treasurestruct (t->next);
+ if (t->next_yes) free_treasurestruct (t->next_yes);
+ if (t->next_no) free_treasurestruct (t->next_no);
delete t;
}
void
-free_charlinks (linked_char * lc)
+free_charlinks (linked_char *lc)
{
if (lc->next)
free_charlinks (lc->next);
@@ -1830,31 +1681,29 @@
}
void
-free_artifact (artifact * at)
+free_artifact (artifact *at)
{
+ if (at->next) free_artifact (at->next);
+ if (at->allowed) free_charlinks (at->allowed);
- if (at->next)
- free_artifact (at->next);
- if (at->allowed)
- free_charlinks (at->allowed);
+ at->item->destroy (1);
- delete at->item;
-
- delete at;
+ sfree (at);
}
void
-free_artifactlist (artifactlist * al)
+free_artifactlist (artifactlist *al)
{
artifactlist *nextal;
- for (al = first_artifactlist; al != NULL; al = nextal)
+
+ for (al = first_artifactlist; al; al = nextal)
{
nextal = al->next;
+
if (al->items)
- {
- free_artifact (al->items);
- }
- free (al);
+ free_artifact (al->items);
+
+ sfree (al);
}
}
@@ -1863,13 +1712,13 @@
{
treasurelist *tl, *next;
-
- for (tl = first_treasurelist; tl != NULL; tl = next)
+ for (tl = first_treasurelist; tl; tl = next)
{
+ clear (tl);
+
next = tl->next;
- if (tl->items)
- free_treasurestruct (tl->items);
delete tl;
}
+
free_artifactlist (first_artifactlist);
}