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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.16 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.33 by root, Thu Jan 18 19:42:09 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.16 2006/09/10 16:00:23 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
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 24
30#define ALLOWED_COMBINATION 25#define ALLOWED_COMBINATION
31 26
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 27/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 28 * It is useful for finding bugs in the treasures file. Since it only
58{ 53{
59 int prev_warn = warn_archetypes; 54 int prev_warn = warn_archetypes;
60 55
61 warn_archetypes = 1; 56 warn_archetypes = 1;
62 if (ring_arch == NULL) 57 if (ring_arch == NULL)
63 ring_arch = find_archetype ("ring"); 58 ring_arch = archetype::find ("ring");
64 if (amulet_arch == NULL) 59 if (amulet_arch == NULL)
65 amulet_arch = find_archetype ("amulet"); 60 amulet_arch = archetype::find ("amulet");
66 if (staff_arch == NULL) 61 if (staff_arch == NULL)
67 staff_arch = find_archetype ("staff"); 62 staff_arch = archetype::find ("staff");
68 if (crown_arch == NULL) 63 if (crown_arch == NULL)
69 crown_arch = find_archetype ("crown"); 64 crown_arch = archetype::find ("crown");
70 warn_archetypes = prev_warn; 65 warn_archetypes = prev_warn;
71} 66}
72 67
73/* 68/*
74 * Allocate and return the pointer to an empty treasurelist structure. 69 * Allocate and return the pointer to an empty treasurelist structure.
119 while (isspace (*cp)) /* Skip blanks */ 114 while (isspace (*cp)) /* Skip blanks */
120 cp++; 115 cp++;
121 116
122 if (sscanf (cp, "arch %s", variable)) 117 if (sscanf (cp, "arch %s", variable))
123 { 118 {
124 if ((t->item = find_archetype (variable)) == NULL) 119 if ((t->item = archetype::find (variable)) == NULL)
125 LOG (llevError, "Treasure lacks archetype: %s\n", variable); 120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
126 } 121 }
127 else if (sscanf (cp, "list %s", variable)) 122 else if (sscanf (cp, "list %s", variable))
128 t->name = variable; 123 t->name = variable;
129 else if (sscanf (cp, "change_name %s", variable)) 124 else if (sscanf (cp, "change_name %s", variable))
162 * so that the treasure name can be printed out 157 * so that the treasure name can be printed out
163 */ 158 */
164static void 159static void
165check_treasurelist (const treasure *t, const treasurelist * tl) 160check_treasurelist (const treasure *t, const treasurelist * tl)
166{ 161{
167 if (t->item == NULL && t->name == NULL)
168 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
169 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
170 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
171 /* find_treasurelist will print out its own error message */ 164 /* find_treasurelist will print out its own error message */
172 if (t->name && *t->name) 165 if (t->name && *t->name)
173 (void) find_treasurelist (t->name); 166 find_treasurelist (t->name);
174 if (t->next) 167 if (t->next)
175 check_treasurelist (t->next, tl); 168 check_treasurelist (t->next, tl);
176 if (t->next_yes) 169 if (t->next_yes)
177 check_treasurelist (t->next_yes, tl); 170 check_treasurelist (t->next_yes, tl);
178 if (t->next_no) 171 if (t->next_no)
259 */ 252 */
260 253
261treasurelist * 254treasurelist *
262find_treasurelist (const char *name) 255find_treasurelist (const char *name)
263{ 256{
264 /* Special cases - randomitems of NULL is to override default. If 257 shstr_cmp name_ (name);
265 * first_treasurelist is null, it means we are on the first pass of 258
266 * of loading archetypes, so for now, just return - second pass will
267 * init these values.
268 */
269 if (!name) 259 if (!name_)
270 return 0; 260 return 0;
271 261
272 if (const char *tmp = shstr::find (name))
273 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next) 262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
274 if (tmp == tl->name) 263 if (name_ == tl->name)
275 return tl; 264 return tl;
276 265
277 if (first_treasurelist) 266 if (first_treasurelist)
278 LOG (llevError, "Couldn't find treasurelist %s\n", name); 267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
279 268
280 return 0; 269 return 0;
290 * being generated. 279 * being generated.
291 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 280 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
292 * abilities. This is used by summon spells, thus no summoned monsters 281 * abilities. This is used by summon spells, thus no summoned monsters
293 * start with equipment, but only their abilities). 282 * start with equipment, but only their abilities).
294 */ 283 */
295
296
297static void 284static void
298put_treasure (object *op, object *creator, int flags) 285put_treasure (object *op, object *creator, int flags)
299{ 286{
300 object *tmp; 287 object *tmp;
301 288
304 * this is the original object, or if this is an object that should be created 291 * this is the original object, or if this is an object that should be created
305 * by another object. 292 * by another object.
306 */ 293 */
307 if (flags & GT_ENVIRONMENT && op->type != SPELL) 294 if (flags & GT_ENVIRONMENT && op->type != SPELL)
308 { 295 {
309 op->x = creator->x;
310 op->y = creator->y;
311 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 296 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
312 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
313 } 298 }
314 else 299 else
315 { 300 {
316 op = insert_ob_in_ob (op, creator); 301 op = creator->insert (op);
302
317 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
318 monster_check_apply (creator, op); 304 monster_check_apply (creator, op);
305
319 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
320 esrv_send_item (tmp, op); 307 esrv_send_item (tmp, op);
321 } 308 }
322} 309}
323 310
324/* if there are change_xxx commands in the treasure, we include the changes 311/* if there are change_xxx commands in the treasure, we include the changes
344void 331void
345create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
346{ 333{
347 object *tmp; 334 object *tmp;
348 335
349 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
350 { 337 {
351 if (t->name) 338 if (t->name)
352 { 339 {
353 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 340 if (difficulty >= t->magic)
341 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
354 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 344 create_treasure (tl, op, flag, difficulty, tries);
345 }
355 } 346 }
356 else 347 else
357 { 348 {
358 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
359 { 350 {
360 tmp = arch_to_object (t->item); 351 tmp = arch_to_object (t->item);
361 if (t->nrof && tmp->nrof <= 1) 352 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
363 fix_generated_item (tmp, op, difficulty, t->magic, flag); 354 fix_generated_item (tmp, op, difficulty, t->magic, flag);
403 return; 394 return;
404 } 395 }
405 396
406 if (t->name) 397 if (t->name)
407 { 398 {
408 if (!strcmp (t->name, "NONE"))
409 return;
410
411 if (difficulty >= t->magic) 399 if (difficulty >= t->magic)
400 {
401 treasurelist *tl = find_treasurelist (t->name);
402 if (tl)
412 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 403 create_treasure (tl, op, flag, difficulty, tries);
404 }
413 else if (t->nrof) 405 else if (t->nrof)
414 create_one_treasure (tl, op, flag, difficulty, tries); 406 create_one_treasure (tl, op, flag, difficulty, tries);
415 407
416 return; 408 return;
417 } 409 }
418 410
419 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
420 { 412 {
421 object *tmp = arch_to_object (t->item); 413 object *tmp = arch_to_object (t->item);
422 414
423 if (!tmp) 415 if (!tmp)
424 return; 416 return;
438 * list transitions, or so that excessively good treasure will not be 430 * list transitions, or so that excessively good treasure will not be
439 * created on weak maps, because it will exceed the number of allowed tries 431 * created on weak maps, because it will exceed the number of allowed tries
440 * to do that. 432 * to do that.
441 */ 433 */
442void 434void
443create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
444{ 436{
445 437
446 if (tries++ > 100) 438 if (tries++ > 100)
447 { 439 {
448 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
449 return; 441 return;
450 } 442 }
451 if (t->total_chance) 443 if (tl->total_chance)
452 create_one_treasure (t, op, flag, difficulty, tries); 444 create_one_treasure (tl, op, flag, difficulty, tries);
453 else 445 else
454 create_all_treasures (t->items, op, flag, difficulty, tries); 446 create_all_treasures (tl->items, op, flag, difficulty, tries);
455} 447}
456 448
457/* This is similar to the old generate treasure function. However, 449/* This is similar to the old generate treasure function. However,
458 * it instead takes a treasurelist. It is really just a wrapper around 450 * it instead takes a treasurelist. It is really just a wrapper around
459 * create_treasure. We create a dummy object that the treasure gets 451 * create_treasure. We create a dummy object that the treasure gets
460 * inserted into, and then return that treausre 452 * inserted into, and then return that treausre
461 */ 453 */
462object * 454object *
463generate_treasure (treasurelist * t, int difficulty) 455generate_treasure (treasurelist *tl, int difficulty)
464{ 456{
457 difficulty = clamp (difficulty, 1, settings.max_level);
458
465 object *ob = get_object (), *tmp; 459 object *ob = object::create (), *tmp;
466 460
467 create_treasure (t, ob, 0, difficulty, 0); 461 create_treasure (tl, ob, 0, difficulty, 0);
468 462
469 /* Don't want to free the object we are about to return */ 463 /* Don't want to free the object we are about to return */
470 tmp = ob->inv; 464 tmp = ob->inv;
471 if (tmp != NULL) 465 if (tmp != NULL)
472 remove_ob (tmp); 466 tmp->remove ();
467
473 if (ob->inv) 468 if (ob->inv)
474 {
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 469 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 } 470
477 free_object (ob); 471 ob->destroy ();
478 return tmp; 472 return tmp;
479} 473}
480 474
481/* 475/*
482 * This is a new way of calculating the chance for an item to have 476 * This is a new way of calculating the chance for an item to have
576 scaled_diff = 0; 570 scaled_diff = 0;
577 571
578 if (scaled_diff >= DIFFLEVELS) 572 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1; 573 scaled_diff = DIFFLEVELS - 1;
580 574
581 percent = RANDOM () % 100; 575 percent = rndm (100);
582 576
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 577 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 { 578 {
585 percent -= difftomagic_list[scaled_diff][magic]; 579 percent -= difftomagic_list[scaled_diff][magic];
586 580
592 { 586 {
593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
594 magic = 0; 588 magic = 0;
595 } 589 }
596 590
597 magic = (RANDOM () % 3) ? magic : -magic; 591 magic = (rndm (3)) ? magic : -magic;
598 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599 593
600 return magic; 594 return magic;
601} 595}
602 596
617 if (op->arch) 611 if (op->arch)
618 { 612 {
619 if (op->type == ARMOUR) 613 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
621 615
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 616 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 617 magic = (-magic);
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
625 } 619 }
626 else 620 else
627 { 621 {
628 if (op->type == ARMOUR) 622 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 624 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
631 magic = (-magic); 625 magic = (-magic);
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 626 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 627 }
634} 628}
635 629
668 662
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 663 int r = RANDOM () % (bonus > 0 ? 25 : 11);
670 664
671 if (op->type == AMULET) 665 if (op->type == AMULET)
672 { 666 {
673 if (!(RANDOM () % 21)) 667 if (!(rndm (21)))
674 r = 20 + RANDOM () % 2; 668 r = 20 + rndm (2);
675 else 669 else
676 { 670 {
677 if (RANDOM () & 2) 671 if (RANDOM () & 2)
678 r = 10; 672 r = 10;
679 else 673 else
680 r = 11 + RANDOM () % 9; 674 r = 11 + rndm (9);
681 } 675 }
682 } 676 }
683 677
684 switch (r) 678 switch (r)
685 { 679 {
809 return i; 803 return i;
810 return 4; 804 return 4;
811} 805}
812 806
813#define DICE2 (get_magic(2)==2?2:1) 807#define DICE2 (get_magic(2)==2?2:1)
814#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 808#define DICESPELL (rndm (3)+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
815 809
816/* 810/*
817 * fix_generated_item(): This is called after an item is generated, in 811 * fix_generated_item(): This is called after an item is generated, in
818 * order to set it up right. This produced magical bonuses, puts spells 812 * order to set it up right. This produced magical bonuses, puts spells
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 813 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
858 op->randomitems = NULL; 852 op->randomitems = NULL;
859 } 853 }
860 854
861 if (difficulty < 1) 855 if (difficulty < 1)
862 difficulty = 1; 856 difficulty = 1;
857
858 if (INVOKE_OBJECT (ADD_BONUS, op,
859 ARG_OBJECT (creator != op ? creator : 0),
860 ARG_INT (difficulty), ARG_INT (max_magic),
861 ARG_INT (flags)))
862 return;
863 863
864 if (!(flags & GT_MINIMAL)) 864 if (!(flags & GT_MINIMAL))
865 { 865 {
866 if (op->arch == crown_arch) 866 if (op->arch == crown_arch)
867 { 867 {
942 case WEAPON: 942 case WEAPON:
943 case ARMOUR: 943 case ARMOUR:
944 case SHIELD: 944 case SHIELD:
945 case HELMET: 945 case HELMET:
946 case CLOAK: 946 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 947 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 948 set_ring_bonus (op, -DICE2);
949 break; 949 break;
950 950
951 case BRACERS: 951 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
991 { 991 {
992 op->name = "potion"; 992 op->name = "potion";
993 op->name_pl = "potions"; 993 op->name_pl = "potions";
994 } 994 }
995 995
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 996 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 997 SET_FLAG (op, FLAG_CURSED);
998 break; 998 break;
999 } 999 }
1000 1000
1001 case AMULET: 1001 case AMULET:
1003 op->value *= 5; /* Since it's not just decoration */ 1003 op->value *= 5; /* Since it's not just decoration */
1004 1004
1005 case RING: 1005 case RING:
1006 if (op->arch == NULL) 1006 if (op->arch == NULL)
1007 { 1007 {
1008 remove_ob (op); 1008 op->destroy ();
1009 free_object (op);
1010 op = NULL; 1009 op = 0;
1011 break; 1010 break;
1012 } 1011 }
1013 1012
1014 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1013 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1015 break; 1014 break;
1016 1015
1017 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1016 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1018 SET_FLAG (op, FLAG_CURSED); 1017 SET_FLAG (op, FLAG_CURSED);
1019 1018
1020 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1021 1020
1022 if (op->type != RING) /* Amulets have only one ability */ 1021 if (op->type != RING) /* Amulets have only one ability */
1023 break; 1022 break;
1024 1023
1025 if (!(RANDOM () % 4)) 1024 if (!(rndm (4)))
1026 { 1025 {
1027 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1026 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1028 1027
1029 if (d > 0) 1028 if (d > 0)
1030 op->value *= 3; 1029 op->value *= 3;
1031 1030
1032 set_ring_bonus (op, d); 1031 set_ring_bonus (op, d);
1033 1032
1034 if (!(RANDOM () % 4)) 1033 if (!(rndm (4)))
1035 { 1034 {
1036 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1035 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1037 1036
1038 if (d > 0) 1037 if (d > 0)
1039 op->value *= 5; 1038 op->value *= 5;
1040 set_ring_bonus (op, d); 1039 set_ring_bonus (op, d);
1041 } 1040 }
1049 case BOOK: 1048 case BOOK:
1050 /* Is it an empty book?, if yes lets make a special· 1049 /* Is it an empty book?, if yes lets make a special·
1051 * msg for it, and tailor its properties based on the· 1050 * msg for it, and tailor its properties based on the·
1052 * creator and/or map level we found it on. 1051 * creator and/or map level we found it on.
1053 */ 1052 */
1054 if (!op->msg && RANDOM () % 10) 1053 if (!op->msg && rndm (10))
1055 { 1054 {
1056 /* set the book level properly */ 1055 /* set the book level properly */
1057 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1058 { 1057 {
1059 if (op->map && op->map->difficulty) 1058 if (op->map && op->map->difficulty)
1060 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1059 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1;
1061 else 1060 else
1062 op->level = RANDOM () % 20 + 1; 1061 op->level = rndm (20) + 1;
1063 } 1062 }
1064 else 1063 else
1065 op->level = RANDOM () % creator->level; 1064 op->level = RANDOM () % creator->level;
1066 1065
1067 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1066 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1173 */ 1172 */
1174 1173
1175static artifactlist * 1174static artifactlist *
1176get_empty_artifactlist (void) 1175get_empty_artifactlist (void)
1177{ 1176{
1178 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1177 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1179 1178
1180 if (tl == NULL) 1179 if (al == NULL)
1181 fatal (OUT_OF_MEMORY); 1180 fatal (OUT_OF_MEMORY);
1182 tl->next = NULL; 1181 al->next = NULL;
1183 tl->items = NULL; 1182 al->items = NULL;
1184 tl->total_chance = 0; 1183 al->total_chance = 0;
1185 return tl; 1184 return al;
1186} 1185}
1187 1186
1188/* 1187/*
1189 * Allocate and return the pointer to an empty artifact structure. 1188 * Allocate and return the pointer to an empty artifact structure.
1190 */ 1189 */
1191 1190
1192static artifact * 1191static artifact *
1193get_empty_artifact (void) 1192get_empty_artifact (void)
1194{ 1193{
1195 artifact *t = (artifact *) malloc (sizeof (artifact)); 1194 artifact *a = (artifact *) malloc (sizeof (artifact));
1196 1195
1197 if (t == NULL) 1196 if (a == NULL)
1198 fatal (OUT_OF_MEMORY); 1197 fatal (OUT_OF_MEMORY);
1199 t->item = NULL; 1198 a->item = NULL;
1200 t->next = NULL; 1199 a->next = NULL;
1201 t->chance = 0; 1200 a->chance = 0;
1202 t->difficulty = 0; 1201 a->difficulty = 0;
1203 t->allowed = NULL; 1202 a->allowed = NULL;
1204 return t; 1203 return a;
1205} 1204}
1206 1205
1207/* 1206/*
1208 * Searches the artifact lists and returns one that has the same type 1207 * Searches the artifact lists and returns one that has the same type
1209 * of objects on it. 1208 * of objects on it.
1259 treasurelist *tl; 1258 treasurelist *tl;
1260 int i; 1259 int i;
1261 1260
1262 if (depth > 100) 1261 if (depth > 100)
1263 return; 1262 return;
1264 while (t != NULL) 1263 while (t)
1265 { 1264 {
1266 if (t->name != NULL) 1265 if (t->name)
1267 { 1266 {
1268 for (i = 0; i < depth; i++) 1267 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " "); 1268 fprintf (logfile, " ");
1270 fprintf (logfile, "{ (list: %s)\n", &t->name); 1269 fprintf (logfile, "{ (list: %s)\n", &t->name);
1271 tl = find_treasurelist (t->name); 1270 tl = find_treasurelist (t->name);
1271 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2); 1272 dump_monster_treasure_rec (name, tl->items, depth + 2);
1273 for (i = 0; i < depth; i++) 1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1274 fprintf (logfile, " ");
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1275 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 } 1276 }
1277 else 1277 else
1278 { 1278 {
1279 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1281 if (t->item->clone.type == FLESH) 1281 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else 1283 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name); 1284 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 } 1285 }
1286
1286 if (t->next_yes != NULL) 1287 if (t->next_yes)
1287 { 1288 {
1288 for (i = 0; i < depth; i++) 1289 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " "); 1290 fprintf (logfile, " ");
1290 fprintf (logfile, " (if yes)\n"); 1291 fprintf (logfile, " (if yes)\n");
1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1292 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1292 } 1293 }
1294
1293 if (t->next_no != NULL) 1295 if (t->next_no)
1294 { 1296 {
1295 for (i = 0; i < depth; i++) 1297 for (i = 0; i < depth; i++)
1296 fprintf (logfile, " "); 1298 fprintf (logfile, " ");
1297 fprintf (logfile, " (if no)\n"); 1299 fprintf (logfile, " (if no)\n");
1298 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1300 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1299 } 1301 }
1302
1300 t = t->next; 1303 t = t->next;
1301 } 1304 }
1302} 1305}
1303 1306
1304/* 1307/*
1394 art->chance = (uint16) value; 1397 art->chance = (uint16) value;
1395 else if (sscanf (cp, "difficulty %d", &value)) 1398 else if (sscanf (cp, "difficulty %d", &value))
1396 art->difficulty = (uint8) value; 1399 art->difficulty = (uint8) value;
1397 else if (!strncmp (cp, "Object", 6)) 1400 else if (!strncmp (cp, "Object", 6))
1398 { 1401 {
1399 art->item = get_object (); 1402 art->item = object::create ();
1400 1403
1401 if (!load_object (thawer, art->item, 0)) 1404 if (!load_object (thawer, art->item, 0))
1402 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1405 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403 1406
1404 art->item->name = strchr (cp, ' ') + 1; 1407 art->item->name = strchr (cp, ' ') + 1;
1493 CLEAR_FLAG (op, FLAG_ANIMATE); 1496 CLEAR_FLAG (op, FLAG_ANIMATE);
1494 /* so artifacts will join */ 1497 /* so artifacts will join */
1495 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1498 if (!QUERY_FLAG (op, FLAG_ALIVE))
1496 op->speed = 0.0; 1499 op->speed = 0.0;
1497 1500
1498 update_ob_speed (op); 1501 op->set_speed (op->speed);
1499 } 1502 }
1500 1503
1501 if (change->nrof) 1504 if (change->nrof)
1502 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1505 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1503 1506
1515 { 1518 {
1516 object *tmp_obj; 1519 object *tmp_obj;
1517 1520
1518 /* Remove any spells this object currently has in it */ 1521 /* Remove any spells this object currently has in it */
1519 while (op->inv) 1522 while (op->inv)
1520 { 1523 op->inv->destroy ();
1521 tmp_obj = op->inv;
1522 remove_ob (tmp_obj);
1523 free_object (tmp_obj);
1524 }
1525 1524
1526 tmp_obj = arch_to_object (change->other_arch); 1525 tmp_obj = arch_to_object (change->other_arch);
1527 insert_ob_in_ob (tmp_obj, op); 1526 insert_ob_in_ob (tmp_obj, op);
1528 } 1527 }
1529 /* No harm setting this for potions/horns */ 1528 /* No harm setting this for potions/horns */
1566 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1565 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1567 1566
1568 op->item_power = change->item_power; 1567 op->item_power = change->item_power;
1569 1568
1570 for (i = 0; i < NROFATTACKS; i++) 1569 for (i = 0; i < NROFATTACKS; i++)
1571 {
1572 if (change->resist[i]) 1570 if (change->resist[i])
1573 {
1574 op->resist[i] += change->resist[i]; 1571 op->resist[i] += change->resist[i];
1575 }
1576 }
1577 1572
1578 if (change->stats.dam) 1573 if (change->stats.dam)
1579 { 1574 {
1580 if (change->stats.dam < 0) 1575 if (change->stats.dam < 0)
1581 op->stats.dam = (-change->stats.dam); 1576 op->stats.dam = (-change->stats.dam);
1812/* special_potion() - so that old potion code is still done right. */ 1807/* special_potion() - so that old potion code is still done right. */
1813 1808
1814int 1809int
1815special_potion (object *op) 1810special_potion (object *op)
1816{ 1811{
1817
1818 int i;
1819
1820 if (op->attacktype) 1812 if (op->attacktype)
1821 return 1; 1813 return 1;
1822 1814
1823 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1815 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1824 return 1; 1816 return 1;
1825 1817
1826 for (i = 0; i < NROFATTACKS; i++) 1818 for (int i = 0; i < NROFATTACKS; i++)
1827 if (op->resist[i]) 1819 if (op->resist[i])
1828 return 1; 1820 return 1;
1829 1821
1830 return 0; 1822 return 0;
1831} 1823}
1859 free_artifact (at->next); 1851 free_artifact (at->next);
1860 1852
1861 if (at->allowed) 1853 if (at->allowed)
1862 free_charlinks (at->allowed); 1854 free_charlinks (at->allowed);
1863 1855
1864 at->item->free (1); 1856 at->item->destroy (1);
1865 1857
1866 delete at; 1858 delete at;
1867} 1859}
1868 1860
1869void 1861void
1870free_artifactlist (artifactlist * al) 1862free_artifactlist (artifactlist * al)
1871{ 1863{
1872 artifactlist *nextal; 1864 artifactlist *nextal;
1873 1865
1874 for (al = first_artifactlist; al != NULL; al = nextal) 1866 for (al = first_artifactlist; al; al = nextal)
1875 { 1867 {
1876 nextal = al->next; 1868 nextal = al->next;
1877 1869
1878 if (al->items) 1870 if (al->items)
1879 free_artifact (al->items); 1871 free_artifact (al->items);

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