ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
(Generate patch)

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.17 by root, Tue Sep 12 18:15:34 2006 UTC vs.
Revision 1.34 by root, Sat Jan 20 22:09:51 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.17 2006/09/12 18:15:34 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)
264 shstr_cmp name_ (name); 257 shstr_cmp name_ (name);
265 258
266 if (!name_) 259 if (!name_)
267 return 0; 260 return 0;
268 261
269 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next) 262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
270 if (name_ == tl->name) 263 if (name_ == tl->name)
271 return tl; 264 return tl;
272 265
273 if (first_treasurelist) 266 if (first_treasurelist)
274 LOG (llevError, "Couldn't find treasurelist %s\n", name); 267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
286 * being generated. 279 * being generated.
287 * 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
288 * abilities. This is used by summon spells, thus no summoned monsters 281 * abilities. This is used by summon spells, thus no summoned monsters
289 * start with equipment, but only their abilities). 282 * start with equipment, but only their abilities).
290 */ 283 */
291
292
293static void 284static void
294put_treasure (object *op, object *creator, int flags) 285put_treasure (object *op, object *creator, int flags)
295{ 286{
296 object *tmp; 287 object *tmp;
297 288
300 * 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
301 * by another object. 292 * by another object.
302 */ 293 */
303 if (flags & GT_ENVIRONMENT && op->type != SPELL) 294 if (flags & GT_ENVIRONMENT && op->type != SPELL)
304 { 295 {
305 op->x = creator->x;
306 op->y = creator->y;
307 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 296 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
308 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);
309 } 298 }
310 else 299 else
311 { 300 {
312 op = insert_ob_in_ob (op, creator); 301 op = creator->insert (op);
302
313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
314 monster_check_apply (creator, op); 304 monster_check_apply (creator, op);
305
315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
316 esrv_send_item (tmp, op); 307 esrv_send_item (tmp, op);
317 } 308 }
318} 309}
319 310
320/* 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
340void 331void
341create_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)
342{ 333{
343 object *tmp; 334 object *tmp;
344 335
345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
346 { 337 {
347 if (t->name) 338 if (t->name)
348 { 339 {
349 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 340 if (difficulty >= t->magic)
341 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 344 create_treasure (tl, op, flag, difficulty, tries);
345 }
351 } 346 }
352 else 347 else
353 { 348 {
354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
355 { 350 {
356 tmp = arch_to_object (t->item); 351 tmp = arch_to_object (t->item);
357 if (t->nrof && tmp->nrof <= 1) 352 if (t->nrof && tmp->nrof <= 1)
358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 354 fix_generated_item (tmp, op, difficulty, t->magic, flag);
399 return; 394 return;
400 } 395 }
401 396
402 if (t->name) 397 if (t->name)
403 { 398 {
404 if (!strcmp (t->name, "NONE"))
405 return;
406
407 if (difficulty >= t->magic) 399 if (difficulty >= t->magic)
400 {
401 treasurelist *tl = find_treasurelist (t->name);
402 if (tl)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 403 create_treasure (tl, op, flag, difficulty, tries);
404 }
409 else if (t->nrof) 405 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 406 create_one_treasure (tl, op, flag, difficulty, tries);
411 407
412 return; 408 return;
413 } 409 }
414 410
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
416 { 412 {
417 object *tmp = arch_to_object (t->item); 413 object *tmp = arch_to_object (t->item);
418 414
419 if (!tmp) 415 if (!tmp)
420 return; 416 return;
434 * list transitions, or so that excessively good treasure will not be 430 * list transitions, or so that excessively good treasure will not be
435 * 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
436 * to do that. 432 * to do that.
437 */ 433 */
438void 434void
439create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 436{
441 437
442 if (tries++ > 100) 438 if (tries++ > 100)
443 { 439 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return; 441 return;
446 } 442 }
447 if (t->total_chance) 443 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 444 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 445 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 446 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 447}
452 448
453/* This is similar to the old generate treasure function. However, 449/* This is similar to the old generate treasure function. However,
454 * 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
455 * create_treasure. We create a dummy object that the treasure gets 451 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 452 * inserted into, and then return that treausre
457 */ 453 */
458object * 454object *
459generate_treasure (treasurelist * t, int difficulty) 455generate_treasure (treasurelist *tl, int difficulty)
460{ 456{
457 difficulty = clamp (difficulty, 1, settings.max_level);
458
461 object *ob = get_object (), *tmp; 459 object *ob = object::create (), *tmp;
462 460
463 create_treasure (t, ob, 0, difficulty, 0); 461 create_treasure (tl, ob, 0, difficulty, 0);
464 462
465 /* 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 */
466 tmp = ob->inv; 464 tmp = ob->inv;
467 if (tmp != NULL) 465 if (tmp != NULL)
468 remove_ob (tmp); 466 tmp->remove ();
467
469 if (ob->inv) 468 if (ob->inv)
470 {
471 LOG (llevError, "In generate treasure, created multiple objects.\n"); 469 LOG (llevError, "In generate treasure, created multiple objects.\n");
472 } 470
473 free_object (ob); 471 ob->destroy ();
474 return tmp; 472 return tmp;
475} 473}
476 474
477/* 475/*
478 * 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
572 scaled_diff = 0; 570 scaled_diff = 0;
573 571
574 if (scaled_diff >= DIFFLEVELS) 572 if (scaled_diff >= DIFFLEVELS)
575 scaled_diff = DIFFLEVELS - 1; 573 scaled_diff = DIFFLEVELS - 1;
576 574
577 percent = RANDOM () % 100; 575 percent = rndm (100);
578 576
579 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 577 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
580 { 578 {
581 percent -= difftomagic_list[scaled_diff][magic]; 579 percent -= difftomagic_list[scaled_diff][magic];
582 580
588 { 586 {
589 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);
590 magic = 0; 588 magic = 0;
591 } 589 }
592 590
593 magic = (RANDOM () % 3) ? magic : -magic; 591 magic = (rndm (3)) ? magic : -magic;
594 /* 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); */
595 593
596 return magic; 594 return magic;
597} 595}
598 596
613 if (op->arch) 611 if (op->arch)
614 { 612 {
615 if (op->type == ARMOUR) 613 if (op->type == ARMOUR)
616 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;
617 615
618 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 */
619 magic = (-magic); 617 magic = (-magic);
620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
621 } 619 }
622 else 620 else
623 { 621 {
624 if (op->type == ARMOUR) 622 if (op->type == ARMOUR)
625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
626 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 */
627 magic = (-magic); 625 magic = (-magic);
628 op->weight = (op->weight * (100 - magic * 10)) / 100; 626 op->weight = (op->weight * (100 - magic * 10)) / 100;
629 } 627 }
630} 628}
631 629
664 662
665 int r = RANDOM () % (bonus > 0 ? 25 : 11); 663 int r = RANDOM () % (bonus > 0 ? 25 : 11);
666 664
667 if (op->type == AMULET) 665 if (op->type == AMULET)
668 { 666 {
669 if (!(RANDOM () % 21)) 667 if (!(rndm (21)))
670 r = 20 + RANDOM () % 2; 668 r = 20 + rndm (2);
671 else 669 else
672 { 670 {
673 if (RANDOM () & 2) 671 if (RANDOM () & 2)
674 r = 10; 672 r = 10;
675 else 673 else
676 r = 11 + RANDOM () % 9; 674 r = 11 + rndm (9);
677 } 675 }
678 } 676 }
679 677
680 switch (r) 678 switch (r)
681 { 679 {
718 case 16: 716 case 16:
719 case 17: 717 case 17:
720 case 18: 718 case 18:
721 case 19: 719 case 19:
722 { 720 {
723 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 721 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
724 722
725 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
726 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 724 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
727 725
728 /* Cursed items need to have higher negative values to equal out with 726 /* Cursed items need to have higher negative values to equal out with
729 * positive values for how protections work out. Put another 727 * positive values for how protections work out. Put another
730 * little random element in since that they don't always end up with 728 * little random element in since that they don't always end up with
731 * even values. 729 * even values.
733 if (bonus < 0) 731 if (bonus < 0)
734 val = 2 * -val - RANDOM () % b; 732 val = 2 * -val - RANDOM () % b;
735 if (val > 35) 733 if (val > 35)
736 val = 35; /* Upper limit */ 734 val = 35; /* Upper limit */
737 b = 0; 735 b = 0;
736
738 while (op->resist[resist_table[resist]] != 0 && b < 4) 737 while (op->resist[resist_table[resist]] != 0 && b < 4)
739 {
740 resist = RANDOM () % num_resist_table; 738 resist = rndm (num_resist_table);
741 } 739
742 if (b == 4) 740 if (b == 4)
743 return; /* Not able to find a free resistance */ 741 return; /* Not able to find a free resistance */
742
744 op->resist[resist_table[resist]] = val; 743 op->resist[resist_table[resist]] = val;
745 /* We should probably do something more clever here to adjust value 744 /* We should probably do something more clever here to adjust value
746 * based on how good a resistance we gave. 745 * based on how good a resistance we gave.
747 */ 746 */
748 break; 747 break;
776 case 22: 775 case 22:
777 op->stats.exp += bonus; /* Speed! */ 776 op->stats.exp += bonus; /* Speed! */
778 op->value = (op->value * 2) / 3; 777 op->value = (op->value * 2) / 3;
779 break; 778 break;
780 } 779 }
780
781 if (bonus > 0) 781 if (bonus > 0)
782 op->value *= 2 * bonus; 782 op->value *= 2 * bonus;
783 else 783 else
784 op->value = -(op->value * 2 * bonus) / 3; 784 op->value = -(op->value * 2 * bonus) / 3;
785} 785}
805 return i; 805 return i;
806 return 4; 806 return 4;
807} 807}
808 808
809#define DICE2 (get_magic(2)==2?2:1) 809#define DICE2 (get_magic(2)==2?2:1)
810#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 810#define DICESPELL (rndm (3)+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
811 811
812/* 812/*
813 * fix_generated_item(): This is called after an item is generated, in 813 * fix_generated_item(): This is called after an item is generated, in
814 * order to set it up right. This produced magical bonuses, puts spells 814 * order to set it up right. This produced magical bonuses, puts spells
815 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 815 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
854 op->randomitems = NULL; 854 op->randomitems = NULL;
855 } 855 }
856 856
857 if (difficulty < 1) 857 if (difficulty < 1)
858 difficulty = 1; 858 difficulty = 1;
859
860 if (INVOKE_OBJECT (ADD_BONUS, op,
861 ARG_OBJECT (creator != op ? creator : 0),
862 ARG_INT (difficulty), ARG_INT (max_magic),
863 ARG_INT (flags)))
864 return;
859 865
860 if (!(flags & GT_MINIMAL)) 866 if (!(flags & GT_MINIMAL))
861 { 867 {
862 if (op->arch == crown_arch) 868 if (op->arch == crown_arch)
863 { 869 {
938 case WEAPON: 944 case WEAPON:
939 case ARMOUR: 945 case ARMOUR:
940 case SHIELD: 946 case SHIELD:
941 case HELMET: 947 case HELMET:
942 case CLOAK: 948 case CLOAK:
943 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 949 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
944 set_ring_bonus (op, -DICE2); 950 set_ring_bonus (op, -DICE2);
945 break; 951 break;
946 952
947 case BRACERS: 953 case BRACERS:
948 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 954 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
987 { 993 {
988 op->name = "potion"; 994 op->name = "potion";
989 op->name_pl = "potions"; 995 op->name_pl = "potions";
990 } 996 }
991 997
992 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 998 if (!(flags & GT_ONLY_GOOD) && rndm (2))
993 SET_FLAG (op, FLAG_CURSED); 999 SET_FLAG (op, FLAG_CURSED);
994 break; 1000 break;
995 } 1001 }
996 1002
997 case AMULET: 1003 case AMULET:
999 op->value *= 5; /* Since it's not just decoration */ 1005 op->value *= 5; /* Since it's not just decoration */
1000 1006
1001 case RING: 1007 case RING:
1002 if (op->arch == NULL) 1008 if (op->arch == NULL)
1003 { 1009 {
1004 remove_ob (op); 1010 op->destroy ();
1005 free_object (op);
1006 op = NULL; 1011 op = 0;
1007 break; 1012 break;
1008 } 1013 }
1009 1014
1010 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1015 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1011 break; 1016 break;
1012 1017
1013 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1018 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1014 SET_FLAG (op, FLAG_CURSED); 1019 SET_FLAG (op, FLAG_CURSED);
1015 1020
1016 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1021 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1017 1022
1018 if (op->type != RING) /* Amulets have only one ability */ 1023 if (op->type != RING) /* Amulets have only one ability */
1019 break; 1024 break;
1020 1025
1021 if (!(RANDOM () % 4)) 1026 if (!(rndm (4)))
1022 { 1027 {
1023 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1028 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1024 1029
1025 if (d > 0) 1030 if (d > 0)
1026 op->value *= 3; 1031 op->value *= 3;
1027 1032
1028 set_ring_bonus (op, d); 1033 set_ring_bonus (op, d);
1029 1034
1030 if (!(RANDOM () % 4)) 1035 if (!(rndm (4)))
1031 { 1036 {
1032 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1037 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033 1038
1034 if (d > 0) 1039 if (d > 0)
1035 op->value *= 5; 1040 op->value *= 5;
1036 set_ring_bonus (op, d); 1041 set_ring_bonus (op, d);
1037 } 1042 }
1045 case BOOK: 1050 case BOOK:
1046 /* Is it an empty book?, if yes lets make a special· 1051 /* Is it an empty book?, if yes lets make a special·
1047 * msg for it, and tailor its properties based on the· 1052 * msg for it, and tailor its properties based on the·
1048 * creator and/or map level we found it on. 1053 * creator and/or map level we found it on.
1049 */ 1054 */
1050 if (!op->msg && RANDOM () % 10) 1055 if (!op->msg && rndm (10))
1051 { 1056 {
1052 /* set the book level properly */ 1057 /* set the book level properly */
1053 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1058 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1054 { 1059 {
1055 if (op->map && op->map->difficulty) 1060 if (op->map && op->map->difficulty)
1056 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1061 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1;
1057 else 1062 else
1058 op->level = RANDOM () % 20 + 1; 1063 op->level = rndm (20) + 1;
1059 } 1064 }
1060 else 1065 else
1061 op->level = RANDOM () % creator->level; 1066 op->level = RANDOM () % creator->level;
1062 1067
1063 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1068 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1169 */ 1174 */
1170 1175
1171static artifactlist * 1176static artifactlist *
1172get_empty_artifactlist (void) 1177get_empty_artifactlist (void)
1173{ 1178{
1174 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1179 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1175 1180
1176 if (tl == NULL) 1181 if (al == NULL)
1177 fatal (OUT_OF_MEMORY); 1182 fatal (OUT_OF_MEMORY);
1178 tl->next = NULL; 1183 al->next = NULL;
1179 tl->items = NULL; 1184 al->items = NULL;
1180 tl->total_chance = 0; 1185 al->total_chance = 0;
1181 return tl; 1186 return al;
1182} 1187}
1183 1188
1184/* 1189/*
1185 * Allocate and return the pointer to an empty artifact structure. 1190 * Allocate and return the pointer to an empty artifact structure.
1186 */ 1191 */
1187 1192
1188static artifact * 1193static artifact *
1189get_empty_artifact (void) 1194get_empty_artifact (void)
1190{ 1195{
1191 artifact *t = (artifact *) malloc (sizeof (artifact)); 1196 artifact *a = (artifact *) malloc (sizeof (artifact));
1192 1197
1193 if (t == NULL) 1198 if (a == NULL)
1194 fatal (OUT_OF_MEMORY); 1199 fatal (OUT_OF_MEMORY);
1195 t->item = NULL; 1200 a->item = NULL;
1196 t->next = NULL; 1201 a->next = NULL;
1197 t->chance = 0; 1202 a->chance = 0;
1198 t->difficulty = 0; 1203 a->difficulty = 0;
1199 t->allowed = NULL; 1204 a->allowed = NULL;
1200 return t; 1205 return a;
1201} 1206}
1202 1207
1203/* 1208/*
1204 * Searches the artifact lists and returns one that has the same type 1209 * Searches the artifact lists and returns one that has the same type
1205 * of objects on it. 1210 * of objects on it.
1255 treasurelist *tl; 1260 treasurelist *tl;
1256 int i; 1261 int i;
1257 1262
1258 if (depth > 100) 1263 if (depth > 100)
1259 return; 1264 return;
1260 while (t != NULL) 1265 while (t)
1261 { 1266 {
1262 if (t->name != NULL) 1267 if (t->name)
1263 { 1268 {
1264 for (i = 0; i < depth; i++) 1269 for (i = 0; i < depth; i++)
1265 fprintf (logfile, " "); 1270 fprintf (logfile, " ");
1266 fprintf (logfile, "{ (list: %s)\n", &t->name); 1271 fprintf (logfile, "{ (list: %s)\n", &t->name);
1267 tl = find_treasurelist (t->name); 1272 tl = find_treasurelist (t->name);
1273 if (tl)
1268 dump_monster_treasure_rec (name, tl->items, depth + 2); 1274 dump_monster_treasure_rec (name, tl->items, depth + 2);
1269 for (i = 0; i < depth; i++) 1275 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " "); 1276 fprintf (logfile, " ");
1271 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1277 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1272 } 1278 }
1273 else 1279 else
1274 { 1280 {
1275 for (i = 0; i < depth; i++) 1281 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1282 fprintf (logfile, " ");
1277 if (t->item->clone.type == FLESH) 1283 if (t->item && t->item->clone.type == FLESH)
1278 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1284 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1279 else 1285 else
1280 fprintf (logfile, "%s\n", &t->item->clone.name); 1286 fprintf (logfile, "%s\n", &t->item->clone.name);
1281 } 1287 }
1288
1282 if (t->next_yes != NULL) 1289 if (t->next_yes)
1283 { 1290 {
1284 for (i = 0; i < depth; i++) 1291 for (i = 0; i < depth; i++)
1285 fprintf (logfile, " "); 1292 fprintf (logfile, " ");
1286 fprintf (logfile, " (if yes)\n"); 1293 fprintf (logfile, " (if yes)\n");
1287 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1294 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1288 } 1295 }
1296
1289 if (t->next_no != NULL) 1297 if (t->next_no)
1290 { 1298 {
1291 for (i = 0; i < depth; i++) 1299 for (i = 0; i < depth; i++)
1292 fprintf (logfile, " "); 1300 fprintf (logfile, " ");
1293 fprintf (logfile, " (if no)\n"); 1301 fprintf (logfile, " (if no)\n");
1294 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1302 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1295 } 1303 }
1304
1296 t = t->next; 1305 t = t->next;
1297 } 1306 }
1298} 1307}
1299 1308
1300/* 1309/*
1390 art->chance = (uint16) value; 1399 art->chance = (uint16) value;
1391 else if (sscanf (cp, "difficulty %d", &value)) 1400 else if (sscanf (cp, "difficulty %d", &value))
1392 art->difficulty = (uint8) value; 1401 art->difficulty = (uint8) value;
1393 else if (!strncmp (cp, "Object", 6)) 1402 else if (!strncmp (cp, "Object", 6))
1394 { 1403 {
1395 art->item = get_object (); 1404 art->item = object::create ();
1396 1405
1397 if (!load_object (thawer, art->item, 0)) 1406 if (!load_object (thawer, art->item, 0))
1398 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1407 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1399 1408
1400 art->item->name = strchr (cp, ' ') + 1; 1409 art->item->name = strchr (cp, ' ') + 1;
1489 CLEAR_FLAG (op, FLAG_ANIMATE); 1498 CLEAR_FLAG (op, FLAG_ANIMATE);
1490 /* so artifacts will join */ 1499 /* so artifacts will join */
1491 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1500 if (!QUERY_FLAG (op, FLAG_ALIVE))
1492 op->speed = 0.0; 1501 op->speed = 0.0;
1493 1502
1494 update_ob_speed (op); 1503 op->set_speed (op->speed);
1495 } 1504 }
1496 1505
1497 if (change->nrof) 1506 if (change->nrof)
1498 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1507 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1499 1508
1511 { 1520 {
1512 object *tmp_obj; 1521 object *tmp_obj;
1513 1522
1514 /* Remove any spells this object currently has in it */ 1523 /* Remove any spells this object currently has in it */
1515 while (op->inv) 1524 while (op->inv)
1516 { 1525 op->inv->destroy ();
1517 tmp_obj = op->inv;
1518 remove_ob (tmp_obj);
1519 free_object (tmp_obj);
1520 }
1521 1526
1522 tmp_obj = arch_to_object (change->other_arch); 1527 tmp_obj = arch_to_object (change->other_arch);
1523 insert_ob_in_ob (tmp_obj, op); 1528 insert_ob_in_ob (tmp_obj, op);
1524 } 1529 }
1525 /* No harm setting this for potions/horns */ 1530 /* No harm setting this for potions/horns */
1562 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1567 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1563 1568
1564 op->item_power = change->item_power; 1569 op->item_power = change->item_power;
1565 1570
1566 for (i = 0; i < NROFATTACKS; i++) 1571 for (i = 0; i < NROFATTACKS; i++)
1567 {
1568 if (change->resist[i]) 1572 if (change->resist[i])
1569 {
1570 op->resist[i] += change->resist[i]; 1573 op->resist[i] += change->resist[i];
1571 }
1572 }
1573 1574
1574 if (change->stats.dam) 1575 if (change->stats.dam)
1575 { 1576 {
1576 if (change->stats.dam < 0) 1577 if (change->stats.dam < 0)
1577 op->stats.dam = (-change->stats.dam); 1578 op->stats.dam = (-change->stats.dam);
1808/* special_potion() - so that old potion code is still done right. */ 1809/* special_potion() - so that old potion code is still done right. */
1809 1810
1810int 1811int
1811special_potion (object *op) 1812special_potion (object *op)
1812{ 1813{
1813
1814 int i;
1815
1816 if (op->attacktype) 1814 if (op->attacktype)
1817 return 1; 1815 return 1;
1818 1816
1819 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1817 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1820 return 1; 1818 return 1;
1821 1819
1822 for (i = 0; i < NROFATTACKS; i++) 1820 for (int i = 0; i < NROFATTACKS; i++)
1823 if (op->resist[i]) 1821 if (op->resist[i])
1824 return 1; 1822 return 1;
1825 1823
1826 return 0; 1824 return 0;
1827} 1825}
1855 free_artifact (at->next); 1853 free_artifact (at->next);
1856 1854
1857 if (at->allowed) 1855 if (at->allowed)
1858 free_charlinks (at->allowed); 1856 free_charlinks (at->allowed);
1859 1857
1860 at->item->free (1); 1858 at->item->destroy (1);
1861 1859
1862 delete at; 1860 delete at;
1863} 1861}
1864 1862
1865void 1863void
1866free_artifactlist (artifactlist * al) 1864free_artifactlist (artifactlist * al)
1867{ 1865{
1868 artifactlist *nextal; 1866 artifactlist *nextal;
1869 1867
1870 for (al = first_artifactlist; al != NULL; al = nextal) 1868 for (al = first_artifactlist; al; al = nextal)
1871 { 1869 {
1872 nextal = al->next; 1870 nextal = al->next;
1873 1871
1874 if (al->items) 1872 if (al->items)
1875 free_artifact (al->items); 1873 free_artifact (al->items);

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines