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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.30 by elmex, Wed Jan 3 02:30:51 2007 UTC vs.
Revision 1.104 by root, Sun Apr 11 00:34:05 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23
24#define ALLOWED_COMBINATION
25 24
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
28 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
29 * left on 28 * left on
30 */ 29 */
31#define TREASURE_DEBUG 30#define TREASURE_DEBUG
32 31
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 33
35/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
36 35
37#include <global.h> 36#include <global.h>
38#include <treasure.h> 37#include <treasure.h>
39#include <funcpoint.h>
40#include <loader.h>
41 38
39extern char *spell_mapping[];
40
41static treasurelist *first_treasurelist;
42 42
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 44
46/* 45typedef std::tr1::unordered_map<
47 * Initialize global archtype pointers: 46 const char *,
48 */ 47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t;
49 52
50void 53static tl_map_t tl_map;
51init_archetype_pointers ()
52{
53 int prev_warn = warn_archetypes;
54 54
55 warn_archetypes = 1; 55//TODO: class method
56 if (ring_arch == NULL) 56static void free_treasurestruct (treasure *t); // bleh desu
57 ring_arch = archetype::find ("ring"); 57static void
58 if (amulet_arch == NULL) 58clear (treasurelist *tl)
59 amulet_arch = archetype::find ("amulet"); 59{
60 if (staff_arch == NULL) 60 if (tl->items)
61 staff_arch = archetype::find ("staff"); 61 {
62 if (crown_arch == NULL) 62 free_treasurestruct (tl->items);
63 crown_arch = archetype::find ("crown"); 63 tl->items = 0;
64 warn_archetypes = prev_warn; 64 }
65}
66 65
67/* 66 tl->total_chance = 0;
68 * Allocate and return the pointer to an empty treasurelist structure. 67}
69 */
70 68
69/*
70 * Searches for the given treasurelist
71 */
71static treasurelist * 72treasurelist *
72get_empty_treasurelist (void) 73treasurelist::find (const char *name)
73{ 74{
75 if (!name)
76 return 0;
77
78 auto (i, tl_map.find (name));
79
80 if (i == tl_map.end ())
81 return 0;
82
83 return i->second;
84}
85
86/*
87 * Searches for the given treasurelist in the globally linked list
88 * of treasurelists which has been built by load_treasures().
89 */
90treasurelist *
91treasurelist::get (const char *name)
92{
93 treasurelist *tl = find (name);
94
95 if (!tl)
96 {
74 return new treasurelist; 97 tl = new treasurelist;
75}
76 98
77/* 99 tl->name = name;
78 * Allocate and return the pointer to an empty treasure structure. 100 tl->next = first_treasurelist;
79 */ 101 first_treasurelist = tl;
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85 102
86 t->chance = 100; 103 tl_map.insert (std::make_pair (tl->name, tl));
104 }
87 105
88 return t; 106 return tl;
89} 107}
108
109#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out
112 */
113static void
114check_treasurelist (const treasure *t, const treasurelist * tl)
115{
116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
118
119 if (t->next)
120 check_treasurelist (t->next, tl);
121
122 if (t->next_yes)
123 check_treasurelist (t->next_yes, tl);
124
125 if (t->next_no)
126 check_treasurelist (t->next_no, tl);
127}
128#endif
90 129
91/* 130/*
92 * Reads the lib/treasure file from disk, and parses the contents 131 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 132 * into an internal treasure structure (very linked lists)
94 */ 133 */
95
96static treasure * 134static treasure *
97load_treasure (FILE * fp, int *line) 135read_treasure (object_thawer &f)
98{ 136{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 137 treasure *t = new treasure;
101 int value;
102 138
103 nroftreasures++; 139 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 140
108 if (*buf == '#') 141 for (;;)
109 continue; 142 {
110 if ((cp = strchr (buf, '\n')) != NULL) 143 coroapi::cede_to_tick ();
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 144
116 if (sscanf (cp, "arch %s", variable)) 145 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 146 {
121 else if (sscanf (cp, "list %s", variable)) 147 case KW_arch:
122 t->name = variable; 148 t->item = archetype::find (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 149
124 t->change_arch.name = variable; 150 if (!t->item)
125 else if (sscanf (cp, "change_title %s", variable))
126 t->change_arch.title = variable;
127 else if (sscanf (cp, "change_slaying %s", variable))
128 t->change_arch.slaying = variable;
129 else if (sscanf (cp, "chance %d", &value))
130 t->chance = (uint8) value;
131 else if (sscanf (cp, "nrof %d", &value))
132 t->nrof = (uint16) value;
133 else if (sscanf (cp, "magic %d", &value))
134 t->magic = (uint8) value;
135 else if (!strcmp (cp, "yes"))
136 t->next_yes = load_treasure (fp, line);
137 else if (!strcmp (cp, "no"))
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 { 151 {
143 t->next = load_treasure (fp, line); 152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = read_treasure (f); continue;
168
169 case KW_end:
170 f.next ();
144 return t; 171 return t;
172
173 case KW_more:
174 t->next = read_treasure (f);
175 return t;
176
177 default:
178 if (!f.parse_error ("treasurelist", t->name))
179 goto error;
180
181 return t;
145 } 182 }
146 else 183
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 184 f.next ();
148 } 185 }
149 LOG (llevError, "treasure lacks 'end'.\n"); 186
187 // not reached
188
189error:
190 delete t;
150 return t; 191 return 0;
151} 192}
152 193
153#ifdef TREASURE_DEBUG
154
155/* recursived checks the linked list. Treasurelist is passed only
156 * so that the treasure name can be printed out
157 */
158static void
159check_treasurelist (const treasure *t, const treasurelist * tl)
160{
161 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
162 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
163 /* find_treasurelist will print out its own error message */
164 if (t->name && *t->name)
165 find_treasurelist (t->name);
166 if (t->next)
167 check_treasurelist (t->next, tl);
168 if (t->next_yes)
169 check_treasurelist (t->next_yes, tl);
170 if (t->next_no)
171 check_treasurelist (t->next_no, tl);
172}
173#endif
174
175/* 194/*
176 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
177 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
178 */ 196 */
179 197treasurelist *
180void 198treasurelist::read (object_thawer &f)
181load_treasures (void)
182{ 199{
183 FILE *fp; 200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
184 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
185 treasurelist *previous = NULL;
186 treasure *t;
187 int comp, line = 0;
188 201
189 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 202 bool one = f.kw == KW_treasureone;
190 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 203 treasurelist *tl = treasurelist::get (f.get_str ());
191 { 204 clear (tl);
192 LOG (llevError, "Can't open treasure file.\n"); 205 tl->items = read_treasure (f);
206 if (!tl->items)
193 return; 207 return 0;
194 }
195 while (fgets (buf, MAX_BUF, fp) != NULL)
196 {
197 line++;
198 if (*buf == '#')
199 continue;
200 208
201 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
202 {
203 treasurelist *tl = get_empty_treasurelist ();
204
205 tl->name = name;
206 if (previous == NULL)
207 first_treasurelist = tl;
208 else
209 previous->next = tl;
210 previous = tl;
211 tl->items = load_treasure (fp, &line);
212
213 /* This is a one of the many items on the list should be generated. 209 /* This is a one of the many items on the list should be generated.
214 * Add up the chance total, and check to make sure the yes & no 210 * Add up the chance total, and check to make sure the yes & no
215 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
216 */ 212 */
217 if (!strncmp (buf, "treasureone", 11)) 213 if (one)
214 {
215 for (treasure *t = tl->items; t; t = t->next)
216 {
217 if (t->next_yes || t->next_no)
218 { 218 {
219 for (t = tl->items; t != NULL; t = t->next)
220 {
221#ifdef TREASURE_DEBUG
222 if (t->next_yes || t->next_no)
223 {
224 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
225 LOG (llevError, " the next_yes or next_no field is set\n"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
226 }
227#endif
228 tl->total_chance += t->chance;
229 }
230 } 221 }
231 }
232 else
233 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
234 }
235 close_and_delete (fp, comp);
236 222
237#ifdef TREASURE_DEBUG 223 tl->total_chance += t->chance;
238 /* Perform some checks on how valid the treasure data actually is. 224 }
239 * verify that list transitions work (ie, the list that it is supposed 225 }
240 * to transition to exists). Also, verify that at least the name
241 * or archetype is set for each treasure element.
242 */
243 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
244 check_treasurelist (previous->items, previous);
245#endif
246}
247 226
248/*
249 * Searches for the given treasurelist in the globally linked list
250 * of treasurelists which has been built by load_treasures().
251 */
252
253treasurelist *
254find_treasurelist (const char *name)
255{
256 shstr_cmp name_ (name);
257
258 if (!name_)
259 return 0;
260
261 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
262 if (name_ == tl->name)
263 return tl;
264
265 if (first_treasurelist)
266 LOG (llevError, "Couldn't find treasurelist %s\n", name);
267
268 return 0; 227 return tl;
269} 228}
270
271 229
272/* 230/*
273 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
274 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
275 * If there is a certain percental chance for a treasure to be generated, 233 * If there is a certain percental chance for a treasure to be generated,
281 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
282 */ 240 */
283static void 241static void
284put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
285{ 243{
286 object *tmp; 244 if (flags & GT_ENVIRONMENT)
287 245 {
288 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
289 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
290 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
291 * by another object. 249 * by another object.
292 */ 250 */
293 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
294 { 252 if (op->type == SPELL)
295 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!creator->is_on_map ()
261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
262 op->destroy ();
263 else
264 {
265 op->flag [FLAG_OBJ_ORIGINAL] = true;
296 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 }
297 } 268 }
298 else 269 else
299 { 270 {
300 op = creator->insert (op); 271 op = creator->insert (op);
301 272
302 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
303 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
304
305 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
306 esrv_send_item (tmp, op);
307 } 275 }
308} 276}
309 277
310/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
311 * in the generated object 279 * in the generated object
325 293
326 if (t->change_arch.slaying) 294 if (t->change_arch.slaying)
327 op->slaying = t->change_arch.slaying; 295 op->slaying = t->change_arch.slaying;
328} 296}
329 297
330void 298static void
331create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 299create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
332{ 300{
333 object *tmp;
334
335 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 301 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
336 { 302 {
337 if (t->name) 303 if (t->name)
338 { 304 {
339 if (difficulty >= t->magic) 305 if (difficulty >= t->magic)
306 if (treasurelist *tl = treasurelist::find (t->name))
307 create_treasure (tl, op, flag, difficulty, tries);
308 else
309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
310 }
311 else
312 {
313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
340 { 314 {
341 treasurelist *tl = find_treasurelist (t->name); 315 object *tmp = t->item->instance ();
342 if (tl) 316
343 create_treasure (tl, op, flag, difficulty, tries);
344 }
345 }
346 else
347 {
348 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
349 {
350 tmp = arch_to_object (t->item);
351 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
319
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 321 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 322 put_treasure (tmp, op, flag);
356 } 323 }
357 } 324 }
358 325
359 if (t->next_yes != NULL) 326 if (t->next_yes)
360 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 327 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 } 328 }
362 else if (t->next_no != NULL) 329 else if (t->next_no)
363 create_all_treasures (t->next_no, op, flag, difficulty, tries); 330 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 331
365 if (t->next != NULL) 332 if (t->next)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 333 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 334}
368 335
369void 336static void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 337create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 338{
372 int value = RANDOM () % tl->total_chance; 339 int value = rndm (tl->total_chance);
373 treasure *t; 340 treasure *t;
374 341
375 if (tries++ > 100) 342 if (tries++ > 100)
376 { 343 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 344 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378 return; 345 return;
379 } 346 }
380 347
381 for (t = tl->items; t != NULL; t = t->next) 348 for (t = tl->items; t; t = t->next)
382 { 349 {
383 value -= t->chance; 350 value -= t->chance;
384 351
385 if (value < 0) 352 if (value < 0)
386 break; 353 break;
387 } 354 }
388 355
389 if (!t || value >= 0) 356 if (!t || value >= 0)
390 {
391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 357 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
392 abort ();
393 return;
394 }
395 358
396 if (t->name) 359 if (t->name)
397 { 360 {
398 if (difficulty >= t->magic) 361 if (difficulty >= t->magic)
399 { 362 {
400 treasurelist *tl = find_treasurelist (t->name); 363 treasurelist *tl = treasurelist::find (t->name);
401 if (tl) 364 if (tl)
402 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
403 } 366 }
404 else if (t->nrof) 367 else if (t->nrof)
405 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
406
407 return;
408 } 369 }
409
410 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
411 { 371 {
412 object *tmp = arch_to_object (t->item); 372 if (object *tmp = t->item->instance ())
413 373 {
414 if (!tmp)
415 return;
416
417 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
418 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
419 376
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 378 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
380 }
423 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
424} 388}
425 389
426/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
428 * have been made. It is really in place to prevent infinite loops with 392 * have been made. It is really in place to prevent infinite loops with
431 * to do that. 395 * to do that.
432 */ 396 */
433void 397void
434create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 398create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
435{ 399{
400 // empty treasurelists are legal
401 if (!tl->items)
402 return;
436 403
437 if (tries++ > 100) 404 if (tries++ > 100)
438 { 405 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
440 return; 407 return;
441 } 408 }
409
410 if (op->flag [FLAG_TREASURE_ENV])
411 {
412 // do not generate items when there already is something above the object
413 if (op->flag [FLAG_IS_FLOOR] && op->above)
414 return;
415
416 flag |= GT_ENVIRONMENT;
417 }
418
442 if (tl->total_chance) 419 if (tl->total_chance)
443 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
444 else 421 else
445 create_all_treasures (tl->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
446} 423}
453object * 430object *
454generate_treasure (treasurelist *tl, int difficulty) 431generate_treasure (treasurelist *tl, int difficulty)
455{ 432{
456 difficulty = clamp (difficulty, 1, settings.max_level); 433 difficulty = clamp (difficulty, 1, settings.max_level);
457 434
458 object *ob = object::create (), *tmp; 435 object *ob = object::create ();
459 436
460 create_treasure (tl, ob, 0, difficulty, 0); 437 create_treasure (tl, ob, 0, difficulty, 0);
461 438
462 /* Don't want to free the object we are about to return */ 439 /* Don't want to free the object we are about to return */
463 tmp = ob->inv; 440 object *tmp = ob->inv;
464 if (tmp != NULL) 441 if (tmp)
465 tmp->remove (); 442 tmp->remove ();
466 443
467 if (ob->inv) 444 if (ob->inv)
468 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
469 446
470 ob->destroy (); 447 ob->destroy ();
448
471 return tmp; 449 return tmp;
472} 450}
473 451
474/* 452/*
475 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
477 * The array has two arguments, the difficulty of the level, and the 455 * The array has two arguments, the difficulty of the level, and the
478 * magical bonus "wanted". 456 * magical bonus "wanted".
479 */ 457 */
480 458
481static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 459static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
482
483/*chance of magic difficulty*/ 460// chance of magic difficulty
484
485/* +0 +1 +2 +3 +4 */ 461// +0 +1 +2 +3 +4
486 {95, 2, 2, 1, 0}, /*1 */ 462 {95, 2, 2, 1, 0}, // 1
487 {92, 5, 2, 1, 0}, /*2 */ 463 {92, 5, 2, 1, 0}, // 2
488 {85, 10, 4, 1, 0}, /*3 */ 464 {85, 10, 4, 1, 0}, // 3
489 {80, 14, 4, 2, 0}, /*4 */ 465 {80, 14, 4, 2, 0}, // 4
490 {75, 17, 5, 2, 1}, /*5 */ 466 {75, 17, 5, 2, 1}, // 5
491 {70, 18, 8, 3, 1}, /*6 */ 467 {70, 18, 8, 3, 1}, // 6
492 {65, 21, 10, 3, 1}, /*7 */ 468 {65, 21, 10, 3, 1}, // 7
493 {60, 22, 12, 4, 2}, /*8 */ 469 {60, 22, 12, 4, 2}, // 8
494 {55, 25, 14, 4, 2}, /*9 */ 470 {55, 25, 14, 4, 2}, // 9
495 {50, 27, 16, 5, 2}, /*10 */ 471 {50, 27, 16, 5, 2}, // 10
496 {45, 28, 18, 6, 3}, /*11 */ 472 {45, 28, 18, 6, 3}, // 11
497 {42, 28, 20, 7, 3}, /*12 */ 473 {42, 28, 20, 7, 3}, // 12
498 {40, 27, 21, 8, 4}, /*13 */ 474 {40, 27, 21, 8, 4}, // 13
499 {38, 25, 22, 10, 5}, /*14 */ 475 {38, 25, 22, 10, 5}, // 14
500 {36, 23, 23, 12, 6}, /*15 */ 476 {36, 23, 23, 12, 6}, // 15
501 {33, 21, 24, 14, 8}, /*16 */ 477 {33, 21, 24, 14, 8}, // 16
502 {31, 19, 25, 16, 9}, /*17 */ 478 {31, 19, 25, 16, 9}, // 17
503 {27, 15, 30, 18, 10}, /*18 */ 479 {27, 15, 30, 18, 10}, // 18
504 {20, 12, 30, 25, 13}, /*19 */ 480 {20, 12, 30, 25, 13}, // 19
505 {15, 10, 28, 30, 17}, /*20 */ 481 {15, 10, 28, 30, 17}, // 20
506 {13, 9, 27, 28, 23}, /*21 */ 482 {13, 9, 27, 28, 23}, // 21
507 {10, 8, 25, 28, 29}, /*22 */ 483 {10, 8, 25, 28, 29}, // 22
508 {8, 7, 23, 26, 36}, /*23 */ 484 { 8, 7, 23, 26, 36}, // 23
509 {6, 6, 20, 22, 46}, /*24 */ 485 { 6, 6, 20, 22, 46}, // 24
510 {4, 5, 17, 18, 56}, /*25 */ 486 { 4, 5, 17, 18, 56}, // 25
511 {2, 4, 12, 14, 68}, /*26 */ 487 { 2, 4, 12, 14, 68}, // 26
512 {0, 3, 7, 10, 80}, /*27 */ 488 { 0, 3, 7, 10, 80}, // 27
513 {0, 0, 3, 7, 90}, /*28 */ 489 { 0, 0, 3, 7, 90}, // 28
514 {0, 0, 0, 3, 97}, /*29 */ 490 { 0, 0, 0, 3, 97}, // 29
515 {0, 0, 0, 0, 100}, /*30 */ 491 { 0, 0, 0, 0, 100}, // 30
516 {0, 0, 0, 0, 100}, /*31 */ 492 { 0, 0, 0, 0, 100}, // 31
517}; 493};
518
519 494
520/* calculate the appropriate level for wands staves and scrolls. 495/* calculate the appropriate level for wands staves and scrolls.
521 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
522 * 497 *
523 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
524 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
525 */ 500 */
526 501static int
527int
528level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
529{ 503{
530 int olevel = 0;
531
532 if (!op->inv) 504 if (!op->inv)
533 { 505 {
534 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
535 return 0; 507 return 0;
536 } 508 }
537 509
538 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
539 511
540 if (olevel <= 0) 512 if (olevel <= 0)
541 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
542 514
543 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL);
544 olevel = MAXLEVEL;
545
546 return olevel;
547} 516}
548 517
549/* 518/*
550 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
551 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
554 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
555 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
556 * weird integer between 1-31. 525 * weird integer between 1-31.
557 * 526 *
558 */ 527 */
559 528static int
560int
561magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
562{ 530{
563 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
564 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
565 533
569 scaled_diff = 0; 537 scaled_diff = 0;
570 538
571 if (scaled_diff >= DIFFLEVELS) 539 if (scaled_diff >= DIFFLEVELS)
572 scaled_diff = DIFFLEVELS - 1; 540 scaled_diff = DIFFLEVELS - 1;
573 541
574 percent = RANDOM () % 100; 542 percent = rndm (100);
575 543
576 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 544 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
577 { 545 {
578 percent -= difftomagic_list[scaled_diff][magic]; 546 percent -= difftomagic_list[scaled_diff][magic];
579 547
585 { 553 {
586 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 554 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
587 magic = 0; 555 magic = 0;
588 } 556 }
589 557
590 magic = (RANDOM () % 3) ? magic : -magic; 558 magic = (rndm (3)) ? magic : -magic;
591 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 559 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
592 560
593 return magic; 561 return magic;
594} 562}
595 563
608 576
609 op->magic = magic; 577 op->magic = magic;
610 if (op->arch) 578 if (op->arch)
611 { 579 {
612 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
613 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
614 582
615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 583 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
616 magic = (-magic); 584 magic = (-magic);
585
617 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
618 } 587 }
619 else 588 else
620 { 589 {
621 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
622 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
623 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
624 magic = (-magic); 594 magic = (-magic);
595
625 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
626 } 597 }
627} 598}
628 599
629/* 600/*
641 i = -i; 612 i = -i;
642 if (i > max_magic) 613 if (i > max_magic)
643 i = max_magic; 614 i = max_magic;
644 set_abs_magic (op, i); 615 set_abs_magic (op, i);
645 if (i < 0) 616 if (i < 0)
646 SET_FLAG (op, FLAG_CURSED); 617 op->set_flag (FLAG_CURSED);
647} 618}
648 619
649/* 620/*
650 * Randomly adds one magical ability to the given object. 621 * Randomly adds one magical ability to the given object.
651 * Modified for Partial Resistance in many ways: 622 * Modified for Partial Resistance in many ways:
652 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
653 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
654 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
656 */ 627 */
657 628static void
658void
659set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
660{ 630{
661
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
663 632
664 if (op->type == AMULET) 633 if (op->type == AMULET)
665 { 634 {
666 if (!(RANDOM () % 21)) 635 if (!(rndm (21)))
667 r = 20 + RANDOM () % 2; 636 r = 20 + rndm (2);
668 else 637 else
669 { 638 {
670 if (RANDOM () & 2) 639 if (rndm (2))
671 r = 10; 640 r = 10;
672 else 641 else
673 r = 11 + RANDOM () % 9; 642 r = 11 + rndm (9);
674 } 643 }
675 } 644 }
676 645
677 switch (r) 646 switch (r)
678 { 647 {
685 case 2: 654 case 2:
686 case 3: 655 case 3:
687 case 4: 656 case 4:
688 case 5: 657 case 5:
689 case 6: 658 case 6:
690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
691 break; 660 break;
692 661
693 case 7: 662 case 7:
694 op->stats.dam += bonus; 663 op->stats.dam += bonus;
695 break; 664 break;
715 case 16: 684 case 16:
716 case 17: 685 case 17:
717 case 18: 686 case 18:
718 case 19: 687 case 19:
719 { 688 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 689 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
721 690
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 691 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 692 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
724 693
725 /* Cursed items need to have higher negative values to equal out with 694 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another 695 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with 696 * little random element in since that they don't always end up with
728 * even values. 697 * even values.
729 */ 698 */
730 if (bonus < 0) 699 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 700 val = 2 * -val - rndm (b);
732 if (val > 35) 701 if (val > 35)
733 val = 35; /* Upper limit */ 702 val = 35; /* Upper limit */
734 b = 0; 703 b = 0;
704
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 705 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 {
737 resist = RANDOM () % num_resist_table; 706 resist = rndm (num_resist_table);
738 } 707
739 if (b == 4) 708 if (b == 4)
740 return; /* Not able to find a free resistance */ 709 return; /* Not able to find a free resistance */
710
741 op->resist[resist_table[resist]] = val; 711 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 712 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 713 * based on how good a resistance we gave.
744 */ 714 */
745 break; 715 break;
746 } 716 }
747 case 20: 717 case 20:
748 if (op->type == AMULET) 718 if (op->type == AMULET)
749 { 719 {
750 SET_FLAG (op, FLAG_REFL_SPELL); 720 op->set_flag (FLAG_REFL_SPELL);
751 op->value *= 11; 721 op->value *= 11;
752 } 722 }
753 else 723 else
754 { 724 {
755 op->stats.hp = 1; /* regenerate hit points */ 725 op->stats.hp = 1; /* regenerate hit points */
758 break; 728 break;
759 729
760 case 21: 730 case 21:
761 if (op->type == AMULET) 731 if (op->type == AMULET)
762 { 732 {
763 SET_FLAG (op, FLAG_REFL_MISSILE); 733 op->set_flag (FLAG_REFL_MISSILE);
764 op->value *= 9; 734 op->value *= 9;
765 } 735 }
766 else 736 else
767 { 737 {
768 op->stats.sp = 1; /* regenerate spell points */ 738 op->stats.sp = 1; /* regenerate spell points */
773 case 22: 743 case 22:
774 op->stats.exp += bonus; /* Speed! */ 744 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 745 op->value = (op->value * 2) / 3;
776 break; 746 break;
777 } 747 }
748
778 if (bonus > 0) 749 if (bonus > 0)
779 op->value *= 2 * bonus; 750 op->value *= 2 * bonus;
780 else 751 else
781 op->value = -(op->value * 2 * bonus) / 3; 752 op->value = -(op->value * 2 * bonus) / 3;
782} 753}
787 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
788 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
789 * rings and amulets. 760 * rings and amulets.
790 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
791 */ 762 */
792 763static int
793int
794get_magic (int diff) 764get_magic (int diff)
795{ 765{
796 int i; 766 int i;
797 767
798 if (diff < 3) 768 if (diff < 3)
799 diff = 3; 769 diff = 3;
770
800 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
801 if (RANDOM () % diff) 772 if (rndm (diff))
802 return i; 773 return i;
774
803 return 4; 775 return 4;
804} 776}
805 777
778/* special_potion() - so that old potion code is still done right. */
779static int
780special_potion (object *op)
781{
782 if (op->attacktype)
783 return 1;
784
785 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
786 return 1;
787
788 for (int i = 0; i < NROFATTACKS; i++)
789 if (op->resist[i])
790 return 1;
791
792 return 0;
793}
794
806#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
807#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
808 797
809/* 798/*
810 * fix_generated_item(): This is called after an item is generated, in 799 * fix_generated_item(): This is called after an item is generated, in
811 * order to set it up right. This produced magical bonuses, puts spells 800 * order to set it up right. This produced magical bonuses, puts spells
812 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 801 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
826 * value. 815 * value.
827 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 816 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
828 * a working object - don't change magic, value, etc, but set it material 817 * a working object - don't change magic, value, etc, but set it material
829 * type as appropriate, for objects that need spell objects, set those, etc 818 * type as appropriate, for objects that need spell objects, set those, etc
830 */ 819 */
831
832void 820void
833fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 821fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
834{ 822{
835 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 823 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
836 824
841 save_item_power = op->item_power; 829 save_item_power = op->item_power;
842 op->item_power = 0; 830 op->item_power = 0;
843 831
844 if (op->randomitems && op->type != SPELL) 832 if (op->randomitems && op->type != SPELL)
845 { 833 {
846 create_treasure (op->randomitems, op, flags, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
847 if (!op->inv)
848 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
849
850 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
851 op->randomitems = NULL; 836 op->randomitems = 0;
852 } 837 }
853 838
854 if (difficulty < 1) 839 max_it (difficulty, 1);
855 difficulty = 1;
856 840
857 if (INVOKE_OBJECT (ADD_BONUS, op, 841 if (INVOKE_OBJECT (ADD_BONUS, op,
858 ARG_OBJECT (creator != op ? creator : 0), 842 ARG_OBJECT (creator != op ? creator : 0),
859 ARG_INT (difficulty), ARG_INT (max_magic), 843 ARG_INT (difficulty), ARG_INT (max_magic),
860 ARG_INT (flags))) 844 ARG_INT (flags)))
861 return; 845 return;
862 846
863 if (!(flags & GT_MINIMAL)) 847 if (!(flags & GT_MINIMAL))
864 { 848 {
865 if (op->arch == crown_arch) 849 if (IS_ARCH (op->arch, crown))
866 { 850 {
867 set_magic (difficulty, op, max_magic, flags); 851 set_magic (difficulty, op, max_magic, flags);
868 num_enchantments = calc_item_power (op, 1); 852 num_enchantments = calc_item_power (op, 1);
869 generate_artifact (op, difficulty); 853 generate_artifact (op, difficulty);
870 } 854 }
873 if (!op->magic && max_magic) 857 if (!op->magic && max_magic)
874 set_magic (difficulty, op, max_magic, flags); 858 set_magic (difficulty, op, max_magic, flags);
875 859
876 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
877 861
878 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 862 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
879 * used for shop_floors or treasures */ 863 || op->type == HORN
864 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
880 generate_artifact (op, difficulty); 865 generate_artifact (op, difficulty);
881 } 866 }
882 867
883 /* Object was made an artifact. Calculate its item_power rating. 868 /* Object was made an artifact. Calculate its item_power rating.
884 * the item_power in the object is what the artfiact adds. 869 * the item_power in the object is what the artfiact adds.
918 * again below */ 903 * again below */
919 } 904 }
920 } 905 }
921 906
922 /* materialtype modifications. Note we allow this on artifacts. */ 907 /* materialtype modifications. Note we allow this on artifacts. */
923 set_materialname (op, difficulty, NULL); 908 select_material (op, difficulty);
924 909
925 if (flags & GT_MINIMAL) 910 if (flags & GT_MINIMAL)
926 { 911 {
927 if (op->type == POTION) 912 if (op->type == POTION)
928 /* Handle healing and magic power potions */ 913 /* Handle healing and magic power potions */
929 if (op->stats.sp && !op->randomitems) 914 if (op->stats.sp && !op->randomitems)
930 { 915 {
931 object *tmp;
932
933 tmp = get_archetype (spell_mapping[op->stats.sp]); 916 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
934 insert_ob_in_ob (tmp, op); 917 insert_ob_in_ob (tmp, op);
935 op->stats.sp = 0; 918 op->stats.sp = 0;
936 } 919 }
937 } 920 }
938 else if (!op->title) /* Only modify object if not special */ 921 else if (!op->title) /* Only modify object if not special */
941 case WEAPON: 924 case WEAPON:
942 case ARMOUR: 925 case ARMOUR:
943 case SHIELD: 926 case SHIELD:
944 case HELMET: 927 case HELMET:
945 case CLOAK: 928 case CLOAK:
946 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 929 if (op->flag [FLAG_CURSED] && !(rndm (4)))
947 set_ring_bonus (op, -DICE2); 930 set_ring_bonus (op, -DICE2);
948 break; 931 break;
949 932
950 case BRACERS: 933 case BRACERS:
951 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 934 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
952 { 935 {
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 936 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
954 if (!QUERY_FLAG (op, FLAG_CURSED)) 937 if (!op->flag [FLAG_CURSED])
955 op->value *= 3; 938 op->value *= 3;
956 } 939 }
957 break; 940 break;
958 941
959 case POTION: 942 case POTION:
961 int too_many_tries = 0, is_special = 0; 944 int too_many_tries = 0, is_special = 0;
962 945
963 /* Handle healing and magic power potions */ 946 /* Handle healing and magic power potions */
964 if (op->stats.sp && !op->randomitems) 947 if (op->stats.sp && !op->randomitems)
965 { 948 {
966 object *tmp;
967
968 tmp = get_archetype (spell_mapping[op->stats.sp]); 949 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
969 insert_ob_in_ob (tmp, op); 950 insert_ob_in_ob (tmp, op);
970 op->stats.sp = 0; 951 op->stats.sp = 0;
971 } 952 }
972 953
973 while (!(is_special = special_potion (op)) && !op->inv) 954 while (!(is_special = special_potion (op)) && !op->inv)
981 * since the value set on those is already correct. 962 * since the value set on those is already correct.
982 */ 963 */
983 if (op->inv && op->randomitems) 964 if (op->inv && op->randomitems)
984 { 965 {
985 /* value multiplier is same as for scrolls */ 966 /* value multiplier is same as for scrolls */
986 op->value = (op->value * op->inv->value); 967 op->value *= op->inv->value;
987 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
988 } 969 }
989 else 970 else
990 { 971 {
991 op->name = "potion"; 972 op->name = "potion";
992 op->name_pl = "potions"; 973 op->name_pl = "potions";
993 } 974 }
994 975
995 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 976 if (!(flags & GT_ONLY_GOOD) && rndm (2))
996 SET_FLAG (op, FLAG_CURSED); 977 op->set_flag (FLAG_CURSED);
978
997 break; 979 break;
998 } 980 }
999 981
1000 case AMULET: 982 case AMULET:
1001 if (op->arch == amulet_arch) 983 if (IS_ARCH (op->arch, amulet))
1002 op->value *= 5; /* Since it's not just decoration */ 984 op->value *= 5; /* Since it's not just decoration */
1003 985
1004 case RING: 986 case RING:
1005 if (op->arch == NULL)
1006 {
1007 op->destroy ();
1008 op = 0;
1009 break;
1010 }
1011
1012 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 987 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1013 break; 988 break;
1014 989
1015 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 990 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1016 SET_FLAG (op, FLAG_CURSED); 991 op->set_flag (FLAG_CURSED);
1017 992
1018 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 993 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1019 994
1020 if (op->type != RING) /* Amulets have only one ability */ 995 if (op->type != RING) /* Amulets have only one ability */
1021 break; 996 break;
1022 997
1023 if (!(RANDOM () % 4)) 998 if (!(rndm (4)))
1024 { 999 {
1025 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1000 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1026 1001
1027 if (d > 0) 1002 if (d > 0)
1028 op->value *= 3; 1003 op->value *= 3;
1029 1004
1030 set_ring_bonus (op, d); 1005 set_ring_bonus (op, d);
1031 1006
1032 if (!(RANDOM () % 4)) 1007 if (!(rndm (4)))
1033 { 1008 {
1034 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1009 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1035 1010
1036 if (d > 0) 1011 if (d > 0)
1037 op->value *= 5; 1012 op->value *= 5;
1038 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
1039 } 1014 }
1040 } 1015 }
1041 1016
1042 if (GET_ANIM_ID (op)) 1017 if (op->animation_id)
1043 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1018 op->set_anim_frame (rndm (op->anim_frames ()));
1044 1019
1045 break; 1020 break;
1046 1021
1047 case BOOK: 1022 case BOOK:
1048 /* Is it an empty book?, if yes lets make a special· 1023 /* Is it an empty book?, if yes lets make a special·
1049 * msg for it, and tailor its properties based on the· 1024 * msg for it, and tailor its properties based on the·
1050 * creator and/or map level we found it on. 1025 * creator and/or map level we found it on.
1051 */ 1026 */
1052 if (!op->msg && RANDOM () % 10) 1027 if (!op->msg && rndm (10))
1053 { 1028 {
1054 /* set the book level properly */ 1029 /* set the book level properly */
1055 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1030 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1056 { 1031 {
1057 if (op->map && op->map->difficulty) 1032 if (op->map && op->map->difficulty)
1058 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1033 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1059 else 1034 else
1060 op->level = RANDOM () % 20 + 1; 1035 op->level = rndm (20) + 1;
1061 } 1036 }
1062 else 1037 else
1063 op->level = RANDOM () % creator->level; 1038 op->level = rndm (creator->level);
1064 1039
1065 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1040 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1066 /* books w/ info are worth more! */ 1041 /* books w/ info are worth more! */
1067 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1042 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1068 /* creator related stuff */
1069
1070 /* for library, chained books. Note that some monsters have no_pick
1071 * set - we don't want to set no pick in that case.
1072 */
1073 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1074 SET_FLAG (op, FLAG_NO_PICK);
1075 if (creator->slaying && !op->slaying) /* for check_inv floors */
1076 op->slaying = creator->slaying;
1077 1043
1078 /* add exp so reading it gives xp (once) */ 1044 /* add exp so reading it gives xp (once) */
1079 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1045 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1080 } 1046 }
1047
1048 /* creator related stuff */
1049
1050 /* for library, chained books. Note that some monsters have no_pick
1051 * set - we don't want to set no pick in that case.
1052 */
1053 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1054 op->set_flag (FLAG_NO_PICK);
1055 if (creator->slaying && !op->slaying) /* for check_inv floors */
1056 op->slaying = creator->slaying;
1081 break; 1057 break;
1082 1058
1083 case SPELLBOOK: 1059 case SPELLBOOK:
1084 op->value = op->value * op->inv->value; 1060 op->value = op->value * op->inv->value;
1085 /* add exp so learning gives xp */ 1061 /* add exp so learning gives xp */
1119 * 10 time multiplier). This way, the value are a bit more reasonable. 1095 * 10 time multiplier). This way, the value are a bit more reasonable.
1120 */ 1096 */
1121 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1122 /* maxhp is used to denote how many 'charges' the rod holds before */ 1098 /* maxhp is used to denote how many 'charges' the rod holds before */
1123 if (op->stats.maxhp) 1099 if (op->stats.maxhp)
1124 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1100 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1125 else 1101 else
1126 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1127 1103
1128 op->stats.hp = op->stats.maxhp; 1104 op->stats.hp = op->stats.maxhp;
1129 break; 1105 break;
1130 1106
1131 case SCROLL: 1107 case SCROLL:
1146 break; 1122 break;
1147 } /* switch type */ 1123 } /* switch type */
1148 1124
1149 if (flags & GT_STARTEQUIP) 1125 if (flags & GT_STARTEQUIP)
1150 { 1126 {
1151 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1127 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1152 SET_FLAG (op, FLAG_STARTEQUIP); 1128 op->set_flag (FLAG_STARTEQUIP);
1153 else if (op->type != MONEY) 1129 else if (op->type != MONEY)
1154 op->value = 0; 1130 op->value = 0;
1155 } 1131 }
1156 1132
1157 if (!(flags & GT_ENVIRONMENT)) 1133 if (!(flags & GT_ENVIRONMENT))
1167 */ 1143 */
1168 1144
1169/* 1145/*
1170 * Allocate and return the pointer to an empty artifactlist structure. 1146 * Allocate and return the pointer to an empty artifactlist structure.
1171 */ 1147 */
1172
1173static artifactlist * 1148static artifactlist *
1174get_empty_artifactlist (void) 1149get_empty_artifactlist ()
1175{ 1150{
1176 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1151 return salloc0<artifactlist> ();
1177
1178 if (al == NULL)
1179 fatal (OUT_OF_MEMORY);
1180 al->next = NULL;
1181 al->items = NULL;
1182 al->total_chance = 0;
1183 return al;
1184} 1152}
1185 1153
1186/* 1154/*
1187 * Allocate and return the pointer to an empty artifact structure. 1155 * Allocate and return the pointer to an empty artifact structure.
1188 */ 1156 */
1189
1190static artifact * 1157static artifact *
1191get_empty_artifact (void) 1158get_empty_artifact ()
1192{ 1159{
1193 artifact *a = (artifact *) malloc (sizeof (artifact)); 1160 return salloc0<artifact> ();
1194
1195 if (a == NULL)
1196 fatal (OUT_OF_MEMORY);
1197 a->item = NULL;
1198 a->next = NULL;
1199 a->chance = 0;
1200 a->difficulty = 0;
1201 a->allowed = NULL;
1202 return a;
1203} 1161}
1204 1162
1205/* 1163/*
1206 * Searches the artifact lists and returns one that has the same type 1164 * Searches the artifact lists and returns one that has the same type
1207 * of objects on it. 1165 * of objects on it.
1208 */ 1166 */
1209
1210artifactlist * 1167artifactlist *
1211find_artifactlist (int type) 1168find_artifactlist (int type)
1212{ 1169{
1213 artifactlist *al;
1214
1215 for (al = first_artifactlist; al != NULL; al = al->next) 1170 for (artifactlist *al = first_artifactlist; al; al = al->next)
1216 if (al->type == type) 1171 if (al->type == type)
1217 return al; 1172 return al;
1173
1218 return NULL; 1174 return 0;
1219} 1175}
1220 1176
1221/* 1177/*
1222 * For debugging purposes. Dumps all tables. 1178 * Builds up the lists of artifacts from the file in the libdir.
1223 */ 1179 */
1224
1225void 1180void
1226dump_artifacts (void)
1227{
1228 artifactlist *al;
1229 artifact *art;
1230 linked_char *next;
1231
1232 fprintf (logfile, "\n");
1233 for (al = first_artifactlist; al != NULL; al = al->next)
1234 {
1235 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1236 for (art = al->items; art != NULL; art = art->next)
1237 {
1238 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1239 if (art->allowed != NULL)
1240 {
1241 fprintf (logfile, "\tAllowed combinations:");
1242 for (next = art->allowed; next != NULL; next = next->next)
1243 fprintf (logfile, "%s,", &next->name);
1244 fprintf (logfile, "\n");
1245 }
1246 }
1247 }
1248 fprintf (logfile, "\n");
1249}
1250
1251/*
1252 * For debugging purposes. Dumps all treasures recursively (see below).
1253 */
1254void
1255dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1256{
1257 treasurelist *tl;
1258 int i;
1259
1260 if (depth > 100)
1261 return;
1262 while (t)
1263 {
1264 if (t->name)
1265 {
1266 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " ");
1268 fprintf (logfile, "{ (list: %s)\n", &t->name);
1269 tl = find_treasurelist (t->name);
1270 if (tl)
1271 dump_monster_treasure_rec (name, tl->items, depth + 2);
1272 for (i = 0; i < depth; i++)
1273 fprintf (logfile, " ");
1274 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1275 }
1276 else
1277 {
1278 for (i = 0; i < depth; i++)
1279 fprintf (logfile, " ");
1280 if (t->item && t->item->clone.type == FLESH)
1281 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1282 else
1283 fprintf (logfile, "%s\n", &t->item->clone.name);
1284 }
1285
1286 if (t->next_yes)
1287 {
1288 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " ");
1290 fprintf (logfile, " (if yes)\n");
1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1292 }
1293
1294 if (t->next_no)
1295 {
1296 for (i = 0; i < depth; i++)
1297 fprintf (logfile, " ");
1298 fprintf (logfile, " (if no)\n");
1299 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1300 }
1301
1302 t = t->next;
1303 }
1304}
1305
1306/*
1307 * For debugging purposes. Dumps all treasures for a given monster.
1308 * Created originally by Raphael Quinet for debugging the alchemy code.
1309 */
1310
1311void
1312dump_monster_treasure (const char *name)
1313{
1314 archetype *at;
1315 int found;
1316
1317 found = 0;
1318 fprintf (logfile, "\n");
1319 for (at = first_archetype; at != NULL; at = at->next)
1320 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1321 {
1322 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1323 if (at->clone.randomitems != NULL)
1324 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1325 else
1326 fprintf (logfile, "(nothing)\n");
1327 fprintf (logfile, "\n");
1328 found++;
1329 }
1330 if (found == 0)
1331 fprintf (logfile, "No objects have the name %s!\n\n", name);
1332}
1333
1334/*
1335 * Builds up the lists of artifacts from the file in the libdir.
1336 */
1337
1338void
1339init_artifacts (void) 1181init_artifacts ()
1340{ 1182{
1341 static int has_been_inited = 0; 1183 static int has_been_inited = 0;
1342 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1184 char filename[MAX_BUF];
1343 artifact *art = NULL; 1185 artifact *art = NULL;
1344 linked_char *tmp;
1345 int value;
1346 artifactlist *al; 1186 artifactlist *al;
1347 1187
1348 if (has_been_inited) 1188 if (has_been_inited)
1349 return; 1189 return;
1350 else 1190 else
1351 has_been_inited = 1; 1191 has_been_inited = 1;
1352 1192
1353 sprintf (filename, "%s/artifacts", settings.datadir); 1193 sprintf (filename, "%s/artifacts", settings.datadir);
1354 object_thawer thawer (filename); 1194 object_thawer f (filename);
1355 1195
1356 if (!thawer) 1196 if (!f)
1357 return; 1197 return;
1358 1198
1359 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1199 for (;;)
1360 { 1200 {
1361 if (*buf == '#') 1201 switch (f.kw)
1362 continue;
1363 if ((cp = strchr (buf, '\n')) != NULL)
1364 *cp = '\0';
1365 cp = buf;
1366 while (*cp == ' ') /* Skip blanks */
1367 cp++;
1368 if (*cp == '\0')
1369 continue;
1370
1371 if (!strncmp (cp, "Allowed", 7))
1372 { 1202 {
1203 case KW_allowed:
1373 if (art == NULL) 1204 if (!art)
1205 art = get_empty_artifact ();
1206
1374 { 1207 {
1375 art = get_empty_artifact (); 1208 if (!strcmp (f.get_str (), "all"))
1376 nrofartifacts++; 1209 break;
1210
1211 const char *cp = f.get_str ();
1212 char *next;
1213 do
1214 {
1215 if ((next = (char *)strchr (cp, ',')))
1216 *next++ = '\0';
1217
1218 linked_char *tmp = new linked_char;
1219
1220 tmp->name = cp;
1221 tmp->next = art->allowed;
1222 art->allowed = tmp;
1223 }
1224 while ((cp = next));
1377 } 1225 }
1378 cp = strchr (cp, ' ') + 1; 1226 break;
1379 if (!strcmp (cp, "all")) 1227
1228 case KW_chance:
1229 f.get (art->chance);
1230 break;
1231
1232 case KW_difficulty:
1233 f.get (art->difficulty);
1234 break;
1235
1236 case KW_object:
1237 {
1238 art->item = object::create ();
1239 f.get (art->item->name);
1240 f.next ();
1241
1242 if (!art->item->parse_kv (f))
1243 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1244
1245 al = find_artifactlist (art->item->type);
1246
1247 if (!al)
1248 {
1249 al = get_empty_artifactlist ();
1250 al->type = art->item->type;
1251 al->next = first_artifactlist;
1252 first_artifactlist = al;
1253 }
1254
1255 art->next = al->items;
1256 al->items = art;
1257 art = 0;
1258 }
1380 continue; 1259 continue;
1381 1260
1382 do 1261 case KW_EOF:
1262 goto done;
1263
1264 default:
1265 if (!f.parse_error ("artifacts file"))
1266 cleanup ("artifacts file required");
1383 { 1267 break;
1384 nrofallowedstr++;
1385 if ((next = strchr (cp, ',')) != NULL)
1386 *(next++) = '\0';
1387 tmp = new linked_char;
1388
1389 tmp->name = cp;
1390 tmp->next = art->allowed;
1391 art->allowed = tmp;
1392 }
1393 while ((cp = next) != NULL);
1394 }
1395 else if (sscanf (cp, "chance %d", &value))
1396 art->chance = (uint16) value;
1397 else if (sscanf (cp, "difficulty %d", &value))
1398 art->difficulty = (uint8) value;
1399 else if (!strncmp (cp, "Object", 6))
1400 { 1268 }
1401 art->item = object::create ();
1402 1269
1403 if (!load_object (thawer, art->item, 0)) 1270 f.next ();
1404 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1405
1406 art->item->name = strchr (cp, ' ') + 1;
1407 al = find_artifactlist (art->item->type);
1408 if (al == NULL)
1409 {
1410 al = get_empty_artifactlist ();
1411 al->type = art->item->type;
1412 al->next = first_artifactlist;
1413 first_artifactlist = al;
1414 }
1415 art->next = al->items;
1416 al->items = art;
1417 art = NULL;
1418 }
1419 else
1420 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1421 } 1271 }
1422 1272
1273done:
1423 for (al = first_artifactlist; al != NULL; al = al->next) 1274 for (al = first_artifactlist; al; al = al->next)
1424 { 1275 {
1276 al->total_chance = 0;
1277
1425 for (art = al->items; art != NULL; art = art->next) 1278 for (art = al->items; art; art = art->next)
1426 { 1279 {
1427 if (!art->chance) 1280 if (!art->chance)
1428 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1281 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1429 else 1282 else
1430 al->total_chance += art->chance; 1283 al->total_chance += art->chance;
1435 } 1288 }
1436 1289
1437 LOG (llevDebug, "done.\n"); 1290 LOG (llevDebug, "done.\n");
1438} 1291}
1439 1292
1440
1441/* 1293/*
1442 * Used in artifact generation. The bonuses of the first object 1294 * Used in artifact generation. The bonuses of the first object
1443 * is modified by the bonuses of the second object. 1295 * is modified by the bonuses of the second object.
1444 */ 1296 */
1445
1446void 1297void
1447add_abilities (object *op, object *change) 1298add_abilities (object *op, object *change)
1448{ 1299{
1449 int i, tmp; 1300 int i, tmp;
1450 1301
1451 if (change->face != blank_face) 1302 if (change->face != blank_face)
1452 { 1303 {
1453#ifdef TREASURE_VERBOSE 1304#ifdef TREASURE_VERBOSE
1454 LOG (llevDebug, "FACE: %d\n", change->face->number); 1305 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1455#endif 1306#endif
1456 op->face = change->face; 1307 op->face = change->face;
1457 } 1308 }
1458 1309
1459 for (i = 0; i < NUM_STATS; i++) 1310 for (i = 0; i < NUM_STATS; i++)
1460 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1311 change_attr_value (&(op->stats), i, change->stats.stat (i));
1461 1312
1462 op->attacktype |= change->attacktype; 1313 op->attacktype |= change->attacktype;
1463 op->path_attuned |= change->path_attuned; 1314 op->path_attuned |= change->path_attuned;
1464 op->path_repelled |= change->path_repelled; 1315 op->path_repelled |= change->path_repelled;
1465 op->path_denied |= change->path_denied; 1316 op->path_denied |= change->path_denied;
1466 op->move_type |= change->move_type; 1317 op->move_type |= change->move_type;
1467 op->stats.luck += change->stats.luck; 1318 op->stats.luck += change->stats.luck;
1468 1319
1469 if (QUERY_FLAG (change, FLAG_CURSED)) 1320 if (change->flag [FLAG_CURSED])
1470 SET_FLAG (op, FLAG_CURSED); 1321 op->set_flag (FLAG_CURSED);
1471 if (QUERY_FLAG (change, FLAG_DAMNED)) 1322 if (change->flag [FLAG_DAMNED])
1472 SET_FLAG (op, FLAG_DAMNED); 1323 op->set_flag (FLAG_DAMNED);
1473 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1324 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1474 set_abs_magic (op, -op->magic); 1325 set_abs_magic (op, -op->magic);
1475 1326
1476 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1327 if (change->flag [FLAG_LIFESAVE])
1477 SET_FLAG (op, FLAG_LIFESAVE); 1328 op->set_flag (FLAG_LIFESAVE);
1478 if (QUERY_FLAG (change, FLAG_REFL_SPELL)) 1329 if (change->flag [FLAG_REFL_SPELL])
1479 SET_FLAG (op, FLAG_REFL_SPELL); 1330 op->set_flag (FLAG_REFL_SPELL);
1480 if (QUERY_FLAG (change, FLAG_STEALTH)) 1331 if (change->flag [FLAG_STEALTH])
1481 SET_FLAG (op, FLAG_STEALTH); 1332 op->set_flag (FLAG_STEALTH);
1482 if (QUERY_FLAG (change, FLAG_XRAYS)) 1333 if (change->flag [FLAG_XRAYS])
1483 SET_FLAG (op, FLAG_XRAYS); 1334 op->set_flag (FLAG_XRAYS);
1484 if (QUERY_FLAG (change, FLAG_BLIND)) 1335 if (change->flag [FLAG_BLIND])
1485 SET_FLAG (op, FLAG_BLIND); 1336 op->set_flag (FLAG_BLIND);
1486 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) 1337 if (change->flag [FLAG_SEE_IN_DARK])
1487 SET_FLAG (op, FLAG_SEE_IN_DARK); 1338 op->set_flag (FLAG_SEE_IN_DARK);
1488 if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) 1339 if (change->flag [FLAG_REFL_MISSILE])
1489 SET_FLAG (op, FLAG_REFL_MISSILE); 1340 op->set_flag (FLAG_REFL_MISSILE);
1490 if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) 1341 if (change->flag [FLAG_MAKE_INVIS])
1491 SET_FLAG (op, FLAG_MAKE_INVIS); 1342 op->set_flag (FLAG_MAKE_INVIS);
1492 1343
1493 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1344 if (change->flag [FLAG_STAND_STILL])
1494 { 1345 {
1495 CLEAR_FLAG (op, FLAG_ANIMATE); 1346 op->clr_flag (FLAG_ANIMATE);
1496 /* so artifacts will join */ 1347 /* so artifacts will join */
1497 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1348 if (!op->flag [FLAG_ALIVE])
1498 op->speed = 0.0; 1349 op->speed = 0.0;
1499 1350
1500 op->set_speed (op->speed); 1351 op->set_speed (op->speed);
1501 } 1352 }
1502 1353
1503 if (change->nrof) 1354 if (change->nrof)
1504 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1355 op->nrof = rndm (change->nrof) + 1;
1505 1356
1506 op->stats.exp += change->stats.exp; /* Speed modifier */ 1357 op->stats.exp += change->stats.exp; /* Speed modifier */
1507 op->stats.wc += change->stats.wc; 1358 op->stats.wc += change->stats.wc;
1508 op->stats.ac += change->stats.ac; 1359 op->stats.ac += change->stats.ac;
1509 1360
1513 * to cast. So convert that to into a spell and put it into 1364 * to cast. So convert that to into a spell and put it into
1514 * this object. 1365 * this object.
1515 */ 1366 */
1516 if (op->type == HORN || op->type == POTION) 1367 if (op->type == HORN || op->type == POTION)
1517 { 1368 {
1518 object *tmp_obj;
1519
1520 /* Remove any spells this object currently has in it */ 1369 /* Remove any spells this object currently has in it */
1521 while (op->inv)
1522 op->inv->destroy (); 1370 op->destroy_inv (false);
1523 1371
1524 tmp_obj = arch_to_object (change->other_arch); 1372 object *tmp = change->other_arch->instance ();
1525 insert_ob_in_ob (tmp_obj, op); 1373 insert_ob_in_ob (tmp, op);
1526 } 1374 }
1375
1527 /* No harm setting this for potions/horns */ 1376 /* No harm setting this for potions/horns */
1528 op->other_arch = change->other_arch; 1377 op->other_arch = change->other_arch;
1529 } 1378 }
1530 1379
1531 if (change->stats.hp < 0) 1380 if (change->stats.hp < 0)
1612 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1461 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1613 } 1462 }
1614 1463
1615 op->value *= change->value; 1464 op->value *= change->value;
1616 1465
1617 if (change->material) 1466 if (change->materials)
1467 op->materials = change->materials;
1468
1469 if (change->material != MATERIAL_NULL)
1618 op->material = change->material; 1470 op->material = change->material;
1619
1620 if (change->materialname)
1621 op->materialname = change->materialname;
1622 1471
1623 if (change->slaying) 1472 if (change->slaying)
1624 op->slaying = change->slaying; 1473 op->slaying = change->slaying;
1625 1474
1626 if (change->race) 1475 if (change->race)
1629 if (change->msg) 1478 if (change->msg)
1630 op->msg = change->msg; 1479 op->msg = change->msg;
1631} 1480}
1632 1481
1633static int 1482static int
1634legal_artifact_combination (object *op, artifact * art) 1483legal_artifact_combination (object *op, artifact *art)
1635{ 1484{
1636 int neg, success = 0; 1485 int neg, success = 0;
1637 linked_char *tmp; 1486 linked_char *tmp;
1638 const char *name; 1487 const char *name;
1639 1488
1640 if (art->allowed == (linked_char *) NULL) 1489 if (!art->allowed)
1641 return 1; /* Ie, "all" */ 1490 return 1; /* Ie, "all" */
1491
1642 for (tmp = art->allowed; tmp; tmp = tmp->next) 1492 for (tmp = art->allowed; tmp; tmp = tmp->next)
1643 { 1493 {
1644#ifdef TREASURE_VERBOSE 1494#ifdef TREASURE_VERBOSE
1645 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1495 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1646#endif 1496#endif
1647 if (*tmp->name == '!') 1497 if (*tmp->name == '!')
1648 name = tmp->name + 1, neg = 1; 1498 name = tmp->name + 1, neg = 1;
1649 else 1499 else
1650 name = tmp->name, neg = 0; 1500 name = tmp->name, neg = 0;
1651 1501
1652 /* If we match name, then return the opposite of 'neg' */ 1502 /* If we match name, then return the opposite of 'neg' */
1653 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1503 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1654 return !neg; 1504 return !neg;
1655 1505
1656 /* Set success as true, since if the match was an inverse, it means 1506 /* Set success as true, since if the match was an inverse, it means
1657 * everything is allowed except what we match 1507 * everything is allowed except what we match
1658 */ 1508 */
1659 else if (neg) 1509 else if (neg)
1660 success = 1; 1510 success = 1;
1661 } 1511 }
1512
1662 return success; 1513 return success;
1663} 1514}
1664 1515
1665/* 1516/*
1666 * Fixes the given object, giving it the abilities and titles 1517 * Fixes the given object, giving it the abilities and titles
1676 op->title = new_name; 1527 op->title = new_name;
1677 add_abilities (op, artifct); /* Give out the bonuses */ 1528 add_abilities (op, artifct); /* Give out the bonuses */
1678 1529
1679#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1530#if 0 /* Bit verbose, but keep it here until next time I need it... */
1680 { 1531 {
1681 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1532 char identified = op->flag [FLAG_IDENTIFIED];
1682 1533
1683 SET_FLAG (op, FLAG_IDENTIFIED); 1534 op->set_flag (FLAG_IDENTIFIED);
1684 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1535 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1685 if (!identified) 1536 if (!identified)
1686 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1537 op->clr_flag (FLAG_IDENTIFIED);
1687 } 1538 }
1688#endif 1539#endif
1689 return; 1540 return;
1690} 1541}
1691 1542
1717 return; 1568 return;
1718 } 1569 }
1719 1570
1720 for (i = 0; i < ARTIFACT_TRIES; i++) 1571 for (i = 0; i < ARTIFACT_TRIES; i++)
1721 { 1572 {
1722 int roll = RANDOM () % al->total_chance; 1573 int roll = rndm (al->total_chance);
1723 1574
1724 for (art = al->items; art != NULL; art = art->next) 1575 for (art = al->items; art; art = art->next)
1725 { 1576 {
1726 roll -= art->chance; 1577 roll -= art->chance;
1727 if (roll < 0) 1578 if (roll < 0)
1728 break; 1579 break;
1729 } 1580 }
1733#if 1 1584#if 1
1734 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1585 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1735#endif 1586#endif
1736 return; 1587 return;
1737 } 1588 }
1738 if (!strcmp (art->item->name, "NONE")) 1589
1590 if (art->item->name == shstr_NONE)
1739 return; 1591 return;
1592
1740 if (FABS (op->magic) < art->item->magic) 1593 if (fabs (op->magic) < art->item->magic)
1741 continue; /* Not magic enough to be this item */ 1594 continue; /* Not magic enough to be this item */
1742 1595
1743 /* Map difficulty not high enough */ 1596 /* Map difficulty not high enough */
1744 if (difficulty < art->difficulty) 1597 if (difficulty < art->difficulty)
1745 continue; 1598 continue;
1746 1599
1747 if (!legal_artifact_combination (op, art)) 1600 if (!legal_artifact_combination (op, art))
1748 { 1601 {
1749#ifdef TREASURE_VERBOSE 1602#ifdef TREASURE_VERBOSE
1750 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1603 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1751#endif 1604#endif
1752 continue; 1605 continue;
1753 } 1606 }
1607
1754 give_artifact_abilities (op, art->item); 1608 give_artifact_abilities (op, art->item);
1755 return; 1609 return;
1756 } 1610 }
1757} 1611}
1758 1612
1795 item->level = donor->level; 1649 item->level = donor->level;
1796 1650
1797 /* if donor has some attacktypes, the flesh is poisonous */ 1651 /* if donor has some attacktypes, the flesh is poisonous */
1798 if (donor->attacktype & AT_POISON) 1652 if (donor->attacktype & AT_POISON)
1799 item->type = POISON; 1653 item->type = POISON;
1654
1800 if (donor->attacktype & AT_ACID) 1655 if (donor->attacktype & AT_ACID)
1801 item->stats.hp = -1 * item->stats.food; 1656 item->stats.hp = -1 * item->stats.food;
1802 SET_FLAG (item, FLAG_NO_STEAL);
1803 }
1804}
1805 1657
1806/* special_potion() - so that old potion code is still done right. */ 1658 item->set_flag (FLAG_NO_STEAL);
1807 1659 }
1808int
1809special_potion (object *op)
1810{
1811 if (op->attacktype)
1812 return 1;
1813
1814 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1815 return 1;
1816
1817 for (int i = 0; i < NROFATTACKS; i++)
1818 if (op->resist[i])
1819 return 1;
1820
1821 return 0;
1822} 1660}
1823 1661
1824void 1662static void
1825free_treasurestruct (treasure *t) 1663free_treasurestruct (treasure *t)
1826{ 1664{
1827 if (t->next)
1828 free_treasurestruct (t->next); 1665 if (t->next) free_treasurestruct (t->next);
1829 if (t->next_yes)
1830 free_treasurestruct (t->next_yes); 1666 if (t->next_yes) free_treasurestruct (t->next_yes);
1831 if (t->next_no)
1832 free_treasurestruct (t->next_no); 1667 if (t->next_no) free_treasurestruct (t->next_no);
1833 1668
1834 delete t; 1669 delete t;
1835} 1670}
1836 1671
1837void 1672static void
1838free_charlinks (linked_char *lc) 1673free_charlinks (linked_char *lc)
1839{ 1674{
1840 if (lc->next) 1675 if (lc->next)
1841 free_charlinks (lc->next); 1676 free_charlinks (lc->next);
1842 1677
1843 delete lc; 1678 delete lc;
1844} 1679}
1845 1680
1846void 1681static void
1847free_artifact (artifact * at) 1682free_artifact (artifact *at)
1848{ 1683{
1849 if (at->next)
1850 free_artifact (at->next); 1684 if (at->next) free_artifact (at->next);
1851
1852 if (at->allowed)
1853 free_charlinks (at->allowed); 1685 if (at->allowed) free_charlinks (at->allowed);
1854 1686
1855 at->item->destroy (1); 1687 at->item->destroy ();
1856 1688
1857 delete at;
1858}
1859
1860void
1861free_artifactlist (artifactlist * al)
1862{
1863 artifactlist *nextal;
1864
1865 for (al = first_artifactlist; al; al = nextal)
1866 {
1867 nextal = al->next;
1868
1869 if (al->items)
1870 free_artifact (al->items);
1871
1872 free (al); 1689 sfree (at);
1873 }
1874} 1690}
1875 1691
1876void
1877free_all_treasures (void)
1878{
1879 treasurelist *tl, *next;
1880
1881
1882 for (tl = first_treasurelist; tl != NULL; tl = next)
1883 {
1884 next = tl->next;
1885 if (tl->items)
1886 free_treasurestruct (tl->items);
1887 delete tl;
1888 }
1889 free_artifactlist (first_artifactlist);
1890}

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