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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.17 by root, Tue Sep 12 18:15:34 2006 UTC vs.
Revision 1.40 by root, Wed Mar 14 00:04:58 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)
201 return; 194 return;
202 } 195 }
203 while (fgets (buf, MAX_BUF, fp) != NULL) 196 while (fgets (buf, MAX_BUF, fp) != NULL)
204 { 197 {
205 line++; 198 line++;
206 if (*buf == '#') 199 if (*buf == '#' || *buf == '\n')
207 continue; 200 ; // ignore
208
209 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 201 else if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
210 { 202 {
211 treasurelist *tl = get_empty_treasurelist (); 203 treasurelist *tl = get_empty_treasurelist ();
212 204
213 tl->name = name; 205 tl->name = name;
214 if (previous == NULL) 206 if (previous == NULL)
215 first_treasurelist = tl; 207 first_treasurelist = tl;
216 else 208 else
217 previous->next = tl; 209 previous->next = tl;
210
218 previous = tl; 211 previous = tl;
219 tl->items = load_treasure (fp, &line); 212 tl->items = load_treasure (fp, &line);
220 213
221 /* This is a one of the many items on the list should be generated. 214 /* This is a one of the many items on the list should be generated.
222 * Add up the chance total, and check to make sure the yes & no 215 * Add up the chance total, and check to make sure the yes & 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 = rndm (t->nrof) + 1;
354
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 355 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 356 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 357 put_treasure (tmp, op, flag);
362 } 358 }
363 } 359 }
371 if (t->next != NULL) 367 if (t->next != NULL)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 368 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 369}
374 370
375void 371void
376create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 372create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 373{
378 int value = RANDOM () % tl->total_chance; 374 int value = rndm (tl->total_chance);
379 treasure *t; 375 treasure *t;
380 376
381 if (tries++ > 100) 377 if (tries++ > 100)
382 { 378 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 379 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
399 return; 395 return;
400 } 396 }
401 397
402 if (t->name) 398 if (t->name)
403 { 399 {
404 if (!strcmp (t->name, "NONE"))
405 return;
406
407 if (difficulty >= t->magic) 400 if (difficulty >= t->magic)
401 {
402 treasurelist *tl = find_treasurelist (t->name);
403 if (tl)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 404 create_treasure (tl, op, flag, difficulty, tries);
405 }
409 else if (t->nrof) 406 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 407 create_one_treasure (tl, op, flag, difficulty, tries);
411 408
412 return; 409 return;
413 } 410 }
414 411
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 412 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
416 { 413 {
417 object *tmp = arch_to_object (t->item); 414 object *tmp = arch_to_object (t->item);
418 415
419 if (!tmp) 416 if (!tmp)
420 return; 417 return;
421 418
422 if (t->nrof && tmp->nrof <= 1) 419 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 420 tmp->nrof = rndm (t->nrof) + 1;
424 421
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 422 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 423 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 424 put_treasure (tmp, op, flag);
428 } 425 }
434 * list transitions, or so that excessively good treasure will not be 431 * 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 432 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 433 * to do that.
437 */ 434 */
438void 435void
439create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 437{
441
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 }
443
447 if (t->total_chance) 444 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 445 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 446 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 447 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 448}
452 449
453/* This is similar to the old generate treasure function. However, 450/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 451 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 452 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 453 * inserted into, and then return that treausre
457 */ 454 */
458object * 455object *
459generate_treasure (treasurelist * t, int difficulty) 456generate_treasure (treasurelist *tl, int difficulty)
460{ 457{
458 difficulty = clamp (difficulty, 1, settings.max_level);
459
461 object *ob = get_object (), *tmp; 460 object *ob = object::create (), *tmp;
462 461
463 create_treasure (t, ob, 0, difficulty, 0); 462 create_treasure (tl, ob, 0, difficulty, 0);
464 463
465 /* Don't want to free the object we are about to return */ 464 /* Don't want to free the object we are about to return */
466 tmp = ob->inv; 465 tmp = ob->inv;
467 if (tmp != NULL) 466 if (tmp != NULL)
468 remove_ob (tmp); 467 tmp->remove ();
468
469 if (ob->inv) 469 if (ob->inv)
470 {
471 LOG (llevError, "In generate treasure, created multiple objects.\n"); 470 LOG (llevError, "In generate treasure, created multiple objects.\n");
472 } 471
473 free_object (ob); 472 ob->destroy ();
474 return tmp; 473 return tmp;
475} 474}
476 475
477/* 476/*
478 * This is a new way of calculating the chance for an item to have 477 * This is a new way of calculating the chance for an item to have
572 scaled_diff = 0; 571 scaled_diff = 0;
573 572
574 if (scaled_diff >= DIFFLEVELS) 573 if (scaled_diff >= DIFFLEVELS)
575 scaled_diff = DIFFLEVELS - 1; 574 scaled_diff = DIFFLEVELS - 1;
576 575
577 percent = RANDOM () % 100; 576 percent = rndm (100);
578 577
579 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 578 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
580 { 579 {
581 percent -= difftomagic_list[scaled_diff][magic]; 580 percent -= difftomagic_list[scaled_diff][magic];
582 581
588 { 587 {
589 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 588 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
590 magic = 0; 589 magic = 0;
591 } 590 }
592 591
593 magic = (RANDOM () % 3) ? magic : -magic; 592 magic = (rndm (3)) ? magic : -magic;
594 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 593 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
595 594
596 return magic; 595 return magic;
597} 596}
598 597
613 if (op->arch) 612 if (op->arch)
614 { 613 {
615 if (op->type == ARMOUR) 614 if (op->type == ARMOUR)
616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 615 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
617 616
618 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 617 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
619 magic = (-magic); 618 magic = (-magic);
620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
621 } 620 }
622 else 621 else
623 { 622 {
624 if (op->type == ARMOUR) 623 if (op->type == ARMOUR)
625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
626 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 625 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
627 magic = (-magic); 626 magic = (-magic);
628 op->weight = (op->weight * (100 - magic * 10)) / 100; 627 op->weight = (op->weight * (100 - magic * 10)) / 100;
629 } 628 }
630} 629}
631 630
660 659
661void 660void
662set_ring_bonus (object *op, int bonus) 661set_ring_bonus (object *op, int bonus)
663{ 662{
664 663
665 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
666 665
667 if (op->type == AMULET) 666 if (op->type == AMULET)
668 { 667 {
669 if (!(RANDOM () % 21)) 668 if (!(rndm (21)))
670 r = 20 + RANDOM () % 2; 669 r = 20 + rndm (2);
671 else 670 else
672 { 671 {
673 if (RANDOM () & 2) 672 if (rndm (2))
674 r = 10; 673 r = 10;
675 else 674 else
676 r = 11 + RANDOM () % 9; 675 r = 11 + rndm (9);
677 } 676 }
678 } 677 }
679 678
680 switch (r) 679 switch (r)
681 { 680 {
718 case 16: 717 case 16:
719 case 17: 718 case 17:
720 case 18: 719 case 18:
721 case 19: 720 case 19:
722 { 721 {
723 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
724 723
725 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 724 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
726 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
727 726
728 /* Cursed items need to have higher negative values to equal out with 727 /* Cursed items need to have higher negative values to equal out with
729 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
730 * little random element in since that they don't always end up with 729 * little random element in since that they don't always end up with
731 * even values. 730 * even values.
732 */ 731 */
733 if (bonus < 0) 732 if (bonus < 0)
734 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
735 if (val > 35) 734 if (val > 35)
736 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
737 b = 0; 736 b = 0;
737
738 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
739 {
740 resist = RANDOM () % num_resist_table; 739 resist = rndm (num_resist_table);
741 } 740
742 if (b == 4) 741 if (b == 4)
743 return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
744 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
745 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
746 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
747 */ 747 */
748 break; 748 break;
776 case 22: 776 case 22:
777 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
778 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
779 break; 779 break;
780 } 780 }
781
781 if (bonus > 0) 782 if (bonus > 0)
782 op->value *= 2 * bonus; 783 op->value *= 2 * bonus;
783 else 784 else
784 op->value = -(op->value * 2 * bonus) / 3; 785 op->value = -(op->value * 2 * bonus) / 3;
785} 786}
790 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
791 * It is only used in fix_generated_treasure() to set bonuses on 792 * It is only used in fix_generated_treasure() to set bonuses on
792 * rings and amulets. 793 * rings and amulets.
793 * Another scheme is used to calculate the magic of weapons and armours. 794 * Another scheme is used to calculate the magic of weapons and armours.
794 */ 795 */
795
796int 796int
797get_magic (int diff) 797get_magic (int diff)
798{ 798{
799 int i; 799 int i;
800 800
801 if (diff < 3) 801 if (diff < 3)
802 diff = 3; 802 diff = 3;
803
803 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
804 if (RANDOM () % diff) 805 if (rndm (diff))
805 return i; 806 return i;
807
806 return 4; 808 return 4;
807} 809}
808 810
809#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
810#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
811 813
812/* 814/*
813 * fix_generated_item(): This is called after an item is generated, in 815 * 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 816 * order to set it up right. This produced magical bonuses, puts spells
815 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
829 * value. 831 * value.
830 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 832 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
831 * a working object - don't change magic, value, etc, but set it material 833 * a working object - don't change magic, value, etc, but set it material
832 * type as appropriate, for objects that need spell objects, set those, etc 834 * type as appropriate, for objects that need spell objects, set those, etc
833 */ 835 */
834
835void 836void
836fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 837fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
837{ 838{
838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 839 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
839 840
855 } 856 }
856 857
857 if (difficulty < 1) 858 if (difficulty < 1)
858 difficulty = 1; 859 difficulty = 1;
859 860
861 if (INVOKE_OBJECT (ADD_BONUS, op,
862 ARG_OBJECT (creator != op ? creator : 0),
863 ARG_INT (difficulty), ARG_INT (max_magic),
864 ARG_INT (flags)))
865 return;
866
860 if (!(flags & GT_MINIMAL)) 867 if (!(flags & GT_MINIMAL))
861 { 868 {
862 if (op->arch == crown_arch) 869 if (op->arch == crown_arch)
863 { 870 {
864 set_magic (difficulty, op, max_magic, flags); 871 set_magic (difficulty, op, max_magic, flags);
870 if (!op->magic && max_magic) 877 if (!op->magic && max_magic)
871 set_magic (difficulty, op, max_magic, flags); 878 set_magic (difficulty, op, max_magic, flags);
872 879
873 num_enchantments = calc_item_power (op, 1); 880 num_enchantments = calc_item_power (op, 1);
874 881
875 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
883 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
876 * used for shop_floors or treasures */ 885 * used for shop_floors or treasures */
877 generate_artifact (op, difficulty); 886 generate_artifact (op, difficulty);
878 } 887 }
879 888
880 /* Object was made an artifact. Calculate its item_power rating. 889 /* Object was made an artifact. Calculate its item_power rating.
938 case WEAPON: 947 case WEAPON:
939 case ARMOUR: 948 case ARMOUR:
940 case SHIELD: 949 case SHIELD:
941 case HELMET: 950 case HELMET:
942 case CLOAK: 951 case CLOAK:
943 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
944 set_ring_bonus (op, -DICE2); 953 set_ring_bonus (op, -DICE2);
945 break; 954 break;
946 955
947 case BRACERS: 956 case BRACERS:
948 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
949 { 958 {
950 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
951 if (!QUERY_FLAG (op, FLAG_CURSED)) 960 if (!QUERY_FLAG (op, FLAG_CURSED))
952 op->value *= 3; 961 op->value *= 3;
953 } 962 }
979 */ 988 */
980 if (op->inv && op->randomitems) 989 if (op->inv && op->randomitems)
981 { 990 {
982 /* value multiplier is same as for scrolls */ 991 /* value multiplier is same as for scrolls */
983 op->value = (op->value * op->inv->value); 992 op->value = (op->value * op->inv->value);
984 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
985 } 994 }
986 else 995 else
987 { 996 {
988 op->name = "potion"; 997 op->name = "potion";
989 op->name_pl = "potions"; 998 op->name_pl = "potions";
990 } 999 }
991 1000
992 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 1001 if (!(flags & GT_ONLY_GOOD) && rndm (2))
993 SET_FLAG (op, FLAG_CURSED); 1002 SET_FLAG (op, FLAG_CURSED);
994 break; 1003 break;
995 } 1004 }
996 1005
997 case AMULET: 1006 case AMULET:
999 op->value *= 5; /* Since it's not just decoration */ 1008 op->value *= 5; /* Since it's not just decoration */
1000 1009
1001 case RING: 1010 case RING:
1002 if (op->arch == NULL) 1011 if (op->arch == NULL)
1003 { 1012 {
1004 remove_ob (op); 1013 op->destroy ();
1005 free_object (op);
1006 op = NULL; 1014 op = 0;
1007 break; 1015 break;
1008 } 1016 }
1009 1017
1010 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1018 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1011 break; 1019 break;
1012 1020
1013 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1014 SET_FLAG (op, FLAG_CURSED); 1022 SET_FLAG (op, FLAG_CURSED);
1015 1023
1016 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1024 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1017 1025
1018 if (op->type != RING) /* Amulets have only one ability */ 1026 if (op->type != RING) /* Amulets have only one ability */
1019 break; 1027 break;
1020 1028
1021 if (!(RANDOM () % 4)) 1029 if (!(rndm (4)))
1022 { 1030 {
1023 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1031 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1024 1032
1025 if (d > 0) 1033 if (d > 0)
1026 op->value *= 3; 1034 op->value *= 3;
1027 1035
1028 set_ring_bonus (op, d); 1036 set_ring_bonus (op, d);
1029 1037
1030 if (!(RANDOM () % 4)) 1038 if (!(rndm (4)))
1031 { 1039 {
1032 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1040 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033 1041
1034 if (d > 0) 1042 if (d > 0)
1035 op->value *= 5; 1043 op->value *= 5;
1036 set_ring_bonus (op, d); 1044 set_ring_bonus (op, d);
1037 } 1045 }
1038 } 1046 }
1039 1047
1040 if (GET_ANIM_ID (op)) 1048 if (GET_ANIM_ID (op))
1041 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1042 1050
1043 break; 1051 break;
1044 1052
1045 case BOOK: 1053 case BOOK:
1046 /* Is it an empty book?, if yes lets make a special· 1054 /* Is it an empty book?, if yes lets make a special·
1047 * msg for it, and tailor its properties based on the· 1055 * msg for it, and tailor its properties based on the·
1048 * creator and/or map level we found it on. 1056 * creator and/or map level we found it on.
1049 */ 1057 */
1050 if (!op->msg && RANDOM () % 10) 1058 if (!op->msg && rndm (10))
1051 { 1059 {
1052 /* set the book level properly */ 1060 /* set the book level properly */
1053 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1054 { 1062 {
1055 if (op->map && op->map->difficulty) 1063 if (op->map && op->map->difficulty)
1056 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1057 else 1065 else
1058 op->level = RANDOM () % 20 + 1; 1066 op->level = rndm (20) + 1;
1059 } 1067 }
1060 else 1068 else
1061 op->level = RANDOM () % creator->level; 1069 op->level = rndm (creator->level);
1062 1070
1063 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1071 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1064 /* books w/ info are worth more! */ 1072 /* books w/ info are worth more! */
1065 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1073 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1066 /* creator related stuff */ 1074 /* creator related stuff */
1165 */ 1173 */
1166 1174
1167/* 1175/*
1168 * Allocate and return the pointer to an empty artifactlist structure. 1176 * Allocate and return the pointer to an empty artifactlist structure.
1169 */ 1177 */
1170
1171static artifactlist * 1178static artifactlist *
1172get_empty_artifactlist (void) 1179get_empty_artifactlist (void)
1173{ 1180{
1174 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1181 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1175 1182
1176 if (tl == NULL) 1183 if (al == NULL)
1177 fatal (OUT_OF_MEMORY); 1184 fatal (OUT_OF_MEMORY);
1178 tl->next = NULL; 1185 al->next = NULL;
1179 tl->items = NULL; 1186 al->items = NULL;
1180 tl->total_chance = 0; 1187 al->total_chance = 0;
1181 return tl; 1188 return al;
1182} 1189}
1183 1190
1184/* 1191/*
1185 * Allocate and return the pointer to an empty artifact structure. 1192 * Allocate and return the pointer to an empty artifact structure.
1186 */ 1193 */
1187
1188static artifact * 1194static artifact *
1189get_empty_artifact (void) 1195get_empty_artifact (void)
1190{ 1196{
1191 artifact *t = (artifact *) malloc (sizeof (artifact)); 1197 artifact *a = (artifact *) malloc (sizeof (artifact));
1192 1198
1193 if (t == NULL) 1199 if (a == NULL)
1194 fatal (OUT_OF_MEMORY); 1200 fatal (OUT_OF_MEMORY);
1201
1195 t->item = NULL; 1202 a->item = NULL;
1196 t->next = NULL; 1203 a->next = NULL;
1197 t->chance = 0; 1204 a->chance = 0;
1198 t->difficulty = 0; 1205 a->difficulty = 0;
1199 t->allowed = NULL; 1206 a->allowed = NULL;
1200 return t; 1207 return a;
1201} 1208}
1202 1209
1203/* 1210/*
1204 * Searches the artifact lists and returns one that has the same type 1211 * Searches the artifact lists and returns one that has the same type
1205 * of objects on it. 1212 * of objects on it.
1206 */ 1213 */
1207
1208artifactlist * 1214artifactlist *
1209find_artifactlist (int type) 1215find_artifactlist (int type)
1210{ 1216{
1211 artifactlist *al; 1217 artifactlist *al;
1212 1218
1213 for (al = first_artifactlist; al != NULL; al = al->next) 1219 for (al = first_artifactlist; al; al = al->next)
1214 if (al->type == type) 1220 if (al->type == type)
1215 return al; 1221 return al;
1222
1216 return NULL; 1223 return 0;
1217} 1224}
1218 1225
1219/* 1226/*
1220 * For debugging purposes. Dumps all tables. 1227 * For debugging purposes. Dumps all tables.
1221 */ 1228 */
1222
1223void 1229void
1224dump_artifacts (void) 1230dump_artifacts (void)
1225{ 1231{
1226 artifactlist *al; 1232 artifactlist *al;
1227 artifact *art; 1233 artifact *art;
1234 for (art = al->items; art != NULL; art = art->next) 1240 for (art = al->items; art != NULL; art = art->next)
1235 { 1241 {
1236 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1242 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1237 if (art->allowed != NULL) 1243 if (art->allowed != NULL)
1238 { 1244 {
1239 fprintf (logfile, "\tAllowed combinations:"); 1245 fprintf (logfile, "\tallowed combinations:");
1240 for (next = art->allowed; next != NULL; next = next->next) 1246 for (next = art->allowed; next != NULL; next = next->next)
1241 fprintf (logfile, "%s,", &next->name); 1247 fprintf (logfile, "%s,", &next->name);
1242 fprintf (logfile, "\n"); 1248 fprintf (logfile, "\n");
1243 } 1249 }
1244 } 1250 }
1255 treasurelist *tl; 1261 treasurelist *tl;
1256 int i; 1262 int i;
1257 1263
1258 if (depth > 100) 1264 if (depth > 100)
1259 return; 1265 return;
1260 while (t != NULL) 1266 while (t)
1261 { 1267 {
1262 if (t->name != NULL) 1268 if (t->name)
1263 { 1269 {
1264 for (i = 0; i < depth; i++) 1270 for (i = 0; i < depth; i++)
1265 fprintf (logfile, " "); 1271 fprintf (logfile, " ");
1266 fprintf (logfile, "{ (list: %s)\n", &t->name); 1272 fprintf (logfile, "{ (list: %s)\n", &t->name);
1267 tl = find_treasurelist (t->name); 1273 tl = find_treasurelist (t->name);
1274 if (tl)
1268 dump_monster_treasure_rec (name, tl->items, depth + 2); 1275 dump_monster_treasure_rec (name, tl->items, depth + 2);
1269 for (i = 0; i < depth; i++) 1276 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " "); 1277 fprintf (logfile, " ");
1271 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1278 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1272 } 1279 }
1273 else 1280 else
1274 { 1281 {
1275 for (i = 0; i < depth; i++) 1282 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1283 fprintf (logfile, " ");
1277 if (t->item->clone.type == FLESH) 1284 if (t->item && t->item->clone.type == FLESH)
1278 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1285 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1279 else 1286 else
1280 fprintf (logfile, "%s\n", &t->item->clone.name); 1287 fprintf (logfile, "%s\n", &t->item->clone.name);
1281 } 1288 }
1289
1282 if (t->next_yes != NULL) 1290 if (t->next_yes)
1283 { 1291 {
1284 for (i = 0; i < depth; i++) 1292 for (i = 0; i < depth; i++)
1285 fprintf (logfile, " "); 1293 fprintf (logfile, " ");
1286 fprintf (logfile, " (if yes)\n"); 1294 fprintf (logfile, " (if yes)\n");
1287 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1295 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1288 } 1296 }
1297
1289 if (t->next_no != NULL) 1298 if (t->next_no)
1290 { 1299 {
1291 for (i = 0; i < depth; i++) 1300 for (i = 0; i < depth; i++)
1292 fprintf (logfile, " "); 1301 fprintf (logfile, " ");
1293 fprintf (logfile, " (if no)\n"); 1302 fprintf (logfile, " (if no)\n");
1294 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1303 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1295 } 1304 }
1305
1296 t = t->next; 1306 t = t->next;
1297 } 1307 }
1298} 1308}
1299 1309
1300/* 1310/*
1308 archetype *at; 1318 archetype *at;
1309 int found; 1319 int found;
1310 1320
1311 found = 0; 1321 found = 0;
1312 fprintf (logfile, "\n"); 1322 fprintf (logfile, "\n");
1323
1313 for (at = first_archetype; at != NULL; at = at->next) 1324 for (at = first_archetype; at != NULL; at = at->next)
1314 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1325 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1315 { 1326 {
1316 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1327 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1317 if (at->clone.randomitems != NULL) 1328 if (at->clone.randomitems != NULL)
1318 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1329 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1319 else 1330 else
1320 fprintf (logfile, "(nothing)\n"); 1331 fprintf (logfile, "(nothing)\n");
1332
1321 fprintf (logfile, "\n"); 1333 fprintf (logfile, "\n");
1322 found++; 1334 found++;
1323 } 1335 }
1336
1324 if (found == 0) 1337 if (found == 0)
1325 fprintf (logfile, "No objects have the name %s!\n\n", name); 1338 fprintf (logfile, "No objects have the name %s!\n\n", name);
1326} 1339}
1327 1340
1328/* 1341/*
1329 * Builds up the lists of artifacts from the file in the libdir. 1342 * Builds up the lists of artifacts from the file in the libdir.
1330 */ 1343 */
1331
1332void 1344void
1333init_artifacts (void) 1345init_artifacts (void)
1334{ 1346{
1335 static int has_been_inited = 0; 1347 static int has_been_inited = 0;
1336 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1348 char filename[MAX_BUF];
1337 artifact *art = NULL; 1349 artifact *art = NULL;
1338 linked_char *tmp;
1339 int value;
1340 artifactlist *al; 1350 artifactlist *al;
1341 1351
1342 if (has_been_inited) 1352 if (has_been_inited)
1343 return; 1353 return;
1344 else 1354 else
1345 has_been_inited = 1; 1355 has_been_inited = 1;
1346 1356
1347 sprintf (filename, "%s/artifacts", settings.datadir); 1357 sprintf (filename, "%s/artifacts", settings.datadir);
1348 object_thawer thawer (filename); 1358 object_thawer f (filename);
1349 1359
1350 if (!thawer) 1360 if (!f)
1351 return; 1361 return;
1352 1362
1353 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1363 f.next ();
1354 {
1355 if (*buf == '#')
1356 continue;
1357 if ((cp = strchr (buf, '\n')) != NULL)
1358 *cp = '\0';
1359 cp = buf;
1360 while (*cp == ' ') /* Skip blanks */
1361 cp++;
1362 if (*cp == '\0')
1363 continue;
1364 1364
1365 if (!strncmp (cp, "Allowed", 7)) 1365 for (;;)
1366 {
1367 switch (f.kw)
1366 { 1368 {
1369 case KW_allowed:
1367 if (art == NULL) 1370 if (!art)
1371 {
1372 art = get_empty_artifact ();
1373 nrofartifacts++;
1374 }
1375
1368 { 1376 {
1369 art = get_empty_artifact (); 1377 if (!strcmp (f.get_str (), "all"))
1370 nrofartifacts++; 1378 break;
1379
1380 char *next, *cp = f.get_str ();
1381
1382 do
1383 {
1384 nrofallowedstr++;
1385
1386 if ((next = strchr (cp, ',')))
1387 *next++ = '\0';
1388
1389 linked_char *tmp = new linked_char;
1390
1391 tmp->name = cp;
1392 tmp->next = art->allowed;
1393 art->allowed = tmp;
1394 }
1395 while ((cp = next));
1371 } 1396 }
1372 cp = strchr (cp, ' ') + 1; 1397 break;
1373 if (!strcmp (cp, "all")) 1398
1399 case KW_chance:
1400 f.get (art->chance);
1401 break;
1402
1403 case KW_difficulty:
1404 f.get (art->difficulty);
1405 break;
1406
1407 case KW_object:
1408 {
1409 art->item = object::create ();
1410
1411 if (!art->item->parse_kv (f))
1412 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1413
1414 al = find_artifactlist (art->item->type);
1415
1416 if (!al)
1417 {
1418 al = get_empty_artifactlist ();
1419 al->type = art->item->type;
1420 al->next = first_artifactlist;
1421 first_artifactlist = al;
1422 }
1423
1424 art->next = al->items;
1425 al->items = art;
1426 art = 0;
1427 }
1374 continue; 1428 continue;
1375 1429
1376 do 1430 case KW_EOF:
1431 goto done;
1432
1433 default:
1434 if (!f.parse_error ("artifacts file"))
1435 cleanup ("artifacts file required");
1377 { 1436 break;
1378 nrofallowedstr++;
1379 if ((next = strchr (cp, ',')) != NULL)
1380 *(next++) = '\0';
1381 tmp = new linked_char;
1382
1383 tmp->name = cp;
1384 tmp->next = art->allowed;
1385 art->allowed = tmp;
1386 }
1387 while ((cp = next) != NULL);
1388 }
1389 else if (sscanf (cp, "chance %d", &value))
1390 art->chance = (uint16) value;
1391 else if (sscanf (cp, "difficulty %d", &value))
1392 art->difficulty = (uint8) value;
1393 else if (!strncmp (cp, "Object", 6))
1394 { 1437 }
1395 art->item = get_object ();
1396 1438
1397 if (!load_object (thawer, art->item, 0)) 1439 f.next ();
1398 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1399
1400 art->item->name = strchr (cp, ' ') + 1;
1401 al = find_artifactlist (art->item->type);
1402 if (al == NULL)
1403 {
1404 al = get_empty_artifactlist ();
1405 al->type = art->item->type;
1406 al->next = first_artifactlist;
1407 first_artifactlist = al;
1408 }
1409 art->next = al->items;
1410 al->items = art;
1411 art = NULL;
1412 }
1413 else
1414 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1415 } 1440 }
1416 1441
1442done:
1417 for (al = first_artifactlist; al != NULL; al = al->next) 1443 for (al = first_artifactlist; al; al = al->next)
1418 { 1444 {
1419 for (art = al->items; art != NULL; art = art->next) 1445 for (art = al->items; art; art = art->next)
1420 { 1446 {
1421 if (!art->chance) 1447 if (!art->chance)
1422 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1448 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1423 else 1449 else
1424 al->total_chance += art->chance; 1450 al->total_chance += art->chance;
1489 CLEAR_FLAG (op, FLAG_ANIMATE); 1515 CLEAR_FLAG (op, FLAG_ANIMATE);
1490 /* so artifacts will join */ 1516 /* so artifacts will join */
1491 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1517 if (!QUERY_FLAG (op, FLAG_ALIVE))
1492 op->speed = 0.0; 1518 op->speed = 0.0;
1493 1519
1494 update_ob_speed (op); 1520 op->set_speed (op->speed);
1495 } 1521 }
1496 1522
1497 if (change->nrof) 1523 if (change->nrof)
1498 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1524 op->nrof = rndm (change->nrof) + 1;
1499 1525
1500 op->stats.exp += change->stats.exp; /* Speed modifier */ 1526 op->stats.exp += change->stats.exp; /* Speed modifier */
1501 op->stats.wc += change->stats.wc; 1527 op->stats.wc += change->stats.wc;
1502 op->stats.ac += change->stats.ac; 1528 op->stats.ac += change->stats.ac;
1503 1529
1511 { 1537 {
1512 object *tmp_obj; 1538 object *tmp_obj;
1513 1539
1514 /* Remove any spells this object currently has in it */ 1540 /* Remove any spells this object currently has in it */
1515 while (op->inv) 1541 while (op->inv)
1516 { 1542 op->inv->destroy ();
1517 tmp_obj = op->inv;
1518 remove_ob (tmp_obj);
1519 free_object (tmp_obj);
1520 }
1521 1543
1522 tmp_obj = arch_to_object (change->other_arch); 1544 tmp_obj = arch_to_object (change->other_arch);
1523 insert_ob_in_ob (tmp_obj, op); 1545 insert_ob_in_ob (tmp_obj, op);
1524 } 1546 }
1525 /* No harm setting this for potions/horns */ 1547 /* No harm setting this for potions/horns */
1562 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1584 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1563 1585
1564 op->item_power = change->item_power; 1586 op->item_power = change->item_power;
1565 1587
1566 for (i = 0; i < NROFATTACKS; i++) 1588 for (i = 0; i < NROFATTACKS; i++)
1567 {
1568 if (change->resist[i]) 1589 if (change->resist[i])
1569 {
1570 op->resist[i] += change->resist[i]; 1590 op->resist[i] += change->resist[i];
1571 }
1572 }
1573 1591
1574 if (change->stats.dam) 1592 if (change->stats.dam)
1575 { 1593 {
1576 if (change->stats.dam < 0) 1594 if (change->stats.dam < 0)
1577 op->stats.dam = (-change->stats.dam); 1595 op->stats.dam = (-change->stats.dam);
1614 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1632 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1615 } 1633 }
1616 1634
1617 op->value *= change->value; 1635 op->value *= change->value;
1618 1636
1619 if (change->material) 1637 if (change->materials)
1620 op->material = change->material; 1638 op->materials = change->materials;
1621 1639
1622 if (change->materialname) 1640 if (change->materialname)
1623 op->materialname = change->materialname; 1641 op->materialname = change->materialname;
1624 1642
1625 if (change->slaying) 1643 if (change->slaying)
1719 return; 1737 return;
1720 } 1738 }
1721 1739
1722 for (i = 0; i < ARTIFACT_TRIES; i++) 1740 for (i = 0; i < ARTIFACT_TRIES; i++)
1723 { 1741 {
1724 int roll = RANDOM () % al->total_chance; 1742 int roll = rndm (al->total_chance);
1725 1743
1726 for (art = al->items; art != NULL; art = art->next) 1744 for (art = al->items; art; art = art->next)
1727 { 1745 {
1728 roll -= art->chance; 1746 roll -= art->chance;
1729 if (roll < 0) 1747 if (roll < 0)
1730 break; 1748 break;
1731 } 1749 }
1808/* special_potion() - so that old potion code is still done right. */ 1826/* special_potion() - so that old potion code is still done right. */
1809 1827
1810int 1828int
1811special_potion (object *op) 1829special_potion (object *op)
1812{ 1830{
1813
1814 int i;
1815
1816 if (op->attacktype) 1831 if (op->attacktype)
1817 return 1; 1832 return 1;
1818 1833
1819 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1834 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; 1835 return 1;
1821 1836
1822 for (i = 0; i < NROFATTACKS; i++) 1837 for (int i = 0; i < NROFATTACKS; i++)
1823 if (op->resist[i]) 1838 if (op->resist[i])
1824 return 1; 1839 return 1;
1825 1840
1826 return 0; 1841 return 0;
1827} 1842}
1855 free_artifact (at->next); 1870 free_artifact (at->next);
1856 1871
1857 if (at->allowed) 1872 if (at->allowed)
1858 free_charlinks (at->allowed); 1873 free_charlinks (at->allowed);
1859 1874
1860 at->item->free (1); 1875 at->item->destroy (1);
1861 1876
1862 delete at; 1877 delete at;
1863} 1878}
1864 1879
1865void 1880void
1866free_artifactlist (artifactlist * al) 1881free_artifactlist (artifactlist * al)
1867{ 1882{
1868 artifactlist *nextal; 1883 artifactlist *nextal;
1869 1884
1870 for (al = first_artifactlist; al != NULL; al = nextal) 1885 for (al = first_artifactlist; al; al = nextal)
1871 { 1886 {
1872 nextal = al->next; 1887 nextal = al->next;
1873 1888
1874 if (al->items) 1889 if (al->items)
1875 free_artifact (al->items); 1890 free_artifact (al->items);

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