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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.5 by root, Wed Aug 30 06:06:27 2006 UTC vs.
Revision 1.25 by root, Tue Dec 12 22:37:05 2006 UTC

1
2/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.5 2006/08/30 06:06:27 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30#define ALLOWED_COMBINATION 24#define ALLOWED_COMBINATION
31 25
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
35 * left on 29 * left on
36 */ 30 */
37#define TREASURE_DEBUG 31#define TREASURE_DEBUG
38 32
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 33/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34
40/* #define TREASURE_VERBOSE */ 35/* #define TREASURE_VERBOSE */
41 36
42#include <global.h> 37#include <global.h>
43#include <treasure.h> 38#include <treasure.h>
44#include <funcpoint.h> 39#include <funcpoint.h>
45#include <loader.h> 40#include <loader.h>
46 41
47 42
48static void change_treasure(treasure *t, object *op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 44extern char *spell_mapping[];
50 45
51/* 46/*
52 * Initialize global archtype pointers: 47 * Initialize global archtype pointers:
53 */ 48 */
54 49
50void
55void init_archetype_pointers() { 51init_archetype_pointers ()
52{
56 int prev_warn = warn_archetypes; 53 int prev_warn = warn_archetypes;
54
57 warn_archetypes = 1; 55 warn_archetypes = 1;
58 if (ring_arch == NULL) 56 if (ring_arch == NULL)
59 ring_arch = find_archetype("ring"); 57 ring_arch = archetype::find ("ring");
60 if (amulet_arch == NULL) 58 if (amulet_arch == NULL)
61 amulet_arch = find_archetype("amulet"); 59 amulet_arch = archetype::find ("amulet");
62 if (staff_arch == NULL) 60 if (staff_arch == NULL)
63 staff_arch = find_archetype("staff"); 61 staff_arch = archetype::find ("staff");
64 if (crown_arch == NULL) 62 if (crown_arch == NULL)
65 crown_arch = find_archetype("crown"); 63 crown_arch = archetype::find ("crown");
66 warn_archetypes = prev_warn; 64 warn_archetypes = prev_warn;
67} 65}
68 66
69/* 67/*
70 * Allocate and return the pointer to an empty treasurelist structure. 68 * Allocate and return the pointer to an empty treasurelist structure.
71 */ 69 */
72 70
73static treasurelist *get_empty_treasurelist(void) { 71static treasurelist *
74 treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); 72get_empty_treasurelist (void)
75 if(tl==NULL) 73{
76 fatal(OUT_OF_MEMORY); 74 return new treasurelist;
77 memset(tl, 0, sizeof(treasurelist));
78 return tl;
79} 75}
80 76
81/* 77/*
82 * Allocate and return the pointer to an empty treasure structure. 78 * Allocate and return the pointer to an empty treasure structure.
83 */ 79 */
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
84 85
85static treasure *get_empty_treasure(void) {
86 treasure *t = (treasure *) calloc(1,sizeof(treasure));
87 if(t==NULL)
88 fatal(OUT_OF_MEMORY);
89 t->item=NULL;
90 t->name=NULL;
91 t->next=NULL;
92 t->next_yes=NULL;
93 t->next_no=NULL;
94 t->chance=100; 86 t->chance = 100;
95 t->magic=0; 87
96 t->nrof=0;
97 return t; 88 return t;
98} 89}
99 90
100/* 91/*
101 * Reads the lib/treasure file from disk, and parses the contents 92 * Reads the lib/treasure file from disk, and parses the contents
102 * into an internal treasure structure (very linked lists) 93 * into an internal treasure structure (very linked lists)
103 */ 94 */
104 95
96static treasure *
105static treasure *load_treasure(FILE *fp, int *line) { 97load_treasure (FILE * fp, int *line)
98{
106 char buf[MAX_BUF], *cp, variable[MAX_BUF]; 99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
107 treasure *t=get_empty_treasure(); 100 treasure *t = get_empty_treasure ();
108 int value; 101 int value;
109 102
110 nroftreasures++; 103 nroftreasures++;
111 while(fgets(buf,MAX_BUF,fp)!=NULL) { 104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
112 (*line)++; 106 (*line)++;
113 107
114 if(*buf=='#') 108 if (*buf == '#')
115 continue; 109 continue;
116 if((cp=strchr(buf,'\n'))!=NULL) 110 if ((cp = strchr (buf, '\n')) != NULL)
117 *cp='\0'; 111 *cp = '\0';
118 cp=buf; 112 cp = buf;
119 while(isspace(*cp)) /* Skip blanks */ 113 while (isspace (*cp)) /* Skip blanks */
120 cp++; 114 cp++;
121 115
122 if(sscanf(cp,"arch %s",variable)) { 116 if (sscanf (cp, "arch %s", variable))
117 {
123 if((t->item=find_archetype(variable))==NULL) 118 if ((t->item = archetype::find (variable)) == NULL)
124 LOG(llevError,"Treasure lacks archetype: %s\n",variable); 119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 }
125 } else if (sscanf(cp, "list %s", variable)) 121 else if (sscanf (cp, "list %s", variable))
126 t->name = add_string(variable); 122 t->name = variable;
127 else if (sscanf(cp, "change_name %s", variable)) 123 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = add_string(variable); 124 t->change_arch.name = variable;
129 else if (sscanf(cp, "change_title %s", variable)) 125 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = add_string(variable); 126 t->change_arch.title = variable;
131 else if (sscanf(cp, "change_slaying %s", variable)) 127 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = add_string(variable); 128 t->change_arch.slaying = variable;
133 else if(sscanf(cp,"chance %d",&value)) 129 else if (sscanf (cp, "chance %d", &value))
134 t->chance=(uint8) value; 130 t->chance = (uint8) value;
135 else if(sscanf(cp,"nrof %d",&value)) 131 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof=(uint16) value; 132 t->nrof = (uint16) value;
137 else if(sscanf(cp,"magic %d",&value)) 133 else if (sscanf (cp, "magic %d", &value))
138 t->magic=(uint8) value; 134 t->magic = (uint8) value;
139 else if(!strcmp(cp,"yes")) 135 else if (!strcmp (cp, "yes"))
140 t->next_yes=load_treasure(fp, line); 136 t->next_yes = load_treasure (fp, line);
141 else if(!strcmp(cp,"no")) 137 else if (!strcmp (cp, "no"))
142 t->next_no=load_treasure(fp, line); 138 t->next_no = load_treasure (fp, line);
143 else if(!strcmp(cp,"end")) 139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 {
143 t->next = load_treasure (fp, line);
144 return t; 144 return t;
145 else if(!strcmp(cp,"more")) { 145 }
146 t->next=load_treasure(fp, line);
147 return t;
148 } else 146 else
149 LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n", 147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
150 cp,t->name?t->name:"null", *line);
151 } 148 }
152 LOG(llevError,"treasure lacks 'end'.\n"); 149 LOG (llevError, "treasure lacks 'end'.\n");
153 return t; 150 return t;
154} 151}
155 152
156#ifdef TREASURE_DEBUG 153#ifdef TREASURE_DEBUG
154
157/* recursived checks the linked list. Treasurelist is passed only 155/* recursived checks the linked list. Treasurelist is passed only
158 * so that the treasure name can be printed out 156 * so that the treasure name can be printed out
159 */ 157 */
158static void
160static void check_treasurelist(const treasure *t, const treasurelist *tl) 159check_treasurelist (const treasure *t, const treasurelist * tl)
161{ 160{
162 if (t->item==NULL && t->name==NULL) 161 if (t->item == NULL && t->name == NULL)
163 LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name); 162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
164 if (t->chance>=100 && t->next_yes && (t->next || t->next_no)) 163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
165 LOG(llevError,"Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", 164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
166 tl->name);
167 /* find_treasurelist will print out its own error message */ 165 /* find_treasurelist will print out its own error message */
168 if (t->name && strcmp(t->name,"NONE")) 166 if (t->name && *t->name)
169 (void) find_treasurelist(t->name); 167 (void) find_treasurelist (t->name);
168 if (t->next)
170 if (t->next) check_treasurelist(t->next, tl); 169 check_treasurelist (t->next, tl);
170 if (t->next_yes)
171 if (t->next_yes) check_treasurelist(t->next_yes,tl); 171 check_treasurelist (t->next_yes, tl);
172 if (t->next_no)
172 if (t->next_no) check_treasurelist(t->next_no, tl); 173 check_treasurelist (t->next_no, tl);
173} 174}
174#endif 175#endif
175 176
176/* 177/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 179 * Each treasure is parsed with the help of load_treasure().
179 */ 180 */
180 181
182void
181void load_treasures(void) { 183load_treasures (void)
184{
182 FILE *fp; 185 FILE *fp;
183 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; 186 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
184 treasurelist *previous=NULL; 187 treasurelist *previous = NULL;
185 treasure *t; 188 treasure *t;
186 int comp, line=0; 189 int comp, line = 0;
187 190
188 sprintf(filename,"%s/%s",settings.datadir,settings.treasures); 191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
189 if((fp=open_and_uncompress(filename,0,&comp))==NULL) { 192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
193 {
190 LOG(llevError,"Can't open treasure file.\n"); 194 LOG (llevError, "Can't open treasure file.\n");
191 return; 195 return;
192 } 196 }
193 while(fgets(buf,MAX_BUF,fp)!=NULL) { 197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
194 line++; 199 line++;
195 if(*buf=='#') 200 if (*buf == '#')
196 continue; 201 continue;
197 202
198 if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) { 203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 {
199 treasurelist *tl=get_empty_treasurelist(); 205 treasurelist *tl = get_empty_treasurelist ();
206
200 tl->name=add_string(name); 207 tl->name = name;
201 if(previous==NULL) 208 if (previous == NULL)
202 first_treasurelist=tl; 209 first_treasurelist = tl;
203 else 210 else
204 previous->next=tl; 211 previous->next = tl;
205 previous=tl; 212 previous = tl;
206 tl->items=load_treasure(fp, &line); 213 tl->items = load_treasure (fp, &line);
207 214
208 /* This is a one of the many items on the list should be generated. 215 /* This is a one of the many items on the list should be generated.
209 * Add up the chance total, and check to make sure the yes & no 216 * Add up the chance total, and check to make sure the yes & no
210 * fields of the treasures are not being used. 217 * fields of the treasures are not being used.
211 */ 218 */
212 if (!strncmp(buf,"treasureone",11)) { 219 if (!strncmp (buf, "treasureone", 11))
220 {
213 for (t=tl->items; t!=NULL; t=t->next) { 221 for (t = tl->items; t != NULL; t = t->next)
222 {
214#ifdef TREASURE_DEBUG 223#ifdef TREASURE_DEBUG
215 if (t->next_yes || t->next_no) { 224 if (t->next_yes || t->next_no)
225 {
216 LOG(llevError,"Treasure %s is one item, but on treasure %s\n", 226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
217 tl->name, t->item ? t->item->name : t->name);
218 LOG(llevError," the next_yes or next_no field is set\n"); 227 LOG (llevError, " the next_yes or next_no field is set\n");
219 } 228 }
220#endif 229#endif
221 tl->total_chance += t->chance; 230 tl->total_chance += t->chance;
222 } 231 }
223 } 232 }
233 }
224 } else 234 else
225 LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
226 } 236 }
227 close_and_delete(fp, comp); 237 close_and_delete (fp, comp);
228 238
229#ifdef TREASURE_DEBUG 239#ifdef TREASURE_DEBUG
230 /* Perform some checks on how valid the treasure data actually is. 240 /* Perform some checks on how valid the treasure data actually is.
231 * verify that list transitions work (ie, the list that it is supposed 241 * verify that list transitions work (ie, the list that it is supposed
232 * to transition to exists). Also, verify that at least the name 242 * to transition to exists). Also, verify that at least the name
233 * or archetype is set for each treasure element. 243 * or archetype is set for each treasure element.
234 */ 244 */
235 for (previous=first_treasurelist; previous!=NULL; previous=previous->next) 245 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
236 check_treasurelist(previous->items, previous); 246 check_treasurelist (previous->items, previous);
237#endif 247#endif
238} 248}
239 249
240/* 250/*
241 * Searches for the given treasurelist in the globally linked list 251 * Searches for the given treasurelist in the globally linked list
242 * of treasurelists which has been built by load_treasures(). 252 * of treasurelists which has been built by load_treasures().
243 */ 253 */
244 254
245treasurelist *find_treasurelist(const char *name) {
246 const char *tmp=find_string(name);
247 treasurelist *tl; 255treasurelist *
256find_treasurelist (const char *name)
257{
258 shstr_cmp name_ (name);
248 259
249 /* Special cases - randomitems of none is to override default. If 260 if (!name_)
250 * first_treasurelist is null, it means we are on the first pass of 261 return 0;
251 * of loading archetyps, so for now, just return - second pass will 262
252 * init these values. 263 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
253 */
254 if (!strcmp(name,"none") || (!first_treasurelist)) return NULL;
255 if(tmp!=NULL)
256 for(tl=first_treasurelist;tl!=NULL;tl=tl->next)
257 if(tmp==tl->name) 264 if (name_ == tl->name)
258 return tl; 265 return tl;
266
267 if (first_treasurelist)
259 LOG(llevError,"Couldn't find treasurelist %s\n",name); 268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
260 return NULL; 270 return 0;
261} 271}
262 272
263 273
264/* 274/*
265 * Generates the objects specified by the given treasure. 275 * Generates the objects specified by the given treasure.
272 * abilities. This is used by summon spells, thus no summoned monsters 282 * abilities. This is used by summon spells, thus no summoned monsters
273 * start with equipment, but only their abilities). 283 * start with equipment, but only their abilities).
274 */ 284 */
275 285
276 286
287static void
277static void put_treasure (object *op, object *creator, int flags) 288put_treasure (object *op, object *creator, int flags)
278{ 289{
279 object *tmp; 290 object *tmp;
280 291
281 /* Bit of a hack - spells should never be put onto the map. The entire 292 /* Bit of a hack - spells should never be put onto the map. The entire
282 * treasure stuff is a problem - there is no clear idea of knowing 293 * treasure stuff is a problem - there is no clear idea of knowing
283 * this is the original object, or if this is an object that should be created 294 * this is the original object, or if this is an object that should be created
284 * by another object. 295 * by another object.
285 */ 296 */
286 if (flags & GT_ENVIRONMENT && op->type != SPELL) { 297 if (flags & GT_ENVIRONMENT && op->type != SPELL)
298 {
287 op->x = creator->x; 299 op->x = creator->x;
288 op->y = creator->y; 300 op->y = creator->y;
289 SET_FLAG(op, FLAG_OBJ_ORIGINAL); 301 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
290 insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); 302 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
291 } else { 303 }
304 else
305 {
292 op = insert_ob_in_ob (op, creator); 306 op = insert_ob_in_ob (op, creator);
293 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
294 monster_check_apply(creator, op); 308 monster_check_apply (creator, op);
295 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
296 esrv_send_item(tmp, op); 310 esrv_send_item (tmp, op);
297 } 311 }
298} 312}
299 313
300/* if there are change_xxx commands in the treasure, we include the changes 314/* if there are change_xxx commands in the treasure, we include the changes
301 * in the generated object 315 * in the generated object
302 */ 316 */
317static void
303static void change_treasure(treasure *t, object *op) 318change_treasure (treasure *t, object *op)
304{ 319{
305 /* CMD: change_name xxxx */ 320 /* CMD: change_name xxxx */
306 if(t->change_arch.name) 321 if (t->change_arch.name)
307 {
308 FREE_AND_COPY(op->name, t->change_arch.name);
309 /* not great, but better than something that is completely wrong */
310 FREE_AND_COPY(op->name_pl, t->change_arch.name);
311 }
312 322 {
323 op->name = t->change_arch.name;
324 op->name_pl = t->change_arch.name;
325 }
326
313 if(t->change_arch.title) 327 if (t->change_arch.title)
314 {
315 if(op->title)
316 free_string(op->title);
317 op->title = add_string(t->change_arch.title); 328 op->title = t->change_arch.title;
318 }
319 329
320 if(t->change_arch.slaying) 330 if (t->change_arch.slaying)
321 {
322 if(op->slaying)
323 free_string(op->slaying);
324 op->slaying = add_string(t->change_arch.slaying); 331 op->slaying = t->change_arch.slaying;
325 }
326
327} 332}
328 333
334void
329void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { 335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{
330 object *tmp; 337 object *tmp;
331 338
332
333 if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { 339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
340 {
334 if (t->name) { 341 if (t->name)
342 {
335 if (strcmp(t->name,"NONE") && difficulty>=t->magic) 343 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
336 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); 344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
337 } 345 }
338 else { 346 else
347 {
339 if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { 348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
349 {
340 tmp=arch_to_object(t->item); 350 tmp = arch_to_object (t->item);
341 if(t->nrof&&tmp->nrof<=1) 351 if (t->nrof && tmp->nrof <= 1)
342 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
343 fix_generated_item (tmp, op, difficulty, t->magic, flag); 353 fix_generated_item (tmp, op, difficulty, t->magic, flag);
344 change_treasure(t, tmp); 354 change_treasure (t, tmp);
345 put_treasure (tmp, op, flag); 355 put_treasure (tmp, op, flag);
356 }
346 } 357 }
347 } 358
348 if(t->next_yes!=NULL) 359 if (t->next_yes != NULL)
349 create_all_treasures(t->next_yes,op,flag,difficulty, tries); 360 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
350 } else 361 }
351 if(t->next_no!=NULL) 362 else if (t->next_no != NULL)
352 create_all_treasures(t->next_no,op,flag,difficulty,tries); 363 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364
353 if(t->next!=NULL) 365 if (t->next != NULL)
354 create_all_treasures(t->next,op,flag,difficulty, tries); 366 create_all_treasures (t->next, op, flag, difficulty, tries);
355} 367}
356 368
369void
357void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty, 370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
358 int tries)
359{ 371{
360 int value = RANDOM() % tl->total_chance; 372 int value = RANDOM () % tl->total_chance;
361 treasure *t; 373 treasure *t;
362 374
363 if (tries++>100) { 375 if (tries++ > 100)
376 {
364 LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n"); 377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378 return;
379 }
380
381 for (t = tl->items; t != NULL; t = t->next)
382 {
383 value -= t->chance;
384
385 if (value < 0)
386 break;
387 }
388
389 if (!t || value >= 0)
390 {
391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
392 abort ();
393 return;
394 }
395
396 if (t->name)
397 {
398 if (!strcmp (t->name, "NONE"))
365 return; 399 return;
400
401 if (difficulty >= t->magic)
402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
403 else if (t->nrof)
404 create_one_treasure (tl, op, flag, difficulty, tries);
405
406 return;
407 }
408
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
366 } 410 {
367 for (t=tl->items; t!=NULL; t=t->next) { 411 object *tmp = arch_to_object (t->item);
368 value -= t->chance;
369 if (value<0) break;
370 }
371 412
372 if (!t || value>=0) { 413 if (!tmp)
373 LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n");
374 abort();
375 return; 414 return;
376 } 415
377 if (t->name) {
378 if (!strcmp(t->name,"NONE")) return;
379 if (difficulty>=t->magic)
380 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
381 else if (t->nrof)
382 create_one_treasure(tl, op, flag, difficulty, tries);
383 return;
384 }
385 if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) {
386 object *tmp=arch_to_object(t->item);
387 if (!tmp) return;
388 if(t->nrof && tmp->nrof<=1) 416 if (t->nrof && tmp->nrof <= 1)
389 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
418
390 fix_generated_item (tmp, op, difficulty, t->magic, flag); 419 fix_generated_item (tmp, op, difficulty, t->magic, flag);
391 change_treasure(t, tmp); 420 change_treasure (t, tmp);
392 put_treasure (tmp, op, flag); 421 put_treasure (tmp, op, flag);
393 } 422 }
394} 423}
395 424
396/* This calls the appropriate treasure creation function. tries is passed 425/* This calls the appropriate treasure creation function. tries is passed
397 * to determine how many list transitions or attempts to create treasure 426 * to determine how many list transitions or attempts to create treasure
398 * have been made. It is really in place to prevent infinite loops with 427 * have been made. It is really in place to prevent infinite loops with
399 * list transitions, or so that excessively good treasure will not be 428 * list transitions, or so that excessively good treasure will not be
400 * created on weak maps, because it will exceed the number of allowed tries 429 * created on weak maps, because it will exceed the number of allowed tries
401 * to do that. 430 * to do that.
402 */ 431 */
432void
403void create_treasure(treasurelist *t, object *op, int flag, int difficulty, 433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
404 int tries)
405{ 434{
406 435
407 if (tries++>100) { 436 if (tries++ > 100)
437 {
408 LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); 438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
409 return; 439 return;
410 } 440 }
411 if (t->total_chance) 441 if (t->total_chance)
412 create_one_treasure(t, op, flag,difficulty, tries); 442 create_one_treasure (t, op, flag, difficulty, tries);
413 else 443 else
414 create_all_treasures(t->items, op, flag, difficulty, tries); 444 create_all_treasures (t->items, op, flag, difficulty, tries);
415} 445}
416 446
417/* This is similar to the old generate treasure function. However, 447/* This is similar to the old generate treasure function. However,
418 * it instead takes a treasurelist. It is really just a wrapper around 448 * it instead takes a treasurelist. It is really just a wrapper around
419 * create_treasure. We create a dummy object that the treasure gets 449 * create_treasure. We create a dummy object that the treasure gets
420 * inserted into, and then return that treausre 450 * inserted into, and then return that treausre
421 */ 451 */
452object *
422object *generate_treasure(treasurelist *t, int difficulty) 453generate_treasure (treasurelist *t, int difficulty)
423{ 454{
455 difficulty = clamp (difficulty, 1, settings.max_level);
456
424 object *ob = get_object(), *tmp; 457 object *ob = object::create (), *tmp;
425 458
426 create_treasure(t, ob, 0, difficulty, 0); 459 create_treasure (t, ob, 0, difficulty, 0);
427 460
428 /* Don't want to free the object we are about to return */ 461 /* Don't want to free the object we are about to return */
429 tmp = ob->inv; 462 tmp = ob->inv;
430 if (tmp!=NULL) remove_ob(tmp); 463 if (tmp != NULL)
464 tmp->remove ();
465
431 if (ob->inv) { 466 if (ob->inv)
432 LOG(llevError,"In generate treasure, created multiple objects.\n"); 467 LOG (llevError, "In generate treasure, created multiple objects.\n");
433 } 468
434 free_object(ob); 469 ob->destroy ();
435 return tmp; 470 return tmp;
436} 471}
437 472
438/* 473/*
439 * This is a new way of calculating the chance for an item to have 474 * This is a new way of calculating the chance for an item to have
440 * a specific magical bonus. 475 * a specific magical bonus.
441 * The array has two arguments, the difficulty of the level, and the 476 * The array has two arguments, the difficulty of the level, and the
442 * magical bonus "wanted". 477 * magical bonus "wanted".
443 */ 478 */
444 479
445static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = 480static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
446{ 481
447/*chance of magic difficulty*/ 482/*chance of magic difficulty*/
483
448/* +0 +1 +2 +3 +4 */ 484/* +0 +1 +2 +3 +4 */
449 { 95, 2, 2, 1, 0 }, /*1*/ 485 {95, 2, 2, 1, 0}, /*1 */
450 { 92, 5, 2, 1, 0 }, /*2*/ 486 {92, 5, 2, 1, 0}, /*2 */
451 { 85,10, 4, 1, 0 }, /*3*/ 487 {85, 10, 4, 1, 0}, /*3 */
452 { 80,14, 4, 2, 0 }, /*4*/ 488 {80, 14, 4, 2, 0}, /*4 */
453 { 75,17, 5, 2, 1 }, /*5*/ 489 {75, 17, 5, 2, 1}, /*5 */
454 { 70,18, 8, 3, 1 }, /*6*/ 490 {70, 18, 8, 3, 1}, /*6 */
455 { 65,21,10, 3, 1 }, /*7*/ 491 {65, 21, 10, 3, 1}, /*7 */
456 { 60,22,12, 4, 2 }, /*8*/ 492 {60, 22, 12, 4, 2}, /*8 */
457 { 55,25,14, 4, 2 }, /*9*/ 493 {55, 25, 14, 4, 2}, /*9 */
458 { 50,27,16, 5, 2 }, /*10*/ 494 {50, 27, 16, 5, 2}, /*10 */
459 { 45,28,18, 6, 3 }, /*11*/ 495 {45, 28, 18, 6, 3}, /*11 */
460 { 42,28,20, 7, 3 }, /*12*/ 496 {42, 28, 20, 7, 3}, /*12 */
461 { 40,27,21, 8, 4 }, /*13*/ 497 {40, 27, 21, 8, 4}, /*13 */
462 { 38,25,22,10, 5 }, /*14*/ 498 {38, 25, 22, 10, 5}, /*14 */
463 { 36,23,23,12, 6 }, /*15*/ 499 {36, 23, 23, 12, 6}, /*15 */
464 { 33,21,24,14, 8 }, /*16*/ 500 {33, 21, 24, 14, 8}, /*16 */
465 { 31,19,25,16, 9 }, /*17*/ 501 {31, 19, 25, 16, 9}, /*17 */
466 { 27,15,30,18,10 }, /*18*/ 502 {27, 15, 30, 18, 10}, /*18 */
467 { 20,12,30,25,13 }, /*19*/ 503 {20, 12, 30, 25, 13}, /*19 */
468 { 15,10,28,30,17 }, /*20*/ 504 {15, 10, 28, 30, 17}, /*20 */
469 { 13, 9,27,28,23 }, /*21*/ 505 {13, 9, 27, 28, 23}, /*21 */
470 { 10, 8,25,28,29 }, /*22*/ 506 {10, 8, 25, 28, 29}, /*22 */
471 { 8, 7,23,26,36 }, /*23*/ 507 {8, 7, 23, 26, 36}, /*23 */
472 { 6, 6,20,22,46 }, /*24*/ 508 {6, 6, 20, 22, 46}, /*24 */
473 { 4, 5,17,18,56 }, /*25*/ 509 {4, 5, 17, 18, 56}, /*25 */
474 { 2, 4,12,14,68 }, /*26*/ 510 {2, 4, 12, 14, 68}, /*26 */
475 { 0, 3, 7,10,80 }, /*27*/ 511 {0, 3, 7, 10, 80}, /*27 */
476 { 0, 0, 3, 7,90 }, /*28*/ 512 {0, 0, 3, 7, 90}, /*28 */
477 { 0, 0, 0, 3,97 }, /*29*/ 513 {0, 0, 0, 3, 97}, /*29 */
478 { 0, 0, 0, 0,100}, /*30*/ 514 {0, 0, 0, 0, 100}, /*30 */
479 { 0, 0, 0, 0,100}, /*31*/ 515 {0, 0, 0, 0, 100}, /*31 */
480}; 516};
481 517
482 518
483/* calculate the appropriate level for wands staves and scrolls. 519/* calculate the appropriate level for wands staves and scrolls.
484 * This code presumes that op has had its spell object created (in op->inv) 520 * This code presumes that op has had its spell object created (in op->inv)
485 * 521 *
486 * elmex Wed Aug 9 17:44:59 CEST 2006: 522 * elmex Wed Aug 9 17:44:59 CEST 2006:
487 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 523 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
488 */ 524 */
489 525
526int
490int level_for_item (const object *op, int difficulty) 527level_for_item (const object *op, int difficulty)
491{ 528{
492 int mult = 0, olevel = 0; 529 int olevel = 0;
493 530
494 if (!op->inv) 531 if (!op->inv)
495 { 532 {
496 LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name); 533 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
497 return 0; 534 return 0;
498 } 535 }
499 536
500 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 537 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
501 538
502 if (olevel <= 0) 539 if (olevel <= 0)
517 * Scaling difficulty by max_level, as difficulty is a level and not some 554 * Scaling difficulty by max_level, as difficulty is a level and not some
518 * weird integer between 1-31. 555 * weird integer between 1-31.
519 * 556 *
520 */ 557 */
521 558
559int
522int magic_from_difficulty(int difficulty) 560magic_from_difficulty (int difficulty)
523{ 561{
524 int percent = 0, magic = 0; 562 int percent = 0, magic = 0;
525 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 563 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
526 564
527 scaled_diff--; 565 scaled_diff--;
528 566
529 if(scaled_diff < 0) 567 if (scaled_diff < 0)
530 scaled_diff = 0; 568 scaled_diff = 0;
531 569
532 if (scaled_diff >= DIFFLEVELS) 570 if (scaled_diff >= DIFFLEVELS)
533 scaled_diff = DIFFLEVELS-1; 571 scaled_diff = DIFFLEVELS - 1;
534 572
535 percent = RANDOM()%100; 573 percent = RANDOM () % 100;
536 574
537 for(magic = 0; magic < (MAXMAGIC + 1); magic++) 575 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
538 { 576 {
539 percent -= difftomagic_list[scaled_diff][magic]; 577 percent -= difftomagic_list[scaled_diff][magic];
540 578
541 if (percent < 0) 579 if (percent < 0)
542 break; 580 break;
543 } 581 }
544 582
545 if (magic == (MAXMAGIC + 1)) 583 if (magic == (MAXMAGIC + 1))
546 { 584 {
547 LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 585 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
548 magic = 0; 586 magic = 0;
549 } 587 }
550 588
551 magic = (RANDOM() % 3) ? magic : -magic; 589 magic = (RANDOM () % 3) ? magic : -magic;
552 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 590 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
553 591
554 return magic; 592 return magic;
555} 593}
556 594
559 * the armour variable, and the effect on speed of armour. 597 * the armour variable, and the effect on speed of armour.
560 * This function doesn't work properly, should add use of archetypes 598 * This function doesn't work properly, should add use of archetypes
561 * to make it truly absolute. 599 * to make it truly absolute.
562 */ 600 */
563 601
602void
564void set_abs_magic(object *op, int magic) { 603set_abs_magic (object *op, int magic)
604{
565 if(!magic) 605 if (!magic)
566 return; 606 return;
567 607
568 op->magic=magic; 608 op->magic = magic;
569 if (op->arch) { 609 if (op->arch)
610 {
570 if (op->type == ARMOUR) 611 if (op->type == ARMOUR)
571 ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; 612 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
572 613
573 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 614 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
574 magic = (-magic); 615 magic = (-magic);
575 op->weight = (op->arch->clone.weight*(100-magic*10))/100; 616 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
617 }
576 } else { 618 else
619 {
577 if(op->type==ARMOUR) 620 if (op->type == ARMOUR)
578 ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; 621 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
579 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
580 magic = (-magic); 623 magic = (-magic);
581 op->weight=(op->weight*(100-magic*10))/100; 624 op->weight = (op->weight * (100 - magic * 10)) / 100;
582 } 625 }
583} 626}
584 627
585/* 628/*
586 * Sets a random magical bonus in the given object based upon 629 * Sets a random magical bonus in the given object based upon
587 * the given difficulty, and the given max possible bonus. 630 * the given difficulty, and the given max possible bonus.
588 */ 631 */
589 632
633static void
590static void set_magic (int difficulty, object *op, int max_magic, int flags) 634set_magic (int difficulty, object *op, int max_magic, int flags)
591{ 635{
592 int i; 636 int i;
637
593 i = magic_from_difficulty(difficulty); 638 i = magic_from_difficulty (difficulty);
594 if ((flags & GT_ONLY_GOOD) && i < 0) 639 if ((flags & GT_ONLY_GOOD) && i < 0)
595 i = -i; 640 i = -i;
596 if(i > max_magic) 641 if (i > max_magic)
597 i = max_magic; 642 i = max_magic;
598 set_abs_magic(op,i); 643 set_abs_magic (op, i);
599 if (i < 0) 644 if (i < 0)
600 SET_FLAG(op, FLAG_CURSED); 645 SET_FLAG (op, FLAG_CURSED);
601} 646}
602 647
603/* 648/*
604 * Randomly adds one magical ability to the given object. 649 * Randomly adds one magical ability to the given object.
605 * Modified for Partial Resistance in many ways: 650 * Modified for Partial Resistance in many ways:
607 * is rolled again, increase it - the bonuses now stack with 652 * is rolled again, increase it - the bonuses now stack with
608 * other bonuses previously rolled and ones the item might natively have. 653 * other bonuses previously rolled and ones the item might natively have.
609 * 2) Add code to deal with new PR method. 654 * 2) Add code to deal with new PR method.
610 */ 655 */
611 656
657void
612void set_ring_bonus(object *op,int bonus) { 658set_ring_bonus (object *op, int bonus)
659{
613 660
614 int r=RANDOM()%(bonus>0?25:11); 661 int r = RANDOM () % (bonus > 0 ? 25 : 11);
615 662
616 if(op->type==AMULET) { 663 if (op->type == AMULET)
664 {
617 if(!(RANDOM()%21)) 665 if (!(RANDOM () % 21))
618 r=20+RANDOM()%2; 666 r = 20 + RANDOM () % 2;
619 else { 667 else
668 {
620 if(RANDOM()&2) 669 if (RANDOM () & 2)
621 r=10; 670 r = 10;
622 else 671 else
623 r=11+RANDOM()%9; 672 r = 11 + RANDOM () % 9;
624 } 673 }
625 } 674 }
626 675
627 switch(r) { 676 switch (r)
677 {
628 /* Redone by MSW 2000-11-26 to have much less code. Also, 678 /* Redone by MSW 2000-11-26 to have much less code. Also,
629 * bonuses and penalties will stack and add to existing values. 679 * bonuses and penalties will stack and add to existing values.
630 * of the item. 680 * of the item.
631 */ 681 */
632 case 0: 682 case 0:
633 case 1: 683 case 1:
634 case 2: 684 case 2:
635 case 3: 685 case 3:
636 case 4: 686 case 4:
637 case 5: 687 case 5:
638 case 6: 688 case 6:
639 set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); 689 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
640 break; 690 break;
641 691
642 case 7: 692 case 7:
643 op->stats.dam+=bonus; 693 op->stats.dam += bonus;
644 break; 694 break;
645 695
646 case 8: 696 case 8:
647 op->stats.wc+=bonus; 697 op->stats.wc += bonus;
648 break; 698 break;
649 699
650 case 9: 700 case 9:
651 op->stats.food+=bonus; /* hunger/sustenance */ 701 op->stats.food += bonus; /* hunger/sustenance */
652 break; 702 break;
653 703
654 case 10: 704 case 10:
655 op->stats.ac+=bonus; 705 op->stats.ac += bonus;
656 break; 706 break;
657 707
658 /* Item that gives protections/vulnerabilities */ 708 /* Item that gives protections/vulnerabilities */
659 case 11: 709 case 11:
660 case 12: 710 case 12:
661 case 13: 711 case 13:
662 case 14: 712 case 14:
663 case 15: 713 case 15:
664 case 16: 714 case 16:
665 case 17: 715 case 17:
666 case 18: 716 case 18:
667 case 19: 717 case 19:
668 { 718 {
669 int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; 719 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
670 720
671 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 721 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
672 val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; 722 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
673 723
674 /* Cursed items need to have higher negative values to equal out with 724 /* Cursed items need to have higher negative values to equal out with
675 * positive values for how protections work out. Put another 725 * positive values for how protections work out. Put another
676 * little random element in since that they don't always end up with 726 * little random element in since that they don't always end up with
677 * even values. 727 * even values.
678 */ 728 */
729 if (bonus < 0)
679 if (bonus<0) val = 2*-val - RANDOM() % b; 730 val = 2 * -val - RANDOM () % b;
680 if (val>35) val=35; /* Upper limit */ 731 if (val > 35)
732 val = 35; /* Upper limit */
681 b=0; 733 b = 0;
682 while (op->resist[resist_table[resist]]!=0 && b<4) { 734 while (op->resist[resist_table[resist]] != 0 && b < 4)
735 {
683 resist=RANDOM() % num_resist_table; 736 resist = RANDOM () % num_resist_table;
684 } 737 }
738 if (b == 4)
685 if (b==4) return; /* Not able to find a free resistance */ 739 return; /* Not able to find a free resistance */
686 op->resist[resist_table[resist]] = val; 740 op->resist[resist_table[resist]] = val;
687 /* We should probably do something more clever here to adjust value 741 /* We should probably do something more clever here to adjust value
688 * based on how good a resistance we gave. 742 * based on how good a resistance we gave.
689 */ 743 */
690 break; 744 break;
691 } 745 }
692 case 20: 746 case 20:
693 if(op->type==AMULET) { 747 if (op->type == AMULET)
748 {
694 SET_FLAG(op,FLAG_REFL_SPELL); 749 SET_FLAG (op, FLAG_REFL_SPELL);
695 op->value*=11; 750 op->value *= 11;
696 } else {
697 op->stats.hp=1; /* regenerate hit points */
698 op->value*=4;
699 } 751 }
752 else
753 {
754 op->stats.hp = 1; /* regenerate hit points */
755 op->value *= 4;
756 }
700 break; 757 break;
701 758
702 case 21: 759 case 21:
703 if(op->type==AMULET) { 760 if (op->type == AMULET)
761 {
704 SET_FLAG(op,FLAG_REFL_MISSILE); 762 SET_FLAG (op, FLAG_REFL_MISSILE);
705 op->value*=9; 763 op->value *= 9;
706 } else {
707 op->stats.sp=1; /* regenerate spell points */
708 op->value*=3;
709 } 764 }
765 else
766 {
767 op->stats.sp = 1; /* regenerate spell points */
768 op->value *= 3;
769 }
710 break; 770 break;
711 771
712 case 22: 772 case 22:
713 op->stats.exp+=bonus; /* Speed! */ 773 op->stats.exp += bonus; /* Speed! */
714 op->value=(op->value*2)/3; 774 op->value = (op->value * 2) / 3;
715 break; 775 break;
716 } 776 }
717 if(bonus>0) 777 if (bonus > 0)
718 op->value*=2*bonus; 778 op->value *= 2 * bonus;
719 else 779 else
720 op->value= -(op->value*2*bonus)/3; 780 op->value = -(op->value * 2 * bonus) / 3;
721} 781}
722 782
723/* 783/*
724 * get_magic(diff) will return a random number between 0 and 4. 784 * get_magic(diff) will return a random number between 0 and 4.
725 * diff can be any value above 2. The higher the diff-variable, the 785 * diff can be any value above 2. The higher the diff-variable, the
727 * It is only used in fix_generated_treasure() to set bonuses on 787 * It is only used in fix_generated_treasure() to set bonuses on
728 * rings and amulets. 788 * rings and amulets.
729 * Another scheme is used to calculate the magic of weapons and armours. 789 * Another scheme is used to calculate the magic of weapons and armours.
730 */ 790 */
731 791
792int
732int get_magic(int diff) { 793get_magic (int diff)
794{
733 int i; 795 int i;
796
734 if(diff<3) 797 if (diff < 3)
735 diff=3; 798 diff = 3;
736 for(i=0;i<4;i++) 799 for (i = 0; i < 4; i++)
737 if(RANDOM()%diff) return i; 800 if (RANDOM () % diff)
801 return i;
738 return 4; 802 return 4;
739} 803}
740 804
741#define DICE2 (get_magic(2)==2?2:1) 805#define DICE2 (get_magic(2)==2?2:1)
742#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 806#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
744/* 808/*
745 * fix_generated_item(): This is called after an item is generated, in 809 * fix_generated_item(): This is called after an item is generated, in
746 * order to set it up right. This produced magical bonuses, puts spells 810 * order to set it up right. This produced magical bonuses, puts spells
747 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 811 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
748 */ 812 */
813
749/* 4/28/96 added creator object from which op may now inherit properties based on 814/* 4/28/96 added creator object from which op may now inherit properties based on
750 * op->type. Right now, which stuff the creator passes on is object type 815 * op->type. Right now, which stuff the creator passes on is object type
751 * dependant. I know this is a spagetti manuever, but is there a cleaner 816 * dependant. I know this is a spagetti manuever, but is there a cleaner
752 * way to do this? b.t. */ 817 * way to do this? b.t. */
818
753/* 819/*
754 * ! (flags & GT_ENVIRONMENT): 820 * ! (flags & GT_ENVIRONMENT):
755 * Automatically calls fix_flesh_item(). 821 * Automatically calls fix_flesh_item().
756 * 822 *
757 * flags: 823 * flags:
760 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 826 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
761 * a working object - don't change magic, value, etc, but set it material 827 * a working object - don't change magic, value, etc, but set it material
762 * type as appropriate, for objects that need spell objects, set those, etc 828 * type as appropriate, for objects that need spell objects, set those, etc
763 */ 829 */
764 830
831void
765void fix_generated_item (object * op, object * creator, int difficulty, 832fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
766 int max_magic, int flags)
767{ 833{
768 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 834 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
769 835
770 if (!creator || creator->type == op->type) 836 if (!creator || creator->type == op->type)
771 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 837 creator = op; /*safety & to prevent polymorphed objects giving attributes */
776 842
777 if (op->randomitems && op->type != SPELL) 843 if (op->randomitems && op->type != SPELL)
778 { 844 {
779 create_treasure (op->randomitems, op, flags, difficulty, 0); 845 create_treasure (op->randomitems, op, flags, difficulty, 0);
780 if (!op->inv) 846 if (!op->inv)
781 LOG (llevDebug,
782 "fix_generated_item: Unable to generate treasure for %s\n", 847 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
783 op->name);
784 848
785 /* So the treasure doesn't get created again */ 849 /* So the treasure doesn't get created again */
786 op->randomitems = NULL; 850 op->randomitems = NULL;
787 } 851 }
788 852
789 if (difficulty < 1) 853 if (difficulty < 1)
790 difficulty = 1; 854 difficulty = 1;
855
856 if (INVOKE_OBJECT (ADD_BONUS, op,
857 ARG_OBJECT (creator != op ? creator : 0),
858 ARG_INT (difficulty), ARG_INT (max_magic),
859 ARG_INT (flags)))
860 return;
791 861
792 if (!(flags & GT_MINIMAL)) 862 if (!(flags & GT_MINIMAL))
793 { 863 {
794 if (op->arch == crown_arch) 864 if (op->arch == crown_arch)
795 { 865 {
802 if (!op->magic && max_magic) 872 if (!op->magic && max_magic)
803 set_magic (difficulty, op, max_magic, flags); 873 set_magic (difficulty, op, max_magic, flags);
804 874
805 num_enchantments = calc_item_power (op, 1); 875 num_enchantments = calc_item_power (op, 1);
806 876
807 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) 877 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
808 || op->type == HORN 878 * used for shop_floors or treasures */
809 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
810 * used for shop_floors or treasures */
811 generate_artifact (op, difficulty); 879 generate_artifact (op, difficulty);
812 } 880 }
813 881
814 /* Object was made an artifact. Calculate its item_power rating. 882 /* Object was made an artifact. Calculate its item_power rating.
815 * the item_power in the object is what the artfiact adds. 883 * the item_power in the object is what the artfiact adds.
822 * out the power from the base power plus what this one adds. Note 890 * out the power from the base power plus what this one adds. Note
823 * that since item_power is not quite linear, this actually ends up 891 * that since item_power is not quite linear, this actually ends up
824 * being somewhat of a bonus 892 * being somewhat of a bonus
825 */ 893 */
826 if (save_item_power) 894 if (save_item_power)
827 op->item_power =
828 save_item_power + get_power_from_ench (op->item_power); 895 op->item_power = save_item_power + get_power_from_ench (op->item_power);
829 else 896 else
830 op->item_power =
831 get_power_from_ench (op->item_power + num_enchantments); 897 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
832 } 898 }
833 else if (save_item_power) 899 else if (save_item_power)
834 { 900 {
835 /* restore the item_power field to the object if we haven't changed it. 901 /* restore the item_power field to the object if we haven't changed it.
836 * we don't care about num_enchantments - that will basically just 902 * we don't care about num_enchantments - that will basically just
844 * was never previously calculated. Let's compute a value and see if 910 * was never previously calculated. Let's compute a value and see if
845 * it is non-zero. If it indeed is, then assign it as the new 911 * it is non-zero. If it indeed is, then assign it as the new
846 * item_power value. 912 * item_power value.
847 * - gros, 21th of July 2006. 913 * - gros, 21th of July 2006.
848 */ 914 */
849 op->item_power = calc_item_power(op,0); 915 op->item_power = calc_item_power (op, 0);
850 save_item_power = op->item_power; /* Just in case it would get used 916 save_item_power = op->item_power; /* Just in case it would get used
851 * again below */ 917 * again below */
852 } 918 }
853 } 919 }
854 920
855 /* materialtype modifications. Note we allow this on artifacts. */ 921 /* materialtype modifications. Note we allow this on artifacts. */
856 set_materialname (op, difficulty, NULL); 922 set_materialname (op, difficulty, NULL);
869 } 935 }
870 } 936 }
871 else if (!op->title) /* Only modify object if not special */ 937 else if (!op->title) /* Only modify object if not special */
872 switch (op->type) 938 switch (op->type)
873 { 939 {
874 case WEAPON: 940 case WEAPON:
875 case ARMOUR: 941 case ARMOUR:
876 case SHIELD: 942 case SHIELD:
877 case HELMET: 943 case HELMET:
878 case CLOAK: 944 case CLOAK:
879 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 945 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
880 set_ring_bonus (op, -DICE2); 946 set_ring_bonus (op, -DICE2);
881 break; 947 break;
882 948
883 case BRACERS: 949 case BRACERS:
884 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 950 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
951 {
952 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
953 if (!QUERY_FLAG (op, FLAG_CURSED))
954 op->value *= 3;
955 }
956 break;
957
958 case POTION:
885 { 959 {
960 int too_many_tries = 0, is_special = 0;
961
962 /* Handle healing and magic power potions */
963 if (op->stats.sp && !op->randomitems)
964 {
965 object *tmp;
966
967 tmp = get_archetype (spell_mapping[op->stats.sp]);
968 insert_ob_in_ob (tmp, op);
969 op->stats.sp = 0;
970 }
971
972 while (!(is_special = special_potion (op)) && !op->inv)
973 {
974 generate_artifact (op, difficulty);
975 if (too_many_tries++ > 10)
976 break;
977 }
978
979 /* don't want to change value for healing/magic power potions,
980 * since the value set on those is already correct.
981 */
982 if (op->inv && op->randomitems)
983 {
984 /* value multiplier is same as for scrolls */
985 op->value = (op->value * op->inv->value);
986 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
987 }
988 else
989 {
990 op->name = "potion";
991 op->name_pl = "potions";
992 }
993
994 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
995 SET_FLAG (op, FLAG_CURSED);
996 break;
997 }
998
999 case AMULET:
1000 if (op->arch == amulet_arch)
1001 op->value *= 5; /* Since it's not just decoration */
1002
1003 case RING:
1004 if (op->arch == NULL)
1005 {
1006 op->destroy ();
1007 op = 0;
1008 break;
1009 }
1010
1011 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1012 break;
1013
1014 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1015 SET_FLAG (op, FLAG_CURSED);
1016
886 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1017 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
887 if (!QUERY_FLAG (op, FLAG_CURSED))
888 op->value *= 3;
889 }
890 break;
891 1018
892 case POTION: 1019 if (op->type != RING) /* Amulets have only one ability */
893 {
894 int too_many_tries = 0, is_special = 0;
895
896 /* Handle healing and magic power potions */
897 if (op->stats.sp && !op->randomitems)
898 {
899 object *tmp;
900
901 tmp = get_archetype (spell_mapping[op->stats.sp]);
902 insert_ob_in_ob (tmp, op);
903 op->stats.sp = 0;
904 }
905
906 while (!(is_special = special_potion (op)) && !op->inv)
907 {
908 generate_artifact (op, difficulty);
909 if (too_many_tries++ > 10)
910 break; 1020 break;
911 }
912
913 /* don't want to change value for healing/magic power potions,
914 * since the value set on those is already correct.
915 */
916 if (op->inv && op->randomitems)
917 {
918 /* value multiplier is same as for scrolls */
919 op->value = (op->value * op->inv->value);
920 op->level =
921 op->inv->level / 2 + RANDOM () % difficulty
922 + RANDOM () % difficulty;
923 }
924 else
925 {
926 FREE_AND_COPY (op->name, "potion");
927 FREE_AND_COPY (op->name_pl, "potions");
928 }
929 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
930 SET_FLAG (op, FLAG_CURSED);
931 break;
932 }
933
934 case AMULET:
935 if (op->arch == amulet_arch)
936 op->value *= 5; /* Since it's not just decoration */
937
938 case RING:
939 if (op->arch == NULL)
940 {
941 remove_ob (op);
942 free_object (op);
943 op = NULL;
944 break;
945 }
946
947 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
948 break;
949
950 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
951 SET_FLAG (op, FLAG_CURSED);
952
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
954
955 if (op->type != RING) /* Amulets have only one ability */
956 break;
957
958 if (!(RANDOM () % 4))
959 {
960 int d = (RANDOM () % 2
961 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
962
963 if (d > 0)
964 op->value *= 3;
965
966 set_ring_bonus (op, d);
967 1021
968 if (!(RANDOM () % 4)) 1022 if (!(RANDOM () % 4))
969 { 1023 {
970 int d = (RANDOM () % 3
971 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1024 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1025
972 if (d > 0) 1026 if (d > 0)
973 op->value *= 5; 1027 op->value *= 3;
1028
974 set_ring_bonus (op, d); 1029 set_ring_bonus (op, d);
1030
1031 if (!(RANDOM () % 4))
1032 {
1033 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1034
1035 if (d > 0)
1036 op->value *= 5;
1037 set_ring_bonus (op, d);
1038 }
975 } 1039 }
976 }
977 1040
978 if (GET_ANIM_ID (op)) 1041 if (GET_ANIM_ID (op))
979 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1042 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
980 1043
981 break; 1044 break;
982 1045
983 case BOOK: 1046 case BOOK:
984 /* Is it an empty book?, if yes lets make a special· 1047 /* Is it an empty book?, if yes lets make a special·
985 * msg for it, and tailor its properties based on the· 1048 * msg for it, and tailor its properties based on the·
986 * creator and/or map level we found it on. 1049 * creator and/or map level we found it on.
987 */ 1050 */
988 if (!op->msg && RANDOM () % 10) 1051 if (!op->msg && RANDOM () % 10)
989 {
990 /* set the book level properly */
991 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
992 { 1052 {
1053 /* set the book level properly */
1054 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1055 {
993 if (op->map && op->map->difficulty) 1056 if (op->map && op->map->difficulty)
994 op->level =
995 RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1057 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1058 else
1059 op->level = RANDOM () % 20 + 1;
1060 }
996 else 1061 else
997 op->level = RANDOM () % 20 + 1; 1062 op->level = RANDOM () % creator->level;
1063
1064 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1065 /* books w/ info are worth more! */
1066 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1067 /* creator related stuff */
1068
1069 /* for library, chained books. Note that some monsters have no_pick
1070 * set - we don't want to set no pick in that case.
1071 */
1072 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1073 SET_FLAG (op, FLAG_NO_PICK);
1074 if (creator->slaying && !op->slaying) /* for check_inv floors */
1075 op->slaying = creator->slaying;
1076
1077 /* add exp so reading it gives xp (once) */
1078 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1079 }
1080 break;
1081
1082 case SPELLBOOK:
1083 op->value = op->value * op->inv->value;
1084 /* add exp so learning gives xp */
1085 op->level = op->inv->level;
1086 op->stats.exp = op->value;
1087 break;
1088
1089 case WAND:
1090 /* nrof in the treasure list is number of charges,
1091 * not number of wands. So copy that into food (charges),
1092 * and reset nrof.
1093 */
1094 op->stats.food = op->inv->nrof;
1095 op->nrof = 1;
1096 /* If the spell changes by level, choose a random level
1097 * for it, and adjust price. If the spell doesn't
1098 * change by level, just set the wand to the level of
1099 * the spell, and value calculation is simpler.
1100 */
1101 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1102 {
1103 op->level = level_for_item (op, difficulty);
1104 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
998 } 1105 }
999 else 1106 else
1000 op->level = RANDOM () % creator->level; 1107 {
1001
1002 tailor_readable_ob (op,
1003 (creator
1004 && creator->stats.sp) ? creator->stats.
1005 sp : -1);
1006 /* books w/ info are worth more! */
1007 op->value *=
1008 ((op->level >
1009 10 ? op->level : (op->level + 1108 op->level = op->inv->level;
1010 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1109 op->value = op->value * op->inv->value;
1011 /* creator related stuff */ 1110 }
1111 break;
1012 1112
1013 /* for library, chained books. Note that some monsters have no_pick 1113 case ROD:
1014 * set - we don't want to set no pick in that case. 1114 op->level = level_for_item (op, difficulty);
1115 /* Add 50 to both level an divisor to keep prices a little more
1116 * reasonable. Otherwise, a high level version of a low level
1117 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1118 * 10 time multiplier). This way, the value are a bit more reasonable.
1015 */ 1119 */
1016 if (QUERY_FLAG (creator, FLAG_NO_PICK) && 1120 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1017 !QUERY_FLAG (creator, FLAG_MONSTER)) 1121 /* maxhp is used to denote how many 'charges' the rod holds before */
1018 SET_FLAG (op, FLAG_NO_PICK);
1019 if (creator->slaying && !op->slaying) /* for check_inv floors */
1020 op->slaying = add_string (creator->slaying);
1021
1022 /* add exp so reading it gives xp (once) */
1023 op->stats.exp = 1122 if (op->stats.maxhp)
1024 op->value > 10000 ? op->value / 5 : op->value / 10; 1123 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1025 } 1124 else
1125 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1126
1127 op->stats.hp = op->stats.maxhp;
1026 break; 1128 break;
1027 1129
1028 case SPELLBOOK: 1130 case SCROLL:
1029 op->value = op->value * op->inv->value;
1030 /* add exp so learning gives xp */
1031 op->level = op->inv->level;
1032 op->stats.exp = op->value;
1033 break;
1034
1035 case WAND:
1036 /* nrof in the treasure list is number of charges,
1037 * not number of wands. So copy that into food (charges),
1038 * and reset nrof.
1039 */
1040 op->stats.food = op->inv->nrof;
1041 op->nrof = 1;
1042 /* If the spell changes by level, choose a random level
1043 * for it, and adjust price. If the spell doesn't
1044 * change by level, just set the wand to the level of
1045 * the spell, and value calculation is simpler.
1046 */
1047 if (op->inv->duration_modifier || op->inv->dam_modifier ||
1048 op->inv->range_modifier)
1049 {
1050 op->level = level_for_item (op, difficulty); 1131 op->level = level_for_item (op, difficulty);
1051 op->value = op->value * op->inv->value * (op->level + 50) /
1052 (op->inv->level + 50);
1053 }
1054 else
1055 {
1056 op->level = op->inv->level;
1057 op->value = op->value * op->inv->value;
1058 }
1059 break;
1060
1061 case ROD:
1062 op->level = level_for_item (op, difficulty);
1063 /* Add 50 to both level an divisor to keep prices a little more
1064 * reasonable. Otherwise, a high level version of a low level
1065 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1066 * 10 time multiplier). This way, the value are a bit more reasonable.
1067 */
1068 op->value =
1069 op->value * op->inv->value * (op->level + 50) / (op->inv->level + 1132 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1070 50);
1071 /* maxhp is used to denote how many 'charges' the rod holds before */
1072 if (op->stats.maxhp)
1073 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1074 else
1075 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1076 1133
1077 op->stats.hp = op->stats.maxhp;
1078 break;
1079
1080 case SCROLL:
1081 op->level = level_for_item (op, difficulty);
1082 op->value =
1083 op->value * op->inv->value
1084 * (op->level + 50) / (op->inv->level + 50);
1085
1086 /* add exp so reading them properly gives xp */ 1134 /* add exp so reading them properly gives xp */
1087 op->stats.exp = op->value / 5; 1135 op->stats.exp = op->value / 5;
1088 op->nrof = op->inv->nrof; 1136 op->nrof = op->inv->nrof;
1089 break; 1137 break;
1090 1138
1091 case RUNE: 1139 case RUNE:
1092 trap_adjust (op, difficulty); 1140 trap_adjust (op, difficulty);
1093 break; 1141 break;
1094 1142
1095 case TRAP: 1143 case TRAP:
1096 trap_adjust (op, difficulty); 1144 trap_adjust (op, difficulty);
1097 break; 1145 break;
1098 } /* switch type */ 1146 } /* switch type */
1099 1147
1100 if (flags & GT_STARTEQUIP) 1148 if (flags & GT_STARTEQUIP)
1101 { 1149 {
1102 if (op->nrof < 2 && op->type != CONTAINER 1150 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1103 && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1104 SET_FLAG (op, FLAG_STARTEQUIP); 1151 SET_FLAG (op, FLAG_STARTEQUIP);
1105 else if (op->type != MONEY) 1152 else if (op->type != MONEY)
1106 op->value = 0; 1153 op->value = 0;
1107 } 1154 }
1108 1155
1120 1167
1121/* 1168/*
1122 * Allocate and return the pointer to an empty artifactlist structure. 1169 * Allocate and return the pointer to an empty artifactlist structure.
1123 */ 1170 */
1124 1171
1125static artifactlist *get_empty_artifactlist(void) { 1172static artifactlist *
1173get_empty_artifactlist (void)
1174{
1126 artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); 1175 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1176
1127 if(tl==NULL) 1177 if (tl == NULL)
1128 fatal(OUT_OF_MEMORY); 1178 fatal (OUT_OF_MEMORY);
1129 tl->next=NULL; 1179 tl->next = NULL;
1130 tl->items=NULL; 1180 tl->items = NULL;
1131 tl->total_chance=0; 1181 tl->total_chance = 0;
1132 return tl; 1182 return tl;
1133} 1183}
1134 1184
1135/* 1185/*
1136 * Allocate and return the pointer to an empty artifact structure. 1186 * Allocate and return the pointer to an empty artifact structure.
1137 */ 1187 */
1138 1188
1139static artifact *get_empty_artifact(void) { 1189static artifact *
1190get_empty_artifact (void)
1191{
1140 artifact *t = (artifact *) malloc(sizeof(artifact)); 1192 artifact *t = (artifact *) malloc (sizeof (artifact));
1193
1141 if(t==NULL) 1194 if (t == NULL)
1142 fatal(OUT_OF_MEMORY); 1195 fatal (OUT_OF_MEMORY);
1143 t->item=NULL; 1196 t->item = NULL;
1144 t->next=NULL; 1197 t->next = NULL;
1145 t->chance=0; 1198 t->chance = 0;
1146 t->difficulty=0; 1199 t->difficulty = 0;
1147 t->allowed = NULL; 1200 t->allowed = NULL;
1148 return t; 1201 return t;
1149} 1202}
1150 1203
1151/* 1204/*
1152 * Searches the artifact lists and returns one that has the same type 1205 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1206 * of objects on it.
1154 */ 1207 */
1155 1208
1209artifactlist *
1156artifactlist *find_artifactlist(int type) { 1210find_artifactlist (int type)
1211{
1157 artifactlist *al; 1212 artifactlist *al;
1158 1213
1159 for (al=first_artifactlist; al!=NULL; al=al->next) 1214 for (al = first_artifactlist; al != NULL; al = al->next)
1160 if (al->type == type) return al; 1215 if (al->type == type)
1216 return al;
1161 return NULL; 1217 return NULL;
1162} 1218}
1163 1219
1164/* 1220/*
1165 * For debugging purposes. Dumps all tables. 1221 * For debugging purposes. Dumps all tables.
1166 */ 1222 */
1167 1223
1224void
1168void dump_artifacts(void) { 1225dump_artifacts (void)
1226{
1169 artifactlist *al; 1227 artifactlist *al;
1170 artifact *art; 1228 artifact *art;
1171 linked_char *next; 1229 linked_char *next;
1172 1230
1173 fprintf(logfile,"\n"); 1231 fprintf (logfile, "\n");
1174 for (al=first_artifactlist; al!=NULL; al=al->next) { 1232 for (al = first_artifactlist; al != NULL; al = al->next)
1233 {
1175 fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1234 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1176 for (art=al->items; art!=NULL; art=art->next) { 1235 for (art = al->items; art != NULL; art = art->next)
1177 fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n", 1236 {
1178 art->item->name, art->difficulty, art->chance); 1237 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1179 if (art->allowed !=NULL) { 1238 if (art->allowed != NULL)
1239 {
1180 fprintf(logfile,"\tAllowed combinations:"); 1240 fprintf (logfile, "\tAllowed combinations:");
1181 for (next=art->allowed; next!=NULL; next=next->next) 1241 for (next = art->allowed; next != NULL; next = next->next)
1182 fprintf(logfile, "%s,", next->name); 1242 fprintf (logfile, "%s,", &next->name);
1183 fprintf(logfile,"\n"); 1243 fprintf (logfile, "\n");
1244 }
1184 } 1245 }
1185 }
1186 } 1246 }
1187 fprintf(logfile,"\n"); 1247 fprintf (logfile, "\n");
1188} 1248}
1189 1249
1190/* 1250/*
1191 * For debugging purposes. Dumps all treasures recursively (see below). 1251 * For debugging purposes. Dumps all treasures recursively (see below).
1192 */ 1252 */
1253void
1193void dump_monster_treasure_rec (const char *name, treasure *t, int depth) 1254dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1194{ 1255{
1195 treasurelist *tl; 1256 treasurelist *tl;
1196 int i; 1257 int i;
1197 1258
1198 if (depth > 100) 1259 if (depth > 100)
1199 return; 1260 return;
1200 while (t != NULL) 1261 while (t != NULL)
1201 { 1262 {
1202 if (t->name != NULL) 1263 if (t->name != NULL)
1203 { 1264 {
1204 for (i = 0; i < depth; i++) 1265 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " "); 1266 fprintf (logfile, " ");
1206 fprintf (logfile, "{ (list: %s)\n", t->name); 1267 fprintf (logfile, "{ (list: %s)\n", &t->name);
1207 tl = find_treasurelist (t->name); 1268 tl = find_treasurelist (t->name);
1208 dump_monster_treasure_rec (name, tl->items, depth + 2); 1269 dump_monster_treasure_rec (name, tl->items, depth + 2);
1209 for (i = 0; i < depth; i++) 1270 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " "); 1271 fprintf (logfile, " ");
1211 fprintf (logfile, "} (end of list: %s)\n", t->name); 1272 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1212 } 1273 }
1213 else 1274 else
1214 { 1275 {
1215 for (i = 0; i < depth; i++) 1276 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " "); 1277 fprintf (logfile, " ");
1217 if (t->item->clone.type == FLESH) 1278 if (t->item->clone.type == FLESH)
1218 fprintf (logfile, "%s's %s\n", name, t->item->clone.name); 1279 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1219 else 1280 else
1220 fprintf (logfile, "%s\n", t->item->clone.name); 1281 fprintf (logfile, "%s\n", &t->item->clone.name);
1221 } 1282 }
1222 if (t->next_yes != NULL) 1283 if (t->next_yes != NULL)
1223 { 1284 {
1224 for (i = 0; i < depth; i++) 1285 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " "); 1286 fprintf (logfile, " ");
1240/* 1301/*
1241 * For debugging purposes. Dumps all treasures for a given monster. 1302 * For debugging purposes. Dumps all treasures for a given monster.
1242 * Created originally by Raphael Quinet for debugging the alchemy code. 1303 * Created originally by Raphael Quinet for debugging the alchemy code.
1243 */ 1304 */
1244 1305
1306void
1245void dump_monster_treasure (const char *name) 1307dump_monster_treasure (const char *name)
1246{ 1308{
1247 archetype *at; 1309 archetype *at;
1248 int found; 1310 int found;
1249 1311
1250 found = 0; 1312 found = 0;
1251 fprintf (logfile, "\n"); 1313 fprintf (logfile, "\n");
1252 for (at = first_archetype; at != NULL; at = at->next) 1314 for (at = first_archetype; at != NULL; at = at->next)
1253 if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1315 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1254 { 1316 {
1255 fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name, 1317 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1256 at->name);
1257 if (at->clone.randomitems != NULL) 1318 if (at->clone.randomitems != NULL)
1258 dump_monster_treasure_rec (at->clone.name, 1319 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1259 at->clone.randomitems->items, 1);
1260 else 1320 else
1261 fprintf (logfile, "(nothing)\n"); 1321 fprintf (logfile, "(nothing)\n");
1262 fprintf (logfile, "\n"); 1322 fprintf (logfile, "\n");
1263 found++; 1323 found++;
1264 } 1324 }
1268 1328
1269/* 1329/*
1270 * Builds up the lists of artifacts from the file in the libdir. 1330 * Builds up the lists of artifacts from the file in the libdir.
1271 */ 1331 */
1272 1332
1333void
1273void init_artifacts(void) { 1334init_artifacts (void)
1335{
1274 static int has_been_inited=0; 1336 static int has_been_inited = 0;
1275 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1337 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1276 artifact *art=NULL; 1338 artifact *art = NULL;
1277 linked_char *tmp; 1339 linked_char *tmp;
1278 int value, comp; 1340 int value;
1279 artifactlist *al; 1341 artifactlist *al;
1280 1342
1281 if (has_been_inited) return; 1343 if (has_been_inited)
1344 return;
1345 else
1282 else has_been_inited = 1; 1346 has_been_inited = 1;
1283 1347
1284 sprintf(filename, "%s/artifacts", settings.datadir); 1348 sprintf (filename, "%s/artifacts", settings.datadir);
1285 object_thawer thawer (filename); 1349 object_thawer thawer (filename);
1286 1350
1287 if (!thawer) 1351 if (!thawer)
1288 return; 1352 return;
1289 1353
1290 while (fgets(buf, HUGE_BUF, thawer)!=NULL) { 1354 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1291 if (*buf=='#') continue; 1355 {
1356 if (*buf == '#')
1357 continue;
1292 if((cp=strchr(buf,'\n'))!=NULL) 1358 if ((cp = strchr (buf, '\n')) != NULL)
1293 *cp='\0'; 1359 *cp = '\0';
1294 cp=buf; 1360 cp = buf;
1295 while(*cp==' ') /* Skip blanks */ 1361 while (*cp == ' ') /* Skip blanks */
1296 cp++; 1362 cp++;
1297 if (*cp=='\0') continue; 1363 if (*cp == '\0')
1298 1364 continue;
1365
1299 if (!strncmp(cp, "Allowed", 7)) { 1366 if (!strncmp (cp, "Allowed", 7))
1367 {
1300 if (art==NULL) { 1368 if (art == NULL)
1369 {
1301 art=get_empty_artifact(); 1370 art = get_empty_artifact ();
1302 nrofartifacts++; 1371 nrofartifacts++;
1303 }
1304 cp = strchr(cp,' ') + 1;
1305 if (!strcmp(cp,"all")) continue;
1306
1307 do {
1308 nrofallowedstr++;
1309 if ((next=strchr(cp, ','))!=NULL)
1310 *(next++) = '\0';
1311 tmp = (linked_char*) malloc(sizeof(linked_char));
1312 tmp->name = add_string(cp);
1313 tmp->next = art->allowed;
1314 art->allowed = tmp;
1315 } while ((cp=next)!=NULL);
1316 }
1317 else if (sscanf(cp, "chance %d", &value))
1318 art->chance = (uint16) value;
1319 else if (sscanf(cp, "difficulty %d", &value))
1320 art->difficulty = (uint8) value;
1321 else if (!strncmp(cp, "Object",6)) {
1322 art->item = (object *) calloc(1, sizeof(object));
1323 reset_object(art->item);
1324 if (!load_object(thawer, art->item,LO_LINEMODE,0))
1325 LOG(llevError,"Init_Artifacts: Could not load object.\n");
1326 art->item->name = add_string((strchr(cp, ' ')+1));
1327 al=find_artifactlist(art->item->type);
1328 if (al==NULL) {
1329 al = get_empty_artifactlist();
1330 al->type = art->item->type;
1331 al->next = first_artifactlist;
1332 first_artifactlist = al;
1333 } 1372 }
1373 cp = strchr (cp, ' ') + 1;
1374 if (!strcmp (cp, "all"))
1375 continue;
1376
1377 do
1378 {
1379 nrofallowedstr++;
1380 if ((next = strchr (cp, ',')) != NULL)
1381 *(next++) = '\0';
1382 tmp = new linked_char;
1383
1384 tmp->name = cp;
1385 tmp->next = art->allowed;
1386 art->allowed = tmp;
1387 }
1388 while ((cp = next) != NULL);
1389 }
1390 else if (sscanf (cp, "chance %d", &value))
1391 art->chance = (uint16) value;
1392 else if (sscanf (cp, "difficulty %d", &value))
1393 art->difficulty = (uint8) value;
1394 else if (!strncmp (cp, "Object", 6))
1395 {
1396 art->item = object::create ();
1397
1398 if (!load_object (thawer, art->item, 0))
1399 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1400
1401 art->item->name = strchr (cp, ' ') + 1;
1402 al = find_artifactlist (art->item->type);
1403 if (al == NULL)
1404 {
1405 al = get_empty_artifactlist ();
1406 al->type = art->item->type;
1407 al->next = first_artifactlist;
1408 first_artifactlist = al;
1409 }
1334 art->next = al->items; 1410 art->next = al->items;
1335 al->items = art; 1411 al->items = art;
1336 art = NULL; 1412 art = NULL;
1337 } 1413 }
1338 else 1414 else
1339 LOG(llevError,"Unknown input in artifact file: %s\n", buf); 1415 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1340 } 1416 }
1341 1417
1342 for (al=first_artifactlist; al!=NULL; al=al->next) { 1418 for (al = first_artifactlist; al != NULL; al = al->next)
1419 {
1343 for (art=al->items; art!=NULL; art=art->next) { 1420 for (art = al->items; art != NULL; art = art->next)
1421 {
1344 if (!art->chance) 1422 if (!art->chance)
1345 LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); 1423 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1346 else 1424 else
1347 al->total_chance += art->chance; 1425 al->total_chance += art->chance;
1348 } 1426 }
1349#if 0 1427#if 0
1350 LOG(llevDebug,"Artifact list type %d has %d total chance\n", 1428 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1351 al->type, al->total_chance);
1352#endif 1429#endif
1353 } 1430 }
1354 1431
1355 LOG(llevDebug,"done.\n"); 1432 LOG (llevDebug, "done.\n");
1356} 1433}
1357 1434
1358 1435
1359/* 1436/*
1360 * Used in artifact generation. The bonuses of the first object 1437 * Used in artifact generation. The bonuses of the first object
1361 * is modified by the bonuses of the second object. 1438 * is modified by the bonuses of the second object.
1362 */ 1439 */
1363 1440
1441void
1364void add_abilities(object *op, object *change) { 1442add_abilities (object *op, object *change)
1443{
1365 int i,j, tmp; 1444 int i, tmp;
1366 1445
1367 if (change->face != blank_face) { 1446 if (change->face != blank_face)
1447 {
1368#ifdef TREASURE_VERBOSE 1448#ifdef TREASURE_VERBOSE
1369 LOG(llevDebug, "FACE: %d\n", change->face->number); 1449 LOG (llevDebug, "FACE: %d\n", change->face->number);
1370#endif 1450#endif
1371 op->face = change->face; 1451 op->face = change->face;
1372 } 1452 }
1453
1373 for (i = 0; i < NUM_STATS; i++) 1454 for (i = 0; i < NUM_STATS; i++)
1374 change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); 1455 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1375 1456
1376 op->attacktype |= change->attacktype; 1457 op->attacktype |= change->attacktype;
1377 op->path_attuned |= change->path_attuned; 1458 op->path_attuned |= change->path_attuned;
1378 op->path_repelled |= change->path_repelled; 1459 op->path_repelled |= change->path_repelled;
1379 op->path_denied |= change->path_denied; 1460 op->path_denied |= change->path_denied;
1380 op->move_type |= change->move_type; 1461 op->move_type |= change->move_type;
1381 op->stats.luck += change->stats.luck; 1462 op->stats.luck += change->stats.luck;
1382 1463
1383 if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); 1464 if (QUERY_FLAG (change, FLAG_CURSED))
1384 if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); 1465 SET_FLAG (op, FLAG_CURSED);
1466 if (QUERY_FLAG (change, FLAG_DAMNED))
1467 SET_FLAG (op, FLAG_DAMNED);
1385 if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) 1468 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1386 && op->magic > 0)
1387 set_abs_magic(op, -op->magic); 1469 set_abs_magic (op, -op->magic);
1388 1470
1389 if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1471 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1390 if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1472 SET_FLAG (op, FLAG_LIFESAVE);
1391 if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1473 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1392 if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1474 SET_FLAG (op, FLAG_REFL_SPELL);
1393 if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1475 if (QUERY_FLAG (change, FLAG_STEALTH))
1394 if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1476 SET_FLAG (op, FLAG_STEALTH);
1395 if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1477 if (QUERY_FLAG (change, FLAG_XRAYS))
1396 if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); 1478 SET_FLAG (op, FLAG_XRAYS);
1479 if (QUERY_FLAG (change, FLAG_BLIND))
1480 SET_FLAG (op, FLAG_BLIND);
1481 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1482 SET_FLAG (op, FLAG_SEE_IN_DARK);
1483 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1484 SET_FLAG (op, FLAG_REFL_MISSILE);
1485 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1486 SET_FLAG (op, FLAG_MAKE_INVIS);
1397 1487
1398 if (QUERY_FLAG(change,FLAG_STAND_STILL)) { 1488 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1489 {
1399 CLEAR_FLAG(op,FLAG_ANIMATE); 1490 CLEAR_FLAG (op, FLAG_ANIMATE);
1400 /* so artifacts will join */ 1491 /* so artifacts will join */
1401 if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; 1492 if (!QUERY_FLAG (op, FLAG_ALIVE))
1493 op->speed = 0.0;
1494
1402 update_ob_speed(op); 1495 update_ob_speed (op);
1403 } 1496 }
1404 if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; 1497
1498 if (change->nrof)
1499 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1500
1405 op->stats.exp += change->stats.exp; /* Speed modifier */ 1501 op->stats.exp += change->stats.exp; /* Speed modifier */
1406 op->stats.wc += change->stats.wc; 1502 op->stats.wc += change->stats.wc;
1407 op->stats.ac += change->stats.ac; 1503 op->stats.ac += change->stats.ac;
1408 1504
1409 if (change->other_arch) { 1505 if (change->other_arch)
1506 {
1410 /* Basically, for horns & potions, the other_arch field is the spell 1507 /* Basically, for horns & potions, the other_arch field is the spell
1411 * to cast. So convert that to into a spell and put it into 1508 * to cast. So convert that to into a spell and put it into
1412 * this object. 1509 * this object.
1413 */ 1510 */
1414 if (op->type == HORN || op->type == POTION) { 1511 if (op->type == HORN || op->type == POTION)
1512 {
1415 object *tmp_obj; 1513 object *tmp_obj;
1514
1416 /* Remove any spells this object currently has in it */ 1515 /* Remove any spells this object currently has in it */
1417 while (op->inv) { 1516 while (op->inv)
1418 tmp_obj = op->inv; 1517 op->inv->destroy ();
1419 remove_ob(tmp_obj); 1518
1420 free_object(tmp_obj); 1519 tmp_obj = arch_to_object (change->other_arch);
1520 insert_ob_in_ob (tmp_obj, op);
1521 }
1522 /* No harm setting this for potions/horns */
1523 op->other_arch = change->other_arch;
1524 }
1525
1526 if (change->stats.hp < 0)
1527 op->stats.hp = -change->stats.hp;
1528 else
1529 op->stats.hp += change->stats.hp;
1530
1531 if (change->stats.maxhp < 0)
1532 op->stats.maxhp = -change->stats.maxhp;
1533 else
1534 op->stats.maxhp += change->stats.maxhp;
1535
1536 if (change->stats.sp < 0)
1537 op->stats.sp = -change->stats.sp;
1538 else
1539 op->stats.sp += change->stats.sp;
1540
1541 if (change->stats.maxsp < 0)
1542 op->stats.maxsp = -change->stats.maxsp;
1543 else
1544 op->stats.maxsp += change->stats.maxsp;
1545
1546 if (change->stats.food < 0)
1547 op->stats.food = -(change->stats.food);
1548 else
1549 op->stats.food += change->stats.food;
1550
1551 if (change->level < 0)
1552 op->level = -(change->level);
1553 else
1554 op->level += change->level;
1555
1556 if (change->gen_sp_armour < 0)
1557 op->gen_sp_armour = -(change->gen_sp_armour);
1558 else
1559 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1560
1561 op->item_power = change->item_power;
1562
1563 for (i = 0; i < NROFATTACKS; i++)
1564 if (change->resist[i])
1565 op->resist[i] += change->resist[i];
1566
1567 if (change->stats.dam)
1568 {
1569 if (change->stats.dam < 0)
1570 op->stats.dam = (-change->stats.dam);
1571 else if (op->stats.dam)
1572 {
1573 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1574 if (tmp == op->stats.dam)
1575 {
1576 if (change->stats.dam < 10)
1577 op->stats.dam--;
1578 else
1579 op->stats.dam++;
1421 } 1580 }
1422 tmp_obj = arch_to_object(change->other_arch); 1581 else
1423 insert_ob_in_ob(tmp_obj, op); 1582 op->stats.dam = tmp;
1424 } 1583 }
1425 /* No harm setting this for potions/horns */ 1584 }
1426 op->other_arch = change->other_arch; 1585
1586 if (change->weight)
1427 } 1587 {
1428
1429 if (change->stats.hp < 0) 1588 if (change->weight < 0)
1430 op->stats.hp = -change->stats.hp; 1589 op->weight = (-change->weight);
1431 else 1590 else
1432 op->stats.hp += change->stats.hp; 1591 op->weight = (op->weight * (change->weight)) / 100;
1592 }
1593
1594 if (change->last_sp)
1595 {
1433 if (change->stats.maxhp < 0) 1596 if (change->last_sp < 0)
1434 op->stats.maxhp = -change->stats.maxhp; 1597 op->last_sp = (-change->last_sp);
1435 else 1598 else
1436 op->stats.maxhp += change->stats.maxhp; 1599 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1437 if (change->stats.sp < 0) 1600 }
1438 op->stats.sp = -change->stats.sp;
1439 else
1440 op->stats.sp += change->stats.sp;
1441 if (change->stats.maxsp < 0)
1442 op->stats.maxsp = -change->stats.maxsp;
1443 else
1444 op->stats.maxsp += change->stats.maxsp;
1445 if (change->stats.food < 0)
1446 op->stats.food = -(change->stats.food);
1447 else
1448 op->stats.food += change->stats.food;
1449 if (change->level < 0)
1450 op->level = -(change->level);
1451 else
1452 op->level += change->level;
1453 1601
1602 if (change->gen_sp_armour)
1603 {
1454 if (change->gen_sp_armour < 0) 1604 if (change->gen_sp_armour < 0)
1455 op->gen_sp_armour = -(change->gen_sp_armour); 1605 op->gen_sp_armour = (-change->gen_sp_armour);
1456 else
1457 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1458
1459 op->item_power = change->item_power;
1460
1461 for (i=0; i<NROFATTACKS; i++) {
1462 if (change->resist[i]) {
1463 op->resist[i] += change->resist[i];
1464 }
1465 }
1466 if (change->stats.dam) {
1467 if (change->stats.dam < 0)
1468 op->stats.dam = (-change->stats.dam);
1469 else if (op->stats.dam) {
1470 tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10);
1471 if (tmp == op->stats.dam) {
1472 if (change->stats.dam < 10)
1473 op->stats.dam--;
1474 else
1475 op->stats.dam++;
1476 }
1477 else
1478 op->stats.dam = tmp;
1479 }
1480 }
1481 if (change->weight) {
1482 if (change->weight < 0)
1483 op->weight = (-change->weight);
1484 else 1606 else
1485 op->weight = (op->weight * (change->weight)) / 100;
1486 }
1487 if (change->last_sp) {
1488 if (change->last_sp < 0)
1489 op->last_sp = (-change->last_sp);
1490 else
1491 op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100);
1492 }
1493 if (change->gen_sp_armour) {
1494 if (change->gen_sp_armour < 0)
1495 op->gen_sp_armour = (-change->gen_sp_armour);
1496 else
1497 op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) 1607 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1498 / (int)100);
1499 } 1608 }
1609
1500 op->value *= change->value; 1610 op->value *= change->value;
1501 1611
1612 if (change->material)
1502 if(change->material) op->material = change->material; 1613 op->material = change->material;
1503 1614
1504 if (change->materialname) { 1615 if (change->materialname)
1505 if (op->materialname)
1506 free_string(op->materialname);
1507 op->materialname = add_refcount(change->materialname); 1616 op->materialname = change->materialname;
1508 }
1509 1617
1510 if (change->slaying) { 1618 if (change->slaying)
1511 if (op->slaying)
1512 free_string(op->slaying);
1513 op->slaying = add_refcount(change->slaying); 1619 op->slaying = change->slaying;
1514 } 1620
1515 if (change->race) { 1621 if (change->race)
1516 if (op->race)
1517 free_string(op->race);
1518 op->race = add_refcount(change->race); 1622 op->race = change->race;
1519 } 1623
1520 if (change->msg) { 1624 if (change->msg)
1521 if (op->msg) 1625 op->msg = change->msg;
1522 free_string(op->msg);
1523 op->msg = add_refcount(change->msg);
1524 }
1525 /* GROS: Added support for event_... in artifact file */
1526 for(j=0;j<NR_EVENTS;j++) {
1527 event *evt;
1528 event *evt2;
1529 event *evtn;
1530 event *evtp;
1531
1532 evt = find_event(change,j);
1533 evt2= find_event(op,j);
1534
1535 if ((evt) && (evt->hook)) {
1536 if ((evt2)&&(evt2->hook)) {
1537 free_string(evt2->hook);
1538 free_string(evt2->plugin);
1539 free_string(evt2->options);
1540 evtp = NULL;
1541 evtn = evt2->next;
1542 if (evt2 == op->events) {
1543 free(evt2);
1544 op->events = evtn;
1545 }
1546 else {
1547 evtp = op->events;
1548 while (evtp->next != evt2)
1549 evtp = evtp->next;
1550 free(evt2);
1551 evtp->next = evtn;
1552 }
1553 }
1554 else if (evt2 == NULL) {
1555 if (op->events == NULL) {
1556 evt2 = (event *)malloc(sizeof(event));
1557 op->events = evt2;
1558 }
1559 else {
1560 evtp = op->events;
1561 while (evtp->next != NULL)
1562 evtp = evtp->next;
1563 evtp->next = (event *)malloc(sizeof(event));
1564 evt2 = evtp->next;
1565 }
1566 }
1567 evt2->next = NULL;
1568 evt2->hook = add_refcount(evt->hook);
1569 evt2->plugin = add_refcount(evt->plugin);
1570 evt2->type = j;
1571
1572 if (evt->options)
1573 evt2->options = add_refcount(evt->options);
1574 else
1575 evt2->options = NULL;
1576 }
1577 }
1578} 1626}
1579 1627
1628static int
1580static int legal_artifact_combination(object *op, artifact *art) { 1629legal_artifact_combination (object *op, artifact * art)
1630{
1581 int neg, success = 0; 1631 int neg, success = 0;
1582 linked_char *tmp; 1632 linked_char *tmp;
1583 const char *name; 1633 const char *name;
1584 1634
1585 if (art->allowed == (linked_char *) NULL) 1635 if (art->allowed == (linked_char *) NULL)
1586 return 1; /* Ie, "all" */ 1636 return 1; /* Ie, "all" */
1587 for (tmp = art->allowed; tmp; tmp = tmp->next) { 1637 for (tmp = art->allowed; tmp; tmp = tmp->next)
1638 {
1588#ifdef TREASURE_VERBOSE 1639#ifdef TREASURE_VERBOSE
1589 LOG(llevDebug, "legal_art: %s\n", tmp->name); 1640 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1590#endif 1641#endif
1591 if (*tmp->name == '!') 1642 if (*tmp->name == '!')
1592 name = tmp->name + 1, neg = 1; 1643 name = tmp->name + 1, neg = 1;
1593 else 1644 else
1594 name = tmp->name, neg = 0; 1645 name = tmp->name, neg = 0;
1595 1646
1596 /* If we match name, then return the opposite of 'neg' */ 1647 /* If we match name, then return the opposite of 'neg' */
1597 if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) 1648 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1598 return !neg; 1649 return !neg;
1599 1650
1600 /* Set success as true, since if the match was an inverse, it means 1651 /* Set success as true, since if the match was an inverse, it means
1601 * everything is allowed except what we match 1652 * everything is allowed except what we match
1602 */ 1653 */
1603 else if (neg) 1654 else if (neg)
1604 success = 1; 1655 success = 1;
1605 } 1656 }
1606 return success; 1657 return success;
1607} 1658}
1608 1659
1609/* 1660/*
1610 * Fixes the given object, giving it the abilities and titles 1661 * Fixes the given object, giving it the abilities and titles
1611 * it should have due to the second artifact-template. 1662 * it should have due to the second artifact-template.
1612 */ 1663 */
1613 1664
1665void
1614void give_artifact_abilities(object *op, object *artifct) { 1666give_artifact_abilities (object *op, object *artifct)
1667{
1615 char new_name[MAX_BUF]; 1668 char new_name[MAX_BUF];
1616 1669
1617 sprintf(new_name, "of %s", artifct->name); 1670 sprintf (new_name, "of %s", &artifct->name);
1618 if (op->title)
1619 free_string(op->title);
1620 op->title = add_string(new_name); 1671 op->title = new_name;
1621 add_abilities(op, artifct); /* Give out the bonuses */ 1672 add_abilities (op, artifct); /* Give out the bonuses */
1622 1673
1623#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1674#if 0 /* Bit verbose, but keep it here until next time I need it... */
1624 { 1675 {
1625 char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); 1676 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1677
1626 SET_FLAG(op, FLAG_IDENTIFIED); 1678 SET_FLAG (op, FLAG_IDENTIFIED);
1627 LOG(llevDebug, "Generated artifact %s %s [%s]\n", 1679 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1628 op->name, op->title, describe_item(op, NULL));
1629 if (!identified) 1680 if (!identified)
1630 CLEAR_FLAG(op, FLAG_IDENTIFIED); 1681 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1631 } 1682 }
1632#endif 1683#endif
1633 return; 1684 return;
1634} 1685}
1635 1686
1642 */ 1693 */
1643 1694
1644/* Give 1 re-roll attempt per artifact */ 1695/* Give 1 re-roll attempt per artifact */
1645#define ARTIFACT_TRIES 2 1696#define ARTIFACT_TRIES 2
1646 1697
1698void
1647void generate_artifact(object *op, int difficulty) { 1699generate_artifact (object *op, int difficulty)
1700{
1648 artifactlist *al; 1701 artifactlist *al;
1649 artifact *art; 1702 artifact *art;
1650 int i; 1703 int i;
1651 1704
1652 al = find_artifactlist(op->type); 1705 al = find_artifactlist (op->type);
1653 1706
1654 if (al==NULL) { 1707 if (al == NULL)
1708 {
1655#if 0 /* This is too verbose, usually */ 1709#if 0 /* This is too verbose, usually */
1656 LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1710 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1657#endif
1658 return;
1659 }
1660
1661 for (i = 0; i < ARTIFACT_TRIES; i++) {
1662 int roll = RANDOM()% al->total_chance;
1663
1664 for (art=al->items; art!=NULL; art=art->next) {
1665 roll -= art->chance;
1666 if (roll<0) break;
1667 }
1668
1669 if (art == NULL || roll>=0) {
1670#if 1
1671 LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n",
1672 op->type);
1673#endif 1711#endif
1674 return; 1712 return;
1675 } 1713 }
1714
1715 for (i = 0; i < ARTIFACT_TRIES; i++)
1716 {
1717 int roll = RANDOM () % al->total_chance;
1718
1719 for (art = al->items; art != NULL; art = art->next)
1720 {
1721 roll -= art->chance;
1722 if (roll < 0)
1723 break;
1724 }
1725
1726 if (art == NULL || roll >= 0)
1727 {
1728#if 1
1729 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1730#endif
1731 return;
1732 }
1676 if (!strcmp(art->item->name,"NONE")) 1733 if (!strcmp (art->item->name, "NONE"))
1677 return; 1734 return;
1678 if (FABS(op->magic) < art->item->magic) 1735 if (FABS (op->magic) < art->item->magic)
1679 continue; /* Not magic enough to be this item */ 1736 continue; /* Not magic enough to be this item */
1680 1737
1681 /* Map difficulty not high enough */ 1738 /* Map difficulty not high enough */
1682 if (difficulty<art->difficulty) 1739 if (difficulty < art->difficulty)
1683 continue; 1740 continue;
1684 1741
1685 if (!legal_artifact_combination(op, art)) { 1742 if (!legal_artifact_combination (op, art))
1743 {
1686#ifdef TREASURE_VERBOSE 1744#ifdef TREASURE_VERBOSE
1687 LOG(llevDebug, "%s of %s was not a legal combination.\n", 1745 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1688 op->name, art->item->name);
1689#endif 1746#endif
1690 continue; 1747 continue;
1691 } 1748 }
1692 give_artifact_abilities(op, art->item); 1749 give_artifact_abilities (op, art->item);
1693 return; 1750 return;
1694 } 1751 }
1695} 1752}
1696 1753
1697/* fix_flesh_item() - objects of type FLESH are similar to type 1754/* fix_flesh_item() - objects of type FLESH are similar to type
1698 * FOOD, except they inherit properties (name, food value, etc). 1755 * FOOD, except they inherit properties (name, food value, etc).
1699 * based on the original owner (or 'donor' if you like). -b.t. 1756 * based on the original owner (or 'donor' if you like). -b.t.
1700 */ 1757 */
1701 1758
1759void
1702void fix_flesh_item(object *item, object *donor) { 1760fix_flesh_item (object *item, object *donor)
1761{
1703 char tmpbuf[MAX_BUF]; 1762 char tmpbuf[MAX_BUF];
1704 int i; 1763 int i;
1705 1764
1706 if(item->type==FLESH && donor) { 1765 if (item->type == FLESH && donor)
1766 {
1707 /* change the name */ 1767 /* change the name */
1708 sprintf(tmpbuf,"%s's %s",donor->name,item->name); 1768 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1709 FREE_AND_COPY(item->name, tmpbuf); 1769 item->name = tmpbuf;
1710 sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); 1770 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1711 FREE_AND_COPY(item->name_pl, tmpbuf); 1771 item->name_pl = tmpbuf;
1712 1772
1713 /* weight is FLESH weight/100 * donor */ 1773 /* weight is FLESH weight/100 * donor */
1714 if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) 1774 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1715 item->weight=1; 1775 item->weight = 1;
1716 1776
1717 /* value is multiplied by level of donor */ 1777 /* value is multiplied by level of donor */
1718 item->value *= isqrt(donor->level*2); 1778 item->value *= isqrt (donor->level * 2);
1719 1779
1720 /* food value */ 1780 /* food value */
1721 item->stats.food += (donor->stats.hp/100) + donor->stats.Con; 1781 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1722 1782
1723 /* flesh items inherit some abilities of donor, but not 1783 /* flesh items inherit some abilities of donor, but not
1724 * full effect. 1784 * full effect.
1725 */ 1785 */
1726 for (i=0; i<NROFATTACKS; i++) 1786 for (i = 0; i < NROFATTACKS; i++)
1727 item->resist[i] = donor->resist[i]/2; 1787 item->resist[i] = donor->resist[i] / 2;
1728 1788
1729 /* item inherits donor's level (important for quezals) */ 1789 /* item inherits donor's level (important for quezals) */
1730 item->level = donor->level; 1790 item->level = donor->level;
1731 1791
1732 /* if donor has some attacktypes, the flesh is poisonous */ 1792 /* if donor has some attacktypes, the flesh is poisonous */
1733 if(donor->attacktype&AT_POISON) 1793 if (donor->attacktype & AT_POISON)
1734 item->type=POISON; 1794 item->type = POISON;
1735 if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; 1795 if (donor->attacktype & AT_ACID)
1796 item->stats.hp = -1 * item->stats.food;
1736 SET_FLAG(item,FLAG_NO_STEAL); 1797 SET_FLAG (item, FLAG_NO_STEAL);
1737 } 1798 }
1738} 1799}
1739 1800
1740/* special_potion() - so that old potion code is still done right. */ 1801/* special_potion() - so that old potion code is still done right. */
1741 1802
1803int
1742int special_potion (object *op) { 1804special_potion (object *op)
1805{
1743 1806
1744 int i; 1807 int i;
1745 1808
1746 if(op->attacktype) return 1; 1809 if (op->attacktype)
1747
1748 if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow
1749 || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1;
1750
1751 for (i=0; i<NROFATTACKS; i++)
1752 if (op->resist[i]) return 1;
1753
1754 return 0; 1810 return 1;
1755}
1756 1811
1812 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1813 return 1;
1814
1815 for (i = 0; i < NROFATTACKS; i++)
1816 if (op->resist[i])
1817 return 1;
1818
1819 return 0;
1820}
1821
1822void
1757void free_treasurestruct(treasure *t) 1823free_treasurestruct (treasure *t)
1758{ 1824{
1825 if (t->next)
1759 if (t->next) free_treasurestruct(t->next); 1826 free_treasurestruct (t->next);
1827 if (t->next_yes)
1760 if (t->next_yes) free_treasurestruct(t->next_yes); 1828 free_treasurestruct (t->next_yes);
1829 if (t->next_no)
1761 if (t->next_no) free_treasurestruct(t->next_no); 1830 free_treasurestruct (t->next_no);
1762 free(t);
1763}
1764 1831
1832 delete t;
1833}
1834
1835void
1765void free_charlinks(linked_char *lc) 1836free_charlinks (linked_char *lc)
1766{ 1837{
1838 if (lc->next)
1767 if (lc->next) free_charlinks(lc->next); 1839 free_charlinks (lc->next);
1768 free(lc);
1769}
1770 1840
1841 delete lc;
1842}
1843
1844void
1771void free_artifact(artifact *at) 1845free_artifact (artifact * at)
1772{ 1846{
1773 1847 if (at->next)
1774 if (at->next) free_artifact(at->next); 1848 free_artifact (at->next);
1849
1850 if (at->allowed)
1775 if (at->allowed) free_charlinks(at->allowed); 1851 free_charlinks (at->allowed);
1776 if (at->item) {
1777 if (at->item->name) free_string(at->item->name);
1778 if (at->item->name_pl) free_string(at->item->name_pl);
1779 if (at->item->msg) free_string(at->item->msg);
1780 if (at->item->title) free_string(at->item->title);
1781 free(at->item);
1782 }
1783 free(at);
1784}
1785 1852
1853 at->item->destroy (1);
1854
1855 delete at;
1856}
1857
1858void
1786void free_artifactlist(artifactlist *al) 1859free_artifactlist (artifactlist * al)
1787{ 1860{
1788 artifactlist *nextal; 1861 artifactlist *nextal;
1862
1789 for (al=first_artifactlist; al!=NULL; al=nextal) { 1863 for (al = first_artifactlist; al; al = nextal)
1864 {
1790 nextal=al->next; 1865 nextal = al->next;
1866
1791 if (al->items) { 1867 if (al->items)
1792 free_artifact(al->items); 1868 free_artifact (al->items);
1793 } 1869
1794 free(al); 1870 free (al);
1795 } 1871 }
1796} 1872}
1797 1873
1874void
1798void free_all_treasures(void) { 1875free_all_treasures (void)
1876{
1799treasurelist *tl, *next; 1877 treasurelist *tl, *next;
1800 1878
1801 1879
1802 for (tl=first_treasurelist; tl!=NULL; tl=next) { 1880 for (tl = first_treasurelist; tl != NULL; tl = next)
1881 {
1803 next=tl->next; 1882 next = tl->next;
1804 if (tl->name) free_string(tl->name); 1883 if (tl->items)
1805 if (tl->items) free_treasurestruct(tl->items); 1884 free_treasurestruct (tl->items);
1806 free(tl); 1885 delete tl;
1807 } 1886 }
1808 free_artifactlist(first_artifactlist); 1887 free_artifactlist (first_artifactlist);
1809} 1888}

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