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

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.16 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.40 by root, Wed Mar 14 00:04:58 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.16 2006/09/10 16:00:23 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29 24
30#define ALLOWED_COMBINATION 25#define ALLOWED_COMBINATION
31 26
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 27/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 28 * It is useful for finding bugs in the treasures file. Since it only
58{ 53{
59 int prev_warn = warn_archetypes; 54 int prev_warn = warn_archetypes;
60 55
61 warn_archetypes = 1; 56 warn_archetypes = 1;
62 if (ring_arch == NULL) 57 if (ring_arch == NULL)
63 ring_arch = find_archetype ("ring"); 58 ring_arch = archetype::find ("ring");
64 if (amulet_arch == NULL) 59 if (amulet_arch == NULL)
65 amulet_arch = find_archetype ("amulet"); 60 amulet_arch = archetype::find ("amulet");
66 if (staff_arch == NULL) 61 if (staff_arch == NULL)
67 staff_arch = find_archetype ("staff"); 62 staff_arch = archetype::find ("staff");
68 if (crown_arch == NULL) 63 if (crown_arch == NULL)
69 crown_arch = find_archetype ("crown"); 64 crown_arch = archetype::find ("crown");
70 warn_archetypes = prev_warn; 65 warn_archetypes = prev_warn;
71} 66}
72 67
73/* 68/*
74 * Allocate and return the pointer to an empty treasurelist structure. 69 * Allocate and return the pointer to an empty treasurelist structure.
119 while (isspace (*cp)) /* Skip blanks */ 114 while (isspace (*cp)) /* Skip blanks */
120 cp++; 115 cp++;
121 116
122 if (sscanf (cp, "arch %s", variable)) 117 if (sscanf (cp, "arch %s", variable))
123 { 118 {
124 if ((t->item = find_archetype (variable)) == NULL) 119 if ((t->item = archetype::find (variable)) == NULL)
125 LOG (llevError, "Treasure lacks archetype: %s\n", variable); 120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
126 } 121 }
127 else if (sscanf (cp, "list %s", variable)) 122 else if (sscanf (cp, "list %s", variable))
128 t->name = variable; 123 t->name = variable;
129 else if (sscanf (cp, "change_name %s", variable)) 124 else if (sscanf (cp, "change_name %s", variable))
162 * so that the treasure name can be printed out 157 * so that the treasure name can be printed out
163 */ 158 */
164static void 159static void
165check_treasurelist (const treasure *t, const treasurelist * tl) 160check_treasurelist (const treasure *t, const treasurelist * tl)
166{ 161{
167 if (t->item == NULL && t->name == NULL)
168 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
169 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
170 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
171 /* find_treasurelist will print out its own error message */ 164 /* find_treasurelist will print out its own error message */
172 if (t->name && *t->name) 165 if (t->name && *t->name)
173 (void) find_treasurelist (t->name); 166 find_treasurelist (t->name);
174 if (t->next) 167 if (t->next)
175 check_treasurelist (t->next, tl); 168 check_treasurelist (t->next, tl);
176 if (t->next_yes) 169 if (t->next_yes)
177 check_treasurelist (t->next_yes, tl); 170 check_treasurelist (t->next_yes, tl);
178 if (t->next_no) 171 if (t->next_no)
201 return; 194 return;
202 } 195 }
203 while (fgets (buf, MAX_BUF, fp) != NULL) 196 while (fgets (buf, MAX_BUF, fp) != NULL)
204 { 197 {
205 line++; 198 line++;
206 if (*buf == '#') 199 if (*buf == '#' || *buf == '\n')
207 continue; 200 ; // ignore
208
209 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 201 else if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
210 { 202 {
211 treasurelist *tl = get_empty_treasurelist (); 203 treasurelist *tl = get_empty_treasurelist ();
212 204
213 tl->name = name; 205 tl->name = name;
214 if (previous == NULL) 206 if (previous == NULL)
215 first_treasurelist = tl; 207 first_treasurelist = tl;
216 else 208 else
217 previous->next = tl; 209 previous->next = tl;
210
218 previous = tl; 211 previous = tl;
219 tl->items = load_treasure (fp, &line); 212 tl->items = load_treasure (fp, &line);
220 213
221 /* This is a one of the many items on the list should be generated. 214 /* This is a one of the many items on the list should be generated.
222 * Add up the chance total, and check to make sure the yes & no 215 * Add up the chance total, and check to make sure the yes & no
259 */ 252 */
260 253
261treasurelist * 254treasurelist *
262find_treasurelist (const char *name) 255find_treasurelist (const char *name)
263{ 256{
264 /* Special cases - randomitems of NULL is to override default. If 257 shstr_cmp name_ (name);
265 * first_treasurelist is null, it means we are on the first pass of 258
266 * of loading archetypes, so for now, just return - second pass will
267 * init these values.
268 */
269 if (!name) 259 if (!name_)
270 return 0; 260 return 0;
271 261
272 if (const char *tmp = shstr::find (name))
273 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next) 262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
274 if (tmp == tl->name) 263 if (name_ == tl->name)
275 return tl; 264 return tl;
276 265
277 if (first_treasurelist) 266 if (first_treasurelist)
278 LOG (llevError, "Couldn't find treasurelist %s\n", name); 267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
279 268
280 return 0; 269 return 0;
290 * being generated. 279 * being generated.
291 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 280 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
292 * abilities. This is used by summon spells, thus no summoned monsters 281 * abilities. This is used by summon spells, thus no summoned monsters
293 * start with equipment, but only their abilities). 282 * start with equipment, but only their abilities).
294 */ 283 */
295
296
297static void 284static void
298put_treasure (object *op, object *creator, int flags) 285put_treasure (object *op, object *creator, int flags)
299{ 286{
300 object *tmp; 287 object *tmp;
301 288
304 * this is the original object, or if this is an object that should be created 291 * this is the original object, or if this is an object that should be created
305 * by another object. 292 * by another object.
306 */ 293 */
307 if (flags & GT_ENVIRONMENT && op->type != SPELL) 294 if (flags & GT_ENVIRONMENT && op->type != SPELL)
308 { 295 {
309 op->x = creator->x;
310 op->y = creator->y;
311 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 296 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
312 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
313 } 298 }
314 else 299 else
315 { 300 {
316 op = insert_ob_in_ob (op, creator); 301 op = creator->insert (op);
302
317 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
318 monster_check_apply (creator, op); 304 monster_check_apply (creator, op);
305
319 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
320 esrv_send_item (tmp, op); 307 esrv_send_item (tmp, op);
321 } 308 }
322} 309}
323 310
324/* if there are change_xxx commands in the treasure, we include the changes 311/* if there are change_xxx commands in the treasure, we include the changes
344void 331void
345create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
346{ 333{
347 object *tmp; 334 object *tmp;
348 335
349 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
350 { 337 {
351 if (t->name) 338 if (t->name)
352 { 339 {
353 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 340 if (difficulty >= t->magic)
341 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
354 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 344 create_treasure (tl, op, flag, difficulty, tries);
345 }
355 } 346 }
356 else 347 else
357 { 348 {
358 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
359 { 350 {
360 tmp = arch_to_object (t->item); 351 tmp = arch_to_object (t->item);
361 if (t->nrof && tmp->nrof <= 1) 352 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 353 tmp->nrof = rndm (t->nrof) + 1;
354
363 fix_generated_item (tmp, op, difficulty, t->magic, flag); 355 fix_generated_item (tmp, op, difficulty, t->magic, flag);
364 change_treasure (t, tmp); 356 change_treasure (t, tmp);
365 put_treasure (tmp, op, flag); 357 put_treasure (tmp, op, flag);
366 } 358 }
367 } 359 }
375 if (t->next != NULL) 367 if (t->next != NULL)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 368 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 369}
378 370
379void 371void
380create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 372create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
381{ 373{
382 int value = RANDOM () % tl->total_chance; 374 int value = rndm (tl->total_chance);
383 treasure *t; 375 treasure *t;
384 376
385 if (tries++ > 100) 377 if (tries++ > 100)
386 { 378 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 379 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
403 return; 395 return;
404 } 396 }
405 397
406 if (t->name) 398 if (t->name)
407 { 399 {
408 if (!strcmp (t->name, "NONE"))
409 return;
410
411 if (difficulty >= t->magic) 400 if (difficulty >= t->magic)
401 {
402 treasurelist *tl = find_treasurelist (t->name);
403 if (tl)
412 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 404 create_treasure (tl, op, flag, difficulty, tries);
405 }
413 else if (t->nrof) 406 else if (t->nrof)
414 create_one_treasure (tl, op, flag, difficulty, tries); 407 create_one_treasure (tl, op, flag, difficulty, tries);
415 408
416 return; 409 return;
417 } 410 }
418 411
419 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 412 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
420 { 413 {
421 object *tmp = arch_to_object (t->item); 414 object *tmp = arch_to_object (t->item);
422 415
423 if (!tmp) 416 if (!tmp)
424 return; 417 return;
425 418
426 if (t->nrof && tmp->nrof <= 1) 419 if (t->nrof && tmp->nrof <= 1)
427 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 420 tmp->nrof = rndm (t->nrof) + 1;
428 421
429 fix_generated_item (tmp, op, difficulty, t->magic, flag); 422 fix_generated_item (tmp, op, difficulty, t->magic, flag);
430 change_treasure (t, tmp); 423 change_treasure (t, tmp);
431 put_treasure (tmp, op, flag); 424 put_treasure (tmp, op, flag);
432 } 425 }
438 * list transitions, or so that excessively good treasure will not be 431 * list transitions, or so that excessively good treasure will not be
439 * created on weak maps, because it will exceed the number of allowed tries 432 * created on weak maps, because it will exceed the number of allowed tries
440 * to do that. 433 * to do that.
441 */ 434 */
442void 435void
443create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
444{ 437{
445
446 if (tries++ > 100) 438 if (tries++ > 100)
447 { 439 {
448 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
449 return; 441 return;
450 } 442 }
443
451 if (t->total_chance) 444 if (tl->total_chance)
452 create_one_treasure (t, op, flag, difficulty, tries); 445 create_one_treasure (tl, op, flag, difficulty, tries);
453 else 446 else
454 create_all_treasures (t->items, op, flag, difficulty, tries); 447 create_all_treasures (tl->items, op, flag, difficulty, tries);
455} 448}
456 449
457/* This is similar to the old generate treasure function. However, 450/* This is similar to the old generate treasure function. However,
458 * it instead takes a treasurelist. It is really just a wrapper around 451 * it instead takes a treasurelist. It is really just a wrapper around
459 * create_treasure. We create a dummy object that the treasure gets 452 * create_treasure. We create a dummy object that the treasure gets
460 * inserted into, and then return that treausre 453 * inserted into, and then return that treausre
461 */ 454 */
462object * 455object *
463generate_treasure (treasurelist * t, int difficulty) 456generate_treasure (treasurelist *tl, int difficulty)
464{ 457{
458 difficulty = clamp (difficulty, 1, settings.max_level);
459
465 object *ob = get_object (), *tmp; 460 object *ob = object::create (), *tmp;
466 461
467 create_treasure (t, ob, 0, difficulty, 0); 462 create_treasure (tl, ob, 0, difficulty, 0);
468 463
469 /* Don't want to free the object we are about to return */ 464 /* Don't want to free the object we are about to return */
470 tmp = ob->inv; 465 tmp = ob->inv;
471 if (tmp != NULL) 466 if (tmp != NULL)
472 remove_ob (tmp); 467 tmp->remove ();
468
473 if (ob->inv) 469 if (ob->inv)
474 {
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 470 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 } 471
477 free_object (ob); 472 ob->destroy ();
478 return tmp; 473 return tmp;
479} 474}
480 475
481/* 476/*
482 * This is a new way of calculating the chance for an item to have 477 * This is a new way of calculating the chance for an item to have
576 scaled_diff = 0; 571 scaled_diff = 0;
577 572
578 if (scaled_diff >= DIFFLEVELS) 573 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1; 574 scaled_diff = DIFFLEVELS - 1;
580 575
581 percent = RANDOM () % 100; 576 percent = rndm (100);
582 577
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 578 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 { 579 {
585 percent -= difftomagic_list[scaled_diff][magic]; 580 percent -= difftomagic_list[scaled_diff][magic];
586 581
592 { 587 {
593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 588 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
594 magic = 0; 589 magic = 0;
595 } 590 }
596 591
597 magic = (RANDOM () % 3) ? magic : -magic; 592 magic = (rndm (3)) ? magic : -magic;
598 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 593 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599 594
600 return magic; 595 return magic;
601} 596}
602 597
617 if (op->arch) 612 if (op->arch)
618 { 613 {
619 if (op->type == ARMOUR) 614 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 615 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
621 616
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 617 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 618 magic = (-magic);
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
625 } 620 }
626 else 621 else
627 { 622 {
628 if (op->type == ARMOUR) 623 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 625 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
631 magic = (-magic); 626 magic = (-magic);
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 627 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 628 }
634} 629}
635 630
664 659
665void 660void
666set_ring_bonus (object *op, int bonus) 661set_ring_bonus (object *op, int bonus)
667{ 662{
668 663
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
670 665
671 if (op->type == AMULET) 666 if (op->type == AMULET)
672 { 667 {
673 if (!(RANDOM () % 21)) 668 if (!(rndm (21)))
674 r = 20 + RANDOM () % 2; 669 r = 20 + rndm (2);
675 else 670 else
676 { 671 {
677 if (RANDOM () & 2) 672 if (rndm (2))
678 r = 10; 673 r = 10;
679 else 674 else
680 r = 11 + RANDOM () % 9; 675 r = 11 + rndm (9);
681 } 676 }
682 } 677 }
683 678
684 switch (r) 679 switch (r)
685 { 680 {
722 case 16: 717 case 16:
723 case 17: 718 case 17:
724 case 18: 719 case 18:
725 case 19: 720 case 19:
726 { 721 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
728 723
729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 724 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
731 726
732 /* Cursed items need to have higher negative values to equal out with 727 /* Cursed items need to have higher negative values to equal out with
733 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
734 * little random element in since that they don't always end up with 729 * little random element in since that they don't always end up with
735 * even values. 730 * even values.
736 */ 731 */
737 if (bonus < 0) 732 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
739 if (val > 35) 734 if (val > 35)
740 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
741 b = 0; 736 b = 0;
737
742 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table; 739 resist = rndm (num_resist_table);
745 } 740
746 if (b == 4) 741 if (b == 4)
747 return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
748 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
751 */ 747 */
752 break; 748 break;
780 case 22: 776 case 22:
781 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
783 break; 779 break;
784 } 780 }
781
785 if (bonus > 0) 782 if (bonus > 0)
786 op->value *= 2 * bonus; 783 op->value *= 2 * bonus;
787 else 784 else
788 op->value = -(op->value * 2 * bonus) / 3; 785 op->value = -(op->value * 2 * bonus) / 3;
789} 786}
794 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
795 * It is only used in fix_generated_treasure() to set bonuses on 792 * It is only used in fix_generated_treasure() to set bonuses on
796 * rings and amulets. 793 * rings and amulets.
797 * Another scheme is used to calculate the magic of weapons and armours. 794 * Another scheme is used to calculate the magic of weapons and armours.
798 */ 795 */
799
800int 796int
801get_magic (int diff) 797get_magic (int diff)
802{ 798{
803 int i; 799 int i;
804 800
805 if (diff < 3) 801 if (diff < 3)
806 diff = 3; 802 diff = 3;
803
807 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
808 if (RANDOM () % diff) 805 if (rndm (diff))
809 return i; 806 return i;
807
810 return 4; 808 return 4;
811} 809}
812 810
813#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
814#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
815 813
816/* 814/*
817 * fix_generated_item(): This is called after an item is generated, in 815 * fix_generated_item(): This is called after an item is generated, in
818 * order to set it up right. This produced magical bonuses, puts spells 816 * order to set it up right. This produced magical bonuses, puts spells
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
833 * value. 831 * value.
834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 832 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
835 * a working object - don't change magic, value, etc, but set it material 833 * a working object - don't change magic, value, etc, but set it material
836 * type as appropriate, for objects that need spell objects, set those, etc 834 * type as appropriate, for objects that need spell objects, set those, etc
837 */ 835 */
838
839void 836void
840fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 837fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
841{ 838{
842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 839 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
843 840
859 } 856 }
860 857
861 if (difficulty < 1) 858 if (difficulty < 1)
862 difficulty = 1; 859 difficulty = 1;
863 860
861 if (INVOKE_OBJECT (ADD_BONUS, op,
862 ARG_OBJECT (creator != op ? creator : 0),
863 ARG_INT (difficulty), ARG_INT (max_magic),
864 ARG_INT (flags)))
865 return;
866
864 if (!(flags & GT_MINIMAL)) 867 if (!(flags & GT_MINIMAL))
865 { 868 {
866 if (op->arch == crown_arch) 869 if (op->arch == crown_arch)
867 { 870 {
868 set_magic (difficulty, op, max_magic, flags); 871 set_magic (difficulty, op, max_magic, flags);
874 if (!op->magic && max_magic) 877 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 878 set_magic (difficulty, op, max_magic, flags);
876 879
877 num_enchantments = calc_item_power (op, 1); 880 num_enchantments = calc_item_power (op, 1);
878 881
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
883 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
880 * used for shop_floors or treasures */ 885 * used for shop_floors or treasures */
881 generate_artifact (op, difficulty); 886 generate_artifact (op, difficulty);
882 } 887 }
883 888
884 /* Object was made an artifact. Calculate its item_power rating. 889 /* Object was made an artifact. Calculate its item_power rating.
942 case WEAPON: 947 case WEAPON:
943 case ARMOUR: 948 case ARMOUR:
944 case SHIELD: 949 case SHIELD:
945 case HELMET: 950 case HELMET:
946 case CLOAK: 951 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 953 set_ring_bonus (op, -DICE2);
949 break; 954 break;
950 955
951 case BRACERS: 956 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
953 { 958 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 960 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3; 961 op->value *= 3;
957 } 962 }
983 */ 988 */
984 if (op->inv && op->randomitems) 989 if (op->inv && op->randomitems)
985 { 990 {
986 /* value multiplier is same as for scrolls */ 991 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 992 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 994 }
990 else 995 else
991 { 996 {
992 op->name = "potion"; 997 op->name = "potion";
993 op->name_pl = "potions"; 998 op->name_pl = "potions";
994 } 999 }
995 1000
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 1001 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 1002 SET_FLAG (op, FLAG_CURSED);
998 break; 1003 break;
999 } 1004 }
1000 1005
1001 case AMULET: 1006 case AMULET:
1003 op->value *= 5; /* Since it's not just decoration */ 1008 op->value *= 5; /* Since it's not just decoration */
1004 1009
1005 case RING: 1010 case RING:
1006 if (op->arch == NULL) 1011 if (op->arch == NULL)
1007 { 1012 {
1008 remove_ob (op); 1013 op->destroy ();
1009 free_object (op);
1010 op = NULL; 1014 op = 0;
1011 break; 1015 break;
1012 } 1016 }
1013 1017
1014 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1018 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1015 break; 1019 break;
1016 1020
1017 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1018 SET_FLAG (op, FLAG_CURSED); 1022 SET_FLAG (op, FLAG_CURSED);
1019 1023
1020 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1024 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1021 1025
1022 if (op->type != RING) /* Amulets have only one ability */ 1026 if (op->type != RING) /* Amulets have only one ability */
1023 break; 1027 break;
1024 1028
1025 if (!(RANDOM () % 4)) 1029 if (!(rndm (4)))
1026 { 1030 {
1027 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1031 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1028 1032
1029 if (d > 0) 1033 if (d > 0)
1030 op->value *= 3; 1034 op->value *= 3;
1031 1035
1032 set_ring_bonus (op, d); 1036 set_ring_bonus (op, d);
1033 1037
1034 if (!(RANDOM () % 4)) 1038 if (!(rndm (4)))
1035 { 1039 {
1036 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1040 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1037 1041
1038 if (d > 0) 1042 if (d > 0)
1039 op->value *= 5; 1043 op->value *= 5;
1040 set_ring_bonus (op, d); 1044 set_ring_bonus (op, d);
1041 } 1045 }
1042 } 1046 }
1043 1047
1044 if (GET_ANIM_ID (op)) 1048 if (GET_ANIM_ID (op))
1045 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1046 1050
1047 break; 1051 break;
1048 1052
1049 case BOOK: 1053 case BOOK:
1050 /* Is it an empty book?, if yes lets make a special· 1054 /* Is it an empty book?, if yes lets make a special·
1051 * msg for it, and tailor its properties based on the· 1055 * msg for it, and tailor its properties based on the·
1052 * creator and/or map level we found it on. 1056 * creator and/or map level we found it on.
1053 */ 1057 */
1054 if (!op->msg && RANDOM () % 10) 1058 if (!op->msg && rndm (10))
1055 { 1059 {
1056 /* set the book level properly */ 1060 /* set the book level properly */
1057 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1058 { 1062 {
1059 if (op->map && op->map->difficulty) 1063 if (op->map && op->map->difficulty)
1060 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1061 else 1065 else
1062 op->level = RANDOM () % 20 + 1; 1066 op->level = rndm (20) + 1;
1063 } 1067 }
1064 else 1068 else
1065 op->level = RANDOM () % creator->level; 1069 op->level = rndm (creator->level);
1066 1070
1067 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1071 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1068 /* books w/ info are worth more! */ 1072 /* books w/ info are worth more! */
1069 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1073 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1070 /* creator related stuff */ 1074 /* creator related stuff */
1169 */ 1173 */
1170 1174
1171/* 1175/*
1172 * Allocate and return the pointer to an empty artifactlist structure. 1176 * Allocate and return the pointer to an empty artifactlist structure.
1173 */ 1177 */
1174
1175static artifactlist * 1178static artifactlist *
1176get_empty_artifactlist (void) 1179get_empty_artifactlist (void)
1177{ 1180{
1178 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1181 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1179 1182
1180 if (tl == NULL) 1183 if (al == NULL)
1181 fatal (OUT_OF_MEMORY); 1184 fatal (OUT_OF_MEMORY);
1182 tl->next = NULL; 1185 al->next = NULL;
1183 tl->items = NULL; 1186 al->items = NULL;
1184 tl->total_chance = 0; 1187 al->total_chance = 0;
1185 return tl; 1188 return al;
1186} 1189}
1187 1190
1188/* 1191/*
1189 * Allocate and return the pointer to an empty artifact structure. 1192 * Allocate and return the pointer to an empty artifact structure.
1190 */ 1193 */
1191
1192static artifact * 1194static artifact *
1193get_empty_artifact (void) 1195get_empty_artifact (void)
1194{ 1196{
1195 artifact *t = (artifact *) malloc (sizeof (artifact)); 1197 artifact *a = (artifact *) malloc (sizeof (artifact));
1196 1198
1197 if (t == NULL) 1199 if (a == NULL)
1198 fatal (OUT_OF_MEMORY); 1200 fatal (OUT_OF_MEMORY);
1201
1199 t->item = NULL; 1202 a->item = NULL;
1200 t->next = NULL; 1203 a->next = NULL;
1201 t->chance = 0; 1204 a->chance = 0;
1202 t->difficulty = 0; 1205 a->difficulty = 0;
1203 t->allowed = NULL; 1206 a->allowed = NULL;
1204 return t; 1207 return a;
1205} 1208}
1206 1209
1207/* 1210/*
1208 * Searches the artifact lists and returns one that has the same type 1211 * Searches the artifact lists and returns one that has the same type
1209 * of objects on it. 1212 * of objects on it.
1210 */ 1213 */
1211
1212artifactlist * 1214artifactlist *
1213find_artifactlist (int type) 1215find_artifactlist (int type)
1214{ 1216{
1215 artifactlist *al; 1217 artifactlist *al;
1216 1218
1217 for (al = first_artifactlist; al != NULL; al = al->next) 1219 for (al = first_artifactlist; al; al = al->next)
1218 if (al->type == type) 1220 if (al->type == type)
1219 return al; 1221 return al;
1222
1220 return NULL; 1223 return 0;
1221} 1224}
1222 1225
1223/* 1226/*
1224 * For debugging purposes. Dumps all tables. 1227 * For debugging purposes. Dumps all tables.
1225 */ 1228 */
1226
1227void 1229void
1228dump_artifacts (void) 1230dump_artifacts (void)
1229{ 1231{
1230 artifactlist *al; 1232 artifactlist *al;
1231 artifact *art; 1233 artifact *art;
1238 for (art = al->items; art != NULL; art = art->next) 1240 for (art = al->items; art != NULL; art = art->next)
1239 { 1241 {
1240 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1242 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1241 if (art->allowed != NULL) 1243 if (art->allowed != NULL)
1242 { 1244 {
1243 fprintf (logfile, "\tAllowed combinations:"); 1245 fprintf (logfile, "\tallowed combinations:");
1244 for (next = art->allowed; next != NULL; next = next->next) 1246 for (next = art->allowed; next != NULL; next = next->next)
1245 fprintf (logfile, "%s,", &next->name); 1247 fprintf (logfile, "%s,", &next->name);
1246 fprintf (logfile, "\n"); 1248 fprintf (logfile, "\n");
1247 } 1249 }
1248 } 1250 }
1259 treasurelist *tl; 1261 treasurelist *tl;
1260 int i; 1262 int i;
1261 1263
1262 if (depth > 100) 1264 if (depth > 100)
1263 return; 1265 return;
1264 while (t != NULL) 1266 while (t)
1265 { 1267 {
1266 if (t->name != NULL) 1268 if (t->name)
1267 { 1269 {
1268 for (i = 0; i < depth; i++) 1270 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " "); 1271 fprintf (logfile, " ");
1270 fprintf (logfile, "{ (list: %s)\n", &t->name); 1272 fprintf (logfile, "{ (list: %s)\n", &t->name);
1271 tl = find_treasurelist (t->name); 1273 tl = find_treasurelist (t->name);
1274 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2); 1275 dump_monster_treasure_rec (name, tl->items, depth + 2);
1273 for (i = 0; i < depth; i++) 1276 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1277 fprintf (logfile, " ");
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1278 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 } 1279 }
1277 else 1280 else
1278 { 1281 {
1279 for (i = 0; i < depth; i++) 1282 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " "); 1283 fprintf (logfile, " ");
1281 if (t->item->clone.type == FLESH) 1284 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1285 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else 1286 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name); 1287 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 } 1288 }
1289
1286 if (t->next_yes != NULL) 1290 if (t->next_yes)
1287 { 1291 {
1288 for (i = 0; i < depth; i++) 1292 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " "); 1293 fprintf (logfile, " ");
1290 fprintf (logfile, " (if yes)\n"); 1294 fprintf (logfile, " (if yes)\n");
1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1295 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1292 } 1296 }
1297
1293 if (t->next_no != NULL) 1298 if (t->next_no)
1294 { 1299 {
1295 for (i = 0; i < depth; i++) 1300 for (i = 0; i < depth; i++)
1296 fprintf (logfile, " "); 1301 fprintf (logfile, " ");
1297 fprintf (logfile, " (if no)\n"); 1302 fprintf (logfile, " (if no)\n");
1298 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1303 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1299 } 1304 }
1305
1300 t = t->next; 1306 t = t->next;
1301 } 1307 }
1302} 1308}
1303 1309
1304/* 1310/*
1312 archetype *at; 1318 archetype *at;
1313 int found; 1319 int found;
1314 1320
1315 found = 0; 1321 found = 0;
1316 fprintf (logfile, "\n"); 1322 fprintf (logfile, "\n");
1323
1317 for (at = first_archetype; at != NULL; at = at->next) 1324 for (at = first_archetype; at != NULL; at = at->next)
1318 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1325 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1319 { 1326 {
1320 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1327 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1321 if (at->clone.randomitems != NULL) 1328 if (at->clone.randomitems != NULL)
1322 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1329 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1323 else 1330 else
1324 fprintf (logfile, "(nothing)\n"); 1331 fprintf (logfile, "(nothing)\n");
1332
1325 fprintf (logfile, "\n"); 1333 fprintf (logfile, "\n");
1326 found++; 1334 found++;
1327 } 1335 }
1336
1328 if (found == 0) 1337 if (found == 0)
1329 fprintf (logfile, "No objects have the name %s!\n\n", name); 1338 fprintf (logfile, "No objects have the name %s!\n\n", name);
1330} 1339}
1331 1340
1332/* 1341/*
1333 * Builds up the lists of artifacts from the file in the libdir. 1342 * Builds up the lists of artifacts from the file in the libdir.
1334 */ 1343 */
1335
1336void 1344void
1337init_artifacts (void) 1345init_artifacts (void)
1338{ 1346{
1339 static int has_been_inited = 0; 1347 static int has_been_inited = 0;
1340 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1348 char filename[MAX_BUF];
1341 artifact *art = NULL; 1349 artifact *art = NULL;
1342 linked_char *tmp;
1343 int value;
1344 artifactlist *al; 1350 artifactlist *al;
1345 1351
1346 if (has_been_inited) 1352 if (has_been_inited)
1347 return; 1353 return;
1348 else 1354 else
1349 has_been_inited = 1; 1355 has_been_inited = 1;
1350 1356
1351 sprintf (filename, "%s/artifacts", settings.datadir); 1357 sprintf (filename, "%s/artifacts", settings.datadir);
1352 object_thawer thawer (filename); 1358 object_thawer f (filename);
1353 1359
1354 if (!thawer) 1360 if (!f)
1355 return; 1361 return;
1356 1362
1357 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1363 f.next ();
1358 {
1359 if (*buf == '#')
1360 continue;
1361 if ((cp = strchr (buf, '\n')) != NULL)
1362 *cp = '\0';
1363 cp = buf;
1364 while (*cp == ' ') /* Skip blanks */
1365 cp++;
1366 if (*cp == '\0')
1367 continue;
1368 1364
1369 if (!strncmp (cp, "Allowed", 7)) 1365 for (;;)
1366 {
1367 switch (f.kw)
1370 { 1368 {
1369 case KW_allowed:
1371 if (art == NULL) 1370 if (!art)
1371 {
1372 art = get_empty_artifact ();
1373 nrofartifacts++;
1374 }
1375
1372 { 1376 {
1373 art = get_empty_artifact (); 1377 if (!strcmp (f.get_str (), "all"))
1374 nrofartifacts++; 1378 break;
1379
1380 char *next, *cp = f.get_str ();
1381
1382 do
1383 {
1384 nrofallowedstr++;
1385
1386 if ((next = strchr (cp, ',')))
1387 *next++ = '\0';
1388
1389 linked_char *tmp = new linked_char;
1390
1391 tmp->name = cp;
1392 tmp->next = art->allowed;
1393 art->allowed = tmp;
1394 }
1395 while ((cp = next));
1375 } 1396 }
1376 cp = strchr (cp, ' ') + 1; 1397 break;
1377 if (!strcmp (cp, "all")) 1398
1399 case KW_chance:
1400 f.get (art->chance);
1401 break;
1402
1403 case KW_difficulty:
1404 f.get (art->difficulty);
1405 break;
1406
1407 case KW_object:
1408 {
1409 art->item = object::create ();
1410
1411 if (!art->item->parse_kv (f))
1412 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1413
1414 al = find_artifactlist (art->item->type);
1415
1416 if (!al)
1417 {
1418 al = get_empty_artifactlist ();
1419 al->type = art->item->type;
1420 al->next = first_artifactlist;
1421 first_artifactlist = al;
1422 }
1423
1424 art->next = al->items;
1425 al->items = art;
1426 art = 0;
1427 }
1378 continue; 1428 continue;
1379 1429
1380 do 1430 case KW_EOF:
1431 goto done;
1432
1433 default:
1434 if (!f.parse_error ("artifacts file"))
1435 cleanup ("artifacts file required");
1381 { 1436 break;
1382 nrofallowedstr++;
1383 if ((next = strchr (cp, ',')) != NULL)
1384 *(next++) = '\0';
1385 tmp = new linked_char;
1386
1387 tmp->name = cp;
1388 tmp->next = art->allowed;
1389 art->allowed = tmp;
1390 }
1391 while ((cp = next) != NULL);
1392 }
1393 else if (sscanf (cp, "chance %d", &value))
1394 art->chance = (uint16) value;
1395 else if (sscanf (cp, "difficulty %d", &value))
1396 art->difficulty = (uint8) value;
1397 else if (!strncmp (cp, "Object", 6))
1398 { 1437 }
1399 art->item = get_object ();
1400 1438
1401 if (!load_object (thawer, art->item, 0)) 1439 f.next ();
1402 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403
1404 art->item->name = strchr (cp, ' ') + 1;
1405 al = find_artifactlist (art->item->type);
1406 if (al == NULL)
1407 {
1408 al = get_empty_artifactlist ();
1409 al->type = art->item->type;
1410 al->next = first_artifactlist;
1411 first_artifactlist = al;
1412 }
1413 art->next = al->items;
1414 al->items = art;
1415 art = NULL;
1416 }
1417 else
1418 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1419 } 1440 }
1420 1441
1442done:
1421 for (al = first_artifactlist; al != NULL; al = al->next) 1443 for (al = first_artifactlist; al; al = al->next)
1422 { 1444 {
1423 for (art = al->items; art != NULL; art = art->next) 1445 for (art = al->items; art; art = art->next)
1424 { 1446 {
1425 if (!art->chance) 1447 if (!art->chance)
1426 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1448 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1427 else 1449 else
1428 al->total_chance += art->chance; 1450 al->total_chance += art->chance;
1493 CLEAR_FLAG (op, FLAG_ANIMATE); 1515 CLEAR_FLAG (op, FLAG_ANIMATE);
1494 /* so artifacts will join */ 1516 /* so artifacts will join */
1495 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1517 if (!QUERY_FLAG (op, FLAG_ALIVE))
1496 op->speed = 0.0; 1518 op->speed = 0.0;
1497 1519
1498 update_ob_speed (op); 1520 op->set_speed (op->speed);
1499 } 1521 }
1500 1522
1501 if (change->nrof) 1523 if (change->nrof)
1502 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1524 op->nrof = rndm (change->nrof) + 1;
1503 1525
1504 op->stats.exp += change->stats.exp; /* Speed modifier */ 1526 op->stats.exp += change->stats.exp; /* Speed modifier */
1505 op->stats.wc += change->stats.wc; 1527 op->stats.wc += change->stats.wc;
1506 op->stats.ac += change->stats.ac; 1528 op->stats.ac += change->stats.ac;
1507 1529
1515 { 1537 {
1516 object *tmp_obj; 1538 object *tmp_obj;
1517 1539
1518 /* Remove any spells this object currently has in it */ 1540 /* Remove any spells this object currently has in it */
1519 while (op->inv) 1541 while (op->inv)
1520 { 1542 op->inv->destroy ();
1521 tmp_obj = op->inv;
1522 remove_ob (tmp_obj);
1523 free_object (tmp_obj);
1524 }
1525 1543
1526 tmp_obj = arch_to_object (change->other_arch); 1544 tmp_obj = arch_to_object (change->other_arch);
1527 insert_ob_in_ob (tmp_obj, op); 1545 insert_ob_in_ob (tmp_obj, op);
1528 } 1546 }
1529 /* No harm setting this for potions/horns */ 1547 /* No harm setting this for potions/horns */
1566 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1584 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1567 1585
1568 op->item_power = change->item_power; 1586 op->item_power = change->item_power;
1569 1587
1570 for (i = 0; i < NROFATTACKS; i++) 1588 for (i = 0; i < NROFATTACKS; i++)
1571 {
1572 if (change->resist[i]) 1589 if (change->resist[i])
1573 {
1574 op->resist[i] += change->resist[i]; 1590 op->resist[i] += change->resist[i];
1575 }
1576 }
1577 1591
1578 if (change->stats.dam) 1592 if (change->stats.dam)
1579 { 1593 {
1580 if (change->stats.dam < 0) 1594 if (change->stats.dam < 0)
1581 op->stats.dam = (-change->stats.dam); 1595 op->stats.dam = (-change->stats.dam);
1618 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1632 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1619 } 1633 }
1620 1634
1621 op->value *= change->value; 1635 op->value *= change->value;
1622 1636
1623 if (change->material) 1637 if (change->materials)
1624 op->material = change->material; 1638 op->materials = change->materials;
1625 1639
1626 if (change->materialname) 1640 if (change->materialname)
1627 op->materialname = change->materialname; 1641 op->materialname = change->materialname;
1628 1642
1629 if (change->slaying) 1643 if (change->slaying)
1723 return; 1737 return;
1724 } 1738 }
1725 1739
1726 for (i = 0; i < ARTIFACT_TRIES; i++) 1740 for (i = 0; i < ARTIFACT_TRIES; i++)
1727 { 1741 {
1728 int roll = RANDOM () % al->total_chance; 1742 int roll = rndm (al->total_chance);
1729 1743
1730 for (art = al->items; art != NULL; art = art->next) 1744 for (art = al->items; art; art = art->next)
1731 { 1745 {
1732 roll -= art->chance; 1746 roll -= art->chance;
1733 if (roll < 0) 1747 if (roll < 0)
1734 break; 1748 break;
1735 } 1749 }
1812/* special_potion() - so that old potion code is still done right. */ 1826/* special_potion() - so that old potion code is still done right. */
1813 1827
1814int 1828int
1815special_potion (object *op) 1829special_potion (object *op)
1816{ 1830{
1817
1818 int i;
1819
1820 if (op->attacktype) 1831 if (op->attacktype)
1821 return 1; 1832 return 1;
1822 1833
1823 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1834 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1824 return 1; 1835 return 1;
1825 1836
1826 for (i = 0; i < NROFATTACKS; i++) 1837 for (int i = 0; i < NROFATTACKS; i++)
1827 if (op->resist[i]) 1838 if (op->resist[i])
1828 return 1; 1839 return 1;
1829 1840
1830 return 0; 1841 return 0;
1831} 1842}
1859 free_artifact (at->next); 1870 free_artifact (at->next);
1860 1871
1861 if (at->allowed) 1872 if (at->allowed)
1862 free_charlinks (at->allowed); 1873 free_charlinks (at->allowed);
1863 1874
1864 at->item->free (1); 1875 at->item->destroy (1);
1865 1876
1866 delete at; 1877 delete at;
1867} 1878}
1868 1879
1869void 1880void
1870free_artifactlist (artifactlist * al) 1881free_artifactlist (artifactlist * al)
1871{ 1882{
1872 artifactlist *nextal; 1883 artifactlist *nextal;
1873 1884
1874 for (al = first_artifactlist; al != NULL; al = nextal) 1885 for (al = first_artifactlist; al; al = nextal)
1875 { 1886 {
1876 nextal = al->next; 1887 nextal = al->next;
1877 1888
1878 if (al->items) 1889 if (al->items)
1879 free_artifact (al->items); 1890 free_artifact (al->items);

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines