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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.21 by root, Wed Sep 27 00:36:08 2006 UTC vs.
Revision 1.34 by root, Sat Jan 20 22:09:51 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#define ALLOWED_COMBINATION 25#define ALLOWED_COMBINATION
25 26
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 27/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * 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
156 * so that the treasure name can be printed out 157 * so that the treasure name can be printed out
157 */ 158 */
158static void 159static void
159check_treasurelist (const treasure *t, const treasurelist * tl) 160check_treasurelist (const treasure *t, const treasurelist * tl)
160{ 161{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 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))
164 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);
165 /* find_treasurelist will print out its own error message */ 164 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name) 165 if (t->name && *t->name)
167 (void) find_treasurelist (t->name); 166 find_treasurelist (t->name);
168 if (t->next) 167 if (t->next)
169 check_treasurelist (t->next, tl); 168 check_treasurelist (t->next, tl);
170 if (t->next_yes) 169 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl); 170 check_treasurelist (t->next_yes, tl);
172 if (t->next_no) 171 if (t->next_no)
258 shstr_cmp name_ (name); 257 shstr_cmp name_ (name);
259 258
260 if (!name_) 259 if (!name_)
261 return 0; 260 return 0;
262 261
263 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next) 262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name) 263 if (name_ == tl->name)
265 return tl; 264 return tl;
266 265
267 if (first_treasurelist) 266 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name); 267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
280 * being generated. 279 * being generated.
281 * 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
282 * abilities. This is used by summon spells, thus no summoned monsters 281 * abilities. This is used by summon spells, thus no summoned monsters
283 * start with equipment, but only their abilities). 282 * start with equipment, but only their abilities).
284 */ 283 */
285
286
287static void 284static void
288put_treasure (object *op, object *creator, int flags) 285put_treasure (object *op, object *creator, int flags)
289{ 286{
290 object *tmp; 287 object *tmp;
291 288
294 * 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
295 * by another object. 292 * by another object.
296 */ 293 */
297 if (flags & GT_ENVIRONMENT && op->type != SPELL) 294 if (flags & GT_ENVIRONMENT && op->type != SPELL)
298 { 295 {
299 op->x = creator->x;
300 op->y = creator->y;
301 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 296 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
302 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);
303 } 298 }
304 else 299 else
305 { 300 {
306 op = insert_ob_in_ob (op, creator); 301 op = creator->insert (op);
302
307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
308 monster_check_apply (creator, op); 304 monster_check_apply (creator, op);
305
309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
310 esrv_send_item (tmp, op); 307 esrv_send_item (tmp, op);
311 } 308 }
312} 309}
313 310
314/* 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
334void 331void
335create_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)
336{ 333{
337 object *tmp; 334 object *tmp;
338 335
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 337 {
341 if (t->name) 338 if (t->name)
342 { 339 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 340 if (difficulty >= t->magic)
341 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 344 create_treasure (tl, op, flag, difficulty, tries);
345 }
345 } 346 }
346 else 347 else
347 { 348 {
348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 350 {
350 tmp = arch_to_object (t->item); 351 tmp = arch_to_object (t->item);
351 if (t->nrof && tmp->nrof <= 1) 352 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 354 fix_generated_item (tmp, op, difficulty, t->magic, flag);
393 return; 394 return;
394 } 395 }
395 396
396 if (t->name) 397 if (t->name)
397 { 398 {
398 if (!strcmp (t->name, "NONE"))
399 return;
400
401 if (difficulty >= t->magic) 399 if (difficulty >= t->magic)
400 {
401 treasurelist *tl = find_treasurelist (t->name);
402 if (tl)
402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 403 create_treasure (tl, op, flag, difficulty, tries);
404 }
403 else if (t->nrof) 405 else if (t->nrof)
404 create_one_treasure (tl, op, flag, difficulty, tries); 406 create_one_treasure (tl, op, flag, difficulty, tries);
405 407
406 return; 408 return;
407 } 409 }
408 410
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
410 { 412 {
411 object *tmp = arch_to_object (t->item); 413 object *tmp = arch_to_object (t->item);
412 414
413 if (!tmp) 415 if (!tmp)
414 return; 416 return;
428 * list transitions, or so that excessively good treasure will not be 430 * list transitions, or so that excessively good treasure will not be
429 * created on weak maps, because it will exceed the number of allowed tries 431 * created on weak maps, because it will exceed the number of allowed tries
430 * to do that. 432 * to do that.
431 */ 433 */
432void 434void
433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
434{ 436{
435 437
436 if (tries++ > 100) 438 if (tries++ > 100)
437 { 439 {
438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
439 return; 441 return;
440 } 442 }
441 if (t->total_chance) 443 if (tl->total_chance)
442 create_one_treasure (t, op, flag, difficulty, tries); 444 create_one_treasure (tl, op, flag, difficulty, tries);
443 else 445 else
444 create_all_treasures (t->items, op, flag, difficulty, tries); 446 create_all_treasures (tl->items, op, flag, difficulty, tries);
445} 447}
446 448
447/* This is similar to the old generate treasure function. However, 449/* This is similar to the old generate treasure function. However,
448 * it instead takes a treasurelist. It is really just a wrapper around 450 * it instead takes a treasurelist. It is really just a wrapper around
449 * create_treasure. We create a dummy object that the treasure gets 451 * create_treasure. We create a dummy object that the treasure gets
450 * inserted into, and then return that treausre 452 * inserted into, and then return that treausre
451 */ 453 */
452object * 454object *
453generate_treasure (treasurelist * t, int difficulty) 455generate_treasure (treasurelist *tl, int difficulty)
454{ 456{
457 difficulty = clamp (difficulty, 1, settings.max_level);
458
455 object *ob = get_object (), *tmp; 459 object *ob = object::create (), *tmp;
456 460
457 create_treasure (t, ob, 0, difficulty, 0); 461 create_treasure (tl, ob, 0, difficulty, 0);
458 462
459 /* Don't want to free the object we are about to return */ 463 /* Don't want to free the object we are about to return */
460 tmp = ob->inv; 464 tmp = ob->inv;
461 if (tmp != NULL) 465 if (tmp != NULL)
462 remove_ob (tmp); 466 tmp->remove ();
463 467
464 if (ob->inv) 468 if (ob->inv)
465 LOG (llevError, "In generate treasure, created multiple objects.\n"); 469 LOG (llevError, "In generate treasure, created multiple objects.\n");
466 470
467 free_object (ob); 471 ob->destroy ();
468 return tmp; 472 return tmp;
469} 473}
470 474
471/* 475/*
472 * This is a new way of calculating the chance for an item to have 476 * This is a new way of calculating the chance for an item to have
566 scaled_diff = 0; 570 scaled_diff = 0;
567 571
568 if (scaled_diff >= DIFFLEVELS) 572 if (scaled_diff >= DIFFLEVELS)
569 scaled_diff = DIFFLEVELS - 1; 573 scaled_diff = DIFFLEVELS - 1;
570 574
571 percent = RANDOM () % 100; 575 percent = rndm (100);
572 576
573 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 577 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
574 { 578 {
575 percent -= difftomagic_list[scaled_diff][magic]; 579 percent -= difftomagic_list[scaled_diff][magic];
576 580
582 { 586 {
583 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
584 magic = 0; 588 magic = 0;
585 } 589 }
586 590
587 magic = (RANDOM () % 3) ? magic : -magic; 591 magic = (rndm (3)) ? magic : -magic;
588 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
589 593
590 return magic; 594 return magic;
591} 595}
592 596
607 if (op->arch) 611 if (op->arch)
608 { 612 {
609 if (op->type == ARMOUR) 613 if (op->type == ARMOUR)
610 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
611 615
612 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 616 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
613 magic = (-magic); 617 magic = (-magic);
614 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
615 } 619 }
616 else 620 else
617 { 621 {
618 if (op->type == ARMOUR) 622 if (op->type == ARMOUR)
619 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
620 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 624 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
621 magic = (-magic); 625 magic = (-magic);
622 op->weight = (op->weight * (100 - magic * 10)) / 100; 626 op->weight = (op->weight * (100 - magic * 10)) / 100;
623 } 627 }
624} 628}
625 629
658 662
659 int r = RANDOM () % (bonus > 0 ? 25 : 11); 663 int r = RANDOM () % (bonus > 0 ? 25 : 11);
660 664
661 if (op->type == AMULET) 665 if (op->type == AMULET)
662 { 666 {
663 if (!(RANDOM () % 21)) 667 if (!(rndm (21)))
664 r = 20 + RANDOM () % 2; 668 r = 20 + rndm (2);
665 else 669 else
666 { 670 {
667 if (RANDOM () & 2) 671 if (RANDOM () & 2)
668 r = 10; 672 r = 10;
669 else 673 else
670 r = 11 + RANDOM () % 9; 674 r = 11 + rndm (9);
671 } 675 }
672 } 676 }
673 677
674 switch (r) 678 switch (r)
675 { 679 {
712 case 16: 716 case 16:
713 case 17: 717 case 17:
714 case 18: 718 case 18:
715 case 19: 719 case 19:
716 { 720 {
717 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 721 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
718 722
719 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
720 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 724 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
721 725
722 /* Cursed items need to have higher negative values to equal out with 726 /* Cursed items need to have higher negative values to equal out with
723 * positive values for how protections work out. Put another 727 * positive values for how protections work out. Put another
724 * little random element in since that they don't always end up with 728 * little random element in since that they don't always end up with
725 * even values. 729 * even values.
727 if (bonus < 0) 731 if (bonus < 0)
728 val = 2 * -val - RANDOM () % b; 732 val = 2 * -val - RANDOM () % b;
729 if (val > 35) 733 if (val > 35)
730 val = 35; /* Upper limit */ 734 val = 35; /* Upper limit */
731 b = 0; 735 b = 0;
736
732 while (op->resist[resist_table[resist]] != 0 && b < 4) 737 while (op->resist[resist_table[resist]] != 0 && b < 4)
733 {
734 resist = RANDOM () % num_resist_table; 738 resist = rndm (num_resist_table);
735 } 739
736 if (b == 4) 740 if (b == 4)
737 return; /* Not able to find a free resistance */ 741 return; /* Not able to find a free resistance */
742
738 op->resist[resist_table[resist]] = val; 743 op->resist[resist_table[resist]] = val;
739 /* We should probably do something more clever here to adjust value 744 /* We should probably do something more clever here to adjust value
740 * based on how good a resistance we gave. 745 * based on how good a resistance we gave.
741 */ 746 */
742 break; 747 break;
770 case 22: 775 case 22:
771 op->stats.exp += bonus; /* Speed! */ 776 op->stats.exp += bonus; /* Speed! */
772 op->value = (op->value * 2) / 3; 777 op->value = (op->value * 2) / 3;
773 break; 778 break;
774 } 779 }
780
775 if (bonus > 0) 781 if (bonus > 0)
776 op->value *= 2 * bonus; 782 op->value *= 2 * bonus;
777 else 783 else
778 op->value = -(op->value * 2 * bonus) / 3; 784 op->value = -(op->value * 2 * bonus) / 3;
779} 785}
799 return i; 805 return i;
800 return 4; 806 return 4;
801} 807}
802 808
803#define DICE2 (get_magic(2)==2?2:1) 809#define DICE2 (get_magic(2)==2?2:1)
804#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 810#define DICESPELL (rndm (3)+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
805 811
806/* 812/*
807 * fix_generated_item(): This is called after an item is generated, in 813 * fix_generated_item(): This is called after an item is generated, in
808 * order to set it up right. This produced magical bonuses, puts spells 814 * order to set it up right. This produced magical bonuses, puts spells
809 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 815 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
848 op->randomitems = NULL; 854 op->randomitems = NULL;
849 } 855 }
850 856
851 if (difficulty < 1) 857 if (difficulty < 1)
852 difficulty = 1; 858 difficulty = 1;
859
860 if (INVOKE_OBJECT (ADD_BONUS, op,
861 ARG_OBJECT (creator != op ? creator : 0),
862 ARG_INT (difficulty), ARG_INT (max_magic),
863 ARG_INT (flags)))
864 return;
853 865
854 if (!(flags & GT_MINIMAL)) 866 if (!(flags & GT_MINIMAL))
855 { 867 {
856 if (op->arch == crown_arch) 868 if (op->arch == crown_arch)
857 { 869 {
932 case WEAPON: 944 case WEAPON:
933 case ARMOUR: 945 case ARMOUR:
934 case SHIELD: 946 case SHIELD:
935 case HELMET: 947 case HELMET:
936 case CLOAK: 948 case CLOAK:
937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 949 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
938 set_ring_bonus (op, -DICE2); 950 set_ring_bonus (op, -DICE2);
939 break; 951 break;
940 952
941 case BRACERS: 953 case BRACERS:
942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 954 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
981 { 993 {
982 op->name = "potion"; 994 op->name = "potion";
983 op->name_pl = "potions"; 995 op->name_pl = "potions";
984 } 996 }
985 997
986 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 998 if (!(flags & GT_ONLY_GOOD) && rndm (2))
987 SET_FLAG (op, FLAG_CURSED); 999 SET_FLAG (op, FLAG_CURSED);
988 break; 1000 break;
989 } 1001 }
990 1002
991 case AMULET: 1003 case AMULET:
993 op->value *= 5; /* Since it's not just decoration */ 1005 op->value *= 5; /* Since it's not just decoration */
994 1006
995 case RING: 1007 case RING:
996 if (op->arch == NULL) 1008 if (op->arch == NULL)
997 { 1009 {
998 remove_ob (op); 1010 op->destroy ();
999 free_object (op);
1000 op = NULL; 1011 op = 0;
1001 break; 1012 break;
1002 } 1013 }
1003 1014
1004 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1015 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1005 break; 1016 break;
1006 1017
1007 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1018 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1008 SET_FLAG (op, FLAG_CURSED); 1019 SET_FLAG (op, FLAG_CURSED);
1009 1020
1010 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1021 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1011 1022
1012 if (op->type != RING) /* Amulets have only one ability */ 1023 if (op->type != RING) /* Amulets have only one ability */
1013 break; 1024 break;
1014 1025
1015 if (!(RANDOM () % 4)) 1026 if (!(rndm (4)))
1016 { 1027 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1028 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 1029
1019 if (d > 0) 1030 if (d > 0)
1020 op->value *= 3; 1031 op->value *= 3;
1021 1032
1022 set_ring_bonus (op, d); 1033 set_ring_bonus (op, d);
1023 1034
1024 if (!(RANDOM () % 4)) 1035 if (!(rndm (4)))
1025 { 1036 {
1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1037 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 1038
1028 if (d > 0) 1039 if (d > 0)
1029 op->value *= 5; 1040 op->value *= 5;
1030 set_ring_bonus (op, d); 1041 set_ring_bonus (op, d);
1031 } 1042 }
1039 case BOOK: 1050 case BOOK:
1040 /* Is it an empty book?, if yes lets make a special· 1051 /* Is it an empty book?, if yes lets make a special·
1041 * msg for it, and tailor its properties based on the· 1052 * msg for it, and tailor its properties based on the·
1042 * creator and/or map level we found it on. 1053 * creator and/or map level we found it on.
1043 */ 1054 */
1044 if (!op->msg && RANDOM () % 10) 1055 if (!op->msg && rndm (10))
1045 { 1056 {
1046 /* set the book level properly */ 1057 /* set the book level properly */
1047 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1058 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1048 { 1059 {
1049 if (op->map && op->map->difficulty) 1060 if (op->map && op->map->difficulty)
1050 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1061 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1;
1051 else 1062 else
1052 op->level = RANDOM () % 20 + 1; 1063 op->level = rndm (20) + 1;
1053 } 1064 }
1054 else 1065 else
1055 op->level = RANDOM () % creator->level; 1066 op->level = RANDOM () % creator->level;
1056 1067
1057 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1068 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1163 */ 1174 */
1164 1175
1165static artifactlist * 1176static artifactlist *
1166get_empty_artifactlist (void) 1177get_empty_artifactlist (void)
1167{ 1178{
1168 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1179 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1169 1180
1170 if (tl == NULL) 1181 if (al == NULL)
1171 fatal (OUT_OF_MEMORY); 1182 fatal (OUT_OF_MEMORY);
1172 tl->next = NULL; 1183 al->next = NULL;
1173 tl->items = NULL; 1184 al->items = NULL;
1174 tl->total_chance = 0; 1185 al->total_chance = 0;
1175 return tl; 1186 return al;
1176} 1187}
1177 1188
1178/* 1189/*
1179 * Allocate and return the pointer to an empty artifact structure. 1190 * Allocate and return the pointer to an empty artifact structure.
1180 */ 1191 */
1181 1192
1182static artifact * 1193static artifact *
1183get_empty_artifact (void) 1194get_empty_artifact (void)
1184{ 1195{
1185 artifact *t = (artifact *) malloc (sizeof (artifact)); 1196 artifact *a = (artifact *) malloc (sizeof (artifact));
1186 1197
1187 if (t == NULL) 1198 if (a == NULL)
1188 fatal (OUT_OF_MEMORY); 1199 fatal (OUT_OF_MEMORY);
1189 t->item = NULL; 1200 a->item = NULL;
1190 t->next = NULL; 1201 a->next = NULL;
1191 t->chance = 0; 1202 a->chance = 0;
1192 t->difficulty = 0; 1203 a->difficulty = 0;
1193 t->allowed = NULL; 1204 a->allowed = NULL;
1194 return t; 1205 return a;
1195} 1206}
1196 1207
1197/* 1208/*
1198 * Searches the artifact lists and returns one that has the same type 1209 * Searches the artifact lists and returns one that has the same type
1199 * of objects on it. 1210 * of objects on it.
1249 treasurelist *tl; 1260 treasurelist *tl;
1250 int i; 1261 int i;
1251 1262
1252 if (depth > 100) 1263 if (depth > 100)
1253 return; 1264 return;
1254 while (t != NULL) 1265 while (t)
1255 { 1266 {
1256 if (t->name != NULL) 1267 if (t->name)
1257 { 1268 {
1258 for (i = 0; i < depth; i++) 1269 for (i = 0; i < depth; i++)
1259 fprintf (logfile, " "); 1270 fprintf (logfile, " ");
1260 fprintf (logfile, "{ (list: %s)\n", &t->name); 1271 fprintf (logfile, "{ (list: %s)\n", &t->name);
1261 tl = find_treasurelist (t->name); 1272 tl = find_treasurelist (t->name);
1273 if (tl)
1262 dump_monster_treasure_rec (name, tl->items, depth + 2); 1274 dump_monster_treasure_rec (name, tl->items, depth + 2);
1263 for (i = 0; i < depth; i++) 1275 for (i = 0; i < depth; i++)
1264 fprintf (logfile, " "); 1276 fprintf (logfile, " ");
1265 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1277 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1266 } 1278 }
1267 else 1279 else
1268 { 1280 {
1269 for (i = 0; i < depth; i++) 1281 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " "); 1282 fprintf (logfile, " ");
1271 if (t->item->clone.type == FLESH) 1283 if (t->item && t->item->clone.type == FLESH)
1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1284 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1273 else 1285 else
1274 fprintf (logfile, "%s\n", &t->item->clone.name); 1286 fprintf (logfile, "%s\n", &t->item->clone.name);
1275 } 1287 }
1288
1276 if (t->next_yes != NULL) 1289 if (t->next_yes)
1277 { 1290 {
1278 for (i = 0; i < depth; i++) 1291 for (i = 0; i < depth; i++)
1279 fprintf (logfile, " "); 1292 fprintf (logfile, " ");
1280 fprintf (logfile, " (if yes)\n"); 1293 fprintf (logfile, " (if yes)\n");
1281 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1294 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1282 } 1295 }
1296
1283 if (t->next_no != NULL) 1297 if (t->next_no)
1284 { 1298 {
1285 for (i = 0; i < depth; i++) 1299 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " "); 1300 fprintf (logfile, " ");
1287 fprintf (logfile, " (if no)\n"); 1301 fprintf (logfile, " (if no)\n");
1288 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1302 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1289 } 1303 }
1304
1290 t = t->next; 1305 t = t->next;
1291 } 1306 }
1292} 1307}
1293 1308
1294/* 1309/*
1384 art->chance = (uint16) value; 1399 art->chance = (uint16) value;
1385 else if (sscanf (cp, "difficulty %d", &value)) 1400 else if (sscanf (cp, "difficulty %d", &value))
1386 art->difficulty = (uint8) value; 1401 art->difficulty = (uint8) value;
1387 else if (!strncmp (cp, "Object", 6)) 1402 else if (!strncmp (cp, "Object", 6))
1388 { 1403 {
1389 art->item = get_object (); 1404 art->item = object::create ();
1390 1405
1391 if (!load_object (thawer, art->item, 0)) 1406 if (!load_object (thawer, art->item, 0))
1392 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1407 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1393 1408
1394 art->item->name = strchr (cp, ' ') + 1; 1409 art->item->name = strchr (cp, ' ') + 1;
1483 CLEAR_FLAG (op, FLAG_ANIMATE); 1498 CLEAR_FLAG (op, FLAG_ANIMATE);
1484 /* so artifacts will join */ 1499 /* so artifacts will join */
1485 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1500 if (!QUERY_FLAG (op, FLAG_ALIVE))
1486 op->speed = 0.0; 1501 op->speed = 0.0;
1487 1502
1488 update_ob_speed (op); 1503 op->set_speed (op->speed);
1489 } 1504 }
1490 1505
1491 if (change->nrof) 1506 if (change->nrof)
1492 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1507 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1493 1508
1505 { 1520 {
1506 object *tmp_obj; 1521 object *tmp_obj;
1507 1522
1508 /* Remove any spells this object currently has in it */ 1523 /* Remove any spells this object currently has in it */
1509 while (op->inv) 1524 while (op->inv)
1510 { 1525 op->inv->destroy ();
1511 tmp_obj = op->inv;
1512 remove_ob (tmp_obj);
1513 free_object (tmp_obj);
1514 }
1515 1526
1516 tmp_obj = arch_to_object (change->other_arch); 1527 tmp_obj = arch_to_object (change->other_arch);
1517 insert_ob_in_ob (tmp_obj, op); 1528 insert_ob_in_ob (tmp_obj, op);
1518 } 1529 }
1519 /* No harm setting this for potions/horns */ 1530 /* No harm setting this for potions/horns */
1798/* special_potion() - so that old potion code is still done right. */ 1809/* special_potion() - so that old potion code is still done right. */
1799 1810
1800int 1811int
1801special_potion (object *op) 1812special_potion (object *op)
1802{ 1813{
1803
1804 int i;
1805
1806 if (op->attacktype) 1814 if (op->attacktype)
1807 return 1; 1815 return 1;
1808 1816
1809 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1817 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1810 return 1; 1818 return 1;
1811 1819
1812 for (i = 0; i < NROFATTACKS; i++) 1820 for (int i = 0; i < NROFATTACKS; i++)
1813 if (op->resist[i]) 1821 if (op->resist[i])
1814 return 1; 1822 return 1;
1815 1823
1816 return 0; 1824 return 0;
1817} 1825}

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