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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.4 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.29 by root, Tue Dec 26 20:04:09 2006 UTC

1
2/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.4 2006/08/29 08:01:36 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.
253 */
254 if (!strcmp(name,"none") || (!first_treasurelist)) return NULL;
255 if(tmp!=NULL)
256 for(tl=first_treasurelist;tl!=NULL;tl=tl->next) 263 for (treasurelist *tl = first_treasurelist; tl != 0; 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.
270 * being generated. 280 * being generated.
271 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 281 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
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 285static void
276
277static void put_treasure (object *op, object *creator, int flags) 286put_treasure (object *op, object *creator, int flags)
278{ 287{
279 object *tmp; 288 object *tmp;
280 289
281 /* Bit of a hack - spells should never be put onto the map. The entire 290 /* 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 291 * 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 292 * this is the original object, or if this is an object that should be created
284 * by another object. 293 * by another object.
285 */ 294 */
286 if (flags & GT_ENVIRONMENT && op->type != SPELL) { 295 if (flags & GT_ENVIRONMENT && op->type != SPELL)
287 op->x = creator->x; 296 {
288 op->y = creator->y;
289 SET_FLAG(op, FLAG_OBJ_ORIGINAL); 297 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
290 insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); 298 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
291 } else { 299 }
292 op = insert_ob_in_ob (op, creator); 300 else
301 {
302 op = creator->insert (op);
303
293 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 304 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
294 monster_check_apply(creator, op); 305 monster_check_apply (creator, op);
306
295 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 307 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
296 esrv_send_item(tmp, op); 308 esrv_send_item (tmp, op);
297 } 309 }
298} 310}
299 311
300/* if there are change_xxx commands in the treasure, we include the changes 312/* if there are change_xxx commands in the treasure, we include the changes
301 * in the generated object 313 * in the generated object
302 */ 314 */
315static void
303static void change_treasure(treasure *t, object *op) 316change_treasure (treasure *t, object *op)
304{ 317{
305 /* CMD: change_name xxxx */ 318 /* CMD: change_name xxxx */
306 if(t->change_arch.name) 319 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 }
312 320 {
321 op->name = t->change_arch.name;
322 op->name_pl = t->change_arch.name;
323 }
324
313 if(t->change_arch.title) 325 if (t->change_arch.title)
314 {
315 if(op->title)
316 free_string(op->title);
317 op->title = add_string(t->change_arch.title); 326 op->title = t->change_arch.title;
318 }
319 327
320 if(t->change_arch.slaying) 328 if (t->change_arch.slaying)
321 {
322 if(op->slaying)
323 free_string(op->slaying);
324 op->slaying = add_string(t->change_arch.slaying); 329 op->slaying = t->change_arch.slaying;
325 }
326
327} 330}
328 331
332void
329void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { 333create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
334{
330 object *tmp; 335 object *tmp;
331 336
332
333 if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { 337 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
338 {
334 if (t->name) { 339 if (t->name)
340 {
335 if (strcmp(t->name,"NONE") && difficulty>=t->magic) 341 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
342 {
343 treasurelist *tl = find_treasurelist (t->name);
344 if (tl)
336 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); 345 create_treasure (tl, op, flag, difficulty, tries);
337 } 346 }
347 }
338 else { 348 else
349 {
339 if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { 350 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
351 {
340 tmp=arch_to_object(t->item); 352 tmp = arch_to_object (t->item);
341 if(t->nrof&&tmp->nrof<=1) 353 if (t->nrof && tmp->nrof <= 1)
342 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 354 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
343 fix_generated_item (tmp, op, difficulty, t->magic, flag); 355 fix_generated_item (tmp, op, difficulty, t->magic, flag);
344 change_treasure(t, tmp); 356 change_treasure (t, tmp);
345 put_treasure (tmp, op, flag); 357 put_treasure (tmp, op, flag);
358 }
346 } 359 }
347 } 360
348 if(t->next_yes!=NULL) 361 if (t->next_yes != NULL)
349 create_all_treasures(t->next_yes,op,flag,difficulty, tries); 362 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
350 } else 363 }
351 if(t->next_no!=NULL) 364 else if (t->next_no != NULL)
352 create_all_treasures(t->next_no,op,flag,difficulty,tries); 365 create_all_treasures (t->next_no, op, flag, difficulty, tries);
366
353 if(t->next!=NULL) 367 if (t->next != NULL)
354 create_all_treasures(t->next,op,flag,difficulty, tries); 368 create_all_treasures (t->next, op, flag, difficulty, tries);
355} 369}
356 370
371void
357void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty, 372create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
358 int tries)
359{ 373{
360 int value = RANDOM() % tl->total_chance; 374 int value = RANDOM () % tl->total_chance;
361 treasure *t; 375 treasure *t;
362 376
363 if (tries++>100) { 377 if (tries++ > 100)
378 {
364 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");
380 return;
381 }
382
383 for (t = tl->items; t != NULL; t = t->next)
384 {
385 value -= t->chance;
386
387 if (value < 0)
388 break;
389 }
390
391 if (!t || value >= 0)
392 {
393 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
394 abort ();
395 return;
396 }
397
398 if (t->name)
399 {
400 if (!strcmp (t->name, "NONE"))
365 return; 401 return;
402
403 if (difficulty >= t->magic)
404 {
405 treasurelist *tl = find_treasurelist (t->name);
406 if (tl)
407 create_treasure (tl, op, flag, difficulty, tries);
408 }
409 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries);
411
412 return;
413 }
414
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
366 } 416 {
367 for (t=tl->items; t!=NULL; t=t->next) { 417 object *tmp = arch_to_object (t->item);
368 value -= t->chance;
369 if (value<0) break;
370 }
371 418
372 if (!t || value>=0) { 419 if (!tmp)
373 LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n");
374 abort();
375 return; 420 return;
376 } 421
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) 422 if (t->nrof && tmp->nrof <= 1)
389 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
424
390 fix_generated_item (tmp, op, difficulty, t->magic, flag); 425 fix_generated_item (tmp, op, difficulty, t->magic, flag);
391 change_treasure(t, tmp); 426 change_treasure (t, tmp);
392 put_treasure (tmp, op, flag); 427 put_treasure (tmp, op, flag);
393 } 428 }
394} 429}
395 430
396/* This calls the appropriate treasure creation function. tries is passed 431/* This calls the appropriate treasure creation function. tries is passed
397 * to determine how many list transitions or attempts to create treasure 432 * 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 433 * 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 434 * 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 435 * created on weak maps, because it will exceed the number of allowed tries
401 * to do that. 436 * to do that.
402 */ 437 */
438void
403void create_treasure(treasurelist *t, object *op, int flag, int difficulty, 439create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
404 int tries)
405{ 440{
406 441
407 if (tries++>100) { 442 if (tries++ > 100)
443 {
408 LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); 444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
409 return; 445 return;
410 } 446 }
411 if (t->total_chance) 447 if (t->total_chance)
412 create_one_treasure(t, op, flag,difficulty, tries); 448 create_one_treasure (t, op, flag, difficulty, tries);
413 else 449 else
414 create_all_treasures(t->items, op, flag, difficulty, tries); 450 create_all_treasures (t->items, op, flag, difficulty, tries);
415} 451}
416 452
417/* This is similar to the old generate treasure function. However, 453/* This is similar to the old generate treasure function. However,
418 * it instead takes a treasurelist. It is really just a wrapper around 454 * it instead takes a treasurelist. It is really just a wrapper around
419 * create_treasure. We create a dummy object that the treasure gets 455 * create_treasure. We create a dummy object that the treasure gets
420 * inserted into, and then return that treausre 456 * inserted into, and then return that treausre
421 */ 457 */
458object *
422object *generate_treasure(treasurelist *t, int difficulty) 459generate_treasure (treasurelist *t, int difficulty)
423{ 460{
461 difficulty = clamp (difficulty, 1, settings.max_level);
462
424 object *ob = get_object(), *tmp; 463 object *ob = object::create (), *tmp;
425 464
426 create_treasure(t, ob, 0, difficulty, 0); 465 create_treasure (t, ob, 0, difficulty, 0);
427 466
428 /* Don't want to free the object we are about to return */ 467 /* Don't want to free the object we are about to return */
429 tmp = ob->inv; 468 tmp = ob->inv;
430 if (tmp!=NULL) remove_ob(tmp); 469 if (tmp != NULL)
470 tmp->remove ();
471
431 if (ob->inv) { 472 if (ob->inv)
432 LOG(llevError,"In generate treasure, created multiple objects.\n"); 473 LOG (llevError, "In generate treasure, created multiple objects.\n");
433 } 474
434 free_object(ob); 475 ob->destroy ();
435 return tmp; 476 return tmp;
436} 477}
437 478
438/* 479/*
439 * This is a new way of calculating the chance for an item to have 480 * This is a new way of calculating the chance for an item to have
440 * a specific magical bonus. 481 * a specific magical bonus.
441 * The array has two arguments, the difficulty of the level, and the 482 * The array has two arguments, the difficulty of the level, and the
442 * magical bonus "wanted". 483 * magical bonus "wanted".
443 */ 484 */
444 485
445static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = 486static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
446{ 487
447/*chance of magic difficulty*/ 488/*chance of magic difficulty*/
489
448/* +0 +1 +2 +3 +4 */ 490/* +0 +1 +2 +3 +4 */
449 { 95, 2, 2, 1, 0 }, /*1*/ 491 {95, 2, 2, 1, 0}, /*1 */
450 { 92, 5, 2, 1, 0 }, /*2*/ 492 {92, 5, 2, 1, 0}, /*2 */
451 { 85,10, 4, 1, 0 }, /*3*/ 493 {85, 10, 4, 1, 0}, /*3 */
452 { 80,14, 4, 2, 0 }, /*4*/ 494 {80, 14, 4, 2, 0}, /*4 */
453 { 75,17, 5, 2, 1 }, /*5*/ 495 {75, 17, 5, 2, 1}, /*5 */
454 { 70,18, 8, 3, 1 }, /*6*/ 496 {70, 18, 8, 3, 1}, /*6 */
455 { 65,21,10, 3, 1 }, /*7*/ 497 {65, 21, 10, 3, 1}, /*7 */
456 { 60,22,12, 4, 2 }, /*8*/ 498 {60, 22, 12, 4, 2}, /*8 */
457 { 55,25,14, 4, 2 }, /*9*/ 499 {55, 25, 14, 4, 2}, /*9 */
458 { 50,27,16, 5, 2 }, /*10*/ 500 {50, 27, 16, 5, 2}, /*10 */
459 { 45,28,18, 6, 3 }, /*11*/ 501 {45, 28, 18, 6, 3}, /*11 */
460 { 42,28,20, 7, 3 }, /*12*/ 502 {42, 28, 20, 7, 3}, /*12 */
461 { 40,27,21, 8, 4 }, /*13*/ 503 {40, 27, 21, 8, 4}, /*13 */
462 { 38,25,22,10, 5 }, /*14*/ 504 {38, 25, 22, 10, 5}, /*14 */
463 { 36,23,23,12, 6 }, /*15*/ 505 {36, 23, 23, 12, 6}, /*15 */
464 { 33,21,24,14, 8 }, /*16*/ 506 {33, 21, 24, 14, 8}, /*16 */
465 { 31,19,25,16, 9 }, /*17*/ 507 {31, 19, 25, 16, 9}, /*17 */
466 { 27,15,30,18,10 }, /*18*/ 508 {27, 15, 30, 18, 10}, /*18 */
467 { 20,12,30,25,13 }, /*19*/ 509 {20, 12, 30, 25, 13}, /*19 */
468 { 15,10,28,30,17 }, /*20*/ 510 {15, 10, 28, 30, 17}, /*20 */
469 { 13, 9,27,28,23 }, /*21*/ 511 {13, 9, 27, 28, 23}, /*21 */
470 { 10, 8,25,28,29 }, /*22*/ 512 {10, 8, 25, 28, 29}, /*22 */
471 { 8, 7,23,26,36 }, /*23*/ 513 {8, 7, 23, 26, 36}, /*23 */
472 { 6, 6,20,22,46 }, /*24*/ 514 {6, 6, 20, 22, 46}, /*24 */
473 { 4, 5,17,18,56 }, /*25*/ 515 {4, 5, 17, 18, 56}, /*25 */
474 { 2, 4,12,14,68 }, /*26*/ 516 {2, 4, 12, 14, 68}, /*26 */
475 { 0, 3, 7,10,80 }, /*27*/ 517 {0, 3, 7, 10, 80}, /*27 */
476 { 0, 0, 3, 7,90 }, /*28*/ 518 {0, 0, 3, 7, 90}, /*28 */
477 { 0, 0, 0, 3,97 }, /*29*/ 519 {0, 0, 0, 3, 97}, /*29 */
478 { 0, 0, 0, 0,100}, /*30*/ 520 {0, 0, 0, 0, 100}, /*30 */
479 { 0, 0, 0, 0,100}, /*31*/ 521 {0, 0, 0, 0, 100}, /*31 */
480}; 522};
481 523
482 524
483/* calculate the appropriate level for wands staves and scrolls. 525/* calculate the appropriate level for wands staves and scrolls.
484 * This code presumes that op has had its spell object created (in op->inv) 526 * This code presumes that op has had its spell object created (in op->inv)
485 * 527 *
486 * elmex Wed Aug 9 17:44:59 CEST 2006: 528 * elmex Wed Aug 9 17:44:59 CEST 2006:
487 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 529 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
488 */ 530 */
489 531
532int
490int level_for_item (const object *op, int difficulty) 533level_for_item (const object *op, int difficulty)
491{ 534{
492 int mult = 0, olevel = 0; 535 int olevel = 0;
493 536
494 if (!op->inv) 537 if (!op->inv)
495 { 538 {
496 LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name); 539 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
497 return 0; 540 return 0;
498 } 541 }
499 542
500 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 543 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
501 544
502 if (olevel <= 0) 545 if (olevel <= 0)
517 * Scaling difficulty by max_level, as difficulty is a level and not some 560 * Scaling difficulty by max_level, as difficulty is a level and not some
518 * weird integer between 1-31. 561 * weird integer between 1-31.
519 * 562 *
520 */ 563 */
521 564
565int
522int magic_from_difficulty(int difficulty) 566magic_from_difficulty (int difficulty)
523{ 567{
524 int percent = 0, magic = 0; 568 int percent = 0, magic = 0;
525 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 569 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
526 570
527 scaled_diff--; 571 scaled_diff--;
528 572
529 if(scaled_diff < 0) 573 if (scaled_diff < 0)
530 scaled_diff = 0; 574 scaled_diff = 0;
531 575
532 if (scaled_diff >= DIFFLEVELS) 576 if (scaled_diff >= DIFFLEVELS)
533 scaled_diff = DIFFLEVELS-1; 577 scaled_diff = DIFFLEVELS - 1;
534 578
535 percent = RANDOM()%100; 579 percent = RANDOM () % 100;
536 580
537 for(magic = 0; magic < (MAXMAGIC + 1); magic++) 581 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
538 { 582 {
539 percent -= difftomagic_list[scaled_diff][magic]; 583 percent -= difftomagic_list[scaled_diff][magic];
540 584
541 if (percent < 0) 585 if (percent < 0)
542 break; 586 break;
543 } 587 }
544 588
545 if (magic == (MAXMAGIC + 1)) 589 if (magic == (MAXMAGIC + 1))
546 { 590 {
547 LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 591 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
548 magic = 0; 592 magic = 0;
549 } 593 }
550 594
551 magic = (RANDOM() % 3) ? magic : -magic; 595 magic = (RANDOM () % 3) ? magic : -magic;
552 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 596 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
553 597
554 return magic; 598 return magic;
555} 599}
556 600
559 * the armour variable, and the effect on speed of armour. 603 * the armour variable, and the effect on speed of armour.
560 * This function doesn't work properly, should add use of archetypes 604 * This function doesn't work properly, should add use of archetypes
561 * to make it truly absolute. 605 * to make it truly absolute.
562 */ 606 */
563 607
608void
564void set_abs_magic(object *op, int magic) { 609set_abs_magic (object *op, int magic)
610{
565 if(!magic) 611 if (!magic)
566 return; 612 return;
567 613
568 op->magic=magic; 614 op->magic = magic;
569 if (op->arch) { 615 if (op->arch)
616 {
570 if (op->type == ARMOUR) 617 if (op->type == ARMOUR)
571 ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; 618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
572 619
573 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 620 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
574 magic = (-magic); 621 magic = (-magic);
575 op->weight = (op->arch->clone.weight*(100-magic*10))/100; 622 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
623 }
576 } else { 624 else
625 {
577 if(op->type==ARMOUR) 626 if (op->type == ARMOUR)
578 ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; 627 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
579 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 628 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
580 magic = (-magic); 629 magic = (-magic);
581 op->weight=(op->weight*(100-magic*10))/100; 630 op->weight = (op->weight * (100 - magic * 10)) / 100;
582 } 631 }
583} 632}
584 633
585/* 634/*
586 * Sets a random magical bonus in the given object based upon 635 * Sets a random magical bonus in the given object based upon
587 * the given difficulty, and the given max possible bonus. 636 * the given difficulty, and the given max possible bonus.
588 */ 637 */
589 638
639static void
590static void set_magic (int difficulty, object *op, int max_magic, int flags) 640set_magic (int difficulty, object *op, int max_magic, int flags)
591{ 641{
592 int i; 642 int i;
643
593 i = magic_from_difficulty(difficulty); 644 i = magic_from_difficulty (difficulty);
594 if ((flags & GT_ONLY_GOOD) && i < 0) 645 if ((flags & GT_ONLY_GOOD) && i < 0)
595 i = -i; 646 i = -i;
596 if(i > max_magic) 647 if (i > max_magic)
597 i = max_magic; 648 i = max_magic;
598 set_abs_magic(op,i); 649 set_abs_magic (op, i);
599 if (i < 0) 650 if (i < 0)
600 SET_FLAG(op, FLAG_CURSED); 651 SET_FLAG (op, FLAG_CURSED);
601} 652}
602 653
603/* 654/*
604 * Randomly adds one magical ability to the given object. 655 * Randomly adds one magical ability to the given object.
605 * Modified for Partial Resistance in many ways: 656 * Modified for Partial Resistance in many ways:
607 * is rolled again, increase it - the bonuses now stack with 658 * is rolled again, increase it - the bonuses now stack with
608 * other bonuses previously rolled and ones the item might natively have. 659 * other bonuses previously rolled and ones the item might natively have.
609 * 2) Add code to deal with new PR method. 660 * 2) Add code to deal with new PR method.
610 */ 661 */
611 662
663void
612void set_ring_bonus(object *op,int bonus) { 664set_ring_bonus (object *op, int bonus)
665{
613 666
614 int r=RANDOM()%(bonus>0?25:11); 667 int r = RANDOM () % (bonus > 0 ? 25 : 11);
615 668
616 if(op->type==AMULET) { 669 if (op->type == AMULET)
670 {
617 if(!(RANDOM()%21)) 671 if (!(RANDOM () % 21))
618 r=20+RANDOM()%2; 672 r = 20 + RANDOM () % 2;
619 else { 673 else
674 {
620 if(RANDOM()&2) 675 if (RANDOM () & 2)
621 r=10; 676 r = 10;
622 else 677 else
623 r=11+RANDOM()%9; 678 r = 11 + RANDOM () % 9;
624 } 679 }
625 } 680 }
626 681
627 switch(r) { 682 switch (r)
683 {
628 /* Redone by MSW 2000-11-26 to have much less code. Also, 684 /* Redone by MSW 2000-11-26 to have much less code. Also,
629 * bonuses and penalties will stack and add to existing values. 685 * bonuses and penalties will stack and add to existing values.
630 * of the item. 686 * of the item.
631 */ 687 */
632 case 0: 688 case 0:
633 case 1: 689 case 1:
634 case 2: 690 case 2:
635 case 3: 691 case 3:
636 case 4: 692 case 4:
637 case 5: 693 case 5:
638 case 6: 694 case 6:
639 set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); 695 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
640 break; 696 break;
641 697
642 case 7: 698 case 7:
643 op->stats.dam+=bonus; 699 op->stats.dam += bonus;
644 break; 700 break;
645 701
646 case 8: 702 case 8:
647 op->stats.wc+=bonus; 703 op->stats.wc += bonus;
648 break; 704 break;
649 705
650 case 9: 706 case 9:
651 op->stats.food+=bonus; /* hunger/sustenance */ 707 op->stats.food += bonus; /* hunger/sustenance */
652 break; 708 break;
653 709
654 case 10: 710 case 10:
655 op->stats.ac+=bonus; 711 op->stats.ac += bonus;
656 break; 712 break;
657 713
658 /* Item that gives protections/vulnerabilities */ 714 /* Item that gives protections/vulnerabilities */
659 case 11: 715 case 11:
660 case 12: 716 case 12:
661 case 13: 717 case 13:
662 case 14: 718 case 14:
663 case 15: 719 case 15:
664 case 16: 720 case 16:
665 case 17: 721 case 17:
666 case 18: 722 case 18:
667 case 19: 723 case 19:
668 { 724 {
669 int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; 725 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
670 726
671 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 727 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
672 val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; 728 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
673 729
674 /* Cursed items need to have higher negative values to equal out with 730 /* Cursed items need to have higher negative values to equal out with
675 * positive values for how protections work out. Put another 731 * positive values for how protections work out. Put another
676 * little random element in since that they don't always end up with 732 * little random element in since that they don't always end up with
677 * even values. 733 * even values.
678 */ 734 */
735 if (bonus < 0)
679 if (bonus<0) val = 2*-val - RANDOM() % b; 736 val = 2 * -val - RANDOM () % b;
680 if (val>35) val=35; /* Upper limit */ 737 if (val > 35)
738 val = 35; /* Upper limit */
681 b=0; 739 b = 0;
682 while (op->resist[resist_table[resist]]!=0 && b<4) { 740 while (op->resist[resist_table[resist]] != 0 && b < 4)
741 {
683 resist=RANDOM() % num_resist_table; 742 resist = RANDOM () % num_resist_table;
684 } 743 }
744 if (b == 4)
685 if (b==4) return; /* Not able to find a free resistance */ 745 return; /* Not able to find a free resistance */
686 op->resist[resist_table[resist]] = val; 746 op->resist[resist_table[resist]] = val;
687 /* We should probably do something more clever here to adjust value 747 /* We should probably do something more clever here to adjust value
688 * based on how good a resistance we gave. 748 * based on how good a resistance we gave.
689 */ 749 */
690 break; 750 break;
691 } 751 }
692 case 20: 752 case 20:
693 if(op->type==AMULET) { 753 if (op->type == AMULET)
754 {
694 SET_FLAG(op,FLAG_REFL_SPELL); 755 SET_FLAG (op, FLAG_REFL_SPELL);
695 op->value*=11; 756 op->value *= 11;
696 } else {
697 op->stats.hp=1; /* regenerate hit points */
698 op->value*=4;
699 } 757 }
758 else
759 {
760 op->stats.hp = 1; /* regenerate hit points */
761 op->value *= 4;
762 }
700 break; 763 break;
701 764
702 case 21: 765 case 21:
703 if(op->type==AMULET) { 766 if (op->type == AMULET)
767 {
704 SET_FLAG(op,FLAG_REFL_MISSILE); 768 SET_FLAG (op, FLAG_REFL_MISSILE);
705 op->value*=9; 769 op->value *= 9;
706 } else {
707 op->stats.sp=1; /* regenerate spell points */
708 op->value*=3;
709 } 770 }
771 else
772 {
773 op->stats.sp = 1; /* regenerate spell points */
774 op->value *= 3;
775 }
710 break; 776 break;
711 777
712 case 22: 778 case 22:
713 op->stats.exp+=bonus; /* Speed! */ 779 op->stats.exp += bonus; /* Speed! */
714 op->value=(op->value*2)/3; 780 op->value = (op->value * 2) / 3;
715 break; 781 break;
716 } 782 }
717 if(bonus>0) 783 if (bonus > 0)
718 op->value*=2*bonus; 784 op->value *= 2 * bonus;
719 else 785 else
720 op->value= -(op->value*2*bonus)/3; 786 op->value = -(op->value * 2 * bonus) / 3;
721} 787}
722 788
723/* 789/*
724 * get_magic(diff) will return a random number between 0 and 4. 790 * 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 791 * 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 793 * It is only used in fix_generated_treasure() to set bonuses on
728 * rings and amulets. 794 * rings and amulets.
729 * Another scheme is used to calculate the magic of weapons and armours. 795 * Another scheme is used to calculate the magic of weapons and armours.
730 */ 796 */
731 797
798int
732int get_magic(int diff) { 799get_magic (int diff)
800{
733 int i; 801 int i;
802
734 if(diff<3) 803 if (diff < 3)
735 diff=3; 804 diff = 3;
736 for(i=0;i<4;i++) 805 for (i = 0; i < 4; i++)
737 if(RANDOM()%diff) return i; 806 if (RANDOM () % diff)
807 return i;
738 return 4; 808 return 4;
739} 809}
740 810
741#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
742#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 812#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
744/* 814/*
745 * 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
746 * 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
747 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
748 */ 818 */
819
749/* 4/28/96 added creator object from which op may now inherit properties based on 820/* 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 821 * 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 822 * dependant. I know this is a spagetti manuever, but is there a cleaner
752 * way to do this? b.t. */ 823 * way to do this? b.t. */
824
753/* 825/*
754 * ! (flags & GT_ENVIRONMENT): 826 * ! (flags & GT_ENVIRONMENT):
755 * Automatically calls fix_flesh_item(). 827 * Automatically calls fix_flesh_item().
756 * 828 *
757 * flags: 829 * flags:
760 * 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
761 * 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
762 * 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
763 */ 835 */
764 836
837void
765void fix_generated_item (object * op, object * creator, int difficulty, 838fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
766 int max_magic, int flags)
767{ 839{
768 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 840 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
769 841
770 if (!creator || creator->type == op->type) 842 if (!creator || creator->type == op->type)
771 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 843 creator = op; /*safety & to prevent polymorphed objects giving attributes */
776 848
777 if (op->randomitems && op->type != SPELL) 849 if (op->randomitems && op->type != SPELL)
778 { 850 {
779 create_treasure (op->randomitems, op, flags, difficulty, 0); 851 create_treasure (op->randomitems, op, flags, difficulty, 0);
780 if (!op->inv) 852 if (!op->inv)
781 LOG (llevDebug,
782 "fix_generated_item: Unable to generate treasure for %s\n", 853 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
783 op->name);
784 854
785 /* So the treasure doesn't get created again */ 855 /* So the treasure doesn't get created again */
786 op->randomitems = NULL; 856 op->randomitems = NULL;
787 } 857 }
788 858
789 if (difficulty < 1) 859 if (difficulty < 1)
790 difficulty = 1; 860 difficulty = 1;
861
862 if (INVOKE_OBJECT (ADD_BONUS, op,
863 ARG_OBJECT (creator != op ? creator : 0),
864 ARG_INT (difficulty), ARG_INT (max_magic),
865 ARG_INT (flags)))
866 return;
791 867
792 if (!(flags & GT_MINIMAL)) 868 if (!(flags & GT_MINIMAL))
793 { 869 {
794 if (op->arch == crown_arch) 870 if (op->arch == crown_arch)
795 { 871 {
802 if (!op->magic && max_magic) 878 if (!op->magic && max_magic)
803 set_magic (difficulty, op, max_magic, flags); 879 set_magic (difficulty, op, max_magic, flags);
804 880
805 num_enchantments = calc_item_power (op, 1); 881 num_enchantments = calc_item_power (op, 1);
806 882
807 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) 883 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
808 || op->type == HORN 884 * 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); 885 generate_artifact (op, difficulty);
812 } 886 }
813 887
814 /* Object was made an artifact. Calculate its item_power rating. 888 /* Object was made an artifact. Calculate its item_power rating.
815 * the item_power in the object is what the artfiact adds. 889 * 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 896 * 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 897 * that since item_power is not quite linear, this actually ends up
824 * being somewhat of a bonus 898 * being somewhat of a bonus
825 */ 899 */
826 if (save_item_power) 900 if (save_item_power)
827 op->item_power =
828 save_item_power + get_power_from_ench (op->item_power); 901 op->item_power = save_item_power + get_power_from_ench (op->item_power);
829 else 902 else
830 op->item_power =
831 get_power_from_ench (op->item_power + num_enchantments); 903 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
832 } 904 }
833 else if (save_item_power) 905 else if (save_item_power)
834 { 906 {
835 /* restore the item_power field to the object if we haven't changed it. 907 /* 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 908 * we don't care about num_enchantments - that will basically just
844 * was never previously calculated. Let's compute a value and see if 916 * 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 917 * it is non-zero. If it indeed is, then assign it as the new
846 * item_power value. 918 * item_power value.
847 * - gros, 21th of July 2006. 919 * - gros, 21th of July 2006.
848 */ 920 */
849 op->item_power = calc_item_power(op,0); 921 op->item_power = calc_item_power (op, 0);
850 save_item_power = op->item_power; /* Just in case it would get used 922 save_item_power = op->item_power; /* Just in case it would get used
851 * again below */ 923 * again below */
852 } 924 }
853 } 925 }
854 926
855 /* materialtype modifications. Note we allow this on artifacts. */ 927 /* materialtype modifications. Note we allow this on artifacts. */
856 set_materialname (op, difficulty, NULL); 928 set_materialname (op, difficulty, NULL);
869 } 941 }
870 } 942 }
871 else if (!op->title) /* Only modify object if not special */ 943 else if (!op->title) /* Only modify object if not special */
872 switch (op->type) 944 switch (op->type)
873 { 945 {
874 case WEAPON: 946 case WEAPON:
875 case ARMOUR: 947 case ARMOUR:
876 case SHIELD: 948 case SHIELD:
877 case HELMET: 949 case HELMET:
878 case CLOAK: 950 case CLOAK:
879 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 951 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
880 set_ring_bonus (op, -DICE2); 952 set_ring_bonus (op, -DICE2);
881 break; 953 break;
882 954
883 case BRACERS: 955 case BRACERS:
884 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 956 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
957 {
958 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
959 if (!QUERY_FLAG (op, FLAG_CURSED))
960 op->value *= 3;
961 }
962 break;
963
964 case POTION:
885 { 965 {
966 int too_many_tries = 0, is_special = 0;
967
968 /* Handle healing and magic power potions */
969 if (op->stats.sp && !op->randomitems)
970 {
971 object *tmp;
972
973 tmp = get_archetype (spell_mapping[op->stats.sp]);
974 insert_ob_in_ob (tmp, op);
975 op->stats.sp = 0;
976 }
977
978 while (!(is_special = special_potion (op)) && !op->inv)
979 {
980 generate_artifact (op, difficulty);
981 if (too_many_tries++ > 10)
982 break;
983 }
984
985 /* don't want to change value for healing/magic power potions,
986 * since the value set on those is already correct.
987 */
988 if (op->inv && op->randomitems)
989 {
990 /* value multiplier is same as for scrolls */
991 op->value = (op->value * op->inv->value);
992 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
993 }
994 else
995 {
996 op->name = "potion";
997 op->name_pl = "potions";
998 }
999
1000 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
1001 SET_FLAG (op, FLAG_CURSED);
1002 break;
1003 }
1004
1005 case AMULET:
1006 if (op->arch == amulet_arch)
1007 op->value *= 5; /* Since it's not just decoration */
1008
1009 case RING:
1010 if (op->arch == NULL)
1011 {
1012 op->destroy ();
1013 op = 0;
1014 break;
1015 }
1016
1017 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1018 break;
1019
1020 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1021 SET_FLAG (op, FLAG_CURSED);
1022
886 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1023 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 1024
892 case POTION: 1025 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; 1026 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 1027
968 if (!(RANDOM () % 4)) 1028 if (!(RANDOM () % 4))
969 { 1029 {
970 int d = (RANDOM () % 3
971 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1030 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1031
972 if (d > 0) 1032 if (d > 0)
973 op->value *= 5; 1033 op->value *= 3;
1034
974 set_ring_bonus (op, d); 1035 set_ring_bonus (op, d);
1036
1037 if (!(RANDOM () % 4))
1038 {
1039 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1040
1041 if (d > 0)
1042 op->value *= 5;
1043 set_ring_bonus (op, d);
1044 }
975 } 1045 }
976 }
977 1046
978 if (GET_ANIM_ID (op)) 1047 if (GET_ANIM_ID (op))
979 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1048 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
980 1049
981 break; 1050 break;
982 1051
983 case BOOK: 1052 case BOOK:
984 /* Is it an empty book?, if yes lets make a special· 1053 /* Is it an empty book?, if yes lets make a special·
985 * msg for it, and tailor its properties based on the· 1054 * msg for it, and tailor its properties based on the·
986 * creator and/or map level we found it on. 1055 * creator and/or map level we found it on.
987 */ 1056 */
988 if (!op->msg && RANDOM () % 10) 1057 if (!op->msg && RANDOM () % 10)
989 {
990 /* set the book level properly */
991 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
992 { 1058 {
1059 /* set the book level properly */
1060 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1061 {
993 if (op->map && op->map->difficulty) 1062 if (op->map && op->map->difficulty)
994 op->level =
995 RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1063 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1064 else
1065 op->level = RANDOM () % 20 + 1;
1066 }
996 else 1067 else
997 op->level = RANDOM () % 20 + 1; 1068 op->level = RANDOM () % creator->level;
1069
1070 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1071 /* books w/ info are worth more! */
1072 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1073 /* creator related stuff */
1074
1075 /* for library, chained books. Note that some monsters have no_pick
1076 * set - we don't want to set no pick in that case.
1077 */
1078 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1079 SET_FLAG (op, FLAG_NO_PICK);
1080 if (creator->slaying && !op->slaying) /* for check_inv floors */
1081 op->slaying = creator->slaying;
1082
1083 /* add exp so reading it gives xp (once) */
1084 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1085 }
1086 break;
1087
1088 case SPELLBOOK:
1089 op->value = op->value * op->inv->value;
1090 /* add exp so learning gives xp */
1091 op->level = op->inv->level;
1092 op->stats.exp = op->value;
1093 break;
1094
1095 case WAND:
1096 /* nrof in the treasure list is number of charges,
1097 * not number of wands. So copy that into food (charges),
1098 * and reset nrof.
1099 */
1100 op->stats.food = op->inv->nrof;
1101 op->nrof = 1;
1102 /* If the spell changes by level, choose a random level
1103 * for it, and adjust price. If the spell doesn't
1104 * change by level, just set the wand to the level of
1105 * the spell, and value calculation is simpler.
1106 */
1107 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1108 {
1109 op->level = level_for_item (op, difficulty);
1110 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
998 } 1111 }
999 else 1112 else
1000 op->level = RANDOM () % creator->level; 1113 {
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 + 1114 op->level = op->inv->level;
1010 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1115 op->value = op->value * op->inv->value;
1011 /* creator related stuff */ 1116 }
1117 break;
1012 1118
1013 /* for library, chained books. Note that some monsters have no_pick 1119 case ROD:
1014 * set - we don't want to set no pick in that case. 1120 op->level = level_for_item (op, difficulty);
1121 /* Add 50 to both level an divisor to keep prices a little more
1122 * reasonable. Otherwise, a high level version of a low level
1123 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1124 * 10 time multiplier). This way, the value are a bit more reasonable.
1015 */ 1125 */
1016 if (QUERY_FLAG (creator, FLAG_NO_PICK) && 1126 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1017 !QUERY_FLAG (creator, FLAG_MONSTER)) 1127 /* 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 = 1128 if (op->stats.maxhp)
1024 op->value > 10000 ? op->value / 5 : op->value / 10; 1129 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1025 } 1130 else
1131 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1132
1133 op->stats.hp = op->stats.maxhp;
1026 break; 1134 break;
1027 1135
1028 case SPELLBOOK: 1136 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); 1137 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 + 1138 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 1139
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 */ 1140 /* add exp so reading them properly gives xp */
1087 op->stats.exp = op->value / 5; 1141 op->stats.exp = op->value / 5;
1088 op->nrof = op->inv->nrof; 1142 op->nrof = op->inv->nrof;
1089 break; 1143 break;
1090 1144
1091 case RUNE: 1145 case RUNE:
1092 trap_adjust (op, difficulty); 1146 trap_adjust (op, difficulty);
1093 break; 1147 break;
1094 1148
1095 case TRAP: 1149 case TRAP:
1096 trap_adjust (op, difficulty); 1150 trap_adjust (op, difficulty);
1097 break; 1151 break;
1098 } /* switch type */ 1152 } /* switch type */
1099 1153
1100 if (flags & GT_STARTEQUIP) 1154 if (flags & GT_STARTEQUIP)
1101 { 1155 {
1102 if (op->nrof < 2 && op->type != CONTAINER 1156 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); 1157 SET_FLAG (op, FLAG_STARTEQUIP);
1105 else if (op->type != MONEY) 1158 else if (op->type != MONEY)
1106 op->value = 0; 1159 op->value = 0;
1107 } 1160 }
1108 1161
1120 1173
1121/* 1174/*
1122 * Allocate and return the pointer to an empty artifactlist structure. 1175 * Allocate and return the pointer to an empty artifactlist structure.
1123 */ 1176 */
1124 1177
1125static artifactlist *get_empty_artifactlist(void) { 1178static artifactlist *
1179get_empty_artifactlist (void)
1180{
1126 artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); 1181 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1182
1127 if(tl==NULL) 1183 if (tl == NULL)
1128 fatal(OUT_OF_MEMORY); 1184 fatal (OUT_OF_MEMORY);
1129 tl->next=NULL; 1185 tl->next = NULL;
1130 tl->items=NULL; 1186 tl->items = NULL;
1131 tl->total_chance=0; 1187 tl->total_chance = 0;
1132 return tl; 1188 return tl;
1133} 1189}
1134 1190
1135/* 1191/*
1136 * Allocate and return the pointer to an empty artifact structure. 1192 * Allocate and return the pointer to an empty artifact structure.
1137 */ 1193 */
1138 1194
1139static artifact *get_empty_artifact(void) { 1195static artifact *
1196get_empty_artifact (void)
1197{
1140 artifact *t = (artifact *) malloc(sizeof(artifact)); 1198 artifact *t = (artifact *) malloc (sizeof (artifact));
1199
1141 if(t==NULL) 1200 if (t == NULL)
1142 fatal(OUT_OF_MEMORY); 1201 fatal (OUT_OF_MEMORY);
1143 t->item=NULL; 1202 t->item = NULL;
1144 t->next=NULL; 1203 t->next = NULL;
1145 t->chance=0; 1204 t->chance = 0;
1146 t->difficulty=0; 1205 t->difficulty = 0;
1147 t->allowed = NULL; 1206 t->allowed = NULL;
1148 return t; 1207 return t;
1149} 1208}
1150 1209
1151/* 1210/*
1152 * 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
1153 * of objects on it. 1212 * of objects on it.
1154 */ 1213 */
1155 1214
1215artifactlist *
1156artifactlist *find_artifactlist(int type) { 1216find_artifactlist (int type)
1217{
1157 artifactlist *al; 1218 artifactlist *al;
1158 1219
1159 for (al=first_artifactlist; al!=NULL; al=al->next) 1220 for (al = first_artifactlist; al != NULL; al = al->next)
1160 if (al->type == type) return al; 1221 if (al->type == type)
1222 return al;
1161 return NULL; 1223 return NULL;
1162} 1224}
1163 1225
1164/* 1226/*
1165 * For debugging purposes. Dumps all tables. 1227 * For debugging purposes. Dumps all tables.
1166 */ 1228 */
1167 1229
1230void
1168void dump_artifacts(void) { 1231dump_artifacts (void)
1232{
1169 artifactlist *al; 1233 artifactlist *al;
1170 artifact *art; 1234 artifact *art;
1171 linked_char *next; 1235 linked_char *next;
1172 1236
1173 fprintf(logfile,"\n"); 1237 fprintf (logfile, "\n");
1174 for (al=first_artifactlist; al!=NULL; al=al->next) { 1238 for (al = first_artifactlist; al != NULL; al = al->next)
1239 {
1175 fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1240 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) { 1241 for (art = al->items; art != NULL; art = art->next)
1177 fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n", 1242 {
1178 art->item->name, art->difficulty, art->chance); 1243 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1179 if (art->allowed !=NULL) { 1244 if (art->allowed != NULL)
1245 {
1180 fprintf(logfile,"\tAllowed combinations:"); 1246 fprintf (logfile, "\tAllowed combinations:");
1181 for (next=art->allowed; next!=NULL; next=next->next) 1247 for (next = art->allowed; next != NULL; next = next->next)
1182 fprintf(logfile, "%s,", next->name); 1248 fprintf (logfile, "%s,", &next->name);
1183 fprintf(logfile,"\n"); 1249 fprintf (logfile, "\n");
1250 }
1184 } 1251 }
1185 }
1186 } 1252 }
1187 fprintf(logfile,"\n"); 1253 fprintf (logfile, "\n");
1188} 1254}
1189 1255
1190/* 1256/*
1191 * For debugging purposes. Dumps all treasures recursively (see below). 1257 * For debugging purposes. Dumps all treasures recursively (see below).
1192 */ 1258 */
1259void
1193void dump_monster_treasure_rec (const char *name, treasure *t, int depth) 1260dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1194{ 1261{
1195 treasurelist *tl; 1262 treasurelist *tl;
1196 int i; 1263 int i;
1197 1264
1198 if (depth > 100) 1265 if (depth > 100)
1199 return; 1266 return;
1200 while (t != NULL) 1267 while (t != NULL)
1201 { 1268 {
1202 if (t->name != NULL) 1269 if (t->name != NULL)
1203 { 1270 {
1204 for (i = 0; i < depth; i++) 1271 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " "); 1272 fprintf (logfile, " ");
1206 fprintf (logfile, "{ (list: %s)\n", t->name); 1273 fprintf (logfile, "{ (list: %s)\n", &t->name);
1207 tl = find_treasurelist (t->name); 1274 tl = find_treasurelist (t->name);
1275 if (tl)
1208 dump_monster_treasure_rec (name, tl->items, depth + 2); 1276 dump_monster_treasure_rec (name, tl->items, depth + 2);
1209 for (i = 0; i < depth; i++) 1277 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " "); 1278 fprintf (logfile, " ");
1211 fprintf (logfile, "} (end of list: %s)\n", t->name); 1279 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1212 } 1280 }
1213 else 1281 else
1214 { 1282 {
1215 for (i = 0; i < depth; i++) 1283 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " "); 1284 fprintf (logfile, " ");
1217 if (t->item->clone.type == FLESH) 1285 if (t->item->clone.type == FLESH)
1218 fprintf (logfile, "%s's %s\n", name, t->item->clone.name); 1286 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1219 else 1287 else
1220 fprintf (logfile, "%s\n", t->item->clone.name); 1288 fprintf (logfile, "%s\n", &t->item->clone.name);
1221 } 1289 }
1222 if (t->next_yes != NULL) 1290 if (t->next_yes != NULL)
1223 { 1291 {
1224 for (i = 0; i < depth; i++) 1292 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " "); 1293 fprintf (logfile, " ");
1240/* 1308/*
1241 * For debugging purposes. Dumps all treasures for a given monster. 1309 * For debugging purposes. Dumps all treasures for a given monster.
1242 * Created originally by Raphael Quinet for debugging the alchemy code. 1310 * Created originally by Raphael Quinet for debugging the alchemy code.
1243 */ 1311 */
1244 1312
1313void
1245void dump_monster_treasure (const char *name) 1314dump_monster_treasure (const char *name)
1246{ 1315{
1247 archetype *at; 1316 archetype *at;
1248 int found; 1317 int found;
1249 1318
1250 found = 0; 1319 found = 0;
1251 fprintf (logfile, "\n"); 1320 fprintf (logfile, "\n");
1252 for (at = first_archetype; at != NULL; at = at->next) 1321 for (at = first_archetype; at != NULL; at = at->next)
1253 if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1322 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1254 { 1323 {
1255 fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name, 1324 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1256 at->name);
1257 if (at->clone.randomitems != NULL) 1325 if (at->clone.randomitems != NULL)
1258 dump_monster_treasure_rec (at->clone.name, 1326 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1259 at->clone.randomitems->items, 1);
1260 else 1327 else
1261 fprintf (logfile, "(nothing)\n"); 1328 fprintf (logfile, "(nothing)\n");
1262 fprintf (logfile, "\n"); 1329 fprintf (logfile, "\n");
1263 found++; 1330 found++;
1264 } 1331 }
1268 1335
1269/* 1336/*
1270 * Builds up the lists of artifacts from the file in the libdir. 1337 * Builds up the lists of artifacts from the file in the libdir.
1271 */ 1338 */
1272 1339
1340void
1273void init_artifacts(void) { 1341init_artifacts (void)
1342{
1274 static int has_been_inited=0; 1343 static int has_been_inited = 0;
1275 FILE *fp_;
1276 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1344 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1277 artifact *art=NULL; 1345 artifact *art = NULL;
1278 linked_char *tmp; 1346 linked_char *tmp;
1279 int value, comp; 1347 int value;
1280 artifactlist *al; 1348 artifactlist *al;
1281 1349
1282 if (has_been_inited) return; 1350 if (has_been_inited)
1351 return;
1352 else
1283 else has_been_inited = 1; 1353 has_been_inited = 1;
1284 1354
1285 sprintf(filename, "%s/artifacts", settings.datadir); 1355 sprintf (filename, "%s/artifacts", settings.datadir);
1286 LOG(llevDebug, "Reading artifacts from %s...",filename); 1356 object_thawer thawer (filename);
1287 if ((fp_ = open_and_uncompress(filename, 0, &comp)) == NULL) { 1357
1288 LOG(llevError, "Can't open %s.\n", filename); 1358 if (!thawer)
1289 return; 1359 return;
1290 }
1291 1360
1292 object_thawer fp (fp_);
1293
1294 while (fgets(buf, HUGE_BUF, fp)!=NULL) { 1361 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1295 if (*buf=='#') continue; 1362 {
1363 if (*buf == '#')
1364 continue;
1296 if((cp=strchr(buf,'\n'))!=NULL) 1365 if ((cp = strchr (buf, '\n')) != NULL)
1297 *cp='\0'; 1366 *cp = '\0';
1298 cp=buf; 1367 cp = buf;
1299 while(*cp==' ') /* Skip blanks */ 1368 while (*cp == ' ') /* Skip blanks */
1300 cp++; 1369 cp++;
1301 if (*cp=='\0') continue; 1370 if (*cp == '\0')
1302 1371 continue;
1372
1303 if (!strncmp(cp, "Allowed", 7)) { 1373 if (!strncmp (cp, "Allowed", 7))
1374 {
1304 if (art==NULL) { 1375 if (art == NULL)
1376 {
1305 art=get_empty_artifact(); 1377 art = get_empty_artifact ();
1306 nrofartifacts++; 1378 nrofartifacts++;
1307 }
1308 cp = strchr(cp,' ') + 1;
1309 if (!strcmp(cp,"all")) continue;
1310
1311 do {
1312 nrofallowedstr++;
1313 if ((next=strchr(cp, ','))!=NULL)
1314 *(next++) = '\0';
1315 tmp = (linked_char*) malloc(sizeof(linked_char));
1316 tmp->name = add_string(cp);
1317 tmp->next = art->allowed;
1318 art->allowed = tmp;
1319 } while ((cp=next)!=NULL);
1320 }
1321 else if (sscanf(cp, "chance %d", &value))
1322 art->chance = (uint16) value;
1323 else if (sscanf(cp, "difficulty %d", &value))
1324 art->difficulty = (uint8) value;
1325 else if (!strncmp(cp, "Object",6)) {
1326 art->item = (object *) calloc(1, sizeof(object));
1327 reset_object(art->item);
1328 if (!load_object(fp, art->item,LO_LINEMODE,0))
1329 LOG(llevError,"Init_Artifacts: Could not load object.\n");
1330 art->item->name = add_string((strchr(cp, ' ')+1));
1331 al=find_artifactlist(art->item->type);
1332 if (al==NULL) {
1333 al = get_empty_artifactlist();
1334 al->type = art->item->type;
1335 al->next = first_artifactlist;
1336 first_artifactlist = al;
1337 } 1379 }
1380 cp = strchr (cp, ' ') + 1;
1381 if (!strcmp (cp, "all"))
1382 continue;
1383
1384 do
1385 {
1386 nrofallowedstr++;
1387 if ((next = strchr (cp, ',')) != NULL)
1388 *(next++) = '\0';
1389 tmp = new linked_char;
1390
1391 tmp->name = cp;
1392 tmp->next = art->allowed;
1393 art->allowed = tmp;
1394 }
1395 while ((cp = next) != NULL);
1396 }
1397 else if (sscanf (cp, "chance %d", &value))
1398 art->chance = (uint16) value;
1399 else if (sscanf (cp, "difficulty %d", &value))
1400 art->difficulty = (uint8) value;
1401 else if (!strncmp (cp, "Object", 6))
1402 {
1403 art->item = object::create ();
1404
1405 if (!load_object (thawer, art->item, 0))
1406 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1407
1408 art->item->name = strchr (cp, ' ') + 1;
1409 al = find_artifactlist (art->item->type);
1410 if (al == NULL)
1411 {
1412 al = get_empty_artifactlist ();
1413 al->type = art->item->type;
1414 al->next = first_artifactlist;
1415 first_artifactlist = al;
1416 }
1338 art->next = al->items; 1417 art->next = al->items;
1339 al->items = art; 1418 al->items = art;
1340 art = NULL; 1419 art = NULL;
1341 } 1420 }
1342 else 1421 else
1343 LOG(llevError,"Unknown input in artifact file: %s\n", buf); 1422 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1344 } 1423 }
1345 1424
1346 close_and_delete(fp, comp);
1347
1348 for (al=first_artifactlist; al!=NULL; al=al->next) { 1425 for (al = first_artifactlist; al != NULL; al = al->next)
1426 {
1349 for (art=al->items; art!=NULL; art=art->next) { 1427 for (art = al->items; art != NULL; art = art->next)
1428 {
1350 if (!art->chance) 1429 if (!art->chance)
1351 LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); 1430 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1352 else 1431 else
1353 al->total_chance += art->chance; 1432 al->total_chance += art->chance;
1354 } 1433 }
1355#if 0 1434#if 0
1356 LOG(llevDebug,"Artifact list type %d has %d total chance\n", 1435 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1357 al->type, al->total_chance);
1358#endif 1436#endif
1359 } 1437 }
1360 1438
1361 LOG(llevDebug,"done.\n"); 1439 LOG (llevDebug, "done.\n");
1362} 1440}
1363 1441
1364 1442
1365/* 1443/*
1366 * Used in artifact generation. The bonuses of the first object 1444 * Used in artifact generation. The bonuses of the first object
1367 * is modified by the bonuses of the second object. 1445 * is modified by the bonuses of the second object.
1368 */ 1446 */
1369 1447
1448void
1370void add_abilities(object *op, object *change) { 1449add_abilities (object *op, object *change)
1450{
1371 int i,j, tmp; 1451 int i, tmp;
1372 1452
1373 if (change->face != blank_face) { 1453 if (change->face != blank_face)
1454 {
1374#ifdef TREASURE_VERBOSE 1455#ifdef TREASURE_VERBOSE
1375 LOG(llevDebug, "FACE: %d\n", change->face->number); 1456 LOG (llevDebug, "FACE: %d\n", change->face->number);
1376#endif 1457#endif
1377 op->face = change->face; 1458 op->face = change->face;
1378 } 1459 }
1460
1379 for (i = 0; i < NUM_STATS; i++) 1461 for (i = 0; i < NUM_STATS; i++)
1380 change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); 1462 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1381 1463
1382 op->attacktype |= change->attacktype; 1464 op->attacktype |= change->attacktype;
1383 op->path_attuned |= change->path_attuned; 1465 op->path_attuned |= change->path_attuned;
1384 op->path_repelled |= change->path_repelled; 1466 op->path_repelled |= change->path_repelled;
1385 op->path_denied |= change->path_denied; 1467 op->path_denied |= change->path_denied;
1386 op->move_type |= change->move_type; 1468 op->move_type |= change->move_type;
1387 op->stats.luck += change->stats.luck; 1469 op->stats.luck += change->stats.luck;
1388 1470
1389 if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); 1471 if (QUERY_FLAG (change, FLAG_CURSED))
1390 if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); 1472 SET_FLAG (op, FLAG_CURSED);
1473 if (QUERY_FLAG (change, FLAG_DAMNED))
1474 SET_FLAG (op, FLAG_DAMNED);
1391 if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) 1475 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1392 && op->magic > 0)
1393 set_abs_magic(op, -op->magic); 1476 set_abs_magic (op, -op->magic);
1394 1477
1395 if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1478 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1396 if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1479 SET_FLAG (op, FLAG_LIFESAVE);
1397 if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1480 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1398 if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1481 SET_FLAG (op, FLAG_REFL_SPELL);
1399 if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1482 if (QUERY_FLAG (change, FLAG_STEALTH))
1400 if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1483 SET_FLAG (op, FLAG_STEALTH);
1401 if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1484 if (QUERY_FLAG (change, FLAG_XRAYS))
1402 if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); 1485 SET_FLAG (op, FLAG_XRAYS);
1486 if (QUERY_FLAG (change, FLAG_BLIND))
1487 SET_FLAG (op, FLAG_BLIND);
1488 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1489 SET_FLAG (op, FLAG_SEE_IN_DARK);
1490 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1491 SET_FLAG (op, FLAG_REFL_MISSILE);
1492 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1493 SET_FLAG (op, FLAG_MAKE_INVIS);
1403 1494
1404 if (QUERY_FLAG(change,FLAG_STAND_STILL)) { 1495 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1496 {
1405 CLEAR_FLAG(op,FLAG_ANIMATE); 1497 CLEAR_FLAG (op, FLAG_ANIMATE);
1406 /* so artifacts will join */ 1498 /* so artifacts will join */
1407 if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; 1499 if (!QUERY_FLAG (op, FLAG_ALIVE))
1408 update_ob_speed(op); 1500 op->speed = 0.0;
1501
1502 op->set_speed (op->speed);
1409 } 1503 }
1410 if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; 1504
1505 if (change->nrof)
1506 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1507
1411 op->stats.exp += change->stats.exp; /* Speed modifier */ 1508 op->stats.exp += change->stats.exp; /* Speed modifier */
1412 op->stats.wc += change->stats.wc; 1509 op->stats.wc += change->stats.wc;
1413 op->stats.ac += change->stats.ac; 1510 op->stats.ac += change->stats.ac;
1414 1511
1415 if (change->other_arch) { 1512 if (change->other_arch)
1513 {
1416 /* Basically, for horns & potions, the other_arch field is the spell 1514 /* Basically, for horns & potions, the other_arch field is the spell
1417 * to cast. So convert that to into a spell and put it into 1515 * to cast. So convert that to into a spell and put it into
1418 * this object. 1516 * this object.
1419 */ 1517 */
1420 if (op->type == HORN || op->type == POTION) { 1518 if (op->type == HORN || op->type == POTION)
1519 {
1421 object *tmp_obj; 1520 object *tmp_obj;
1521
1422 /* Remove any spells this object currently has in it */ 1522 /* Remove any spells this object currently has in it */
1423 while (op->inv) { 1523 while (op->inv)
1424 tmp_obj = op->inv; 1524 op->inv->destroy ();
1425 remove_ob(tmp_obj); 1525
1426 free_object(tmp_obj); 1526 tmp_obj = arch_to_object (change->other_arch);
1527 insert_ob_in_ob (tmp_obj, op);
1528 }
1529 /* No harm setting this for potions/horns */
1530 op->other_arch = change->other_arch;
1531 }
1532
1533 if (change->stats.hp < 0)
1534 op->stats.hp = -change->stats.hp;
1535 else
1536 op->stats.hp += change->stats.hp;
1537
1538 if (change->stats.maxhp < 0)
1539 op->stats.maxhp = -change->stats.maxhp;
1540 else
1541 op->stats.maxhp += change->stats.maxhp;
1542
1543 if (change->stats.sp < 0)
1544 op->stats.sp = -change->stats.sp;
1545 else
1546 op->stats.sp += change->stats.sp;
1547
1548 if (change->stats.maxsp < 0)
1549 op->stats.maxsp = -change->stats.maxsp;
1550 else
1551 op->stats.maxsp += change->stats.maxsp;
1552
1553 if (change->stats.food < 0)
1554 op->stats.food = -(change->stats.food);
1555 else
1556 op->stats.food += change->stats.food;
1557
1558 if (change->level < 0)
1559 op->level = -(change->level);
1560 else
1561 op->level += change->level;
1562
1563 if (change->gen_sp_armour < 0)
1564 op->gen_sp_armour = -(change->gen_sp_armour);
1565 else
1566 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1567
1568 op->item_power = change->item_power;
1569
1570 for (i = 0; i < NROFATTACKS; i++)
1571 if (change->resist[i])
1572 op->resist[i] += change->resist[i];
1573
1574 if (change->stats.dam)
1575 {
1576 if (change->stats.dam < 0)
1577 op->stats.dam = (-change->stats.dam);
1578 else if (op->stats.dam)
1579 {
1580 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1581 if (tmp == op->stats.dam)
1582 {
1583 if (change->stats.dam < 10)
1584 op->stats.dam--;
1585 else
1586 op->stats.dam++;
1427 } 1587 }
1428 tmp_obj = arch_to_object(change->other_arch); 1588 else
1429 insert_ob_in_ob(tmp_obj, op); 1589 op->stats.dam = tmp;
1430 } 1590 }
1431 /* No harm setting this for potions/horns */ 1591 }
1432 op->other_arch = change->other_arch; 1592
1593 if (change->weight)
1433 } 1594 {
1434
1435 if (change->stats.hp < 0) 1595 if (change->weight < 0)
1436 op->stats.hp = -change->stats.hp; 1596 op->weight = (-change->weight);
1437 else 1597 else
1438 op->stats.hp += change->stats.hp; 1598 op->weight = (op->weight * (change->weight)) / 100;
1599 }
1600
1601 if (change->last_sp)
1602 {
1439 if (change->stats.maxhp < 0) 1603 if (change->last_sp < 0)
1440 op->stats.maxhp = -change->stats.maxhp; 1604 op->last_sp = (-change->last_sp);
1441 else 1605 else
1442 op->stats.maxhp += change->stats.maxhp; 1606 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1443 if (change->stats.sp < 0) 1607 }
1444 op->stats.sp = -change->stats.sp;
1445 else
1446 op->stats.sp += change->stats.sp;
1447 if (change->stats.maxsp < 0)
1448 op->stats.maxsp = -change->stats.maxsp;
1449 else
1450 op->stats.maxsp += change->stats.maxsp;
1451 if (change->stats.food < 0)
1452 op->stats.food = -(change->stats.food);
1453 else
1454 op->stats.food += change->stats.food;
1455 if (change->level < 0)
1456 op->level = -(change->level);
1457 else
1458 op->level += change->level;
1459 1608
1609 if (change->gen_sp_armour)
1610 {
1460 if (change->gen_sp_armour < 0) 1611 if (change->gen_sp_armour < 0)
1461 op->gen_sp_armour = -(change->gen_sp_armour); 1612 op->gen_sp_armour = (-change->gen_sp_armour);
1462 else
1463 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1464
1465 op->item_power = change->item_power;
1466
1467 for (i=0; i<NROFATTACKS; i++) {
1468 if (change->resist[i]) {
1469 op->resist[i] += change->resist[i];
1470 }
1471 }
1472 if (change->stats.dam) {
1473 if (change->stats.dam < 0)
1474 op->stats.dam = (-change->stats.dam);
1475 else if (op->stats.dam) {
1476 tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10);
1477 if (tmp == op->stats.dam) {
1478 if (change->stats.dam < 10)
1479 op->stats.dam--;
1480 else
1481 op->stats.dam++;
1482 }
1483 else
1484 op->stats.dam = tmp;
1485 }
1486 }
1487 if (change->weight) {
1488 if (change->weight < 0)
1489 op->weight = (-change->weight);
1490 else 1613 else
1491 op->weight = (op->weight * (change->weight)) / 100;
1492 }
1493 if (change->last_sp) {
1494 if (change->last_sp < 0)
1495 op->last_sp = (-change->last_sp);
1496 else
1497 op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100);
1498 }
1499 if (change->gen_sp_armour) {
1500 if (change->gen_sp_armour < 0)
1501 op->gen_sp_armour = (-change->gen_sp_armour);
1502 else
1503 op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) 1614 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1504 / (int)100);
1505 } 1615 }
1616
1506 op->value *= change->value; 1617 op->value *= change->value;
1507 1618
1619 if (change->material)
1508 if(change->material) op->material = change->material; 1620 op->material = change->material;
1509 1621
1510 if (change->materialname) { 1622 if (change->materialname)
1511 if (op->materialname)
1512 free_string(op->materialname);
1513 op->materialname = add_refcount(change->materialname); 1623 op->materialname = change->materialname;
1514 }
1515 1624
1516 if (change->slaying) { 1625 if (change->slaying)
1517 if (op->slaying)
1518 free_string(op->slaying);
1519 op->slaying = add_refcount(change->slaying); 1626 op->slaying = change->slaying;
1520 } 1627
1521 if (change->race) { 1628 if (change->race)
1522 if (op->race)
1523 free_string(op->race);
1524 op->race = add_refcount(change->race); 1629 op->race = change->race;
1525 } 1630
1526 if (change->msg) { 1631 if (change->msg)
1527 if (op->msg) 1632 op->msg = change->msg;
1528 free_string(op->msg);
1529 op->msg = add_refcount(change->msg);
1530 }
1531 /* GROS: Added support for event_... in artifact file */
1532 for(j=0;j<NR_EVENTS;j++) {
1533 event *evt;
1534 event *evt2;
1535 event *evtn;
1536 event *evtp;
1537
1538 evt = find_event(change,j);
1539 evt2= find_event(op,j);
1540
1541 if ((evt) && (evt->hook)) {
1542 if ((evt2)&&(evt2->hook)) {
1543 free_string(evt2->hook);
1544 free_string(evt2->plugin);
1545 free_string(evt2->options);
1546 evtp = NULL;
1547 evtn = evt2->next;
1548 if (evt2 == op->events) {
1549 free(evt2);
1550 op->events = evtn;
1551 }
1552 else {
1553 evtp = op->events;
1554 while (evtp->next != evt2)
1555 evtp = evtp->next;
1556 free(evt2);
1557 evtp->next = evtn;
1558 }
1559 }
1560 else if (evt2 == NULL) {
1561 if (op->events == NULL) {
1562 evt2 = (event *)malloc(sizeof(event));
1563 op->events = evt2;
1564 }
1565 else {
1566 evtp = op->events;
1567 while (evtp->next != NULL)
1568 evtp = evtp->next;
1569 evtp->next = (event *)malloc(sizeof(event));
1570 evt2 = evtp->next;
1571 }
1572 }
1573 evt2->next = NULL;
1574 evt2->hook = add_refcount(evt->hook);
1575 evt2->plugin = add_refcount(evt->plugin);
1576 evt2->type = j;
1577
1578 if (evt->options)
1579 evt2->options = add_refcount(evt->options);
1580 else
1581 evt2->options = NULL;
1582 }
1583 }
1584} 1633}
1585 1634
1635static int
1586static int legal_artifact_combination(object *op, artifact *art) { 1636legal_artifact_combination (object *op, artifact * art)
1637{
1587 int neg, success = 0; 1638 int neg, success = 0;
1588 linked_char *tmp; 1639 linked_char *tmp;
1589 const char *name; 1640 const char *name;
1590 1641
1591 if (art->allowed == (linked_char *) NULL) 1642 if (art->allowed == (linked_char *) NULL)
1592 return 1; /* Ie, "all" */ 1643 return 1; /* Ie, "all" */
1593 for (tmp = art->allowed; tmp; tmp = tmp->next) { 1644 for (tmp = art->allowed; tmp; tmp = tmp->next)
1645 {
1594#ifdef TREASURE_VERBOSE 1646#ifdef TREASURE_VERBOSE
1595 LOG(llevDebug, "legal_art: %s\n", tmp->name); 1647 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1596#endif 1648#endif
1597 if (*tmp->name == '!') 1649 if (*tmp->name == '!')
1598 name = tmp->name + 1, neg = 1; 1650 name = tmp->name + 1, neg = 1;
1599 else 1651 else
1600 name = tmp->name, neg = 0; 1652 name = tmp->name, neg = 0;
1601 1653
1602 /* If we match name, then return the opposite of 'neg' */ 1654 /* If we match name, then return the opposite of 'neg' */
1603 if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) 1655 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1604 return !neg; 1656 return !neg;
1605 1657
1606 /* Set success as true, since if the match was an inverse, it means 1658 /* Set success as true, since if the match was an inverse, it means
1607 * everything is allowed except what we match 1659 * everything is allowed except what we match
1608 */ 1660 */
1609 else if (neg) 1661 else if (neg)
1610 success = 1; 1662 success = 1;
1611 } 1663 }
1612 return success; 1664 return success;
1613} 1665}
1614 1666
1615/* 1667/*
1616 * Fixes the given object, giving it the abilities and titles 1668 * Fixes the given object, giving it the abilities and titles
1617 * it should have due to the second artifact-template. 1669 * it should have due to the second artifact-template.
1618 */ 1670 */
1619 1671
1672void
1620void give_artifact_abilities(object *op, object *artifct) { 1673give_artifact_abilities (object *op, object *artifct)
1674{
1621 char new_name[MAX_BUF]; 1675 char new_name[MAX_BUF];
1622 1676
1623 sprintf(new_name, "of %s", artifct->name); 1677 sprintf (new_name, "of %s", &artifct->name);
1624 if (op->title)
1625 free_string(op->title);
1626 op->title = add_string(new_name); 1678 op->title = new_name;
1627 add_abilities(op, artifct); /* Give out the bonuses */ 1679 add_abilities (op, artifct); /* Give out the bonuses */
1628 1680
1629#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1681#if 0 /* Bit verbose, but keep it here until next time I need it... */
1630 { 1682 {
1631 char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); 1683 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1684
1632 SET_FLAG(op, FLAG_IDENTIFIED); 1685 SET_FLAG (op, FLAG_IDENTIFIED);
1633 LOG(llevDebug, "Generated artifact %s %s [%s]\n", 1686 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1634 op->name, op->title, describe_item(op, NULL));
1635 if (!identified) 1687 if (!identified)
1636 CLEAR_FLAG(op, FLAG_IDENTIFIED); 1688 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1637 } 1689 }
1638#endif 1690#endif
1639 return; 1691 return;
1640} 1692}
1641 1693
1648 */ 1700 */
1649 1701
1650/* Give 1 re-roll attempt per artifact */ 1702/* Give 1 re-roll attempt per artifact */
1651#define ARTIFACT_TRIES 2 1703#define ARTIFACT_TRIES 2
1652 1704
1705void
1653void generate_artifact(object *op, int difficulty) { 1706generate_artifact (object *op, int difficulty)
1707{
1654 artifactlist *al; 1708 artifactlist *al;
1655 artifact *art; 1709 artifact *art;
1656 int i; 1710 int i;
1657 1711
1658 al = find_artifactlist(op->type); 1712 al = find_artifactlist (op->type);
1659 1713
1660 if (al==NULL) { 1714 if (al == NULL)
1715 {
1661#if 0 /* This is too verbose, usually */ 1716#if 0 /* This is too verbose, usually */
1662 LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1717 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1663#endif
1664 return;
1665 }
1666
1667 for (i = 0; i < ARTIFACT_TRIES; i++) {
1668 int roll = RANDOM()% al->total_chance;
1669
1670 for (art=al->items; art!=NULL; art=art->next) {
1671 roll -= art->chance;
1672 if (roll<0) break;
1673 }
1674
1675 if (art == NULL || roll>=0) {
1676#if 1
1677 LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n",
1678 op->type);
1679#endif 1718#endif
1680 return; 1719 return;
1681 } 1720 }
1721
1722 for (i = 0; i < ARTIFACT_TRIES; i++)
1723 {
1724 int roll = RANDOM () % al->total_chance;
1725
1726 for (art = al->items; art != NULL; art = art->next)
1727 {
1728 roll -= art->chance;
1729 if (roll < 0)
1730 break;
1731 }
1732
1733 if (art == NULL || roll >= 0)
1734 {
1735#if 1
1736 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1737#endif
1738 return;
1739 }
1682 if (!strcmp(art->item->name,"NONE")) 1740 if (!strcmp (art->item->name, "NONE"))
1683 return; 1741 return;
1684 if (FABS(op->magic) < art->item->magic) 1742 if (FABS (op->magic) < art->item->magic)
1685 continue; /* Not magic enough to be this item */ 1743 continue; /* Not magic enough to be this item */
1686 1744
1687 /* Map difficulty not high enough */ 1745 /* Map difficulty not high enough */
1688 if (difficulty<art->difficulty) 1746 if (difficulty < art->difficulty)
1689 continue; 1747 continue;
1690 1748
1691 if (!legal_artifact_combination(op, art)) { 1749 if (!legal_artifact_combination (op, art))
1750 {
1692#ifdef TREASURE_VERBOSE 1751#ifdef TREASURE_VERBOSE
1693 LOG(llevDebug, "%s of %s was not a legal combination.\n", 1752 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1694 op->name, art->item->name);
1695#endif 1753#endif
1696 continue; 1754 continue;
1697 } 1755 }
1698 give_artifact_abilities(op, art->item); 1756 give_artifact_abilities (op, art->item);
1699 return; 1757 return;
1700 } 1758 }
1701} 1759}
1702 1760
1703/* fix_flesh_item() - objects of type FLESH are similar to type 1761/* fix_flesh_item() - objects of type FLESH are similar to type
1704 * FOOD, except they inherit properties (name, food value, etc). 1762 * FOOD, except they inherit properties (name, food value, etc).
1705 * based on the original owner (or 'donor' if you like). -b.t. 1763 * based on the original owner (or 'donor' if you like). -b.t.
1706 */ 1764 */
1707 1765
1766void
1708void fix_flesh_item(object *item, object *donor) { 1767fix_flesh_item (object *item, object *donor)
1768{
1709 char tmpbuf[MAX_BUF]; 1769 char tmpbuf[MAX_BUF];
1710 int i; 1770 int i;
1711 1771
1712 if(item->type==FLESH && donor) { 1772 if (item->type == FLESH && donor)
1773 {
1713 /* change the name */ 1774 /* change the name */
1714 sprintf(tmpbuf,"%s's %s",donor->name,item->name); 1775 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1715 FREE_AND_COPY(item->name, tmpbuf); 1776 item->name = tmpbuf;
1716 sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); 1777 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1717 FREE_AND_COPY(item->name_pl, tmpbuf); 1778 item->name_pl = tmpbuf;
1718 1779
1719 /* weight is FLESH weight/100 * donor */ 1780 /* weight is FLESH weight/100 * donor */
1720 if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) 1781 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1721 item->weight=1; 1782 item->weight = 1;
1722 1783
1723 /* value is multiplied by level of donor */ 1784 /* value is multiplied by level of donor */
1724 item->value *= isqrt(donor->level*2); 1785 item->value *= isqrt (donor->level * 2);
1725 1786
1726 /* food value */ 1787 /* food value */
1727 item->stats.food += (donor->stats.hp/100) + donor->stats.Con; 1788 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1728 1789
1729 /* flesh items inherit some abilities of donor, but not 1790 /* flesh items inherit some abilities of donor, but not
1730 * full effect. 1791 * full effect.
1731 */ 1792 */
1732 for (i=0; i<NROFATTACKS; i++) 1793 for (i = 0; i < NROFATTACKS; i++)
1733 item->resist[i] = donor->resist[i]/2; 1794 item->resist[i] = donor->resist[i] / 2;
1734 1795
1735 /* item inherits donor's level (important for quezals) */ 1796 /* item inherits donor's level (important for quezals) */
1736 item->level = donor->level; 1797 item->level = donor->level;
1737 1798
1738 /* if donor has some attacktypes, the flesh is poisonous */ 1799 /* if donor has some attacktypes, the flesh is poisonous */
1739 if(donor->attacktype&AT_POISON) 1800 if (donor->attacktype & AT_POISON)
1740 item->type=POISON; 1801 item->type = POISON;
1741 if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; 1802 if (donor->attacktype & AT_ACID)
1803 item->stats.hp = -1 * item->stats.food;
1742 SET_FLAG(item,FLAG_NO_STEAL); 1804 SET_FLAG (item, FLAG_NO_STEAL);
1743 } 1805 }
1744} 1806}
1745 1807
1746/* special_potion() - so that old potion code is still done right. */ 1808/* special_potion() - so that old potion code is still done right. */
1747 1809
1810int
1748int special_potion (object *op) { 1811special_potion (object *op)
1812{
1749 1813
1750 int i; 1814 int i;
1751 1815
1752 if(op->attacktype) return 1; 1816 if (op->attacktype)
1753
1754 if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow
1755 || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1;
1756
1757 for (i=0; i<NROFATTACKS; i++)
1758 if (op->resist[i]) return 1;
1759
1760 return 0; 1817 return 1;
1761}
1762 1818
1819 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1820 return 1;
1821
1822 for (i = 0; i < NROFATTACKS; i++)
1823 if (op->resist[i])
1824 return 1;
1825
1826 return 0;
1827}
1828
1829void
1763void free_treasurestruct(treasure *t) 1830free_treasurestruct (treasure *t)
1764{ 1831{
1832 if (t->next)
1765 if (t->next) free_treasurestruct(t->next); 1833 free_treasurestruct (t->next);
1834 if (t->next_yes)
1766 if (t->next_yes) free_treasurestruct(t->next_yes); 1835 free_treasurestruct (t->next_yes);
1836 if (t->next_no)
1767 if (t->next_no) free_treasurestruct(t->next_no); 1837 free_treasurestruct (t->next_no);
1768 free(t);
1769}
1770 1838
1839 delete t;
1840}
1841
1842void
1771void free_charlinks(linked_char *lc) 1843free_charlinks (linked_char *lc)
1772{ 1844{
1845 if (lc->next)
1773 if (lc->next) free_charlinks(lc->next); 1846 free_charlinks (lc->next);
1774 free(lc);
1775}
1776 1847
1848 delete lc;
1849}
1850
1851void
1777void free_artifact(artifact *at) 1852free_artifact (artifact * at)
1778{ 1853{
1779 1854 if (at->next)
1780 if (at->next) free_artifact(at->next); 1855 free_artifact (at->next);
1856
1857 if (at->allowed)
1781 if (at->allowed) free_charlinks(at->allowed); 1858 free_charlinks (at->allowed);
1782 if (at->item) {
1783 if (at->item->name) free_string(at->item->name);
1784 if (at->item->name_pl) free_string(at->item->name_pl);
1785 if (at->item->msg) free_string(at->item->msg);
1786 if (at->item->title) free_string(at->item->title);
1787 free(at->item);
1788 }
1789 free(at);
1790}
1791 1859
1860 at->item->destroy (1);
1861
1862 delete at;
1863}
1864
1865void
1792void free_artifactlist(artifactlist *al) 1866free_artifactlist (artifactlist * al)
1793{ 1867{
1794 artifactlist *nextal; 1868 artifactlist *nextal;
1869
1795 for (al=first_artifactlist; al!=NULL; al=nextal) { 1870 for (al = first_artifactlist; al; al = nextal)
1871 {
1796 nextal=al->next; 1872 nextal = al->next;
1873
1797 if (al->items) { 1874 if (al->items)
1798 free_artifact(al->items); 1875 free_artifact (al->items);
1799 } 1876
1800 free(al); 1877 free (al);
1801 } 1878 }
1802} 1879}
1803 1880
1881void
1804void free_all_treasures(void) { 1882free_all_treasures (void)
1883{
1805treasurelist *tl, *next; 1884 treasurelist *tl, *next;
1806 1885
1807 1886
1808 for (tl=first_treasurelist; tl!=NULL; tl=next) { 1887 for (tl = first_treasurelist; tl != NULL; tl = next)
1888 {
1809 next=tl->next; 1889 next = tl->next;
1810 if (tl->name) free_string(tl->name); 1890 if (tl->items)
1811 if (tl->items) free_treasurestruct(tl->items); 1891 free_treasurestruct (tl->items);
1812 free(tl); 1892 delete tl;
1813 } 1893 }
1814 free_artifactlist(first_artifactlist); 1894 free_artifactlist (first_artifactlist);
1815} 1895}

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