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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.9 by elmex, Sun Sep 3 14:33:48 2006 UTC vs.
Revision 1.45 by root, Mon Apr 16 15:41:26 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.9 2006/09/03 14:33:48 elmex Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29
30#define ALLOWED_COMBINATION
31 24
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
35 * left on 28 * left on
36 */ 29 */
37#define TREASURE_DEBUG 30#define TREASURE_DEBUG
38 31
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
33
40/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
41 35
42#include <global.h> 36#include <global.h>
43#include <treasure.h> 37#include <treasure.h>
44#include <funcpoint.h> 38#include <funcpoint.h>
45#include <loader.h> 39#include <loader.h>
46 40
47
48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 41extern char *spell_mapping[];
50 42
43static treasurelist *first_treasurelist;
44
45static void change_treasure (treasure *t, object *op); /* overrule default values */
46
47typedef std::tr1::unordered_map<
48 const char *,
49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
55
56static tl_map_t tl_map;
57
51/* 58/*
52 * Initialize global archtype pointers: 59 * Initialize global archtype pointers:
53 */ 60 */
54
55void 61void
56init_archetype_pointers () 62init_archetype_pointers ()
57{ 63{
58 int prev_warn = warn_archetypes; 64 int prev_warn = warn_archetypes;
65
59 warn_archetypes = 1; 66 warn_archetypes = 1;
67
60 if (ring_arch == NULL) 68 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring"); 69 ring_arch = archetype::find ("ring");
62 if (amulet_arch == NULL) 70 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet"); 71 amulet_arch = archetype::find ("amulet");
64 if (staff_arch == NULL) 72 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff"); 73 staff_arch = archetype::find ("staff");
66 if (crown_arch == NULL) 74 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown"); 75 crown_arch = archetype::find ("crown");
76
68 warn_archetypes = prev_warn; 77 warn_archetypes = prev_warn;
69} 78}
70 79
71/* 80/*
72 * Allocate and return the pointer to an empty treasurelist structure. 81 * Searches for the given treasurelist
73 */ 82 */
74
75static treasurelist * 83treasurelist *
76get_empty_treasurelist (void) 84treasurelist::find (const char *name)
77{ 85{
86 if (!name)
87 return 0;
88
89 auto (i, tl_map.find (name));
90
91 if (i == tl_map.end ())
92 return 0;
93
94 return i->second;
95}
96
97/*
98 * Searches for the given treasurelist in the globally linked list
99 * of treasurelists which has been built by load_treasures().
100 */
101treasurelist *
102treasurelist::get (const char *name)
103{
104 treasurelist *tl = find (name);
105
106 if (!tl)
107 {
78 return new treasurelist; 108 tl = new treasurelist;
79}
80 109
81/* 110 tl->name = name;
82 * Allocate and return the pointer to an empty treasure structure. 111 tl->next = first_treasurelist;
83 */ 112 first_treasurelist = tl;
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89 113
90 t->chance = 100; 114 tl_map.insert (std::make_pair (tl->name, tl));
115 }
91 116
92 return t; 117 return tl;
118}
119
120//TODO: class method
121void
122clear (treasurelist *tl)
123{
124 if (tl->items)
125 {
126 free_treasurestruct (tl->items);
127 tl->items = 0;
128 }
129
130 tl->total_chance = 0;
93} 131}
94 132
95/* 133/*
96 * Reads the lib/treasure file from disk, and parses the contents 134 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists) 135 * into an internal treasure structure (very linked lists)
98 */ 136 */
99
100static treasure * 137static treasure *
101load_treasure (FILE * fp, int *line) 138load_treasure (object_thawer &f)
102{ 139{
103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure (); 140 treasure *t = new treasure;
105 int value; 141 int value;
106 142
107 nroftreasures++; 143 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
110 (*line)++;
111 144
112 if (*buf == '#') 145 for (;;)
113 continue;
114 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0';
116 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */
118 cp++;
119
120 if (sscanf (cp, "arch %s", variable))
121 {
122 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 else if (sscanf (cp, "list %s", variable))
126 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end"))
144 return t;
145 else if (!strcmp (cp, "more"))
146 {
147 t->next = load_treasure (fp, line);
148 return t;
149 }
150 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 146 {
153 LOG (llevError, "treasure lacks 'end'.\n"); 147 coroapi::cede_every (10);
154 return t; 148
149 f.next ();
150
151 switch (f.kw)
152 {
153 case KW_arch:
154 if (!(t->item = archetype::find (f.get_str ())))
155 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = load_treasure (f); break;
167 case KW_no: t->next_no = load_treasure (f); break;
168
169 case KW_end:
170 return t;
171
172 case KW_more:
173 t->next = load_treasure (f);
174 return t;
175
176 default:
177 if (!f.parse_error ("treasure list"))
178 return t; // error
179
180 return t;
181 }
182 }
155} 183}
156 184
157#ifdef TREASURE_DEBUG 185#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 186/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 187 * so that the treasure name can be printed out
160 */ 188 */
161static void 189static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 190check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 191{
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 192 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 193 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */ 194
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 195 if (t->next)
172 check_treasurelist (t->next, tl); 196 check_treasurelist (t->next, tl);
197
173 if (t->next_yes) 198 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 199 check_treasurelist (t->next_yes, tl);
200
175 if (t->next_no) 201 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 202 check_treasurelist (t->next_no, tl);
177} 203}
178#endif 204#endif
179 205
180/* 206/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 207 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
182 * Each treasure is parsed with the help of load_treasure(). 208 * Each treasure is parsed with the help of load_treasure().
183 */ 209 */
184 210bool
185void 211load_treasure_file (const char *filename)
186load_treasures (void)
187{ 212{
188 FILE *fp;
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t; 213 treasure *t;
192 int comp, line = 0; 214 int comp, line = 0;
193 215
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 216 object_thawer f (filename);
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 217
218 if (!f)
196 { 219 {
197 LOG (llevError, "Can't open treasure file.\n"); 220 LOG (llevError, "Can't open treasure file.\n");
198 return; 221 return false;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 { 222 }
202 line++;
203 if (*buf == '#')
204 continue;
205 223
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 224 f.next ();
207 { 225
208 treasurelist *tl = get_empty_treasurelist (); 226 for (;;)
209 tl->name = name; 227 {
210 if (previous == NULL) 228 switch (f.kw)
211 first_treasurelist = tl; 229 {
212 else 230 case KW_treasure:
213 previous->next = tl; 231 case KW_treasureone:
214 previous = tl; 232 {
233 bool one = f.kw == KW_treasureone;
234 treasurelist *tl = treasurelist::get (f.get_str ());
235
236 clear (tl);
215 tl->items = load_treasure (fp, &line); 237 tl->items = load_treasure (f);
216 238
239 if (!tl->items)
240 return false;
241
217 /* This is a one of the many items on the list should be generated. 242 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no 243 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 244 * fields of the treasures are not being used.
220 */ 245 */
221 if (!strncmp (buf, "treasureone", 11)) 246 if (one)
222 { 247 {
223 for (t = tl->items; t != NULL; t = t->next) 248 for (t = tl->items; t; t = t->next)
224 { 249 {
225#ifdef TREASURE_DEBUG 250#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no) 251 if (t->next_yes || t->next_no)
227 { 252 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 253 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n"); 254 LOG (llevError, " the next_yes or next_no field is set\n");
230 } 255 }
231#endif 256#endif
232 tl->total_chance += t->chance; 257 tl->total_chance += t->chance;
233 } 258 }
234 } 259 }
235 } 260 }
236 else 261 break;
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 }
239 close_and_delete (fp, comp);
240 262
263 case KW_EOF:
241#ifdef TREASURE_DEBUG 264#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is. 265 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed 266 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name 267 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element. 268 * or archetype is set for each treasure element.
246 */ 269 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 270 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
248 check_treasurelist (previous->items, previous); 271 check_treasurelist (tl->items, tl);
249#endif 272#endif
250}
251
252/*
253 * Searches for the given treasurelist in the globally linked list
254 * of treasurelists which has been built by load_treasures().
255 */
256
257treasurelist *
258find_treasurelist (const char *name)
259{
260 const char *tmp = shstr::find (name);
261 treasurelist *tl;
262
263 /* Special cases - randomitems of none is to override default. If
264 * first_treasurelist is null, it means we are on the first pass of
265 * of loading archetyps, so for now, just return - second pass will
266 * init these values.
267 */
268 if (!name || !*name)
269 return NULL;
270
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next)
273 {
274 if (tmp == tl->name)
275 return tl; 273 return true;
274
275 default:
276 if (!f.parse_error ("treasure lists"))
277 return false;
278
279 break;
276 } 280 }
277 281
278 if (first_treasurelist) 282 f.next ();
279 LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp); 283 }
280
281 return NULL;
282} 284}
283
284 285
285/* 286/*
286 * Generates the objects specified by the given treasure. 287 * Generates the objects specified by the given treasure.
287 * It goes recursively through the rest of the linked list. 288 * It goes recursively through the rest of the linked list.
288 * If there is a certain percental chance for a treasure to be generated, 289 * If there is a certain percental chance for a treasure to be generated,
291 * being generated. 292 * being generated.
292 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 293 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
293 * abilities. This is used by summon spells, thus no summoned monsters 294 * abilities. This is used by summon spells, thus no summoned monsters
294 * start with equipment, but only their abilities). 295 * start with equipment, but only their abilities).
295 */ 296 */
296
297
298static void 297static void
299put_treasure (object * op, object * creator, int flags) 298put_treasure (object *op, object *creator, int flags)
300{ 299{
301 object *tmp; 300 object *tmp;
302 301
303 /* Bit of a hack - spells should never be put onto the map. The entire 302 /* Bit of a hack - spells should never be put onto the map. The entire
304 * treasure stuff is a problem - there is no clear idea of knowing 303 * treasure stuff is a problem - there is no clear idea of knowing
305 * this is the original object, or if this is an object that should be created 304 * this is the original object, or if this is an object that should be created
306 * by another object. 305 * by another object.
307 */ 306 */
308 if (flags & GT_ENVIRONMENT && op->type != SPELL) 307 if (flags & GT_ENVIRONMENT && op->type != SPELL)
309 { 308 {
310 op->x = creator->x;
311 op->y = creator->y;
312 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 309 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
313 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 310 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
314 } 311 }
315 else 312 else
316 { 313 {
317 op = insert_ob_in_ob (op, creator); 314 op = creator->insert (op);
315
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 316 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319 monster_check_apply (creator, op); 317 monster_check_apply (creator, op);
318
320 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 319 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
321 esrv_send_item (tmp, op); 320 esrv_send_item (tmp, op);
322 } 321 }
323} 322}
324 323
325/* if there are change_xxx commands in the treasure, we include the changes 324/* if there are change_xxx commands in the treasure, we include the changes
326 * in the generated object 325 * in the generated object
327 */ 326 */
328static void 327static void
329change_treasure (treasure * t, object * op) 328change_treasure (treasure *t, object *op)
330{ 329{
331 /* CMD: change_name xxxx */ 330 /* CMD: change_name xxxx */
332 if (t->change_arch.name) 331 if (t->change_arch.name)
333 { 332 {
334 op->name = t->change_arch.name; 333 op->name = t->change_arch.name;
340 339
341 if (t->change_arch.slaying) 340 if (t->change_arch.slaying)
342 op->slaying = t->change_arch.slaying; 341 op->slaying = t->change_arch.slaying;
343} 342}
344 343
345void 344static void
346create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 345create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
347{ 346{
348 object *tmp;
349
350
351 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 347 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
352 { 348 {
353 if (t->name) 349 if (t->name)
354 { 350 {
355 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 351 if (difficulty >= t->magic)
356 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 352 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries);
357 } 353 }
358 else 354 else
359 { 355 {
360 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 356 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
361 { 357 {
362 tmp = arch_to_object (t->item); 358 object *tmp = arch_to_object (t->item);
359
363 if (t->nrof && tmp->nrof <= 1) 360 if (t->nrof && tmp->nrof <= 1)
364 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 361 tmp->nrof = rndm (t->nrof) + 1;
362
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 363 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 364 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 365 put_treasure (tmp, op, flag);
368 } 366 }
369 } 367 }
368
370 if (t->next_yes != NULL) 369 if (t->next_yes)
371 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 370 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
372 } 371 }
373 else if (t->next_no != NULL) 372 else if (t->next_no)
374 create_all_treasures (t->next_no, op, flag, difficulty, tries); 373 create_all_treasures (t->next_no, op, flag, difficulty, tries);
374
375 if (t->next != NULL) 375 if (t->next)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 376 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 377}
378 378
379void 379static void
380create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 380create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
381{ 381{
382 int value = RANDOM () % tl->total_chance; 382 int value = rndm (tl->total_chance);
383 treasure *t; 383 treasure *t;
384 384
385 if (tries++ > 100) 385 if (tries++ > 100)
386 { 386 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return; 388 return;
389 } 389 }
390
390 for (t = tl->items; t != NULL; t = t->next) 391 for (t = tl->items; t; t = t->next)
391 { 392 {
392 value -= t->chance; 393 value -= t->chance;
394
393 if (value < 0) 395 if (value < 0)
394 break; 396 break;
395 } 397 }
396 398
397 if (!t || value >= 0) 399 if (!t || value >= 0)
398 {
399 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 400 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
400 abort (); 401
401 return;
402 }
403 if (t->name) 402 if (t->name)
404 { 403 {
405 if (!strcmp (t->name, "NONE"))
406 return;
407 if (difficulty >= t->magic) 404 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 405 {
406 treasurelist *tl = treasurelist::find (t->name);
407 if (tl)
408 create_treasure (tl, op, flag, difficulty, tries);
409 }
409 else if (t->nrof) 410 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
411 return;
412 } 412 }
413 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 413 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
414 { 414 {
415 object *tmp = arch_to_object (t->item); 415 if (object *tmp = arch_to_object (t->item))
416 if (!tmp) 416 {
417 return;
418 if (t->nrof && tmp->nrof <= 1) 417 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 418 tmp->nrof = rndm (t->nrof) + 1;
419
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 420 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 421 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 422 put_treasure (tmp, op, flag);
423 }
423 } 424 }
424} 425}
425 426
426/* This calls the appropriate treasure creation function. tries is passed 427/* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure 428 * to determine how many list transitions or attempts to create treasure
429 * list transitions, or so that excessively good treasure will not be 430 * list transitions, or so that excessively good treasure will not be
430 * created on weak maps, because it will exceed the number of allowed tries 431 * created on weak maps, because it will exceed the number of allowed tries
431 * to do that. 432 * to do that.
432 */ 433 */
433void 434void
434create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
435{ 436{
437 // empty treasurelists are legal
438 if (!tl->items)
439 return;
436 440
437 if (tries++ > 100) 441 if (tries++ > 100)
438 { 442 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 443 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
440 return; 444 return;
441 } 445 }
446
442 if (t->total_chance) 447 if (tl->total_chance)
443 create_one_treasure (t, op, flag, difficulty, tries); 448 create_one_treasure (tl, op, flag, difficulty, tries);
444 else 449 else
445 create_all_treasures (t->items, op, flag, difficulty, tries); 450 create_all_treasures (tl->items, op, flag, difficulty, tries);
446} 451}
447 452
448/* This is similar to the old generate treasure function. However, 453/* This is similar to the old generate treasure function. However,
449 * 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
450 * create_treasure. We create a dummy object that the treasure gets 455 * create_treasure. We create a dummy object that the treasure gets
451 * inserted into, and then return that treausre 456 * inserted into, and then return that treausre
452 */ 457 */
453object * 458object *
454generate_treasure (treasurelist * t, int difficulty) 459generate_treasure (treasurelist *tl, int difficulty)
455{ 460{
461 difficulty = clamp (difficulty, 1, settings.max_level);
462
456 object *ob = get_object (), *tmp; 463 object *ob = object::create (), *tmp;
457 464
458 create_treasure (t, ob, 0, difficulty, 0); 465 create_treasure (tl, ob, 0, difficulty, 0);
459 466
460 /* 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 */
461 tmp = ob->inv; 468 tmp = ob->inv;
462 if (tmp != NULL) 469 if (tmp != NULL)
463 remove_ob (tmp); 470 tmp->remove ();
471
464 if (ob->inv) 472 if (ob->inv)
465 {
466 LOG (llevError, "In generate treasure, created multiple objects.\n"); 473 LOG (llevError, "In generate treasure, created multiple objects.\n");
467 } 474
468 free_object (ob); 475 ob->destroy ();
469 return tmp; 476 return tmp;
470} 477}
471 478
472/* 479/*
473 * 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
475 * 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
476 * magical bonus "wanted". 483 * magical bonus "wanted".
477 */ 484 */
478 485
479static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 486static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
487
480/*chance of magic difficulty*/ 488// chance of magic difficulty
481/* +0 +1 +2 +3 +4 */ 489// +0 +1 +2 +3 +4
482 {95, 2, 2, 1, 0}, /*1 */ 490 {95, 2, 2, 1, 0}, // 1
483 {92, 5, 2, 1, 0}, /*2 */ 491 {92, 5, 2, 1, 0}, // 2
484 {85, 10, 4, 1, 0}, /*3 */ 492 {85, 10, 4, 1, 0}, // 3
485 {80, 14, 4, 2, 0}, /*4 */ 493 {80, 14, 4, 2, 0}, // 4
486 {75, 17, 5, 2, 1}, /*5 */ 494 {75, 17, 5, 2, 1}, // 5
487 {70, 18, 8, 3, 1}, /*6 */ 495 {70, 18, 8, 3, 1}, // 6
488 {65, 21, 10, 3, 1}, /*7 */ 496 {65, 21, 10, 3, 1}, // 7
489 {60, 22, 12, 4, 2}, /*8 */ 497 {60, 22, 12, 4, 2}, // 8
490 {55, 25, 14, 4, 2}, /*9 */ 498 {55, 25, 14, 4, 2}, // 9
491 {50, 27, 16, 5, 2}, /*10 */ 499 {50, 27, 16, 5, 2}, // 10
492 {45, 28, 18, 6, 3}, /*11 */ 500 {45, 28, 18, 6, 3}, // 11
493 {42, 28, 20, 7, 3}, /*12 */ 501 {42, 28, 20, 7, 3}, // 12
494 {40, 27, 21, 8, 4}, /*13 */ 502 {40, 27, 21, 8, 4}, // 13
495 {38, 25, 22, 10, 5}, /*14 */ 503 {38, 25, 22, 10, 5}, // 14
496 {36, 23, 23, 12, 6}, /*15 */ 504 {36, 23, 23, 12, 6}, // 15
497 {33, 21, 24, 14, 8}, /*16 */ 505 {33, 21, 24, 14, 8}, // 16
498 {31, 19, 25, 16, 9}, /*17 */ 506 {31, 19, 25, 16, 9}, // 17
499 {27, 15, 30, 18, 10}, /*18 */ 507 {27, 15, 30, 18, 10}, // 18
500 {20, 12, 30, 25, 13}, /*19 */ 508 {20, 12, 30, 25, 13}, // 19
501 {15, 10, 28, 30, 17}, /*20 */ 509 {15, 10, 28, 30, 17}, // 20
502 {13, 9, 27, 28, 23}, /*21 */ 510 {13, 9, 27, 28, 23}, // 21
503 {10, 8, 25, 28, 29}, /*22 */ 511 {10, 8, 25, 28, 29}, // 22
504 {8, 7, 23, 26, 36}, /*23 */ 512 { 8, 7, 23, 26, 36}, // 23
505 {6, 6, 20, 22, 46}, /*24 */ 513 { 6, 6, 20, 22, 46}, // 24
506 {4, 5, 17, 18, 56}, /*25 */ 514 { 4, 5, 17, 18, 56}, // 25
507 {2, 4, 12, 14, 68}, /*26 */ 515 { 2, 4, 12, 14, 68}, // 26
508 {0, 3, 7, 10, 80}, /*27 */ 516 { 0, 3, 7, 10, 80}, // 27
509 {0, 0, 3, 7, 90}, /*28 */ 517 { 0, 0, 3, 7, 90}, // 28
510 {0, 0, 0, 3, 97}, /*29 */ 518 { 0, 0, 0, 3, 97}, // 29
511 {0, 0, 0, 0, 100}, /*30 */ 519 { 0, 0, 0, 0, 100}, // 30
512 {0, 0, 0, 0, 100}, /*31 */ 520 { 0, 0, 0, 0, 100}, // 31
513}; 521};
514 522
515 523
516/* calculate the appropriate level for wands staves and scrolls. 524/* calculate the appropriate level for wands staves and scrolls.
517 * This code presumes that op has had its spell object created (in op->inv) 525 * This code presumes that op has had its spell object created (in op->inv)
519 * elmex Wed Aug 9 17:44:59 CEST 2006: 527 * elmex Wed Aug 9 17:44:59 CEST 2006:
520 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 528 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
521 */ 529 */
522 530
523int 531int
524level_for_item (const object * op, int difficulty) 532level_for_item (const object *op, int difficulty)
525{ 533{
526 int mult = 0, olevel = 0; 534 int olevel = 0;
527 535
528 if (!op->inv) 536 if (!op->inv)
529 { 537 {
530 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 538 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
531 return 0; 539 return 0;
550 * elmex Thu Aug 10 18:45:44 CEST 2006: 558 * elmex Thu Aug 10 18:45:44 CEST 2006:
551 * Scaling difficulty by max_level, as difficulty is a level and not some 559 * Scaling difficulty by max_level, as difficulty is a level and not some
552 * weird integer between 1-31. 560 * weird integer between 1-31.
553 * 561 *
554 */ 562 */
555
556int 563int
557magic_from_difficulty (int difficulty) 564magic_from_difficulty (int difficulty)
558{ 565{
559 int percent = 0, magic = 0; 566 int percent = 0, magic = 0;
560 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 567 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
565 scaled_diff = 0; 572 scaled_diff = 0;
566 573
567 if (scaled_diff >= DIFFLEVELS) 574 if (scaled_diff >= DIFFLEVELS)
568 scaled_diff = DIFFLEVELS - 1; 575 scaled_diff = DIFFLEVELS - 1;
569 576
570 percent = RANDOM () % 100; 577 percent = rndm (100);
571 578
572 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 579 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
573 { 580 {
574 percent -= difftomagic_list[scaled_diff][magic]; 581 percent -= difftomagic_list[scaled_diff][magic];
575 582
576 if (percent < 0) 583 if (percent < 0)
577 break; 584 break;
578 } 585 }
579 586
580 if (magic == (MAXMAGIC + 1)) 587 if (magic == (MAXMAGIC + 1))
581 { 588 {
582 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 589 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
583 magic = 0; 590 magic = 0;
584 } 591 }
585 592
586 magic = (RANDOM () % 3) ? magic : -magic; 593 magic = (rndm (3)) ? magic : -magic;
587 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 594 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
588 595
589 return magic; 596 return magic;
590} 597}
591 598
595 * This function doesn't work properly, should add use of archetypes 602 * This function doesn't work properly, should add use of archetypes
596 * to make it truly absolute. 603 * to make it truly absolute.
597 */ 604 */
598 605
599void 606void
600set_abs_magic (object * op, int magic) 607set_abs_magic (object *op, int magic)
601{ 608{
602 if (!magic) 609 if (!magic)
603 return; 610 return;
604 611
605 op->magic = magic; 612 op->magic = magic;
606 if (op->arch) 613 if (op->arch)
607 { 614 {
608 if (op->type == ARMOUR) 615 if (op->type == ARMOUR)
609 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
610 617
611 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 618 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
612 magic = (-magic); 619 magic = (-magic);
613 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
614 } 621 }
615 else 622 else
616 { 623 {
617 if (op->type == ARMOUR) 624 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
619 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 626 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
620 magic = (-magic); 627 magic = (-magic);
621 op->weight = (op->weight * (100 - magic * 10)) / 100; 628 op->weight = (op->weight * (100 - magic * 10)) / 100;
622 } 629 }
623} 630}
624 631
625/* 632/*
626 * Sets a random magical bonus in the given object based upon 633 * Sets a random magical bonus in the given object based upon
627 * the given difficulty, and the given max possible bonus. 634 * the given difficulty, and the given max possible bonus.
628 */ 635 */
629 636
630static void 637static void
631set_magic (int difficulty, object * op, int max_magic, int flags) 638set_magic (int difficulty, object *op, int max_magic, int flags)
632{ 639{
633 int i; 640 int i;
641
634 i = magic_from_difficulty (difficulty); 642 i = magic_from_difficulty (difficulty);
635 if ((flags & GT_ONLY_GOOD) && i < 0) 643 if ((flags & GT_ONLY_GOOD) && i < 0)
636 i = -i; 644 i = -i;
637 if (i > max_magic) 645 if (i > max_magic)
638 i = max_magic; 646 i = max_magic;
647 * 1) Since rings can have multiple bonuses, if the same bonus 655 * 1) Since rings can have multiple bonuses, if the same bonus
648 * is rolled again, increase it - the bonuses now stack with 656 * is rolled again, increase it - the bonuses now stack with
649 * other bonuses previously rolled and ones the item might natively have. 657 * other bonuses previously rolled and ones the item might natively have.
650 * 2) Add code to deal with new PR method. 658 * 2) Add code to deal with new PR method.
651 */ 659 */
652
653void 660void
654set_ring_bonus (object * op, int bonus) 661set_ring_bonus (object *op, int bonus)
655{ 662{
656 663
657 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
658 665
659 if (op->type == AMULET) 666 if (op->type == AMULET)
660 { 667 {
661 if (!(RANDOM () % 21)) 668 if (!(rndm (21)))
662 r = 20 + RANDOM () % 2; 669 r = 20 + rndm (2);
663 else 670 else
664 { 671 {
665 if (RANDOM () & 2) 672 if (rndm (2))
666 r = 10; 673 r = 10;
667 else 674 else
668 r = 11 + RANDOM () % 9; 675 r = 11 + rndm (9);
669 } 676 }
670 } 677 }
671 678
672 switch (r) 679 switch (r)
673 { 680 {
674 /* Redone by MSW 2000-11-26 to have much less code. Also, 681 /* Redone by MSW 2000-11-26 to have much less code. Also,
675 * bonuses and penalties will stack and add to existing values. 682 * bonuses and penalties will stack and add to existing values.
676 * of the item. 683 * of the item.
677 */ 684 */
678 case 0: 685 case 0:
679 case 1: 686 case 1:
680 case 2: 687 case 2:
681 case 3: 688 case 3:
682 case 4: 689 case 4:
683 case 5: 690 case 5:
684 case 6: 691 case 6:
685 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
686 break; 693 break;
687 694
688 case 7: 695 case 7:
689 op->stats.dam += bonus; 696 op->stats.dam += bonus;
690 break; 697 break;
691 698
692 case 8: 699 case 8:
693 op->stats.wc += bonus; 700 op->stats.wc += bonus;
694 break; 701 break;
695 702
696 case 9: 703 case 9:
697 op->stats.food += bonus; /* hunger/sustenance */ 704 op->stats.food += bonus; /* hunger/sustenance */
698 break; 705 break;
699 706
700 case 10: 707 case 10:
701 op->stats.ac += bonus; 708 op->stats.ac += bonus;
702 break; 709 break;
703 710
704 /* Item that gives protections/vulnerabilities */ 711 /* Item that gives protections/vulnerabilities */
705 case 11: 712 case 11:
706 case 12: 713 case 12:
707 case 13: 714 case 13:
708 case 14: 715 case 14:
709 case 15: 716 case 15:
710 case 16: 717 case 16:
711 case 17: 718 case 17:
712 case 18: 719 case 18:
713 case 19: 720 case 19:
714 { 721 {
715 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
716 723
717 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 724 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
718 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
719 726
720 /* Cursed items need to have higher negative values to equal out with 727 /* Cursed items need to have higher negative values to equal out with
721 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
722 * little random element in since that they don't always end up with 729 * little random element in since that they don't always end up with
723 * even values. 730 * even values.
724 */ 731 */
725 if (bonus < 0) 732 if (bonus < 0)
726 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
727 if (val > 35) 734 if (val > 35)
728 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
729 b = 0; 736 b = 0;
737
730 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
731 { 739 resist = rndm (num_resist_table);
732 resist = RANDOM () % num_resist_table; 740
733 } 741 if (b == 4)
734 if (b == 4)
735 return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
736 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
737 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
738 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
739 */ 747 */
740 break; 748 break;
741 } 749 }
742 case 20: 750 case 20:
743 if (op->type == AMULET) 751 if (op->type == AMULET)
744 { 752 {
745 SET_FLAG (op, FLAG_REFL_SPELL); 753 SET_FLAG (op, FLAG_REFL_SPELL);
746 op->value *= 11; 754 op->value *= 11;
747 } 755 }
748 else 756 else
749 { 757 {
750 op->stats.hp = 1; /* regenerate hit points */ 758 op->stats.hp = 1; /* regenerate hit points */
751 op->value *= 4; 759 op->value *= 4;
752 } 760 }
753 break; 761 break;
754 762
755 case 21: 763 case 21:
756 if (op->type == AMULET) 764 if (op->type == AMULET)
757 { 765 {
758 SET_FLAG (op, FLAG_REFL_MISSILE); 766 SET_FLAG (op, FLAG_REFL_MISSILE);
759 op->value *= 9; 767 op->value *= 9;
760 } 768 }
761 else 769 else
762 { 770 {
763 op->stats.sp = 1; /* regenerate spell points */ 771 op->stats.sp = 1; /* regenerate spell points */
764 op->value *= 3; 772 op->value *= 3;
765 } 773 }
766 break; 774 break;
767 775
768 case 22: 776 case 22:
769 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
770 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
771 break; 779 break;
772 } 780 }
781
773 if (bonus > 0) 782 if (bonus > 0)
774 op->value *= 2 * bonus; 783 op->value *= 2 * bonus;
775 else 784 else
776 op->value = -(op->value * 2 * bonus) / 3; 785 op->value = -(op->value * 2 * bonus) / 3;
777} 786}
782 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
783 * It is only used in fix_generated_treasure() to set bonuses on 792 * It is only used in fix_generated_treasure() to set bonuses on
784 * rings and amulets. 793 * rings and amulets.
785 * Another scheme is used to calculate the magic of weapons and armours. 794 * Another scheme is used to calculate the magic of weapons and armours.
786 */ 795 */
787
788int 796int
789get_magic (int diff) 797get_magic (int diff)
790{ 798{
791 int i; 799 int i;
800
792 if (diff < 3) 801 if (diff < 3)
793 diff = 3; 802 diff = 3;
803
794 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
795 if (RANDOM () % diff) 805 if (rndm (diff))
796 return i; 806 return i;
807
797 return 4; 808 return 4;
798} 809}
799 810
800#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
801#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
802 813
803/* 814/*
804 * 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
805 * 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
806 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
807 */ 818 */
819
808/* 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
809 * 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
810 * 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
811 * way to do this? b.t. */ 823 * way to do this? b.t. */
824
812/* 825/*
813 * ! (flags & GT_ENVIRONMENT): 826 * ! (flags & GT_ENVIRONMENT):
814 * Automatically calls fix_flesh_item(). 827 * Automatically calls fix_flesh_item().
815 * 828 *
816 * flags: 829 * flags:
818 * value. 831 * value.
819 * 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
820 * 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
821 * 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
822 */ 835 */
823
824void 836void
825fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 837fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
826{ 838{
827 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 839 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
828 840
829 if (!creator || creator->type == op->type) 841 if (!creator || creator->type == op->type)
830 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 842 creator = op; /*safety & to prevent polymorphed objects giving attributes */
831 843
832 /* If we make an artifact, this information will be destroyed */ 844 /* If we make an artifact, this information will be destroyed */
833 save_item_power = op->item_power; 845 save_item_power = op->item_power;
834 op->item_power = 0; 846 op->item_power = 0;
835 847
836 if (op->randomitems && op->type != SPELL) 848 if (op->randomitems && op->type != SPELL)
837 { 849 {
838 create_treasure (op->randomitems, op, flags, difficulty, 0); 850 create_treasure (op->randomitems, op, flags, difficulty, 0);
839 if (!op->inv) 851 if (!op->inv)
840 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 852 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
841 853
842 /* So the treasure doesn't get created again */ 854 /* So the treasure doesn't get created again */
843 op->randomitems = NULL; 855 op->randomitems = 0;
844 } 856 }
845 857
846 if (difficulty < 1) 858 if (difficulty < 1)
847 difficulty = 1; 859 difficulty = 1;
848 860
861 if (INVOKE_OBJECT (ADD_BONUS, op,
862 ARG_OBJECT (creator != op ? creator : 0),
863 ARG_INT (difficulty), ARG_INT (max_magic),
864 ARG_INT (flags)))
865 return;
866
849 if (!(flags & GT_MINIMAL)) 867 if (!(flags & GT_MINIMAL))
850 { 868 {
851 if (op->arch == crown_arch) 869 if (op->arch == crown_arch)
852 { 870 {
853 set_magic (difficulty, op, max_magic, flags); 871 set_magic (difficulty, op, max_magic, flags);
854 num_enchantments = calc_item_power (op, 1); 872 num_enchantments = calc_item_power (op, 1);
855 generate_artifact (op, difficulty); 873 generate_artifact (op, difficulty);
856 } 874 }
857 else 875 else
858 { 876 {
859 if (!op->magic && max_magic) 877 if (!op->magic && max_magic)
860 set_magic (difficulty, op, max_magic, flags); 878 set_magic (difficulty, op, max_magic, flags);
861 879
862 num_enchantments = calc_item_power (op, 1); 880 num_enchantments = calc_item_power (op, 1);
863 881
864 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
865 * used for shop_floors or treasures */ 883 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
885 * used for shop_floors or treasures */
866 generate_artifact (op, difficulty); 886 generate_artifact (op, difficulty);
867 } 887 }
868 888
869 /* Object was made an artifact. Calculate its item_power rating. 889 /* Object was made an artifact. Calculate its item_power rating.
870 * the item_power in the object is what the artfiact adds. 890 * the item_power in the object is what the artfiact adds.
871 */ 891 */
872 if (op->title) 892 if (op->title)
873 { 893 {
874 /* if save_item_power is set, then most likely we started with an 894 /* if save_item_power is set, then most likely we started with an
875 * artifact and have added new abilities to it - this is rare, but 895 * artifact and have added new abilities to it - this is rare, but
876 * but I have seen things like 'strange rings of fire'. So just figure 896 * but I have seen things like 'strange rings of fire'. So just figure
877 * out the power from the base power plus what this one adds. Note 897 * out the power from the base power plus what this one adds. Note
878 * that since item_power is not quite linear, this actually ends up 898 * that since item_power is not quite linear, this actually ends up
879 * being somewhat of a bonus 899 * being somewhat of a bonus
880 */ 900 */
881 if (save_item_power) 901 if (save_item_power)
882 op->item_power = save_item_power + get_power_from_ench (op->item_power); 902 op->item_power = save_item_power + get_power_from_ench (op->item_power);
883 else 903 else
884 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 904 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
885 } 905 }
886 else if (save_item_power) 906 else if (save_item_power)
887 { 907 {
888 /* restore the item_power field to the object if we haven't changed it. 908 /* restore the item_power field to the object if we haven't changed it.
889 * we don't care about num_enchantments - that will basically just 909 * we don't care about num_enchantments - that will basically just
890 * have calculated some value from the base attributes of the archetype. 910 * have calculated some value from the base attributes of the archetype.
891 */ 911 */
892 op->item_power = save_item_power; 912 op->item_power = save_item_power;
893 } 913 }
894 else 914 else
895 { 915 {
896 /* item_power was zero. This is suspicious, as it may be because it 916 /* item_power was zero. This is suspicious, as it may be because it
897 * was never previously calculated. Let's compute a value and see if 917 * was never previously calculated. Let's compute a value and see if
898 * it is non-zero. If it indeed is, then assign it as the new 918 * it is non-zero. If it indeed is, then assign it as the new
899 * item_power value. 919 * item_power value.
900 * - gros, 21th of July 2006. 920 * - gros, 21th of July 2006.
901 */ 921 */
902 op->item_power = calc_item_power (op, 0); 922 op->item_power = calc_item_power (op, 0);
903 save_item_power = op->item_power; /* Just in case it would get used 923 save_item_power = op->item_power; /* Just in case it would get used
904 * again below */ 924 * again below */
905 } 925 }
906 } 926 }
907 927
908 /* materialtype modifications. Note we allow this on artifacts. */ 928 /* materialtype modifications. Note we allow this on artifacts. */
909 set_materialname (op, difficulty, NULL); 929 set_materialname (op, difficulty, NULL);
910 930
911 if (flags & GT_MINIMAL) 931 if (flags & GT_MINIMAL)
912 { 932 {
913 if (op->type == POTION) 933 if (op->type == POTION)
914 /* Handle healing and magic power potions */ 934 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems) 935 if (op->stats.sp && !op->randomitems)
916 { 936 {
917 object *tmp; 937 object *tmp;
918 938
919 tmp = get_archetype (spell_mapping[op->stats.sp]); 939 tmp = get_archetype (spell_mapping[op->stats.sp]);
920 insert_ob_in_ob (tmp, op); 940 insert_ob_in_ob (tmp, op);
921 op->stats.sp = 0; 941 op->stats.sp = 0;
922 } 942 }
923 } 943 }
924 else if (!op->title) /* Only modify object if not special */ 944 else if (!op->title) /* Only modify object if not special */
925 switch (op->type) 945 switch (op->type)
926 { 946 {
927 case WEAPON: 947 case WEAPON:
928 case ARMOUR: 948 case ARMOUR:
929 case SHIELD: 949 case SHIELD:
930 case HELMET: 950 case HELMET:
931 case CLOAK: 951 case CLOAK:
932 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
933 set_ring_bonus (op, -DICE2); 953 set_ring_bonus (op, -DICE2);
934 break; 954 break;
935 955
936 case BRACERS: 956 case BRACERS:
937 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
938 { 958 {
959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
960 if (!QUERY_FLAG (op, FLAG_CURSED))
961 op->value *= 3;
962 }
963 break;
964
965 case POTION:
966 {
967 int too_many_tries = 0, is_special = 0;
968
969 /* Handle healing and magic power potions */
970 if (op->stats.sp && !op->randomitems)
971 {
972 object *tmp;
973
974 tmp = get_archetype (spell_mapping[op->stats.sp]);
975 insert_ob_in_ob (tmp, op);
976 op->stats.sp = 0;
977 }
978
979 while (!(is_special = special_potion (op)) && !op->inv)
980 {
981 generate_artifact (op, difficulty);
982 if (too_many_tries++ > 10)
983 break;
984 }
985
986 /* don't want to change value for healing/magic power potions,
987 * since the value set on those is already correct.
988 */
989 if (op->inv && op->randomitems)
990 {
991 /* value multiplier is same as for scrolls */
992 op->value = (op->value * op->inv->value);
993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
994 }
995 else
996 {
997 op->name = "potion";
998 op->name_pl = "potions";
999 }
1000
1001 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1002 SET_FLAG (op, FLAG_CURSED);
1003 break;
1004 }
1005
1006 case AMULET:
1007 if (op->arch == amulet_arch)
1008 op->value *= 5; /* Since it's not just decoration */
1009
1010 case RING:
1011 if (op->arch == NULL)
1012 {
1013 op->destroy ();
1014 op = 0;
1015 break;
1016 }
1017
1018 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1019 break;
1020
1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1022 SET_FLAG (op, FLAG_CURSED);
1023
939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1024 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
940 if (!QUERY_FLAG (op, FLAG_CURSED))
941 op->value *= 3;
942 }
943 break;
944 1025
945 case POTION:
946 {
947 int too_many_tries = 0, is_special = 0;
948
949 /* Handle healing and magic power potions */
950 if (op->stats.sp && !op->randomitems)
951 {
952 object *tmp;
953
954 tmp = get_archetype (spell_mapping[op->stats.sp]);
955 insert_ob_in_ob (tmp, op);
956 op->stats.sp = 0;
957 }
958
959 while (!(is_special = special_potion (op)) && !op->inv)
960 {
961 generate_artifact (op, difficulty);
962 if (too_many_tries++ > 10)
963 break;
964 }
965
966 /* don't want to change value for healing/magic power potions,
967 * since the value set on those is already correct.
968 */
969 if (op->inv && op->randomitems)
970 {
971 /* value multiplier is same as for scrolls */
972 op->value = (op->value * op->inv->value);
973 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
974 }
975 else
976 {
977 op->name = "potion";
978 op->name_pl = "potions";
979 }
980
981 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
982 SET_FLAG (op, FLAG_CURSED);
983 break;
984 }
985
986 case AMULET:
987 if (op->arch == amulet_arch)
988 op->value *= 5; /* Since it's not just decoration */
989
990 case RING:
991 if (op->arch == NULL)
992 {
993 remove_ob (op);
994 free_object (op);
995 op = NULL;
996 break;
997 }
998
999 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1000 break;
1001
1002 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1003 SET_FLAG (op, FLAG_CURSED);
1004
1005 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1006
1007 if (op->type != RING) /* Amulets have only one ability */ 1026 if (op->type != RING) /* Amulets have only one ability */
1008 break; 1027 break;
1009 1028
1010 if (!(RANDOM () % 4)) 1029 if (!(rndm (4)))
1011 { 1030 {
1012 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1031 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1013 1032
1014 if (d > 0) 1033 if (d > 0)
1015 op->value *= 3; 1034 op->value *= 3;
1016 1035
1017 set_ring_bonus (op, d); 1036 set_ring_bonus (op, d);
1018 1037
1019 if (!(RANDOM () % 4)) 1038 if (!(rndm (4)))
1020 { 1039 {
1021 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1040 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1022 if (d > 0)
1023 op->value *= 5;
1024 set_ring_bonus (op, d);
1025 }
1026 }
1027 1041
1042 if (d > 0)
1043 op->value *= 5;
1044 set_ring_bonus (op, d);
1045 }
1046 }
1047
1028 if (GET_ANIM_ID (op)) 1048 if (GET_ANIM_ID (op))
1029 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1030 1050
1031 break; 1051 break;
1032 1052
1033 case BOOK: 1053 case BOOK:
1034 /* Is it an empty book?, if yes lets make a special· 1054 /* Is it an empty book?, if yes lets make a special·
1035 * msg for it, and tailor its properties based on the· 1055 * msg for it, and tailor its properties based on the·
1036 * creator and/or map level we found it on. 1056 * creator and/or map level we found it on.
1037 */ 1057 */
1038 if (!op->msg && RANDOM () % 10) 1058 if (!op->msg && rndm (10))
1039 { 1059 {
1040 /* set the book level properly */ 1060 /* set the book level properly */
1041 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1042 { 1062 {
1043 if (op->map && op->map->difficulty) 1063 if (op->map && op->map->difficulty)
1044 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1045 else 1065 else
1046 op->level = RANDOM () % 20 + 1; 1066 op->level = rndm (20) + 1;
1047 } 1067 }
1048 else 1068 else
1049 op->level = RANDOM () % creator->level; 1069 op->level = rndm (creator->level);
1050 1070
1051 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1071 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1052 /* books w/ info are worth more! */ 1072 /* books w/ info are worth more! */
1053 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1073 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1054 /* creator related stuff */ 1074 /* creator related stuff */
1055 1075
1056 /* for library, chained books. Note that some monsters have no_pick 1076 /* for library, chained books. Note that some monsters have no_pick
1057 * set - we don't want to set no pick in that case. 1077 * set - we don't want to set no pick in that case.
1058 */ 1078 */
1059 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1079 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1060 SET_FLAG (op, FLAG_NO_PICK); 1080 SET_FLAG (op, FLAG_NO_PICK);
1061 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1081 if (creator->slaying && !op->slaying) /* for check_inv floors */
1062 op->slaying = creator->slaying; 1082 op->slaying = creator->slaying;
1063 1083
1064 /* add exp so reading it gives xp (once) */ 1084 /* add exp so reading it gives xp (once) */
1065 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1085 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1066 } 1086 }
1067 break; 1087 break;
1068 1088
1069 case SPELLBOOK: 1089 case SPELLBOOK:
1070 op->value = op->value * op->inv->value; 1090 op->value = op->value * op->inv->value;
1071 /* add exp so learning gives xp */ 1091 /* add exp so learning gives xp */
1072 op->level = op->inv->level; 1092 op->level = op->inv->level;
1073 op->stats.exp = op->value; 1093 op->stats.exp = op->value;
1074 break; 1094 break;
1075 1095
1076 case WAND: 1096 case WAND:
1077 /* nrof in the treasure list is number of charges, 1097 /* nrof in the treasure list is number of charges,
1078 * not number of wands. So copy that into food (charges), 1098 * not number of wands. So copy that into food (charges),
1079 * and reset nrof. 1099 * and reset nrof.
1080 */ 1100 */
1081 op->stats.food = op->inv->nrof; 1101 op->stats.food = op->inv->nrof;
1082 op->nrof = 1; 1102 op->nrof = 1;
1083 /* If the spell changes by level, choose a random level 1103 /* If the spell changes by level, choose a random level
1084 * for it, and adjust price. If the spell doesn't 1104 * for it, and adjust price. If the spell doesn't
1085 * change by level, just set the wand to the level of 1105 * change by level, just set the wand to the level of
1086 * the spell, and value calculation is simpler. 1106 * the spell, and value calculation is simpler.
1087 */ 1107 */
1088 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1108 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1089 { 1109 {
1110 op->level = level_for_item (op, difficulty);
1111 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1112 }
1113 else
1114 {
1115 op->level = op->inv->level;
1116 op->value = op->value * op->inv->value;
1117 }
1118 break;
1119
1120 case ROD:
1090 op->level = level_for_item (op, difficulty); 1121 op->level = level_for_item (op, difficulty);
1122 /* Add 50 to both level an divisor to keep prices a little more
1123 * reasonable. Otherwise, a high level version of a low level
1124 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1125 * 10 time multiplier). This way, the value are a bit more reasonable.
1126 */
1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1127 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1092 } 1128 /* maxhp is used to denote how many 'charges' the rod holds before */
1093 else 1129 if (op->stats.maxhp)
1094 { 1130 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1095 op->level = op->inv->level; 1131 else
1096 op->value = op->value * op->inv->value; 1132 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1097 }
1098 break;
1099 1133
1134 op->stats.hp = op->stats.maxhp;
1135 break;
1136
1100 case ROD: 1137 case SCROLL:
1101 op->level = level_for_item (op, difficulty); 1138 op->level = level_for_item (op, difficulty);
1102 /* Add 50 to both level an divisor to keep prices a little more
1103 * reasonable. Otherwise, a high level version of a low level
1104 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1105 * 10 time multiplier). This way, the value are a bit more reasonable.
1106 */
1107 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1139 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1108 /* maxhp is used to denote how many 'charges' the rod holds before */
1109 if (op->stats.maxhp)
1110 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1111 else
1112 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1113 1140
1114 op->stats.hp = op->stats.maxhp;
1115 break;
1116
1117 case SCROLL:
1118 op->level = level_for_item (op, difficulty);
1119 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1120
1121 /* add exp so reading them properly gives xp */ 1141 /* add exp so reading them properly gives xp */
1122 op->stats.exp = op->value / 5; 1142 op->stats.exp = op->value / 5;
1123 op->nrof = op->inv->nrof; 1143 op->nrof = op->inv->nrof;
1124 break; 1144 break;
1125 1145
1126 case RUNE: 1146 case RUNE:
1127 trap_adjust (op, difficulty); 1147 trap_adjust (op, difficulty);
1128 break; 1148 break;
1129 1149
1130 case TRAP: 1150 case TRAP:
1131 trap_adjust (op, difficulty); 1151 trap_adjust (op, difficulty);
1132 break; 1152 break;
1133 } /* switch type */ 1153 } /* switch type */
1134 1154
1135 if (flags & GT_STARTEQUIP) 1155 if (flags & GT_STARTEQUIP)
1136 { 1156 {
1137 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1157 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1138 SET_FLAG (op, FLAG_STARTEQUIP); 1158 SET_FLAG (op, FLAG_STARTEQUIP);
1139 else if (op->type != MONEY) 1159 else if (op->type != MONEY)
1140 op->value = 0; 1160 op->value = 0;
1141 } 1161 }
1142 1162
1143 if (!(flags & GT_ENVIRONMENT)) 1163 if (!(flags & GT_ENVIRONMENT))
1144 fix_flesh_item (op, creator); 1164 fix_flesh_item (op, creator);
1145} 1165}
1153 */ 1173 */
1154 1174
1155/* 1175/*
1156 * Allocate and return the pointer to an empty artifactlist structure. 1176 * Allocate and return the pointer to an empty artifactlist structure.
1157 */ 1177 */
1158
1159static artifactlist * 1178static artifactlist *
1160get_empty_artifactlist (void) 1179get_empty_artifactlist (void)
1161{ 1180{
1162 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1181 return salloc0 <artifactlist> ();
1163 if (tl == NULL)
1164 fatal (OUT_OF_MEMORY);
1165 tl->next = NULL;
1166 tl->items = NULL;
1167 tl->total_chance = 0;
1168 return tl;
1169} 1182}
1170 1183
1171/* 1184/*
1172 * Allocate and return the pointer to an empty artifact structure. 1185 * Allocate and return the pointer to an empty artifact structure.
1173 */ 1186 */
1174
1175static artifact * 1187static artifact *
1176get_empty_artifact (void) 1188get_empty_artifact (void)
1177{ 1189{
1178 artifact *t = (artifact *) malloc (sizeof (artifact)); 1190 return salloc0 <artifact> ();
1179 if (t == NULL)
1180 fatal (OUT_OF_MEMORY);
1181 t->item = NULL;
1182 t->next = NULL;
1183 t->chance = 0;
1184 t->difficulty = 0;
1185 t->allowed = NULL;
1186 return t;
1187} 1191}
1188 1192
1189/* 1193/*
1190 * Searches the artifact lists and returns one that has the same type 1194 * Searches the artifact lists and returns one that has the same type
1191 * of objects on it. 1195 * of objects on it.
1192 */ 1196 */
1193
1194artifactlist * 1197artifactlist *
1195find_artifactlist (int type) 1198find_artifactlist (int type)
1196{ 1199{
1197 artifactlist *al;
1198
1199 for (al = first_artifactlist; al != NULL; al = al->next) 1200 for (artifactlist *al = first_artifactlist; al; al = al->next)
1200 if (al->type == type) 1201 if (al->type == type)
1201 return al; 1202 return al;
1203
1202 return NULL; 1204 return 0;
1203} 1205}
1204 1206
1205/* 1207/*
1206 * For debugging purposes. Dumps all tables. 1208 * For debugging purposes. Dumps all tables.
1207 */ 1209 */
1208
1209void 1210void
1210dump_artifacts (void) 1211dump_artifacts (void)
1211{ 1212{
1212 artifactlist *al; 1213 artifactlist *al;
1213 artifact *art; 1214 artifact *art;
1216 fprintf (logfile, "\n"); 1217 fprintf (logfile, "\n");
1217 for (al = first_artifactlist; al != NULL; al = al->next) 1218 for (al = first_artifactlist; al != NULL; al = al->next)
1218 { 1219 {
1219 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1220 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1220 for (art = al->items; art != NULL; art = art->next) 1221 for (art = al->items; art != NULL; art = art->next)
1221 { 1222 {
1222 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1223 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1223 if (art->allowed != NULL) 1224 if (art->allowed != NULL)
1224 { 1225 {
1225 fprintf (logfile, "\tAllowed combinations:"); 1226 fprintf (logfile, "\tallowed combinations:");
1226 for (next = art->allowed; next != NULL; next = next->next) 1227 for (next = art->allowed; next != NULL; next = next->next)
1227 fprintf (logfile, "%s,", &next->name); 1228 fprintf (logfile, "%s,", &next->name);
1228 fprintf (logfile, "\n"); 1229 fprintf (logfile, "\n");
1229 } 1230 }
1230 } 1231 }
1231 } 1232 }
1232 fprintf (logfile, "\n"); 1233 fprintf (logfile, "\n");
1233} 1234}
1234 1235
1235/* 1236/*
1236 * For debugging purposes. Dumps all treasures recursively (see below). 1237 * For debugging purposes. Dumps all treasures recursively (see below).
1237 */ 1238 */
1238void 1239void
1239dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1240dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1240{ 1241{
1241 treasurelist *tl; 1242 treasurelist *tl;
1242 int i; 1243 int i;
1243 1244
1244 if (depth > 100) 1245 if (depth > 100)
1245 return; 1246 return;
1246 while (t != NULL) 1247
1248 while (t)
1247 { 1249 {
1248 if (t->name != NULL) 1250 if (t->name)
1249 { 1251 {
1250 for (i = 0; i < depth; i++) 1252 for (i = 0; i < depth; i++)
1251 fprintf (logfile, " "); 1253 fprintf (logfile, " ");
1254
1252 fprintf (logfile, "{ (list: %s)\n", &t->name); 1255 fprintf (logfile, "{ (list: %s)\n", &t->name);
1256
1253 tl = find_treasurelist (t->name); 1257 tl = treasurelist::find (t->name);
1258 if (tl)
1254 dump_monster_treasure_rec (name, tl->items, depth + 2); 1259 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260
1255 for (i = 0; i < depth; i++) 1261 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " "); 1262 fprintf (logfile, " ");
1263
1257 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1264 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1258 } 1265 }
1259 else 1266 else
1260 { 1267 {
1261 for (i = 0; i < depth; i++) 1268 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " "); 1269 fprintf (logfile, " ");
1270
1263 if (t->item->clone.type == FLESH) 1271 if (t->item && t->item->clone.type == FLESH)
1264 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1265 else 1273 else
1266 fprintf (logfile, "%s\n", &t->item->clone.name); 1274 fprintf (logfile, "%s\n", &t->item->clone.name);
1267 } 1275 }
1276
1268 if (t->next_yes != NULL) 1277 if (t->next_yes)
1269 { 1278 {
1270 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1281
1272 fprintf (logfile, " (if yes)\n"); 1282 fprintf (logfile, " (if yes)\n");
1273 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1283 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1274 } 1284 }
1285
1275 if (t->next_no != NULL) 1286 if (t->next_no)
1276 { 1287 {
1277 for (i = 0; i < depth; i++) 1288 for (i = 0; i < depth; i++)
1278 fprintf (logfile, " "); 1289 fprintf (logfile, " ");
1290
1279 fprintf (logfile, " (if no)\n"); 1291 fprintf (logfile, " (if no)\n");
1280 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1292 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1281 } 1293 }
1294
1282 t = t->next; 1295 t = t->next;
1283 } 1296 }
1284} 1297}
1285 1298
1286/* 1299/*
1287 * For debugging purposes. Dumps all treasures for a given monster. 1300 * For debugging purposes. Dumps all treasures for a given monster.
1288 * Created originally by Raphael Quinet for debugging the alchemy code. 1301 * Created originally by Raphael Quinet for debugging the alchemy code.
1289 */ 1302 */
1290
1291void 1303void
1292dump_monster_treasure (const char *name) 1304dump_monster_treasure (const char *name)
1293{ 1305{
1294 archetype *at; 1306 archetype *at;
1295 int found; 1307 int found;
1296 1308
1297 found = 0; 1309 found = 0;
1298 fprintf (logfile, "\n"); 1310 fprintf (logfile, "\n");
1311
1299 for (at = first_archetype; at != NULL; at = at->next) 1312 for (at = first_archetype; at != NULL; at = at->next)
1300 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1301 { 1314 {
1302 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1315 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1303 if (at->clone.randomitems != NULL) 1316 if (at->clone.randomitems != NULL)
1304 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1317 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1305 else 1318 else
1306 fprintf (logfile, "(nothing)\n"); 1319 fprintf (logfile, "(nothing)\n");
1320
1307 fprintf (logfile, "\n"); 1321 fprintf (logfile, "\n");
1308 found++; 1322 found++;
1309 } 1323 }
1324
1310 if (found == 0) 1325 if (found == 0)
1311 fprintf (logfile, "No objects have the name %s!\n\n", name); 1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1312} 1327}
1313 1328
1314/* 1329/*
1315 * Builds up the lists of artifacts from the file in the libdir. 1330 * Builds up the lists of artifacts from the file in the libdir.
1316 */ 1331 */
1317
1318void 1332void
1319init_artifacts (void) 1333init_artifacts (void)
1320{ 1334{
1321 static int has_been_inited = 0; 1335 static int has_been_inited = 0;
1322 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1336 char filename[MAX_BUF];
1323 artifact *art = NULL; 1337 artifact *art = NULL;
1324 linked_char *tmp;
1325 int value, comp;
1326 artifactlist *al; 1338 artifactlist *al;
1327 1339
1328 if (has_been_inited) 1340 if (has_been_inited)
1329 return; 1341 return;
1330 else 1342 else
1331 has_been_inited = 1; 1343 has_been_inited = 1;
1332 1344
1333 sprintf (filename, "%s/artifacts", settings.datadir); 1345 sprintf (filename, "%s/artifacts", settings.datadir);
1334 object_thawer thawer (filename); 1346 object_thawer f (filename);
1335 1347
1336 if (!thawer) 1348 if (!f)
1337 return; 1349 return;
1338 1350
1339 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1351 f.next ();
1340 {
1341 if (*buf == '#')
1342 continue;
1343 if ((cp = strchr (buf, '\n')) != NULL)
1344 *cp = '\0';
1345 cp = buf;
1346 while (*cp == ' ') /* Skip blanks */
1347 cp++;
1348 if (*cp == '\0')
1349 continue;
1350 1352
1351 if (!strncmp (cp, "Allowed", 7)) 1353 for (;;)
1352 {
1353 if (art == NULL)
1354 { 1354 {
1355 switch (f.kw)
1356 {
1357 case KW_allowed:
1358 if (!art)
1359 {
1355 art = get_empty_artifact (); 1360 art = get_empty_artifact ();
1356 nrofartifacts++; 1361 nrofartifacts++;
1362 }
1363
1364 {
1365 if (!strcmp (f.get_str (), "all"))
1366 break;
1367
1368 char *next, *cp = f.get_str ();
1369
1370 do
1371 {
1372 nrofallowedstr++;
1373
1374 if ((next = strchr (cp, ',')))
1375 *next++ = '\0';
1376
1377 linked_char *tmp = new linked_char;
1378
1379 tmp->name = cp;
1380 tmp->next = art->allowed;
1381 art->allowed = tmp;
1382 }
1383 while ((cp = next));
1384 }
1385 break;
1386
1387 case KW_chance:
1388 f.get (art->chance);
1389 break;
1390
1391 case KW_difficulty:
1392 f.get (art->difficulty);
1393 break;
1394
1395 case KW_object:
1396 {
1397 art->item = object::create ();
1398
1399 if (!art->item->parse_kv (f))
1400 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1401
1402 al = find_artifactlist (art->item->type);
1403
1404 if (!al)
1405 {
1406 al = get_empty_artifactlist ();
1407 al->type = art->item->type;
1408 al->next = first_artifactlist;
1409 first_artifactlist = al;
1410 }
1411
1412 art->next = al->items;
1413 al->items = art;
1414 art = 0;
1415 }
1416 continue;
1417
1418 case KW_EOF:
1419 goto done;
1420
1421 default:
1422 if (!f.parse_error ("artifacts file"))
1423 cleanup ("artifacts file required");
1424 break;
1425 }
1426
1427 f.next ();
1357 } 1428 }
1358 cp = strchr (cp, ' ') + 1;
1359 if (!strcmp (cp, "all"))
1360 continue;
1361 1429
1362 do 1430done:
1363 {
1364 nrofallowedstr++;
1365 if ((next = strchr (cp, ',')) != NULL)
1366 *(next++) = '\0';
1367 tmp = new linked_char;
1368 tmp->name = cp;
1369 tmp->next = art->allowed;
1370 art->allowed = tmp;
1371 }
1372 while ((cp = next) != NULL);
1373 }
1374 else if (sscanf (cp, "chance %d", &value))
1375 art->chance = (uint16) value;
1376 else if (sscanf (cp, "difficulty %d", &value))
1377 art->difficulty = (uint8) value;
1378 else if (!strncmp (cp, "Object", 6))
1379 {
1380 art->item = (object *) calloc (1, sizeof (object));
1381 reset_object (art->item);
1382 if (!load_object (thawer, art->item, LO_LINEMODE, 0))
1383 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1384 art->item->name = strchr (cp, ' ') + 1;
1385 al = find_artifactlist (art->item->type);
1386 if (al == NULL)
1387 {
1388 al = get_empty_artifactlist ();
1389 al->type = art->item->type;
1390 al->next = first_artifactlist;
1391 first_artifactlist = al;
1392 }
1393 art->next = al->items;
1394 al->items = art;
1395 art = NULL;
1396 }
1397 else
1398 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1399 }
1400
1401 for (al = first_artifactlist; al != NULL; al = al->next) 1431 for (al = first_artifactlist; al; al = al->next)
1402 { 1432 {
1403 for (art = al->items; art != NULL; art = art->next) 1433 for (art = al->items; art; art = art->next)
1404 { 1434 {
1405 if (!art->chance) 1435 if (!art->chance)
1406 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1436 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1407 else 1437 else
1408 al->total_chance += art->chance; 1438 al->total_chance += art->chance;
1409 } 1439 }
1410#if 0 1440#if 0
1411 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1441 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1412#endif 1442#endif
1413 } 1443 }
1414 1444
1420 * Used in artifact generation. The bonuses of the first object 1450 * Used in artifact generation. The bonuses of the first object
1421 * is modified by the bonuses of the second object. 1451 * is modified by the bonuses of the second object.
1422 */ 1452 */
1423 1453
1424void 1454void
1425add_abilities (object * op, object * change) 1455add_abilities (object *op, object *change)
1426{ 1456{
1427 int i, j, tmp; 1457 int i, tmp;
1428 1458
1429 if (change->face != blank_face) 1459 if (change->face != blank_face)
1430 { 1460 {
1431#ifdef TREASURE_VERBOSE 1461#ifdef TREASURE_VERBOSE
1432 LOG (llevDebug, "FACE: %d\n", change->face->number); 1462 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1433#endif 1463#endif
1434 op->face = change->face; 1464 op->face = change->face;
1435 } 1465 }
1436 1466
1437 for (i = 0; i < NUM_STATS; i++) 1467 for (i = 0; i < NUM_STATS; i++)
1471 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1501 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1472 { 1502 {
1473 CLEAR_FLAG (op, FLAG_ANIMATE); 1503 CLEAR_FLAG (op, FLAG_ANIMATE);
1474 /* so artifacts will join */ 1504 /* so artifacts will join */
1475 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1505 if (!QUERY_FLAG (op, FLAG_ALIVE))
1476 op->speed = 0.0; 1506 op->speed = 0.0;
1477 update_ob_speed (op); 1507
1508 op->set_speed (op->speed);
1478 } 1509 }
1479 1510
1480 if (change->nrof) 1511 if (change->nrof)
1481 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1512 op->nrof = rndm (change->nrof) + 1;
1482 1513
1483 op->stats.exp += change->stats.exp; /* Speed modifier */ 1514 op->stats.exp += change->stats.exp; /* Speed modifier */
1484 op->stats.wc += change->stats.wc; 1515 op->stats.wc += change->stats.wc;
1485 op->stats.ac += change->stats.ac; 1516 op->stats.ac += change->stats.ac;
1486 1517
1487 if (change->other_arch) 1518 if (change->other_arch)
1488 { 1519 {
1489 /* Basically, for horns & potions, the other_arch field is the spell 1520 /* Basically, for horns & potions, the other_arch field is the spell
1490 * to cast. So convert that to into a spell and put it into 1521 * to cast. So convert that to into a spell and put it into
1491 * this object. 1522 * this object.
1492 */ 1523 */
1493 if (op->type == HORN || op->type == POTION) 1524 if (op->type == HORN || op->type == POTION)
1494 { 1525 {
1495 object *tmp_obj; 1526 object *tmp_obj;
1527
1496 /* Remove any spells this object currently has in it */ 1528 /* Remove any spells this object currently has in it */
1497 while (op->inv) 1529 while (op->inv)
1498 { 1530 op->inv->destroy ();
1499 tmp_obj = op->inv;
1500 remove_ob (tmp_obj);
1501 free_object (tmp_obj);
1502 }
1503 1531
1504 tmp_obj = arch_to_object (change->other_arch); 1532 tmp_obj = arch_to_object (change->other_arch);
1505 insert_ob_in_ob (tmp_obj, op); 1533 insert_ob_in_ob (tmp_obj, op);
1506 } 1534 }
1507 /* No harm setting this for potions/horns */ 1535 /* No harm setting this for potions/horns */
1508 op->other_arch = change->other_arch; 1536 op->other_arch = change->other_arch;
1509 } 1537 }
1510 1538
1511 if (change->stats.hp < 0) 1539 if (change->stats.hp < 0)
1544 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1572 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1545 1573
1546 op->item_power = change->item_power; 1574 op->item_power = change->item_power;
1547 1575
1548 for (i = 0; i < NROFATTACKS; i++) 1576 for (i = 0; i < NROFATTACKS; i++)
1549 {
1550 if (change->resist[i]) 1577 if (change->resist[i])
1551 {
1552 op->resist[i] += change->resist[i]; 1578 op->resist[i] += change->resist[i];
1553 }
1554 }
1555 1579
1556 if (change->stats.dam) 1580 if (change->stats.dam)
1557 { 1581 {
1558 if (change->stats.dam < 0) 1582 if (change->stats.dam < 0)
1559 op->stats.dam = (-change->stats.dam); 1583 op->stats.dam = (-change->stats.dam);
1560 else if (op->stats.dam) 1584 else if (op->stats.dam)
1561 { 1585 {
1562 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1586 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1563 if (tmp == op->stats.dam) 1587 if (tmp == op->stats.dam)
1564 { 1588 {
1565 if (change->stats.dam < 10) 1589 if (change->stats.dam < 10)
1566 op->stats.dam--; 1590 op->stats.dam--;
1591 else
1592 op->stats.dam++;
1593 }
1567 else 1594 else
1568 op->stats.dam++;
1569 }
1570 else
1571 op->stats.dam = tmp; 1595 op->stats.dam = tmp;
1572 } 1596 }
1573 } 1597 }
1574 1598
1575 if (change->weight) 1599 if (change->weight)
1576 { 1600 {
1577 if (change->weight < 0) 1601 if (change->weight < 0)
1578 op->weight = (-change->weight); 1602 op->weight = (-change->weight);
1579 else 1603 else
1580 op->weight = (op->weight * (change->weight)) / 100; 1604 op->weight = (op->weight * (change->weight)) / 100;
1581 } 1605 }
1582 1606
1583 if (change->last_sp) 1607 if (change->last_sp)
1584 { 1608 {
1585 if (change->last_sp < 0) 1609 if (change->last_sp < 0)
1586 op->last_sp = (-change->last_sp); 1610 op->last_sp = (-change->last_sp);
1587 else 1611 else
1588 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1612 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1589 } 1613 }
1590 1614
1591 if (change->gen_sp_armour) 1615 if (change->gen_sp_armour)
1592 { 1616 {
1593 if (change->gen_sp_armour < 0) 1617 if (change->gen_sp_armour < 0)
1594 op->gen_sp_armour = (-change->gen_sp_armour); 1618 op->gen_sp_armour = (-change->gen_sp_armour);
1595 else 1619 else
1596 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1620 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1597 } 1621 }
1598 1622
1599 op->value *= change->value; 1623 op->value *= change->value;
1600 1624
1601 if (change->material) 1625 if (change->materials)
1602 op->material = change->material; 1626 op->materials = change->materials;
1603 1627
1604 if (change->materialname) 1628 if (change->materialname)
1605 op->materialname = change->materialname; 1629 op->materialname = change->materialname;
1606 1630
1607 if (change->slaying) 1631 if (change->slaying)
1613 if (change->msg) 1637 if (change->msg)
1614 op->msg = change->msg; 1638 op->msg = change->msg;
1615} 1639}
1616 1640
1617static int 1641static int
1618legal_artifact_combination (object * op, artifact * art) 1642legal_artifact_combination (object *op, artifact * art)
1619{ 1643{
1620 int neg, success = 0; 1644 int neg, success = 0;
1621 linked_char *tmp; 1645 linked_char *tmp;
1622 const char *name; 1646 const char *name;
1623 1647
1624 if (art->allowed == (linked_char *) NULL) 1648 if (art->allowed == (linked_char *) NULL)
1625 return 1; /* Ie, "all" */ 1649 return 1; /* Ie, "all" */
1626 for (tmp = art->allowed; tmp; tmp = tmp->next) 1650 for (tmp = art->allowed; tmp; tmp = tmp->next)
1627 { 1651 {
1628#ifdef TREASURE_VERBOSE 1652#ifdef TREASURE_VERBOSE
1629 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1653 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1630#endif 1654#endif
1631 if (*tmp->name == '!') 1655 if (*tmp->name == '!')
1632 name = tmp->name + 1, neg = 1; 1656 name = tmp->name + 1, neg = 1;
1633 else 1657 else
1634 name = tmp->name, neg = 0; 1658 name = tmp->name, neg = 0;
1635 1659
1636 /* If we match name, then return the opposite of 'neg' */ 1660 /* If we match name, then return the opposite of 'neg' */
1637 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1661 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1638 return !neg; 1662 return !neg;
1639 1663
1640 /* Set success as true, since if the match was an inverse, it means 1664 /* Set success as true, since if the match was an inverse, it means
1641 * everything is allowed except what we match 1665 * everything is allowed except what we match
1642 */ 1666 */
1643 else if (neg) 1667 else if (neg)
1644 success = 1; 1668 success = 1;
1645 } 1669 }
1646 return success; 1670 return success;
1647} 1671}
1648 1672
1649/* 1673/*
1650 * Fixes the given object, giving it the abilities and titles 1674 * Fixes the given object, giving it the abilities and titles
1651 * it should have due to the second artifact-template. 1675 * it should have due to the second artifact-template.
1652 */ 1676 */
1653 1677
1654void 1678void
1655give_artifact_abilities (object * op, object * artifct) 1679give_artifact_abilities (object *op, object *artifct)
1656{ 1680{
1657 char new_name[MAX_BUF]; 1681 char new_name[MAX_BUF];
1658 1682
1659 sprintf (new_name, "of %s", &artifct->name); 1683 sprintf (new_name, "of %s", &artifct->name);
1660 op->title = new_name; 1684 op->title = new_name;
1661 add_abilities (op, artifct); /* Give out the bonuses */ 1685 add_abilities (op, artifct); /* Give out the bonuses */
1662 1686
1663#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1687#if 0 /* Bit verbose, but keep it here until next time I need it... */
1664 { 1688 {
1665 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1689 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1690
1666 SET_FLAG (op, FLAG_IDENTIFIED); 1691 SET_FLAG (op, FLAG_IDENTIFIED);
1667 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1692 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1668 if (!identified) 1693 if (!identified)
1669 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1694 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1670 } 1695 }
1682 1707
1683/* Give 1 re-roll attempt per artifact */ 1708/* Give 1 re-roll attempt per artifact */
1684#define ARTIFACT_TRIES 2 1709#define ARTIFACT_TRIES 2
1685 1710
1686void 1711void
1687generate_artifact (object * op, int difficulty) 1712generate_artifact (object *op, int difficulty)
1688{ 1713{
1689 artifactlist *al; 1714 artifactlist *al;
1690 artifact *art; 1715 artifact *art;
1691 int i; 1716 int i;
1692 1717
1693 al = find_artifactlist (op->type); 1718 al = find_artifactlist (op->type);
1694 1719
1695 if (al == NULL) 1720 if (al == NULL)
1696 { 1721 {
1697#if 0 /* This is too verbose, usually */ 1722#if 0 /* This is too verbose, usually */
1698 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1723 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1699#endif 1724#endif
1700 return; 1725 return;
1701 } 1726 }
1702 1727
1703 for (i = 0; i < ARTIFACT_TRIES; i++) 1728 for (i = 0; i < ARTIFACT_TRIES; i++)
1704 { 1729 {
1705 int roll = RANDOM () % al->total_chance; 1730 int roll = rndm (al->total_chance);
1706 1731
1707 for (art = al->items; art != NULL; art = art->next) 1732 for (art = al->items; art; art = art->next)
1708 { 1733 {
1709 roll -= art->chance; 1734 roll -= art->chance;
1710 if (roll < 0) 1735 if (roll < 0)
1711 break; 1736 break;
1712 } 1737 }
1713 1738
1714 if (art == NULL || roll >= 0) 1739 if (art == NULL || roll >= 0)
1715 { 1740 {
1716#if 1 1741#if 1
1717 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1742 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1718#endif 1743#endif
1719 return; 1744 return;
1720 } 1745 }
1721 if (!strcmp (art->item->name, "NONE")) 1746 if (!strcmp (art->item->name, "NONE"))
1722 return; 1747 return;
1723 if (FABS (op->magic) < art->item->magic) 1748 if (FABS (op->magic) < art->item->magic)
1724 continue; /* Not magic enough to be this item */ 1749 continue; /* Not magic enough to be this item */
1725 1750
1726 /* Map difficulty not high enough */ 1751 /* Map difficulty not high enough */
1727 if (difficulty < art->difficulty) 1752 if (difficulty < art->difficulty)
1728 continue; 1753 continue;
1729 1754
1730 if (!legal_artifact_combination (op, art)) 1755 if (!legal_artifact_combination (op, art))
1731 { 1756 {
1732#ifdef TREASURE_VERBOSE 1757#ifdef TREASURE_VERBOSE
1733 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1758 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1734#endif 1759#endif
1735 continue; 1760 continue;
1736 } 1761 }
1762
1737 give_artifact_abilities (op, art->item); 1763 give_artifact_abilities (op, art->item);
1738 return; 1764 return;
1739 } 1765 }
1740} 1766}
1741 1767
1743 * FOOD, except they inherit properties (name, food value, etc). 1769 * FOOD, except they inherit properties (name, food value, etc).
1744 * based on the original owner (or 'donor' if you like). -b.t. 1770 * based on the original owner (or 'donor' if you like). -b.t.
1745 */ 1771 */
1746 1772
1747void 1773void
1748fix_flesh_item (object * item, object * donor) 1774fix_flesh_item (object *item, object *donor)
1749{ 1775{
1750 char tmpbuf[MAX_BUF]; 1776 char tmpbuf[MAX_BUF];
1751 int i; 1777 int i;
1752 1778
1753 if (item->type == FLESH && donor) 1779 if (item->type == FLESH && donor)
1754 { 1780 {
1755 /* change the name */ 1781 /* change the name */
1756 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1782 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1783 item->name = tmpbuf;
1757 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1784 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1785 item->name_pl = tmpbuf;
1758 1786
1759 /* weight is FLESH weight/100 * donor */ 1787 /* weight is FLESH weight/100 * donor */
1760 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1788 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1761 item->weight = 1; 1789 item->weight = 1;
1762 1790
1763 /* value is multiplied by level of donor */ 1791 /* value is multiplied by level of donor */
1764 item->value *= isqrt (donor->level * 2); 1792 item->value *= isqrt (donor->level * 2);
1765 1793
1766 /* food value */ 1794 /* food value */
1768 1796
1769 /* flesh items inherit some abilities of donor, but not 1797 /* flesh items inherit some abilities of donor, but not
1770 * full effect. 1798 * full effect.
1771 */ 1799 */
1772 for (i = 0; i < NROFATTACKS; i++) 1800 for (i = 0; i < NROFATTACKS; i++)
1773 item->resist[i] = donor->resist[i] / 2; 1801 item->resist[i] = donor->resist[i] / 2;
1774 1802
1775 /* item inherits donor's level (important for quezals) */ 1803 /* item inherits donor's level (important for quezals) */
1776 item->level = donor->level; 1804 item->level = donor->level;
1777 1805
1778 /* if donor has some attacktypes, the flesh is poisonous */ 1806 /* if donor has some attacktypes, the flesh is poisonous */
1779 if (donor->attacktype & AT_POISON) 1807 if (donor->attacktype & AT_POISON)
1780 item->type = POISON; 1808 item->type = POISON;
1781 if (donor->attacktype & AT_ACID) 1809 if (donor->attacktype & AT_ACID)
1782 item->stats.hp = -1 * item->stats.food; 1810 item->stats.hp = -1 * item->stats.food;
1783 SET_FLAG (item, FLAG_NO_STEAL); 1811 SET_FLAG (item, FLAG_NO_STEAL);
1784 } 1812 }
1785} 1813}
1786 1814
1787/* special_potion() - so that old potion code is still done right. */ 1815/* special_potion() - so that old potion code is still done right. */
1788 1816
1789int 1817int
1790special_potion (object * op) 1818special_potion (object *op)
1791{ 1819{
1792
1793 int i;
1794
1795 if (op->attacktype) 1820 if (op->attacktype)
1796 return 1; 1821 return 1;
1797 1822
1798 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1823 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1799 return 1; 1824 return 1;
1800 1825
1801 for (i = 0; i < NROFATTACKS; i++) 1826 for (int i = 0; i < NROFATTACKS; i++)
1802 if (op->resist[i]) 1827 if (op->resist[i])
1803 return 1; 1828 return 1;
1804 1829
1805 return 0; 1830 return 0;
1806} 1831}
1807 1832
1808void 1833void
1809free_treasurestruct (treasure * t) 1834free_treasurestruct (treasure *t)
1810{ 1835{
1811 if (t->next)
1812 free_treasurestruct (t->next); 1836 if (t->next) free_treasurestruct (t->next);
1813 if (t->next_yes)
1814 free_treasurestruct (t->next_yes); 1837 if (t->next_yes) free_treasurestruct (t->next_yes);
1815 if (t->next_no)
1816 free_treasurestruct (t->next_no); 1838 if (t->next_no) free_treasurestruct (t->next_no);
1817 1839
1818 delete t; 1840 delete t;
1819} 1841}
1820 1842
1821void 1843void
1822free_charlinks (linked_char * lc) 1844free_charlinks (linked_char *lc)
1823{ 1845{
1824 if (lc->next) 1846 if (lc->next)
1825 free_charlinks (lc->next); 1847 free_charlinks (lc->next);
1826 1848
1827 delete lc; 1849 delete lc;
1828} 1850}
1829 1851
1830void 1852void
1831free_artifact (artifact * at) 1853free_artifact (artifact *at)
1832{ 1854{
1833
1834 if (at->next)
1835 free_artifact (at->next); 1855 if (at->next) free_artifact (at->next);
1836 if (at->allowed)
1837 free_charlinks (at->allowed); 1856 if (at->allowed) free_charlinks (at->allowed);
1838 1857
1839 delete at->item; 1858 at->item->destroy (1);
1840 1859
1841 delete at; 1860 sfree (at);
1842} 1861}
1843 1862
1844void 1863void
1845free_artifactlist (artifactlist * al) 1864free_artifactlist (artifactlist *al)
1846{ 1865{
1847 artifactlist *nextal; 1866 artifactlist *nextal;
1867
1848 for (al = first_artifactlist; al != NULL; al = nextal) 1868 for (al = first_artifactlist; al; al = nextal)
1849 { 1869 {
1850 nextal = al->next; 1870 nextal = al->next;
1871
1851 if (al->items) 1872 if (al->items)
1852 {
1853 free_artifact (al->items); 1873 free_artifact (al->items);
1854 } 1874
1855 free (al); 1875 sfree (al);
1856 } 1876 }
1857} 1877}
1858 1878
1859void 1879void
1860free_all_treasures (void) 1880free_all_treasures (void)
1861{ 1881{
1862 treasurelist *tl, *next; 1882 treasurelist *tl, *next;
1863 1883
1864
1865 for (tl = first_treasurelist; tl != NULL; tl = next) 1884 for (tl = first_treasurelist; tl; tl = next)
1866 { 1885 {
1886 clear (tl);
1887
1867 next = tl->next; 1888 next = tl->next;
1868 if (tl->items)
1869 free_treasurestruct (tl->items);
1870 delete tl; 1889 delete tl;
1871 } 1890 }
1891
1872 free_artifactlist (first_artifactlist); 1892 free_artifactlist (first_artifactlist);
1873} 1893}

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