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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.41 by root, Mon Apr 16 06:23:40 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.7 2006/09/03 00:18:40 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29 24
30#define ALLOWED_COMBINATION 25#define ALLOWED_COMBINATION
31 26
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 27/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 28 * It is useful for finding bugs in the treasures file. Since it only
35 * left on 30 * left on
36 */ 31 */
37#define TREASURE_DEBUG 32#define TREASURE_DEBUG
38 33
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 34/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35
40/* #define TREASURE_VERBOSE */ 36/* #define TREASURE_VERBOSE */
41 37
42#include <global.h> 38#include <global.h>
43#include <treasure.h> 39#include <treasure.h>
44#include <funcpoint.h> 40#include <funcpoint.h>
45#include <loader.h> 41#include <loader.h>
46 42
47
48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 43extern char *spell_mapping[];
50 44
45static treasurelist *first_treasurelist;
46
47static void change_treasure (treasure *t, object *op); /* overrule default values */
48
49typedef std::tr1::unordered_map<
50 const char *,
51 treasurelist *,
52 str_hash,
53 str_equal,
54 slice_allocator< std::pair<const char *const, treasurelist *> >,
55 true
56> tl_map_t;
57
58static tl_map_t tl_map;
59
51/* 60/*
52 * Initialize global archtype pointers: 61 * Initialize global archtype pointers:
53 */ 62 */
54
55void 63void
56init_archetype_pointers () 64init_archetype_pointers ()
57{ 65{
58 int prev_warn = warn_archetypes; 66 int prev_warn = warn_archetypes;
67
59 warn_archetypes = 1; 68 warn_archetypes = 1;
69
60 if (ring_arch == NULL) 70 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring"); 71 ring_arch = archetype::find ("ring");
62 if (amulet_arch == NULL) 72 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet"); 73 amulet_arch = archetype::find ("amulet");
64 if (staff_arch == NULL) 74 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff"); 75 staff_arch = archetype::find ("staff");
66 if (crown_arch == NULL) 76 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown"); 77 crown_arch = archetype::find ("crown");
78
68 warn_archetypes = prev_warn; 79 warn_archetypes = prev_warn;
69} 80}
70 81
71/* 82/*
72 * Allocate and return the pointer to an empty treasurelist structure. 83 * Searches for the given treasurelist in the globally linked list
84 * of treasurelists which has been built by load_treasures().
73 */ 85 */
74
75static treasurelist * 86treasurelist *
76get_empty_treasurelist (void) 87treasurelist::find (const char *name)
77{ 88{
89 if (!name)
90 return 0;
91
92 AUTODECL (i, tl_map.find (name));
93
94 if (i == tl_map.end ())
95 return 0;
96
97 return i->second;
98}
99
100/*
101 * Searches for the given treasurelist in the globally linked list
102 * of treasurelists which has been built by load_treasures().
103 */
104treasurelist *
105treasurelist::get (const char *name)
106{
107 treasurelist *tl = find (name);
108
109 if (!tl)
110 {
78 return new treasurelist; 111 tl = new treasurelist;
79}
80 112
81/* 113 tl->name = name;
82 * Allocate and return the pointer to an empty treasure structure. 114 tl->next = first_treasurelist;
83 */ 115 first_treasurelist = tl;
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89 116
90 t->chance = 100; 117 tl_map.insert (std::make_pair (tl->name, tl));
118 }
91 119
92 return t; 120 return tl;
121}
122
123//TODO: class method
124void
125clear (treasurelist *tl)
126{
127 if (tl->items)
128 {
129 free_treasurestruct (tl->items);
130 tl->items = 0;
131 }
93} 132}
94 133
95/* 134/*
96 * Reads the lib/treasure file from disk, and parses the contents 135 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists) 136 * into an internal treasure structure (very linked lists)
99 138
100static treasure * 139static treasure *
101load_treasure (FILE * fp, int *line) 140load_treasure (FILE * fp, int *line)
102{ 141{
103 char buf[MAX_BUF], *cp, variable[MAX_BUF]; 142 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure (); 143 treasure *t = new treasure;
105 int value; 144 int value;
106 145
107 nroftreasures++; 146 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL) 147 while (fgets (buf, MAX_BUF, fp) != NULL)
109 { 148 {
110 (*line)++; 149 (*line)++;
111 150
112 if (*buf == '#') 151 if (*buf == '#')
113 continue; 152 continue;
114 if ((cp = strchr (buf, '\n')) != NULL) 153 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0'; 154 *cp = '\0';
116 cp = buf; 155 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */ 156 while (isspace (*cp)) /* Skip blanks */
118 cp++; 157 cp++;
119 158
120 if (sscanf (cp, "arch %s", variable)) 159 if (sscanf (cp, "arch %s", variable))
121 { 160 {
122 if ((t->item = find_archetype (variable)) == NULL) 161 if ((t->item = archetype::find (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable); 162 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 } 163 }
125 else if (sscanf (cp, "list %s", variable)) 164 else if (sscanf (cp, "list %s", variable))
126 t->name = variable; 165 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable)) 166 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable; 167 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable)) 168 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable; 169 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable)) 170 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable; 171 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value)) 172 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value; 173 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value)) 174 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value; 175 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value)) 176 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value; 177 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes")) 178 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line); 179 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no")) 180 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line); 181 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end")) 182 else if (!strcmp (cp, "end"))
144 return t; 183 return t;
145 else if (!strcmp (cp, "more")) 184 else if (!strcmp (cp, "more"))
146 { 185 {
147 t->next = load_treasure (fp, line); 186 t->next = load_treasure (fp, line);
148 return t; 187 return t;
149 } 188 }
150 else 189 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 190 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 191 }
153 LOG (llevError, "treasure lacks 'end'.\n"); 192 LOG (llevError, "treasure lacks 'end'.\n");
154 return t; 193 return t;
155} 194}
156 195
157#ifdef TREASURE_DEBUG 196#ifdef TREASURE_DEBUG
197
158/* recursived checks the linked list. Treasurelist is passed only 198/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 199 * so that the treasure name can be printed out
160 */ 200 */
161static void 201static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 202check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 203{
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)) 204 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); 205 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 */ 206
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 207 if (t->next)
172 check_treasurelist (t->next, tl); 208 check_treasurelist (t->next, tl);
209
173 if (t->next_yes) 210 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 211 check_treasurelist (t->next_yes, tl);
212
175 if (t->next_no) 213 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 214 check_treasurelist (t->next_no, tl);
177} 215}
178#endif 216#endif
179 217
185void 223void
186load_treasures (void) 224load_treasures (void)
187{ 225{
188 FILE *fp; 226 FILE *fp;
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; 227 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t; 228 treasure *t;
192 int comp, line = 0; 229 int comp, line = 0;
193 230
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 231 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 232 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
198 return; 235 return;
199 } 236 }
200 while (fgets (buf, MAX_BUF, fp) != NULL) 237 while (fgets (buf, MAX_BUF, fp) != NULL)
201 { 238 {
202 line++; 239 line++;
203 if (*buf == '#') 240 if (*buf == '#' || *buf == '\n')
204 continue; 241 ; // ignore
205
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 242 else if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 { 243 {
208 treasurelist *tl = get_empty_treasurelist (); 244 treasurelist *tl = treasurelist::get (name);
209 tl->name = name; 245
210 if (previous == NULL) 246 clear (tl);
211 first_treasurelist = tl;
212 else
213 previous->next = tl;
214 previous = tl;
215 tl->items = load_treasure (fp, &line); 247 tl->items = load_treasure (fp, &line);
216 248
217 /* This is a one of the many items on the list should be generated. 249 /* 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 250 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 251 * fields of the treasures are not being used.
220 */ 252 */
221 if (!strncmp (buf, "treasureone", 11)) 253 if (!strncmp (buf, "treasureone", 11))
222 { 254 {
223 for (t = tl->items; t != NULL; t = t->next) 255 for (t = tl->items; t; t = t->next)
224 { 256 {
225#ifdef TREASURE_DEBUG 257#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no) 258 if (t->next_yes || t->next_no)
227 { 259 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 260 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"); 261 LOG (llevError, " the next_yes or next_no field is set\n");
230 } 262 }
231#endif 263#endif
232 tl->total_chance += t->chance; 264 tl->total_chance += t->chance;
233 } 265 }
234 } 266 }
235 } 267 }
236 else 268 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 269 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 } 270 }
271
239 close_and_delete (fp, comp); 272 close_and_delete (fp, comp);
240 273
241#ifdef TREASURE_DEBUG 274#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is. 275 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed 276 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name 277 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element. 278 * or archetype is set for each treasure element.
246 */ 279 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 280 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
248 check_treasurelist (previous->items, previous); 281 check_treasurelist (tl->items, tl);
249#endif 282#endif
250} 283}
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 if (tmp == tl->name)
274 return tl;
275
276 LOG (llevError, "Couldn't find treasurelist %s\n", name);
277 return NULL;
278}
279
280 284
281/* 285/*
282 * Generates the objects specified by the given treasure. 286 * Generates the objects specified by the given treasure.
283 * It goes recursively through the rest of the linked list. 287 * It goes recursively through the rest of the linked list.
284 * If there is a certain percental chance for a treasure to be generated, 288 * If there is a certain percental chance for a treasure to be generated,
287 * being generated. 291 * being generated.
288 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 292 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
289 * abilities. This is used by summon spells, thus no summoned monsters 293 * abilities. This is used by summon spells, thus no summoned monsters
290 * start with equipment, but only their abilities). 294 * start with equipment, but only their abilities).
291 */ 295 */
292
293
294static void 296static void
295put_treasure (object * op, object * creator, int flags) 297put_treasure (object *op, object *creator, int flags)
296{ 298{
297 object *tmp; 299 object *tmp;
298 300
299 /* Bit of a hack - spells should never be put onto the map. The entire 301 /* Bit of a hack - spells should never be put onto the map. The entire
300 * treasure stuff is a problem - there is no clear idea of knowing 302 * treasure stuff is a problem - there is no clear idea of knowing
301 * this is the original object, or if this is an object that should be created 303 * this is the original object, or if this is an object that should be created
302 * by another object. 304 * by another object.
303 */ 305 */
304 if (flags & GT_ENVIRONMENT && op->type != SPELL) 306 if (flags & GT_ENVIRONMENT && op->type != SPELL)
305 { 307 {
306 op->x = creator->x;
307 op->y = creator->y;
308 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 308 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
309 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 309 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
310 } 310 }
311 else 311 else
312 { 312 {
313 op = insert_ob_in_ob (op, creator); 313 op = creator->insert (op);
314
314 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 315 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
315 monster_check_apply (creator, op); 316 monster_check_apply (creator, op);
317
316 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 318 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
317 esrv_send_item (tmp, op); 319 esrv_send_item (tmp, op);
318 } 320 }
319} 321}
320 322
321/* if there are change_xxx commands in the treasure, we include the changes 323/* if there are change_xxx commands in the treasure, we include the changes
322 * in the generated object 324 * in the generated object
323 */ 325 */
324static void 326static void
325change_treasure (treasure * t, object * op) 327change_treasure (treasure *t, object *op)
326{ 328{
327 /* CMD: change_name xxxx */ 329 /* CMD: change_name xxxx */
328 if (t->change_arch.name) 330 if (t->change_arch.name)
329 { 331 {
330 op->name = t->change_arch.name; 332 op->name = t->change_arch.name;
336 338
337 if (t->change_arch.slaying) 339 if (t->change_arch.slaying)
338 op->slaying = t->change_arch.slaying; 340 op->slaying = t->change_arch.slaying;
339} 341}
340 342
341void 343static void
342create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 344create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
343{ 345{
344 object *tmp;
345
346
347 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 346 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
348 { 347 {
349 if (t->name) 348 if (t->name)
350 { 349 {
351 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 350 if (difficulty >= t->magic)
352 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 351 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries);
353 } 352 }
354 else 353 else
355 { 354 {
356 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 355 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
357 { 356 {
358 tmp = arch_to_object (t->item); 357 object *tmp = arch_to_object (t->item);
358
359 if (t->nrof && tmp->nrof <= 1) 359 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 360 tmp->nrof = rndm (t->nrof) + 1;
361
361 fix_generated_item (tmp, op, difficulty, t->magic, flag); 362 fix_generated_item (tmp, op, difficulty, t->magic, flag);
362 change_treasure (t, tmp); 363 change_treasure (t, tmp);
363 put_treasure (tmp, op, flag); 364 put_treasure (tmp, op, flag);
364 } 365 }
365 } 366 }
367
366 if (t->next_yes != NULL) 368 if (t->next_yes)
367 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 369 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
368 } 370 }
369 else if (t->next_no != NULL) 371 else if (t->next_no)
370 create_all_treasures (t->next_no, op, flag, difficulty, tries); 372 create_all_treasures (t->next_no, op, flag, difficulty, tries);
373
371 if (t->next != NULL) 374 if (t->next)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 375 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 376}
374 377
375void 378static void
376create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 379create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 380{
378 int value = RANDOM () % tl->total_chance; 381 int value = rndm (tl->total_chance);
379 treasure *t; 382 treasure *t;
380 383
381 if (tries++ > 100) 384 if (tries++ > 100)
382 { 385 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 386 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 387 return;
385 } 388 }
389
386 for (t = tl->items; t != NULL; t = t->next) 390 for (t = tl->items; t; t = t->next)
387 { 391 {
388 value -= t->chance; 392 value -= t->chance;
393
389 if (value < 0) 394 if (value < 0)
390 break; 395 break;
391 } 396 }
392 397
393 if (!t || value >= 0) 398 if (!t || value >= 0)
394 {
395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 399 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
396 abort (); 400
397 return;
398 }
399 if (t->name) 401 if (t->name)
400 { 402 {
401 if (!strcmp (t->name, "NONE"))
402 return;
403 if (difficulty >= t->magic) 403 if (difficulty >= t->magic)
404 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 404 {
405 treasurelist *tl = treasurelist::find (t->name);
406 if (tl)
407 create_treasure (tl, op, flag, difficulty, tries);
408 }
405 else if (t->nrof) 409 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 410 create_one_treasure (tl, op, flag, difficulty, tries);
407 return;
408 } 411 }
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 412 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
410 { 413 {
411 object *tmp = arch_to_object (t->item); 414 if (object *tmp = arch_to_object (t->item))
412 if (!tmp) 415 {
413 return;
414 if (t->nrof && tmp->nrof <= 1) 416 if (t->nrof && tmp->nrof <= 1)
415 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 417 tmp->nrof = rndm (t->nrof) + 1;
418
416 fix_generated_item (tmp, op, difficulty, t->magic, flag); 419 fix_generated_item (tmp, op, difficulty, t->magic, flag);
417 change_treasure (t, tmp); 420 change_treasure (t, tmp);
418 put_treasure (tmp, op, flag); 421 put_treasure (tmp, op, flag);
422 }
419 } 423 }
420} 424}
421 425
422/* This calls the appropriate treasure creation function. tries is passed 426/* This calls the appropriate treasure creation function. tries is passed
423 * to determine how many list transitions or attempts to create treasure 427 * to determine how many list transitions or attempts to create treasure
425 * list transitions, or so that excessively good treasure will not be 429 * list transitions, or so that excessively good treasure will not be
426 * created on weak maps, because it will exceed the number of allowed tries 430 * created on weak maps, because it will exceed the number of allowed tries
427 * to do that. 431 * to do that.
428 */ 432 */
429void 433void
430create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 434create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
431{ 435{
436 // empty treasurelists are legal
437 if (!tl->items)
438 return;
432 439
433 if (tries++ > 100) 440 if (tries++ > 100)
434 { 441 {
435 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 442 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
436 return; 443 return;
437 } 444 }
445
438 if (t->total_chance) 446 if (tl->total_chance)
439 create_one_treasure (t, op, flag, difficulty, tries); 447 create_one_treasure (tl, op, flag, difficulty, tries);
440 else 448 else
441 create_all_treasures (t->items, op, flag, difficulty, tries); 449 create_all_treasures (tl->items, op, flag, difficulty, tries);
442} 450}
443 451
444/* This is similar to the old generate treasure function. However, 452/* This is similar to the old generate treasure function. However,
445 * it instead takes a treasurelist. It is really just a wrapper around 453 * it instead takes a treasurelist. It is really just a wrapper around
446 * create_treasure. We create a dummy object that the treasure gets 454 * create_treasure. We create a dummy object that the treasure gets
447 * inserted into, and then return that treausre 455 * inserted into, and then return that treausre
448 */ 456 */
449object * 457object *
450generate_treasure (treasurelist * t, int difficulty) 458generate_treasure (treasurelist *tl, int difficulty)
451{ 459{
460 difficulty = clamp (difficulty, 1, settings.max_level);
461
452 object *ob = get_object (), *tmp; 462 object *ob = object::create (), *tmp;
453 463
454 create_treasure (t, ob, 0, difficulty, 0); 464 create_treasure (tl, ob, 0, difficulty, 0);
455 465
456 /* Don't want to free the object we are about to return */ 466 /* Don't want to free the object we are about to return */
457 tmp = ob->inv; 467 tmp = ob->inv;
458 if (tmp != NULL) 468 if (tmp != NULL)
459 remove_ob (tmp); 469 tmp->remove ();
470
460 if (ob->inv) 471 if (ob->inv)
461 {
462 LOG (llevError, "In generate treasure, created multiple objects.\n"); 472 LOG (llevError, "In generate treasure, created multiple objects.\n");
463 } 473
464 free_object (ob); 474 ob->destroy ();
465 return tmp; 475 return tmp;
466} 476}
467 477
468/* 478/*
469 * This is a new way of calculating the chance for an item to have 479 * This is a new way of calculating the chance for an item to have
471 * The array has two arguments, the difficulty of the level, and the 481 * The array has two arguments, the difficulty of the level, and the
472 * magical bonus "wanted". 482 * magical bonus "wanted".
473 */ 483 */
474 484
475static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 485static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
486
476/*chance of magic difficulty*/ 487/*chance of magic difficulty*/
488
477/* +0 +1 +2 +3 +4 */ 489/* +0 +1 +2 +3 +4 */
478 {95, 2, 2, 1, 0}, /*1 */ 490 {95, 2, 2, 1, 0}, /*1 */
479 {92, 5, 2, 1, 0}, /*2 */ 491 {92, 5, 2, 1, 0}, /*2 */
480 {85, 10, 4, 1, 0}, /*3 */ 492 {85, 10, 4, 1, 0}, /*3 */
481 {80, 14, 4, 2, 0}, /*4 */ 493 {80, 14, 4, 2, 0}, /*4 */
482 {75, 17, 5, 2, 1}, /*5 */ 494 {75, 17, 5, 2, 1}, /*5 */
483 {70, 18, 8, 3, 1}, /*6 */ 495 {70, 18, 8, 3, 1}, /*6 */
484 {65, 21, 10, 3, 1}, /*7 */ 496 {65, 21, 10, 3, 1}, /*7 */
485 {60, 22, 12, 4, 2}, /*8 */ 497 {60, 22, 12, 4, 2}, /*8 */
486 {55, 25, 14, 4, 2}, /*9 */ 498 {55, 25, 14, 4, 2}, /*9 */
487 {50, 27, 16, 5, 2}, /*10 */ 499 {50, 27, 16, 5, 2}, /*10 */
488 {45, 28, 18, 6, 3}, /*11 */ 500 {45, 28, 18, 6, 3}, /*11 */
489 {42, 28, 20, 7, 3}, /*12 */ 501 {42, 28, 20, 7, 3}, /*12 */
490 {40, 27, 21, 8, 4}, /*13 */ 502 {40, 27, 21, 8, 4}, /*13 */
491 {38, 25, 22, 10, 5}, /*14 */ 503 {38, 25, 22, 10, 5}, /*14 */
492 {36, 23, 23, 12, 6}, /*15 */ 504 {36, 23, 23, 12, 6}, /*15 */
493 {33, 21, 24, 14, 8}, /*16 */ 505 {33, 21, 24, 14, 8}, /*16 */
494 {31, 19, 25, 16, 9}, /*17 */ 506 {31, 19, 25, 16, 9}, /*17 */
495 {27, 15, 30, 18, 10}, /*18 */ 507 {27, 15, 30, 18, 10}, /*18 */
496 {20, 12, 30, 25, 13}, /*19 */ 508 {20, 12, 30, 25, 13}, /*19 */
497 {15, 10, 28, 30, 17}, /*20 */ 509 {15, 10, 28, 30, 17}, /*20 */
498 {13, 9, 27, 28, 23}, /*21 */ 510 {13, 9, 27, 28, 23}, /*21 */
499 {10, 8, 25, 28, 29}, /*22 */ 511 {10, 8, 25, 28, 29}, /*22 */
500 {8, 7, 23, 26, 36}, /*23 */ 512 {8, 7, 23, 26, 36}, /*23 */
501 {6, 6, 20, 22, 46}, /*24 */ 513 {6, 6, 20, 22, 46}, /*24 */
502 {4, 5, 17, 18, 56}, /*25 */ 514 {4, 5, 17, 18, 56}, /*25 */
503 {2, 4, 12, 14, 68}, /*26 */ 515 {2, 4, 12, 14, 68}, /*26 */
504 {0, 3, 7, 10, 80}, /*27 */ 516 {0, 3, 7, 10, 80}, /*27 */
505 {0, 0, 3, 7, 90}, /*28 */ 517 {0, 0, 3, 7, 90}, /*28 */
506 {0, 0, 0, 3, 97}, /*29 */ 518 {0, 0, 0, 3, 97}, /*29 */
507 {0, 0, 0, 0, 100}, /*30 */ 519 {0, 0, 0, 0, 100}, /*30 */
508 {0, 0, 0, 0, 100}, /*31 */ 520 {0, 0, 0, 0, 100}, /*31 */
509}; 521};
510 522
511 523
512/* calculate the appropriate level for wands staves and scrolls. 524/* calculate the appropriate level for wands staves and scrolls.
513 * 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)
515 * elmex Wed Aug 9 17:44:59 CEST 2006: 527 * elmex Wed Aug 9 17:44:59 CEST 2006:
516 * 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.
517 */ 529 */
518 530
519int 531int
520level_for_item (const object * op, int difficulty) 532level_for_item (const object *op, int difficulty)
521{ 533{
522 int mult = 0, olevel = 0; 534 int olevel = 0;
523 535
524 if (!op->inv) 536 if (!op->inv)
525 { 537 {
526 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);
527 return 0; 539 return 0;
546 * elmex Thu Aug 10 18:45:44 CEST 2006: 558 * elmex Thu Aug 10 18:45:44 CEST 2006:
547 * 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
548 * weird integer between 1-31. 560 * weird integer between 1-31.
549 * 561 *
550 */ 562 */
551
552int 563int
553magic_from_difficulty (int difficulty) 564magic_from_difficulty (int difficulty)
554{ 565{
555 int percent = 0, magic = 0; 566 int percent = 0, magic = 0;
556 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 567 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
561 scaled_diff = 0; 572 scaled_diff = 0;
562 573
563 if (scaled_diff >= DIFFLEVELS) 574 if (scaled_diff >= DIFFLEVELS)
564 scaled_diff = DIFFLEVELS - 1; 575 scaled_diff = DIFFLEVELS - 1;
565 576
566 percent = RANDOM () % 100; 577 percent = rndm (100);
567 578
568 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 579 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
569 { 580 {
570 percent -= difftomagic_list[scaled_diff][magic]; 581 percent -= difftomagic_list[scaled_diff][magic];
571 582
572 if (percent < 0) 583 if (percent < 0)
573 break; 584 break;
574 } 585 }
575 586
576 if (magic == (MAXMAGIC + 1)) 587 if (magic == (MAXMAGIC + 1))
577 { 588 {
578 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);
579 magic = 0; 590 magic = 0;
580 } 591 }
581 592
582 magic = (RANDOM () % 3) ? magic : -magic; 593 magic = (rndm (3)) ? magic : -magic;
583 /* 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); */
584 595
585 return magic; 596 return magic;
586} 597}
587 598
591 * This function doesn't work properly, should add use of archetypes 602 * This function doesn't work properly, should add use of archetypes
592 * to make it truly absolute. 603 * to make it truly absolute.
593 */ 604 */
594 605
595void 606void
596set_abs_magic (object * op, int magic) 607set_abs_magic (object *op, int magic)
597{ 608{
598 if (!magic) 609 if (!magic)
599 return; 610 return;
600 611
601 op->magic = magic; 612 op->magic = magic;
602 if (op->arch) 613 if (op->arch)
603 { 614 {
604 if (op->type == ARMOUR) 615 if (op->type == ARMOUR)
605 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;
606 617
607 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 */
608 magic = (-magic); 619 magic = (-magic);
609 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
610 } 621 }
611 else 622 else
612 { 623 {
613 if (op->type == ARMOUR) 624 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
615 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 */
616 magic = (-magic); 627 magic = (-magic);
617 op->weight = (op->weight * (100 - magic * 10)) / 100; 628 op->weight = (op->weight * (100 - magic * 10)) / 100;
618 } 629 }
619} 630}
620 631
621/* 632/*
622 * Sets a random magical bonus in the given object based upon 633 * Sets a random magical bonus in the given object based upon
623 * the given difficulty, and the given max possible bonus. 634 * the given difficulty, and the given max possible bonus.
624 */ 635 */
625 636
626static void 637static void
627set_magic (int difficulty, object * op, int max_magic, int flags) 638set_magic (int difficulty, object *op, int max_magic, int flags)
628{ 639{
629 int i; 640 int i;
641
630 i = magic_from_difficulty (difficulty); 642 i = magic_from_difficulty (difficulty);
631 if ((flags & GT_ONLY_GOOD) && i < 0) 643 if ((flags & GT_ONLY_GOOD) && i < 0)
632 i = -i; 644 i = -i;
633 if (i > max_magic) 645 if (i > max_magic)
634 i = max_magic; 646 i = max_magic;
643 * 1) Since rings can have multiple bonuses, if the same bonus 655 * 1) Since rings can have multiple bonuses, if the same bonus
644 * is rolled again, increase it - the bonuses now stack with 656 * is rolled again, increase it - the bonuses now stack with
645 * other bonuses previously rolled and ones the item might natively have. 657 * other bonuses previously rolled and ones the item might natively have.
646 * 2) Add code to deal with new PR method. 658 * 2) Add code to deal with new PR method.
647 */ 659 */
648
649void 660void
650set_ring_bonus (object * op, int bonus) 661set_ring_bonus (object *op, int bonus)
651{ 662{
652 663
653 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
654 665
655 if (op->type == AMULET) 666 if (op->type == AMULET)
656 { 667 {
657 if (!(RANDOM () % 21)) 668 if (!(rndm (21)))
658 r = 20 + RANDOM () % 2; 669 r = 20 + rndm (2);
659 else 670 else
660 { 671 {
661 if (RANDOM () & 2) 672 if (rndm (2))
662 r = 10; 673 r = 10;
663 else 674 else
664 r = 11 + RANDOM () % 9; 675 r = 11 + rndm (9);
665 } 676 }
666 } 677 }
667 678
668 switch (r) 679 switch (r)
669 { 680 {
670 /* 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,
671 * bonuses and penalties will stack and add to existing values. 682 * bonuses and penalties will stack and add to existing values.
672 * of the item. 683 * of the item.
673 */ 684 */
674 case 0: 685 case 0:
675 case 1: 686 case 1:
676 case 2: 687 case 2:
677 case 3: 688 case 3:
678 case 4: 689 case 4:
679 case 5: 690 case 5:
680 case 6: 691 case 6:
681 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)));
682 break; 693 break;
683 694
684 case 7: 695 case 7:
685 op->stats.dam += bonus; 696 op->stats.dam += bonus;
686 break; 697 break;
687 698
688 case 8: 699 case 8:
689 op->stats.wc += bonus; 700 op->stats.wc += bonus;
690 break; 701 break;
691 702
692 case 9: 703 case 9:
693 op->stats.food += bonus; /* hunger/sustenance */ 704 op->stats.food += bonus; /* hunger/sustenance */
694 break; 705 break;
695 706
696 case 10: 707 case 10:
697 op->stats.ac += bonus; 708 op->stats.ac += bonus;
698 break; 709 break;
699 710
700 /* Item that gives protections/vulnerabilities */ 711 /* Item that gives protections/vulnerabilities */
701 case 11: 712 case 11:
702 case 12: 713 case 12:
703 case 13: 714 case 13:
704 case 14: 715 case 14:
705 case 15: 716 case 15:
706 case 16: 717 case 16:
707 case 17: 718 case 17:
708 case 18: 719 case 18:
709 case 19: 720 case 19:
710 { 721 {
711 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
712 723
713 /* 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) */
714 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
715 726
716 /* 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
717 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
718 * 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
719 * even values. 730 * even values.
720 */ 731 */
721 if (bonus < 0) 732 if (bonus < 0)
722 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
723 if (val > 35) 734 if (val > 35)
724 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
725 b = 0; 736 b = 0;
737
726 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
727 { 739 resist = rndm (num_resist_table);
728 resist = RANDOM () % num_resist_table; 740
729 } 741 if (b == 4)
730 if (b == 4)
731 return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
732 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
733 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
734 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
735 */ 747 */
736 break; 748 break;
737 } 749 }
738 case 20: 750 case 20:
739 if (op->type == AMULET) 751 if (op->type == AMULET)
740 { 752 {
741 SET_FLAG (op, FLAG_REFL_SPELL); 753 SET_FLAG (op, FLAG_REFL_SPELL);
742 op->value *= 11; 754 op->value *= 11;
743 } 755 }
744 else 756 else
745 { 757 {
746 op->stats.hp = 1; /* regenerate hit points */ 758 op->stats.hp = 1; /* regenerate hit points */
747 op->value *= 4; 759 op->value *= 4;
748 } 760 }
749 break; 761 break;
750 762
751 case 21: 763 case 21:
752 if (op->type == AMULET) 764 if (op->type == AMULET)
753 { 765 {
754 SET_FLAG (op, FLAG_REFL_MISSILE); 766 SET_FLAG (op, FLAG_REFL_MISSILE);
755 op->value *= 9; 767 op->value *= 9;
756 } 768 }
757 else 769 else
758 { 770 {
759 op->stats.sp = 1; /* regenerate spell points */ 771 op->stats.sp = 1; /* regenerate spell points */
760 op->value *= 3; 772 op->value *= 3;
761 } 773 }
762 break; 774 break;
763 775
764 case 22: 776 case 22:
765 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
766 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
767 break; 779 break;
768 } 780 }
781
769 if (bonus > 0) 782 if (bonus > 0)
770 op->value *= 2 * bonus; 783 op->value *= 2 * bonus;
771 else 784 else
772 op->value = -(op->value * 2 * bonus) / 3; 785 op->value = -(op->value * 2 * bonus) / 3;
773} 786}
778 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
779 * 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
780 * rings and amulets. 793 * rings and amulets.
781 * 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.
782 */ 795 */
783
784int 796int
785get_magic (int diff) 797get_magic (int diff)
786{ 798{
787 int i; 799 int i;
800
788 if (diff < 3) 801 if (diff < 3)
789 diff = 3; 802 diff = 3;
803
790 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
791 if (RANDOM () % diff) 805 if (rndm (diff))
792 return i; 806 return i;
807
793 return 4; 808 return 4;
794} 809}
795 810
796#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
797#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))
798 813
799/* 814/*
800 * 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
801 * 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
802 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
803 */ 818 */
819
804/* 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
805 * 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
806 * 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
807 * way to do this? b.t. */ 823 * way to do this? b.t. */
824
808/* 825/*
809 * ! (flags & GT_ENVIRONMENT): 826 * ! (flags & GT_ENVIRONMENT):
810 * Automatically calls fix_flesh_item(). 827 * Automatically calls fix_flesh_item().
811 * 828 *
812 * flags: 829 * flags:
814 * value. 831 * value.
815 * 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
816 * 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
817 * 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
818 */ 835 */
819
820void 836void
821fix_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)
822{ 838{
823 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;
824 840
825 if (!creator || creator->type == op->type) 841 if (!creator || creator->type == op->type)
826 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 842 creator = op; /*safety & to prevent polymorphed objects giving attributes */
827 843
828 /* If we make an artifact, this information will be destroyed */ 844 /* If we make an artifact, this information will be destroyed */
829 save_item_power = op->item_power; 845 save_item_power = op->item_power;
830 op->item_power = 0; 846 op->item_power = 0;
831 847
832 if (op->randomitems && op->type != SPELL) 848 if (op->randomitems && op->type != SPELL)
833 { 849 {
834 create_treasure (op->randomitems, op, flags, difficulty, 0); 850 create_treasure (op->randomitems, op, flags, difficulty, 0);
835 if (!op->inv) 851 if (!op->inv)
836 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->name);
837 853
838 /* So the treasure doesn't get created again */ 854 /* So the treasure doesn't get created again */
839 op->randomitems = NULL; 855 op->randomitems = NULL;
840 } 856 }
841 857
842 if (difficulty < 1) 858 if (difficulty < 1)
843 difficulty = 1; 859 difficulty = 1;
844 860
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
845 if (!(flags & GT_MINIMAL)) 867 if (!(flags & GT_MINIMAL))
846 { 868 {
847 if (op->arch == crown_arch) 869 if (op->arch == crown_arch)
848 { 870 {
849 set_magic (difficulty, op, max_magic, flags); 871 set_magic (difficulty, op, max_magic, flags);
850 num_enchantments = calc_item_power (op, 1); 872 num_enchantments = calc_item_power (op, 1);
851 generate_artifact (op, difficulty); 873 generate_artifact (op, difficulty);
852 } 874 }
853 else 875 else
854 { 876 {
855 if (!op->magic && max_magic) 877 if (!op->magic && max_magic)
856 set_magic (difficulty, op, max_magic, flags); 878 set_magic (difficulty, op, max_magic, flags);
857 879
858 num_enchantments = calc_item_power (op, 1); 880 num_enchantments = calc_item_power (op, 1);
859 881
860 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))
861 * 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 */
862 generate_artifact (op, difficulty); 886 generate_artifact (op, difficulty);
863 } 887 }
864 888
865 /* Object was made an artifact. Calculate its item_power rating. 889 /* Object was made an artifact. Calculate its item_power rating.
866 * the item_power in the object is what the artfiact adds. 890 * the item_power in the object is what the artfiact adds.
867 */ 891 */
868 if (op->title) 892 if (op->title)
869 { 893 {
870 /* 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
871 * 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
872 * 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
873 * 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
874 * 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
875 * being somewhat of a bonus 899 * being somewhat of a bonus
876 */ 900 */
877 if (save_item_power) 901 if (save_item_power)
878 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);
879 else 903 else
880 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);
881 } 905 }
882 else if (save_item_power) 906 else if (save_item_power)
883 { 907 {
884 /* 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.
885 * we don't care about num_enchantments - that will basically just 909 * we don't care about num_enchantments - that will basically just
886 * have calculated some value from the base attributes of the archetype. 910 * have calculated some value from the base attributes of the archetype.
887 */ 911 */
888 op->item_power = save_item_power; 912 op->item_power = save_item_power;
889 } 913 }
890 else 914 else
891 { 915 {
892 /* 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
893 * 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
894 * 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
895 * item_power value. 919 * item_power value.
896 * - gros, 21th of July 2006. 920 * - gros, 21th of July 2006.
897 */ 921 */
898 op->item_power = calc_item_power (op, 0); 922 op->item_power = calc_item_power (op, 0);
899 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
900 * again below */ 924 * again below */
901 } 925 }
902 } 926 }
903 927
904 /* materialtype modifications. Note we allow this on artifacts. */ 928 /* materialtype modifications. Note we allow this on artifacts. */
905 set_materialname (op, difficulty, NULL); 929 set_materialname (op, difficulty, NULL);
906 930
907 if (flags & GT_MINIMAL) 931 if (flags & GT_MINIMAL)
908 { 932 {
909 if (op->type == POTION) 933 if (op->type == POTION)
910 /* Handle healing and magic power potions */ 934 /* Handle healing and magic power potions */
911 if (op->stats.sp && !op->randomitems) 935 if (op->stats.sp && !op->randomitems)
912 { 936 {
913 object *tmp; 937 object *tmp;
914 938
915 tmp = get_archetype (spell_mapping[op->stats.sp]); 939 tmp = get_archetype (spell_mapping[op->stats.sp]);
916 insert_ob_in_ob (tmp, op); 940 insert_ob_in_ob (tmp, op);
917 op->stats.sp = 0; 941 op->stats.sp = 0;
918 } 942 }
919 } 943 }
920 else if (!op->title) /* Only modify object if not special */ 944 else if (!op->title) /* Only modify object if not special */
921 switch (op->type) 945 switch (op->type)
922 { 946 {
923 case WEAPON: 947 case WEAPON:
924 case ARMOUR: 948 case ARMOUR:
925 case SHIELD: 949 case SHIELD:
926 case HELMET: 950 case HELMET:
927 case CLOAK: 951 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
929 set_ring_bonus (op, -DICE2); 953 set_ring_bonus (op, -DICE2);
930 break; 954 break;
931 955
932 case BRACERS: 956 case BRACERS:
933 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
934 { 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
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1024 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
936 if (!QUERY_FLAG (op, FLAG_CURSED))
937 op->value *= 3;
938 }
939 break;
940 1025
941 case POTION:
942 {
943 int too_many_tries = 0, is_special = 0;
944
945 /* Handle healing and magic power potions */
946 if (op->stats.sp && !op->randomitems)
947 {
948 object *tmp;
949
950 tmp = get_archetype (spell_mapping[op->stats.sp]);
951 insert_ob_in_ob (tmp, op);
952 op->stats.sp = 0;
953 }
954
955 while (!(is_special = special_potion (op)) && !op->inv)
956 {
957 generate_artifact (op, difficulty);
958 if (too_many_tries++ > 10)
959 break;
960 }
961
962 /* don't want to change value for healing/magic power potions,
963 * since the value set on those is already correct.
964 */
965 if (op->inv && op->randomitems)
966 {
967 /* value multiplier is same as for scrolls */
968 op->value = (op->value * op->inv->value);
969 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
970 }
971 else
972 {
973 op->name = "potion";
974 op->name_pl = "potions";
975 }
976
977 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
978 SET_FLAG (op, FLAG_CURSED);
979 break;
980 }
981
982 case AMULET:
983 if (op->arch == amulet_arch)
984 op->value *= 5; /* Since it's not just decoration */
985
986 case RING:
987 if (op->arch == NULL)
988 {
989 remove_ob (op);
990 free_object (op);
991 op = NULL;
992 break;
993 }
994
995 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
996 break;
997
998 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
999 SET_FLAG (op, FLAG_CURSED);
1000
1001 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1002
1003 if (op->type != RING) /* Amulets have only one ability */ 1026 if (op->type != RING) /* Amulets have only one ability */
1004 break; 1027 break;
1005 1028
1006 if (!(RANDOM () % 4)) 1029 if (!(rndm (4)))
1007 { 1030 {
1008 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1031 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1009 1032
1010 if (d > 0) 1033 if (d > 0)
1011 op->value *= 3; 1034 op->value *= 3;
1012 1035
1013 set_ring_bonus (op, d); 1036 set_ring_bonus (op, d);
1014 1037
1015 if (!(RANDOM () % 4)) 1038 if (!(rndm (4)))
1016 { 1039 {
1017 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1040 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 if (d > 0)
1019 op->value *= 5;
1020 set_ring_bonus (op, d);
1021 }
1022 }
1023 1041
1042 if (d > 0)
1043 op->value *= 5;
1044 set_ring_bonus (op, d);
1045 }
1046 }
1047
1024 if (GET_ANIM_ID (op)) 1048 if (GET_ANIM_ID (op))
1025 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1026 1050
1027 break; 1051 break;
1028 1052
1029 case BOOK: 1053 case BOOK:
1030 /* Is it an empty book?, if yes lets make a special· 1054 /* Is it an empty book?, if yes lets make a special·
1031 * msg for it, and tailor its properties based on the· 1055 * msg for it, and tailor its properties based on the·
1032 * creator and/or map level we found it on. 1056 * creator and/or map level we found it on.
1033 */ 1057 */
1034 if (!op->msg && RANDOM () % 10) 1058 if (!op->msg && rndm (10))
1035 { 1059 {
1036 /* set the book level properly */ 1060 /* set the book level properly */
1037 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1038 { 1062 {
1039 if (op->map && op->map->difficulty) 1063 if (op->map && op->map->difficulty)
1040 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1041 else 1065 else
1042 op->level = RANDOM () % 20 + 1; 1066 op->level = rndm (20) + 1;
1043 } 1067 }
1044 else 1068 else
1045 op->level = RANDOM () % creator->level; 1069 op->level = rndm (creator->level);
1046 1070
1047 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);
1048 /* books w/ info are worth more! */ 1072 /* books w/ info are worth more! */
1049 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));
1050 /* creator related stuff */ 1074 /* creator related stuff */
1051 1075
1052 /* for library, chained books. Note that some monsters have no_pick 1076 /* for library, chained books. Note that some monsters have no_pick
1053 * 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.
1054 */ 1078 */
1055 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))
1056 SET_FLAG (op, FLAG_NO_PICK); 1080 SET_FLAG (op, FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1081 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying; 1082 op->slaying = creator->slaying;
1059 1083
1060 /* add exp so reading it gives xp (once) */ 1084 /* add exp so reading it gives xp (once) */
1061 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;
1062 } 1086 }
1063 break; 1087 break;
1064 1088
1065 case SPELLBOOK: 1089 case SPELLBOOK:
1066 op->value = op->value * op->inv->value; 1090 op->value = op->value * op->inv->value;
1067 /* add exp so learning gives xp */ 1091 /* add exp so learning gives xp */
1068 op->level = op->inv->level; 1092 op->level = op->inv->level;
1069 op->stats.exp = op->value; 1093 op->stats.exp = op->value;
1070 break; 1094 break;
1071 1095
1072 case WAND: 1096 case WAND:
1073 /* nrof in the treasure list is number of charges, 1097 /* nrof in the treasure list is number of charges,
1074 * not number of wands. So copy that into food (charges), 1098 * not number of wands. So copy that into food (charges),
1075 * and reset nrof. 1099 * and reset nrof.
1076 */ 1100 */
1077 op->stats.food = op->inv->nrof; 1101 op->stats.food = op->inv->nrof;
1078 op->nrof = 1; 1102 op->nrof = 1;
1079 /* If the spell changes by level, choose a random level 1103 /* If the spell changes by level, choose a random level
1080 * for it, and adjust price. If the spell doesn't 1104 * for it, and adjust price. If the spell doesn't
1081 * change by level, just set the wand to the level of 1105 * change by level, just set the wand to the level of
1082 * the spell, and value calculation is simpler. 1106 * the spell, and value calculation is simpler.
1083 */ 1107 */
1084 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)
1085 { 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:
1086 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 */
1087 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);
1088 } 1128 /* maxhp is used to denote how many 'charges' the rod holds before */
1089 else 1129 if (op->stats.maxhp)
1090 { 1130 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1091 op->level = op->inv->level; 1131 else
1092 op->value = op->value * op->inv->value; 1132 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1093 }
1094 break;
1095 1133
1134 op->stats.hp = op->stats.maxhp;
1135 break;
1136
1096 case ROD: 1137 case SCROLL:
1097 op->level = level_for_item (op, difficulty); 1138 op->level = level_for_item (op, difficulty);
1098 /* Add 50 to both level an divisor to keep prices a little more
1099 * reasonable. Otherwise, a high level version of a low level
1100 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1101 * 10 time multiplier). This way, the value are a bit more reasonable.
1102 */
1103 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);
1104 /* maxhp is used to denote how many 'charges' the rod holds before */
1105 if (op->stats.maxhp)
1106 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1107 else
1108 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1109 1140
1110 op->stats.hp = op->stats.maxhp;
1111 break;
1112
1113 case SCROLL:
1114 op->level = level_for_item (op, difficulty);
1115 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1116
1117 /* add exp so reading them properly gives xp */ 1141 /* add exp so reading them properly gives xp */
1118 op->stats.exp = op->value / 5; 1142 op->stats.exp = op->value / 5;
1119 op->nrof = op->inv->nrof; 1143 op->nrof = op->inv->nrof;
1120 break; 1144 break;
1121 1145
1122 case RUNE: 1146 case RUNE:
1123 trap_adjust (op, difficulty); 1147 trap_adjust (op, difficulty);
1124 break; 1148 break;
1125 1149
1126 case TRAP: 1150 case TRAP:
1127 trap_adjust (op, difficulty); 1151 trap_adjust (op, difficulty);
1128 break; 1152 break;
1129 } /* switch type */ 1153 } /* switch type */
1130 1154
1131 if (flags & GT_STARTEQUIP) 1155 if (flags & GT_STARTEQUIP)
1132 { 1156 {
1133 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))
1134 SET_FLAG (op, FLAG_STARTEQUIP); 1158 SET_FLAG (op, FLAG_STARTEQUIP);
1135 else if (op->type != MONEY) 1159 else if (op->type != MONEY)
1136 op->value = 0; 1160 op->value = 0;
1137 } 1161 }
1138 1162
1139 if (!(flags & GT_ENVIRONMENT)) 1163 if (!(flags & GT_ENVIRONMENT))
1140 fix_flesh_item (op, creator); 1164 fix_flesh_item (op, creator);
1141} 1165}
1149 */ 1173 */
1150 1174
1151/* 1175/*
1152 * Allocate and return the pointer to an empty artifactlist structure. 1176 * Allocate and return the pointer to an empty artifactlist structure.
1153 */ 1177 */
1154
1155static artifactlist * 1178static artifactlist *
1156get_empty_artifactlist (void) 1179get_empty_artifactlist (void)
1157{ 1180{
1158 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1181 return salloc0 <artifactlist> ();
1159 if (tl == NULL)
1160 fatal (OUT_OF_MEMORY);
1161 tl->next = NULL;
1162 tl->items = NULL;
1163 tl->total_chance = 0;
1164 return tl;
1165} 1182}
1166 1183
1167/* 1184/*
1168 * Allocate and return the pointer to an empty artifact structure. 1185 * Allocate and return the pointer to an empty artifact structure.
1169 */ 1186 */
1170
1171static artifact * 1187static artifact *
1172get_empty_artifact (void) 1188get_empty_artifact (void)
1173{ 1189{
1174 artifact *t = (artifact *) malloc (sizeof (artifact)); 1190 return salloc0 <artifact> ();
1175 if (t == NULL)
1176 fatal (OUT_OF_MEMORY);
1177 t->item = NULL;
1178 t->next = NULL;
1179 t->chance = 0;
1180 t->difficulty = 0;
1181 t->allowed = NULL;
1182 return t;
1183} 1191}
1184 1192
1185/* 1193/*
1186 * 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
1187 * of objects on it. 1195 * of objects on it.
1188 */ 1196 */
1189
1190artifactlist * 1197artifactlist *
1191find_artifactlist (int type) 1198find_artifactlist (int type)
1192{ 1199{
1193 artifactlist *al;
1194
1195 for (al = first_artifactlist; al != NULL; al = al->next) 1200 for (artifactlist *al = first_artifactlist; al; al = al->next)
1196 if (al->type == type) 1201 if (al->type == type)
1197 return al; 1202 return al;
1203
1198 return NULL; 1204 return 0;
1199} 1205}
1200 1206
1201/* 1207/*
1202 * For debugging purposes. Dumps all tables. 1208 * For debugging purposes. Dumps all tables.
1203 */ 1209 */
1204
1205void 1210void
1206dump_artifacts (void) 1211dump_artifacts (void)
1207{ 1212{
1208 artifactlist *al; 1213 artifactlist *al;
1209 artifact *art; 1214 artifact *art;
1212 fprintf (logfile, "\n"); 1217 fprintf (logfile, "\n");
1213 for (al = first_artifactlist; al != NULL; al = al->next) 1218 for (al = first_artifactlist; al != NULL; al = al->next)
1214 { 1219 {
1215 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);
1216 for (art = al->items; art != NULL; art = art->next) 1221 for (art = al->items; art != NULL; art = art->next)
1217 { 1222 {
1218 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);
1219 if (art->allowed != NULL) 1224 if (art->allowed != NULL)
1220 { 1225 {
1221 fprintf (logfile, "\tAllowed combinations:"); 1226 fprintf (logfile, "\tallowed combinations:");
1222 for (next = art->allowed; next != NULL; next = next->next) 1227 for (next = art->allowed; next != NULL; next = next->next)
1223 fprintf (logfile, "%s,", &next->name); 1228 fprintf (logfile, "%s,", &next->name);
1224 fprintf (logfile, "\n"); 1229 fprintf (logfile, "\n");
1225 } 1230 }
1226 } 1231 }
1227 } 1232 }
1228 fprintf (logfile, "\n"); 1233 fprintf (logfile, "\n");
1229} 1234}
1230 1235
1231/* 1236/*
1232 * For debugging purposes. Dumps all treasures recursively (see below). 1237 * For debugging purposes. Dumps all treasures recursively (see below).
1233 */ 1238 */
1234void 1239void
1235dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1240dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1236{ 1241{
1237 treasurelist *tl; 1242 treasurelist *tl;
1238 int i; 1243 int i;
1239 1244
1240 if (depth > 100) 1245 if (depth > 100)
1241 return; 1246 return;
1242 while (t != NULL) 1247
1248 while (t)
1243 { 1249 {
1244 if (t->name != NULL) 1250 if (t->name)
1245 { 1251 {
1246 for (i = 0; i < depth; i++) 1252 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " "); 1253 fprintf (logfile, " ");
1254
1248 fprintf (logfile, "{ (list: %s)\n", &t->name); 1255 fprintf (logfile, "{ (list: %s)\n", &t->name);
1256
1249 tl = find_treasurelist (t->name); 1257 tl = treasurelist::find (t->name);
1258 if (tl)
1250 dump_monster_treasure_rec (name, tl->items, depth + 2); 1259 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260
1251 for (i = 0; i < depth; i++) 1261 for (i = 0; i < depth; i++)
1252 fprintf (logfile, " "); 1262 fprintf (logfile, " ");
1263
1253 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1264 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1254 } 1265 }
1255 else 1266 else
1256 { 1267 {
1257 for (i = 0; i < depth; i++) 1268 for (i = 0; i < depth; i++)
1258 fprintf (logfile, " "); 1269 fprintf (logfile, " ");
1270
1259 if (t->item->clone.type == FLESH) 1271 if (t->item && t->item->clone.type == FLESH)
1260 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1261 else 1273 else
1262 fprintf (logfile, "%s\n", &t->item->clone.name); 1274 fprintf (logfile, "%s\n", &t->item->clone.name);
1263 } 1275 }
1276
1264 if (t->next_yes != NULL) 1277 if (t->next_yes)
1265 { 1278 {
1266 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1281
1268 fprintf (logfile, " (if yes)\n"); 1282 fprintf (logfile, " (if yes)\n");
1269 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1283 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1270 } 1284 }
1285
1271 if (t->next_no != NULL) 1286 if (t->next_no)
1272 { 1287 {
1273 for (i = 0; i < depth; i++) 1288 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1289 fprintf (logfile, " ");
1290
1275 fprintf (logfile, " (if no)\n"); 1291 fprintf (logfile, " (if no)\n");
1276 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1292 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1277 } 1293 }
1294
1278 t = t->next; 1295 t = t->next;
1279 } 1296 }
1280} 1297}
1281 1298
1282/* 1299/*
1283 * For debugging purposes. Dumps all treasures for a given monster. 1300 * For debugging purposes. Dumps all treasures for a given monster.
1284 * Created originally by Raphael Quinet for debugging the alchemy code. 1301 * Created originally by Raphael Quinet for debugging the alchemy code.
1285 */ 1302 */
1286
1287void 1303void
1288dump_monster_treasure (const char *name) 1304dump_monster_treasure (const char *name)
1289{ 1305{
1290 archetype *at; 1306 archetype *at;
1291 int found; 1307 int found;
1292 1308
1293 found = 0; 1309 found = 0;
1294 fprintf (logfile, "\n"); 1310 fprintf (logfile, "\n");
1311
1295 for (at = first_archetype; at != NULL; at = at->next) 1312 for (at = first_archetype; at != NULL; at = at->next)
1296 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1297 { 1314 {
1298 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);
1299 if (at->clone.randomitems != NULL) 1316 if (at->clone.randomitems != NULL)
1300 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);
1301 else 1318 else
1302 fprintf (logfile, "(nothing)\n"); 1319 fprintf (logfile, "(nothing)\n");
1320
1303 fprintf (logfile, "\n"); 1321 fprintf (logfile, "\n");
1304 found++; 1322 found++;
1305 } 1323 }
1324
1306 if (found == 0) 1325 if (found == 0)
1307 fprintf (logfile, "No objects have the name %s!\n\n", name); 1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1308} 1327}
1309 1328
1310/* 1329/*
1311 * 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.
1312 */ 1331 */
1313
1314void 1332void
1315init_artifacts (void) 1333init_artifacts (void)
1316{ 1334{
1317 static int has_been_inited = 0; 1335 static int has_been_inited = 0;
1318 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1336 char filename[MAX_BUF];
1319 artifact *art = NULL; 1337 artifact *art = NULL;
1320 linked_char *tmp;
1321 int value, comp;
1322 artifactlist *al; 1338 artifactlist *al;
1323 1339
1324 if (has_been_inited) 1340 if (has_been_inited)
1325 return; 1341 return;
1326 else 1342 else
1327 has_been_inited = 1; 1343 has_been_inited = 1;
1328 1344
1329 sprintf (filename, "%s/artifacts", settings.datadir); 1345 sprintf (filename, "%s/artifacts", settings.datadir);
1330 object_thawer thawer (filename); 1346 object_thawer f (filename);
1331 1347
1332 if (!thawer) 1348 if (!f)
1333 return; 1349 return;
1334 1350
1335 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1351 f.next ();
1336 {
1337 if (*buf == '#')
1338 continue;
1339 if ((cp = strchr (buf, '\n')) != NULL)
1340 *cp = '\0';
1341 cp = buf;
1342 while (*cp == ' ') /* Skip blanks */
1343 cp++;
1344 if (*cp == '\0')
1345 continue;
1346 1352
1347 if (!strncmp (cp, "Allowed", 7)) 1353 for (;;)
1348 {
1349 if (art == NULL)
1350 { 1354 {
1355 switch (f.kw)
1356 {
1357 case KW_allowed:
1358 if (!art)
1359 {
1351 art = get_empty_artifact (); 1360 art = get_empty_artifact ();
1352 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 ();
1353 } 1428 }
1354 cp = strchr (cp, ' ') + 1;
1355 if (!strcmp (cp, "all"))
1356 continue;
1357 1429
1358 do 1430done:
1359 {
1360 nrofallowedstr++;
1361 if ((next = strchr (cp, ',')) != NULL)
1362 *(next++) = '\0';
1363 tmp = new linked_char;
1364 tmp->name = cp;
1365 tmp->next = art->allowed;
1366 art->allowed = tmp;
1367 }
1368 while ((cp = next) != NULL);
1369 }
1370 else if (sscanf (cp, "chance %d", &value))
1371 art->chance = (uint16) value;
1372 else if (sscanf (cp, "difficulty %d", &value))
1373 art->difficulty = (uint8) value;
1374 else if (!strncmp (cp, "Object", 6))
1375 {
1376 art->item = (object *) calloc (1, sizeof (object));
1377 reset_object (art->item);
1378 if (!load_object (thawer, art->item, LO_LINEMODE, 0))
1379 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1380 art->item->name = strchr (cp, ' ') + 1;
1381 al = find_artifactlist (art->item->type);
1382 if (al == NULL)
1383 {
1384 al = get_empty_artifactlist ();
1385 al->type = art->item->type;
1386 al->next = first_artifactlist;
1387 first_artifactlist = al;
1388 }
1389 art->next = al->items;
1390 al->items = art;
1391 art = NULL;
1392 }
1393 else
1394 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1395 }
1396
1397 for (al = first_artifactlist; al != NULL; al = al->next) 1431 for (al = first_artifactlist; al; al = al->next)
1398 { 1432 {
1399 for (art = al->items; art != NULL; art = art->next) 1433 for (art = al->items; art; art = art->next)
1400 { 1434 {
1401 if (!art->chance) 1435 if (!art->chance)
1402 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);
1403 else 1437 else
1404 al->total_chance += art->chance; 1438 al->total_chance += art->chance;
1405 } 1439 }
1406#if 0 1440#if 0
1407 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);
1408#endif 1442#endif
1409 } 1443 }
1410 1444
1416 * Used in artifact generation. The bonuses of the first object 1450 * Used in artifact generation. The bonuses of the first object
1417 * is modified by the bonuses of the second object. 1451 * is modified by the bonuses of the second object.
1418 */ 1452 */
1419 1453
1420void 1454void
1421add_abilities (object * op, object * change) 1455add_abilities (object *op, object *change)
1422{ 1456{
1423 int i, j, tmp; 1457 int i, tmp;
1424 1458
1425 if (change->face != blank_face) 1459 if (change->face != blank_face)
1426 { 1460 {
1427#ifdef TREASURE_VERBOSE 1461#ifdef TREASURE_VERBOSE
1428 LOG (llevDebug, "FACE: %d\n", change->face->number); 1462 LOG (llevDebug, "FACE: %d\n", change->face->number);
1467 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1501 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1468 { 1502 {
1469 CLEAR_FLAG (op, FLAG_ANIMATE); 1503 CLEAR_FLAG (op, FLAG_ANIMATE);
1470 /* so artifacts will join */ 1504 /* so artifacts will join */
1471 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1505 if (!QUERY_FLAG (op, FLAG_ALIVE))
1472 op->speed = 0.0; 1506 op->speed = 0.0;
1473 update_ob_speed (op); 1507
1508 op->set_speed (op->speed);
1474 } 1509 }
1475 1510
1476 if (change->nrof) 1511 if (change->nrof)
1477 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1512 op->nrof = rndm (change->nrof) + 1;
1478 1513
1479 op->stats.exp += change->stats.exp; /* Speed modifier */ 1514 op->stats.exp += change->stats.exp; /* Speed modifier */
1480 op->stats.wc += change->stats.wc; 1515 op->stats.wc += change->stats.wc;
1481 op->stats.ac += change->stats.ac; 1516 op->stats.ac += change->stats.ac;
1482 1517
1483 if (change->other_arch) 1518 if (change->other_arch)
1484 { 1519 {
1485 /* Basically, for horns & potions, the other_arch field is the spell 1520 /* Basically, for horns & potions, the other_arch field is the spell
1486 * 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
1487 * this object. 1522 * this object.
1488 */ 1523 */
1489 if (op->type == HORN || op->type == POTION) 1524 if (op->type == HORN || op->type == POTION)
1490 { 1525 {
1491 object *tmp_obj; 1526 object *tmp_obj;
1527
1492 /* Remove any spells this object currently has in it */ 1528 /* Remove any spells this object currently has in it */
1493 while (op->inv) 1529 while (op->inv)
1494 { 1530 op->inv->destroy ();
1495 tmp_obj = op->inv;
1496 remove_ob (tmp_obj);
1497 free_object (tmp_obj);
1498 }
1499 1531
1500 tmp_obj = arch_to_object (change->other_arch); 1532 tmp_obj = arch_to_object (change->other_arch);
1501 insert_ob_in_ob (tmp_obj, op); 1533 insert_ob_in_ob (tmp_obj, op);
1502 } 1534 }
1503 /* No harm setting this for potions/horns */ 1535 /* No harm setting this for potions/horns */
1504 op->other_arch = change->other_arch; 1536 op->other_arch = change->other_arch;
1505 } 1537 }
1506 1538
1507 if (change->stats.hp < 0) 1539 if (change->stats.hp < 0)
1540 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;
1541 1573
1542 op->item_power = change->item_power; 1574 op->item_power = change->item_power;
1543 1575
1544 for (i = 0; i < NROFATTACKS; i++) 1576 for (i = 0; i < NROFATTACKS; i++)
1545 {
1546 if (change->resist[i]) 1577 if (change->resist[i])
1547 {
1548 op->resist[i] += change->resist[i]; 1578 op->resist[i] += change->resist[i];
1549 }
1550 }
1551 1579
1552 if (change->stats.dam) 1580 if (change->stats.dam)
1553 { 1581 {
1554 if (change->stats.dam < 0) 1582 if (change->stats.dam < 0)
1555 op->stats.dam = (-change->stats.dam); 1583 op->stats.dam = (-change->stats.dam);
1556 else if (op->stats.dam) 1584 else if (op->stats.dam)
1557 { 1585 {
1558 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);
1559 if (tmp == op->stats.dam) 1587 if (tmp == op->stats.dam)
1560 { 1588 {
1561 if (change->stats.dam < 10) 1589 if (change->stats.dam < 10)
1562 op->stats.dam--; 1590 op->stats.dam--;
1591 else
1592 op->stats.dam++;
1593 }
1563 else 1594 else
1564 op->stats.dam++;
1565 }
1566 else
1567 op->stats.dam = tmp; 1595 op->stats.dam = tmp;
1568 } 1596 }
1569 } 1597 }
1570 1598
1571 if (change->weight) 1599 if (change->weight)
1572 { 1600 {
1573 if (change->weight < 0) 1601 if (change->weight < 0)
1574 op->weight = (-change->weight); 1602 op->weight = (-change->weight);
1575 else 1603 else
1576 op->weight = (op->weight * (change->weight)) / 100; 1604 op->weight = (op->weight * (change->weight)) / 100;
1577 } 1605 }
1578 1606
1579 if (change->last_sp) 1607 if (change->last_sp)
1580 { 1608 {
1581 if (change->last_sp < 0) 1609 if (change->last_sp < 0)
1582 op->last_sp = (-change->last_sp); 1610 op->last_sp = (-change->last_sp);
1583 else 1611 else
1584 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);
1585 } 1613 }
1586 1614
1587 if (change->gen_sp_armour) 1615 if (change->gen_sp_armour)
1588 { 1616 {
1589 if (change->gen_sp_armour < 0) 1617 if (change->gen_sp_armour < 0)
1590 op->gen_sp_armour = (-change->gen_sp_armour); 1618 op->gen_sp_armour = (-change->gen_sp_armour);
1591 else 1619 else
1592 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);
1593 } 1621 }
1594 1622
1595 op->value *= change->value; 1623 op->value *= change->value;
1596 1624
1597 if (change->material) 1625 if (change->materials)
1598 op->material = change->material; 1626 op->materials = change->materials;
1599 1627
1600 if (change->materialname) 1628 if (change->materialname)
1601 op->materialname = change->materialname; 1629 op->materialname = change->materialname;
1602 1630
1603 if (change->slaying) 1631 if (change->slaying)
1609 if (change->msg) 1637 if (change->msg)
1610 op->msg = change->msg; 1638 op->msg = change->msg;
1611} 1639}
1612 1640
1613static int 1641static int
1614legal_artifact_combination (object * op, artifact * art) 1642legal_artifact_combination (object *op, artifact * art)
1615{ 1643{
1616 int neg, success = 0; 1644 int neg, success = 0;
1617 linked_char *tmp; 1645 linked_char *tmp;
1618 const char *name; 1646 const char *name;
1619 1647
1620 if (art->allowed == (linked_char *) NULL) 1648 if (art->allowed == (linked_char *) NULL)
1621 return 1; /* Ie, "all" */ 1649 return 1; /* Ie, "all" */
1622 for (tmp = art->allowed; tmp; tmp = tmp->next) 1650 for (tmp = art->allowed; tmp; tmp = tmp->next)
1623 { 1651 {
1624#ifdef TREASURE_VERBOSE 1652#ifdef TREASURE_VERBOSE
1625 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1653 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1626#endif 1654#endif
1627 if (*tmp->name == '!') 1655 if (*tmp->name == '!')
1628 name = tmp->name + 1, neg = 1; 1656 name = tmp->name + 1, neg = 1;
1629 else 1657 else
1630 name = tmp->name, neg = 0; 1658 name = tmp->name, neg = 0;
1631 1659
1632 /* If we match name, then return the opposite of 'neg' */ 1660 /* If we match name, then return the opposite of 'neg' */
1633 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)))
1634 return !neg; 1662 return !neg;
1635 1663
1636 /* 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
1637 * everything is allowed except what we match 1665 * everything is allowed except what we match
1638 */ 1666 */
1639 else if (neg) 1667 else if (neg)
1640 success = 1; 1668 success = 1;
1641 } 1669 }
1642 return success; 1670 return success;
1643} 1671}
1644 1672
1645/* 1673/*
1646 * Fixes the given object, giving it the abilities and titles 1674 * Fixes the given object, giving it the abilities and titles
1647 * it should have due to the second artifact-template. 1675 * it should have due to the second artifact-template.
1648 */ 1676 */
1649 1677
1650void 1678void
1651give_artifact_abilities (object * op, object * artifct) 1679give_artifact_abilities (object *op, object *artifct)
1652{ 1680{
1653 char new_name[MAX_BUF]; 1681 char new_name[MAX_BUF];
1654 1682
1655 sprintf (new_name, "of %s", &artifct->name); 1683 sprintf (new_name, "of %s", &artifct->name);
1656 op->title = new_name; 1684 op->title = new_name;
1657 add_abilities (op, artifct); /* Give out the bonuses */ 1685 add_abilities (op, artifct); /* Give out the bonuses */
1658 1686
1659#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... */
1660 { 1688 {
1661 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1689 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1690
1662 SET_FLAG (op, FLAG_IDENTIFIED); 1691 SET_FLAG (op, FLAG_IDENTIFIED);
1663 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));
1664 if (!identified) 1693 if (!identified)
1665 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1694 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1666 } 1695 }
1678 1707
1679/* Give 1 re-roll attempt per artifact */ 1708/* Give 1 re-roll attempt per artifact */
1680#define ARTIFACT_TRIES 2 1709#define ARTIFACT_TRIES 2
1681 1710
1682void 1711void
1683generate_artifact (object * op, int difficulty) 1712generate_artifact (object *op, int difficulty)
1684{ 1713{
1685 artifactlist *al; 1714 artifactlist *al;
1686 artifact *art; 1715 artifact *art;
1687 int i; 1716 int i;
1688 1717
1689 al = find_artifactlist (op->type); 1718 al = find_artifactlist (op->type);
1690 1719
1691 if (al == NULL) 1720 if (al == NULL)
1692 { 1721 {
1693#if 0 /* This is too verbose, usually */ 1722#if 0 /* This is too verbose, usually */
1694 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);
1695#endif 1724#endif
1696 return; 1725 return;
1697 } 1726 }
1698 1727
1699 for (i = 0; i < ARTIFACT_TRIES; i++) 1728 for (i = 0; i < ARTIFACT_TRIES; i++)
1700 { 1729 {
1701 int roll = RANDOM () % al->total_chance; 1730 int roll = rndm (al->total_chance);
1702 1731
1703 for (art = al->items; art != NULL; art = art->next) 1732 for (art = al->items; art; art = art->next)
1704 { 1733 {
1705 roll -= art->chance; 1734 roll -= art->chance;
1706 if (roll < 0) 1735 if (roll < 0)
1707 break; 1736 break;
1708 } 1737 }
1709 1738
1710 if (art == NULL || roll >= 0) 1739 if (art == NULL || roll >= 0)
1711 { 1740 {
1712#if 1 1741#if 1
1713 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);
1714#endif 1743#endif
1715 return; 1744 return;
1716 } 1745 }
1717 if (!strcmp (art->item->name, "NONE")) 1746 if (!strcmp (art->item->name, "NONE"))
1718 return; 1747 return;
1719 if (FABS (op->magic) < art->item->magic) 1748 if (FABS (op->magic) < art->item->magic)
1720 continue; /* Not magic enough to be this item */ 1749 continue; /* Not magic enough to be this item */
1721 1750
1722 /* Map difficulty not high enough */ 1751 /* Map difficulty not high enough */
1723 if (difficulty < art->difficulty) 1752 if (difficulty < art->difficulty)
1724 continue; 1753 continue;
1725 1754
1726 if (!legal_artifact_combination (op, art)) 1755 if (!legal_artifact_combination (op, art))
1727 { 1756 {
1728#ifdef TREASURE_VERBOSE 1757#ifdef TREASURE_VERBOSE
1729 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);
1730#endif 1759#endif
1731 continue; 1760 continue;
1732 } 1761 }
1733 give_artifact_abilities (op, art->item); 1762 give_artifact_abilities (op, art->item);
1734 return; 1763 return;
1735 } 1764 }
1736} 1765}
1737 1766
1739 * FOOD, except they inherit properties (name, food value, etc). 1768 * FOOD, except they inherit properties (name, food value, etc).
1740 * based on the original owner (or 'donor' if you like). -b.t. 1769 * based on the original owner (or 'donor' if you like). -b.t.
1741 */ 1770 */
1742 1771
1743void 1772void
1744fix_flesh_item (object * item, object * donor) 1773fix_flesh_item (object *item, object *donor)
1745{ 1774{
1746 char tmpbuf[MAX_BUF]; 1775 char tmpbuf[MAX_BUF];
1747 int i; 1776 int i;
1748 1777
1749 if (item->type == FLESH && donor) 1778 if (item->type == FLESH && donor)
1750 { 1779 {
1751 /* change the name */ 1780 /* change the name */
1752 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1781 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1782 item->name = tmpbuf;
1753 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1783 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1784 item->name_pl = tmpbuf;
1754 1785
1755 /* weight is FLESH weight/100 * donor */ 1786 /* weight is FLESH weight/100 * donor */
1756 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1787 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1757 item->weight = 1; 1788 item->weight = 1;
1758 1789
1759 /* value is multiplied by level of donor */ 1790 /* value is multiplied by level of donor */
1760 item->value *= isqrt (donor->level * 2); 1791 item->value *= isqrt (donor->level * 2);
1761 1792
1762 /* food value */ 1793 /* food value */
1764 1795
1765 /* flesh items inherit some abilities of donor, but not 1796 /* flesh items inherit some abilities of donor, but not
1766 * full effect. 1797 * full effect.
1767 */ 1798 */
1768 for (i = 0; i < NROFATTACKS; i++) 1799 for (i = 0; i < NROFATTACKS; i++)
1769 item->resist[i] = donor->resist[i] / 2; 1800 item->resist[i] = donor->resist[i] / 2;
1770 1801
1771 /* item inherits donor's level (important for quezals) */ 1802 /* item inherits donor's level (important for quezals) */
1772 item->level = donor->level; 1803 item->level = donor->level;
1773 1804
1774 /* if donor has some attacktypes, the flesh is poisonous */ 1805 /* if donor has some attacktypes, the flesh is poisonous */
1775 if (donor->attacktype & AT_POISON) 1806 if (donor->attacktype & AT_POISON)
1776 item->type = POISON; 1807 item->type = POISON;
1777 if (donor->attacktype & AT_ACID) 1808 if (donor->attacktype & AT_ACID)
1778 item->stats.hp = -1 * item->stats.food; 1809 item->stats.hp = -1 * item->stats.food;
1779 SET_FLAG (item, FLAG_NO_STEAL); 1810 SET_FLAG (item, FLAG_NO_STEAL);
1780 } 1811 }
1781} 1812}
1782 1813
1783/* special_potion() - so that old potion code is still done right. */ 1814/* special_potion() - so that old potion code is still done right. */
1784 1815
1785int 1816int
1786special_potion (object * op) 1817special_potion (object *op)
1787{ 1818{
1788
1789 int i;
1790
1791 if (op->attacktype) 1819 if (op->attacktype)
1792 return 1; 1820 return 1;
1793 1821
1794 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1822 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1795 return 1; 1823 return 1;
1796 1824
1797 for (i = 0; i < NROFATTACKS; i++) 1825 for (int i = 0; i < NROFATTACKS; i++)
1798 if (op->resist[i]) 1826 if (op->resist[i])
1799 return 1; 1827 return 1;
1800 1828
1801 return 0; 1829 return 0;
1802} 1830}
1803 1831
1804void 1832void
1805free_treasurestruct (treasure * t) 1833free_treasurestruct (treasure *t)
1806{ 1834{
1807 if (t->next)
1808 free_treasurestruct (t->next); 1835 if (t->next) free_treasurestruct (t->next);
1809 if (t->next_yes)
1810 free_treasurestruct (t->next_yes); 1836 if (t->next_yes) free_treasurestruct (t->next_yes);
1811 if (t->next_no)
1812 free_treasurestruct (t->next_no); 1837 if (t->next_no) free_treasurestruct (t->next_no);
1813 free (t);
1814}
1815 1838
1839 delete t;
1840}
1841
1816void 1842void
1817free_charlinks (linked_char * lc) 1843free_charlinks (linked_char *lc)
1818{ 1844{
1819 if (lc->next) 1845 if (lc->next)
1820 free_charlinks (lc->next); 1846 free_charlinks (lc->next);
1821 1847
1822 delete lc; 1848 delete lc;
1823} 1849}
1824 1850
1825void 1851void
1826free_artifact (artifact * at) 1852free_artifact (artifact *at)
1827{ 1853{
1828
1829 if (at->next)
1830 free_artifact (at->next); 1854 if (at->next) free_artifact (at->next);
1831 if (at->allowed)
1832 free_charlinks (at->allowed); 1855 if (at->allowed) free_charlinks (at->allowed);
1833 1856
1834 delete at->item; 1857 at->item->destroy (1);
1835 1858
1836 delete at; 1859 sfree (at);
1837} 1860}
1838 1861
1839void 1862void
1840free_artifactlist (artifactlist * al) 1863free_artifactlist (artifactlist *al)
1841{ 1864{
1842 artifactlist *nextal; 1865 artifactlist *nextal;
1866
1843 for (al = first_artifactlist; al != NULL; al = nextal) 1867 for (al = first_artifactlist; al; al = nextal)
1844 { 1868 {
1845 nextal = al->next; 1869 nextal = al->next;
1870
1846 if (al->items) 1871 if (al->items)
1847 {
1848 free_artifact (al->items); 1872 free_artifact (al->items);
1849 } 1873
1850 free (al); 1874 sfree (al);
1851 } 1875 }
1852} 1876}
1853 1877
1854void 1878void
1855free_all_treasures (void) 1879free_all_treasures (void)
1856{ 1880{
1857 treasurelist *tl, *next; 1881 treasurelist *tl, *next;
1858 1882
1859
1860 for (tl = first_treasurelist; tl != NULL; tl = next) 1883 for (tl = first_treasurelist; tl; tl = next)
1861 { 1884 {
1885 clear (tl);
1886
1862 next = tl->next; 1887 next = tl->next;
1863 if (tl->items)
1864 free_treasurestruct (tl->items);
1865 delete tl; 1888 delete tl;
1866 } 1889 }
1890
1867 free_artifactlist (first_artifactlist); 1891 free_artifactlist (first_artifactlist);
1868} 1892}

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