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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.9 by elmex, Sun Sep 3 14:33:48 2006 UTC vs.
Revision 1.87 by sf-marcmagus, Thu Oct 15 16:00:37 2009 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.9 2006/09/03 14:33:48 elmex Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * 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 Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
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 to <support@deliantra.net>
28*/ 23 */
29
30#define ALLOWED_COMBINATION
31 24
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
35 * left on 28 * left on
36 */ 29 */
37#define TREASURE_DEBUG 30#define TREASURE_DEBUG
38 31
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
33
40/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
41 35
42#include <global.h> 36#include <global.h>
43#include <treasure.h> 37#include <treasure.h>
44#include <funcpoint.h>
45#include <loader.h> 38#include <loader.h>
46 39
47
48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 40extern char *spell_mapping[];
50 41
51/* 42static treasurelist *first_treasurelist;
52 * Initialize global archtype pointers:
53 */
54 43
44static void change_treasure (treasure *t, object *op); /* overrule default values */
45
46typedef std::tr1::unordered_map<
47 const char *,
48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >
52> tl_map_t;
53
54static tl_map_t tl_map;
55
56/*
57 * Searches for the given treasurelist
58 */
59treasurelist *
60treasurelist::find (const char *name)
61{
62 if (!name)
63 return 0;
64
65 auto (i, tl_map.find (name));
66
67 if (i == tl_map.end ())
68 return 0;
69
70 return i->second;
71}
72
73/*
74 * Searches for the given treasurelist in the globally linked list
75 * of treasurelists which has been built by load_treasures().
76 */
77treasurelist *
78treasurelist::get (const char *name)
79{
80 treasurelist *tl = find (name);
81
82 if (!tl)
83 {
84 tl = new treasurelist;
85
86 tl->name = name;
87 tl->next = first_treasurelist;
88 first_treasurelist = tl;
89
90 tl_map.insert (std::make_pair (tl->name, tl));
91 }
92
93 return tl;
94}
95
96//TODO: class method
55void 97void
56init_archetype_pointers () 98clear (treasurelist *tl)
57{ 99{
58 int prev_warn = warn_archetypes; 100 if (tl->items)
59 warn_archetypes = 1;
60 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring");
62 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet");
64 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff");
66 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown");
68 warn_archetypes = prev_warn;
69}
70
71/*
72 * Allocate and return the pointer to an empty treasurelist structure.
73 */
74
75static treasurelist *
76get_empty_treasurelist (void)
77{
78 return new treasurelist;
79}
80
81/*
82 * Allocate and return the pointer to an empty treasure structure.
83 */
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89
90 t->chance = 100;
91
92 return t;
93}
94
95/*
96 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists)
98 */
99
100static treasure *
101load_treasure (FILE * fp, int *line)
102{
103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure ();
105 int value;
106
107 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
110 (*line)++;
111
112 if (*buf == '#')
113 continue;
114 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0';
116 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */
118 cp++;
119
120 if (sscanf (cp, "arch %s", variable))
121 {
122 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 else if (sscanf (cp, "list %s", variable))
126 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end"))
144 return t;
145 else if (!strcmp (cp, "more"))
146 {
147 t->next = load_treasure (fp, line);
148 return t;
149 }
150 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 101 {
153 LOG (llevError, "treasure lacks 'end'.\n"); 102 free_treasurestruct (tl->items);
154 return t; 103 tl->items = 0;
104 }
105
106 tl->total_chance = 0;
155} 107}
156 108
157#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
160 */ 112 */
161static void 113static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 114check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 115{
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)) 116 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); 117 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 */ 118
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 119 if (t->next)
172 check_treasurelist (t->next, tl); 120 check_treasurelist (t->next, tl);
121
173 if (t->next_yes) 122 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 123 check_treasurelist (t->next_yes, tl);
124
175 if (t->next_no) 125 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 126 check_treasurelist (t->next_no, tl);
177} 127}
178#endif 128#endif
179 129
180/* 130/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 131 * Reads the lib/treasure file from disk, and parses the contents
132 * into an internal treasure structure (very linked lists)
133 */
134static treasure *
135read_treasure (object_thawer &f)
136{
137 treasure *t = new treasure;
138
139 f.next ();
140
141 for (;;)
142 {
143 coroapi::cede_to_tick ();
144
145 switch (f.kw)
146 {
147 case KW_arch:
148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = read_treasure (f); continue;
168
169 case KW_end:
170 f.next ();
171 return t;
172
173 case KW_more:
174 t->next = read_treasure (f);
175 return t;
176
177 default:
178 if (!f.parse_error ("treasurelist", t->name))
179 goto error;
180
181 return t;
182 }
183
184 f.next ();
185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
192}
193
194/*
182 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
183 */ 196 */
184 197treasurelist *
185void 198treasurelist::read (object_thawer &f)
186load_treasures (void)
187{ 199{
188 FILE *fp; 200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t;
192 int comp, line = 0;
193 201
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 202 bool one = f.kw == KW_treasureone;
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 203 treasurelist *tl = treasurelist::get (f.get_str ());
196 { 204 clear (tl);
197 LOG (llevError, "Can't open treasure file.\n"); 205 tl->items = read_treasure (f);
206 if (!tl->items)
198 return; 207 return 0;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205 208
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 {
208 treasurelist *tl = get_empty_treasurelist ();
209 tl->name = name;
210 if (previous == NULL)
211 first_treasurelist = tl;
212 else
213 previous->next = tl;
214 previous = tl;
215 tl->items = load_treasure (fp, &line);
216
217 /* This is a one of the many items on the list should be generated. 209 /* 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 210 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
220 */
221 if (!strncmp (buf, "treasureone", 11))
222 {
223 for (t = tl->items; t != NULL; t = t->next)
224 {
225#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no)
227 {
228 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");
230 }
231#endif
232 tl->total_chance += t->chance;
233 }
234 }
235 }
236 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 }
239 close_and_delete (fp, comp);
240
241#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element.
246 */ 212 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 213 if (one)
248 check_treasurelist (previous->items, previous); 214 {
249#endif 215 for (treasure *t = tl->items; t; t = t->next)
250}
251
252/*
253 * Searches for the given treasurelist in the globally linked list
254 * of treasurelists which has been built by load_treasures().
255 */
256
257treasurelist *
258find_treasurelist (const char *name)
259{
260 const char *tmp = shstr::find (name);
261 treasurelist *tl;
262
263 /* Special cases - randomitems of none is to override default. If
264 * first_treasurelist is null, it means we are on the first pass of
265 * of loading archetyps, so for now, just return - second pass will
266 * init these values.
267 */
268 if (!name || !*name)
269 return NULL;
270
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next)
273 { 216 {
274 if (tmp == tl->name) 217 if (t->next_yes || t->next_no)
275 return tl; 218 {
219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
220 LOG (llevError, " the next_yes or next_no field is set\n");
221 }
222
223 tl->total_chance += t->chance;
276 } 224 }
225 }
277 226
278 if (first_treasurelist)
279 LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp);
280
281 return NULL; 227 return tl;
282} 228}
283
284 229
285/* 230/*
286 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
287 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
288 * If there is a certain percental chance for a treasure to be generated, 233 * If there is a certain percental chance for a treasure to be generated,
291 * being generated. 236 * being generated.
292 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 237 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
293 * abilities. This is used by summon spells, thus no summoned monsters 238 * abilities. This is used by summon spells, thus no summoned monsters
294 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
295 */ 240 */
296
297
298static void 241static void
299put_treasure (object * op, object * creator, int flags) 242put_treasure (object *op, object *creator, int flags)
300{ 243{
301 object *tmp; 244 if (flags & GT_ENVIRONMENT)
302 245 {
303 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
304 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
305 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
306 * by another object. 249 * by another object.
307 */ 250 */
308 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
309 { 252 if (op->type == SPELL)
310 op->x = creator->x; 253 {
311 op->y = creator->y; 254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
261 op->destroy ();
262 else
263 {
312 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
313 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266 }
314 } 267 }
315 else 268 else
316 { 269 {
317 op = insert_ob_in_ob (op, creator); 270 op = creator->insert (op);
271
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
320 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
321 esrv_send_item (tmp, op);
322 } 274 }
323} 275}
324 276
325/* if there are change_xxx commands in the treasure, we include the changes 277/* if there are change_xxx commands in the treasure, we include the changes
326 * in the generated object 278 * in the generated object
327 */ 279 */
328static void 280static void
329change_treasure (treasure * t, object * op) 281change_treasure (treasure *t, object *op)
330{ 282{
331 /* CMD: change_name xxxx */ 283 /* CMD: change_name xxxx */
332 if (t->change_arch.name) 284 if (t->change_arch.name)
333 { 285 {
334 op->name = t->change_arch.name; 286 op->name = t->change_arch.name;
340 292
341 if (t->change_arch.slaying) 293 if (t->change_arch.slaying)
342 op->slaying = t->change_arch.slaying; 294 op->slaying = t->change_arch.slaying;
343} 295}
344 296
345void 297static void
346create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 298create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
347{ 299{
348 object *tmp;
349
350
351 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 300 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
352 { 301 {
353 if (t->name) 302 if (t->name)
354 { 303 {
355 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 304 if (difficulty >= t->magic)
356 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 305 if (treasurelist *tl = treasurelist::find (t->name))
357 } 306 create_treasure (tl, op, flag, difficulty, tries);
307 else
308 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
309 }
358 else 310 else
359 { 311 {
360 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
361 { 313 {
362 tmp = arch_to_object (t->item); 314 object *tmp = arch_to_object (t->item);
315
363 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
364 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
318
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 319 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 320 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 321 put_treasure (tmp, op, flag);
368 } 322 }
369 } 323 }
324
370 if (t->next_yes != NULL) 325 if (t->next_yes)
371 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 326 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
372 } 327 }
373 else if (t->next_no != NULL) 328 else if (t->next_no)
374 create_all_treasures (t->next_no, op, flag, difficulty, tries); 329 create_all_treasures (t->next_no, op, flag, difficulty, tries);
330
375 if (t->next != NULL) 331 if (t->next)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 332 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 333}
378 334
379void 335static void
380create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 336create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
381{ 337{
382 int value = RANDOM () % tl->total_chance; 338 int value = rndm (tl->total_chance);
383 treasure *t; 339 treasure *t;
384 340
385 if (tries++ > 100) 341 if (tries++ > 100)
386 { 342 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 343 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return; 344 return;
389 } 345 }
346
390 for (t = tl->items; t != NULL; t = t->next) 347 for (t = tl->items; t; t = t->next)
391 { 348 {
392 value -= t->chance; 349 value -= t->chance;
350
393 if (value < 0) 351 if (value < 0)
394 break; 352 break;
395 } 353 }
396 354
397 if (!t || value >= 0) 355 if (!t || value >= 0)
398 {
399 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 356 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
400 abort (); 357
401 return;
402 }
403 if (t->name) 358 if (t->name)
404 { 359 {
405 if (!strcmp (t->name, "NONE"))
406 return;
407 if (difficulty >= t->magic) 360 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 361 {
362 treasurelist *tl = treasurelist::find (t->name);
363 if (tl)
364 create_treasure (tl, op, flag, difficulty, tries);
365 }
409 else if (t->nrof) 366 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
411 return;
412 } 368 }
413 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
414 { 370 {
415 object *tmp = arch_to_object (t->item); 371 if (object *tmp = arch_to_object (t->item))
416 if (!tmp) 372 {
417 return;
418 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
375
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 377 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 378 put_treasure (tmp, op, flag);
379 }
423 } 380 }
381}
382
383void
384object::create_treasure (treasurelist *tl, int flags)
385{
386 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
424} 387}
425 388
426/* This calls the appropriate treasure creation function. tries is passed 389/* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure 390 * to determine how many list transitions or attempts to create treasure
428 * have been made. It is really in place to prevent infinite loops with 391 * have been made. It is really in place to prevent infinite loops with
429 * list transitions, or so that excessively good treasure will not be 392 * list transitions, or so that excessively good treasure will not be
430 * created on weak maps, because it will exceed the number of allowed tries 393 * created on weak maps, because it will exceed the number of allowed tries
431 * to do that. 394 * to do that.
432 */ 395 */
433void 396void
434create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 397create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
435{ 398{
399 // empty treasurelists are legal
400 if (!tl->items)
401 return;
436 402
437 if (tries++ > 100) 403 if (tries++ > 100)
438 { 404 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 405 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
440 return; 406 return;
441 } 407 }
408
409 if (op->flag [FLAG_TREASURE_ENV])
410 {
411 // do not generate items when there already is something above the object
412 if (op->flag [FLAG_IS_FLOOR] && op->above)
413 return;
414
415 flag |= GT_ENVIRONMENT;
416 }
417
442 if (t->total_chance) 418 if (tl->total_chance)
443 create_one_treasure (t, op, flag, difficulty, tries); 419 create_one_treasure (tl, op, flag, difficulty, tries);
444 else 420 else
445 create_all_treasures (t->items, op, flag, difficulty, tries); 421 create_all_treasures (tl->items, op, flag, difficulty, tries);
446} 422}
447 423
448/* This is similar to the old generate treasure function. However, 424/* This is similar to the old generate treasure function. However,
449 * it instead takes a treasurelist. It is really just a wrapper around 425 * it instead takes a treasurelist. It is really just a wrapper around
450 * create_treasure. We create a dummy object that the treasure gets 426 * create_treasure. We create a dummy object that the treasure gets
451 * inserted into, and then return that treausre 427 * inserted into, and then return that treausre
452 */ 428 */
453object * 429object *
454generate_treasure (treasurelist * t, int difficulty) 430generate_treasure (treasurelist *tl, int difficulty)
455{ 431{
456 object *ob = get_object (), *tmp; 432 difficulty = clamp (difficulty, 1, settings.max_level);
457 433
434 object *ob = object::create ();
435
458 create_treasure (t, ob, 0, difficulty, 0); 436 create_treasure (tl, ob, 0, difficulty, 0);
459 437
460 /* Don't want to free the object we are about to return */ 438 /* Don't want to free the object we are about to return */
461 tmp = ob->inv; 439 object *tmp = ob->inv;
462 if (tmp != NULL) 440 if (tmp)
463 remove_ob (tmp); 441 tmp->remove ();
442
464 if (ob->inv) 443 if (ob->inv)
465 {
466 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
467 } 445
468 free_object (ob); 446 ob->destroy ();
447
469 return tmp; 448 return tmp;
470} 449}
471 450
472/* 451/*
473 * This is a new way of calculating the chance for an item to have 452 * This is a new way of calculating the chance for an item to have
475 * The array has two arguments, the difficulty of the level, and the 454 * The array has two arguments, the difficulty of the level, and the
476 * magical bonus "wanted". 455 * magical bonus "wanted".
477 */ 456 */
478 457
479static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 458static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
480/*chance of magic difficulty*/ 459// chance of magic difficulty
481/* +0 +1 +2 +3 +4 */ 460// +0 +1 +2 +3 +4
482 {95, 2, 2, 1, 0}, /*1 */ 461 {95, 2, 2, 1, 0}, // 1
483 {92, 5, 2, 1, 0}, /*2 */ 462 {92, 5, 2, 1, 0}, // 2
484 {85, 10, 4, 1, 0}, /*3 */ 463 {85, 10, 4, 1, 0}, // 3
485 {80, 14, 4, 2, 0}, /*4 */ 464 {80, 14, 4, 2, 0}, // 4
486 {75, 17, 5, 2, 1}, /*5 */ 465 {75, 17, 5, 2, 1}, // 5
487 {70, 18, 8, 3, 1}, /*6 */ 466 {70, 18, 8, 3, 1}, // 6
488 {65, 21, 10, 3, 1}, /*7 */ 467 {65, 21, 10, 3, 1}, // 7
489 {60, 22, 12, 4, 2}, /*8 */ 468 {60, 22, 12, 4, 2}, // 8
490 {55, 25, 14, 4, 2}, /*9 */ 469 {55, 25, 14, 4, 2}, // 9
491 {50, 27, 16, 5, 2}, /*10 */ 470 {50, 27, 16, 5, 2}, // 10
492 {45, 28, 18, 6, 3}, /*11 */ 471 {45, 28, 18, 6, 3}, // 11
493 {42, 28, 20, 7, 3}, /*12 */ 472 {42, 28, 20, 7, 3}, // 12
494 {40, 27, 21, 8, 4}, /*13 */ 473 {40, 27, 21, 8, 4}, // 13
495 {38, 25, 22, 10, 5}, /*14 */ 474 {38, 25, 22, 10, 5}, // 14
496 {36, 23, 23, 12, 6}, /*15 */ 475 {36, 23, 23, 12, 6}, // 15
497 {33, 21, 24, 14, 8}, /*16 */ 476 {33, 21, 24, 14, 8}, // 16
498 {31, 19, 25, 16, 9}, /*17 */ 477 {31, 19, 25, 16, 9}, // 17
499 {27, 15, 30, 18, 10}, /*18 */ 478 {27, 15, 30, 18, 10}, // 18
500 {20, 12, 30, 25, 13}, /*19 */ 479 {20, 12, 30, 25, 13}, // 19
501 {15, 10, 28, 30, 17}, /*20 */ 480 {15, 10, 28, 30, 17}, // 20
502 {13, 9, 27, 28, 23}, /*21 */ 481 {13, 9, 27, 28, 23}, // 21
503 {10, 8, 25, 28, 29}, /*22 */ 482 {10, 8, 25, 28, 29}, // 22
504 {8, 7, 23, 26, 36}, /*23 */ 483 { 8, 7, 23, 26, 36}, // 23
505 {6, 6, 20, 22, 46}, /*24 */ 484 { 6, 6, 20, 22, 46}, // 24
506 {4, 5, 17, 18, 56}, /*25 */ 485 { 4, 5, 17, 18, 56}, // 25
507 {2, 4, 12, 14, 68}, /*26 */ 486 { 2, 4, 12, 14, 68}, // 26
508 {0, 3, 7, 10, 80}, /*27 */ 487 { 0, 3, 7, 10, 80}, // 27
509 {0, 0, 3, 7, 90}, /*28 */ 488 { 0, 0, 3, 7, 90}, // 28
510 {0, 0, 0, 3, 97}, /*29 */ 489 { 0, 0, 0, 3, 97}, // 29
511 {0, 0, 0, 0, 100}, /*30 */ 490 { 0, 0, 0, 0, 100}, // 30
512 {0, 0, 0, 0, 100}, /*31 */ 491 { 0, 0, 0, 0, 100}, // 31
513}; 492};
514
515 493
516/* calculate the appropriate level for wands staves and scrolls. 494/* calculate the appropriate level for wands staves and scrolls.
517 * This code presumes that op has had its spell object created (in op->inv) 495 * This code presumes that op has had its spell object created (in op->inv)
518 * 496 *
519 * elmex Wed Aug 9 17:44:59 CEST 2006: 497 * elmex Wed Aug 9 17:44:59 CEST 2006:
520 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 498 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
521 */ 499 */
522
523int 500int
524level_for_item (const object * op, int difficulty) 501level_for_item (const object *op, int difficulty)
525{ 502{
526 int mult = 0, olevel = 0;
527
528 if (!op->inv) 503 if (!op->inv)
529 { 504 {
530 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 505 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
531 return 0; 506 return 0;
532 } 507 }
533 508
534 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
535 510
536 if (olevel <= 0) 511 if (olevel <= 0)
537 olevel = rndm (1, MIN (op->inv->level, 1)); 512 olevel = rndm (1, op->inv->level);
538 513
539 if (olevel > MAXLEVEL) 514 return min (olevel, MAXLEVEL);
540 olevel = MAXLEVEL;
541
542 return olevel;
543} 515}
544 516
545/* 517/*
546 * Based upon the specified difficulty and upon the difftomagic_list array, 518 * Based upon the specified difficulty and upon the difftomagic_list array,
547 * a random magical bonus is returned. This is used when determine 519 * a random magical bonus is returned. This is used when determine
550 * elmex Thu Aug 10 18:45:44 CEST 2006: 522 * elmex Thu Aug 10 18:45:44 CEST 2006:
551 * Scaling difficulty by max_level, as difficulty is a level and not some 523 * Scaling difficulty by max_level, as difficulty is a level and not some
552 * weird integer between 1-31. 524 * weird integer between 1-31.
553 * 525 *
554 */ 526 */
555
556int 527int
557magic_from_difficulty (int difficulty) 528magic_from_difficulty (int difficulty)
558{ 529{
559 int percent = 0, magic = 0; 530 int percent = 0, magic = 0;
560 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
565 scaled_diff = 0; 536 scaled_diff = 0;
566 537
567 if (scaled_diff >= DIFFLEVELS) 538 if (scaled_diff >= DIFFLEVELS)
568 scaled_diff = DIFFLEVELS - 1; 539 scaled_diff = DIFFLEVELS - 1;
569 540
570 percent = RANDOM () % 100; 541 percent = rndm (100);
571 542
572 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 543 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
573 { 544 {
574 percent -= difftomagic_list[scaled_diff][magic]; 545 percent -= difftomagic_list[scaled_diff][magic];
575 546
576 if (percent < 0) 547 if (percent < 0)
577 break; 548 break;
578 } 549 }
579 550
580 if (magic == (MAXMAGIC + 1)) 551 if (magic == (MAXMAGIC + 1))
581 { 552 {
582 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 553 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
583 magic = 0; 554 magic = 0;
584 } 555 }
585 556
586 magic = (RANDOM () % 3) ? magic : -magic; 557 magic = (rndm (3)) ? magic : -magic;
587 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 558 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
588 559
589 return magic; 560 return magic;
590} 561}
591 562
595 * This function doesn't work properly, should add use of archetypes 566 * This function doesn't work properly, should add use of archetypes
596 * to make it truly absolute. 567 * to make it truly absolute.
597 */ 568 */
598 569
599void 570void
600set_abs_magic (object * op, int magic) 571set_abs_magic (object *op, int magic)
601{ 572{
602 if (!magic) 573 if (!magic)
603 return; 574 return;
604 575
605 op->magic = magic; 576 op->magic = magic;
606 if (op->arch) 577 if (op->arch)
607 { 578 {
608 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
609 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
610 581
611 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 582 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
612 magic = (-magic); 583 magic = (-magic);
584
613 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
614 } 586 }
615 else 587 else
616 { 588 {
617 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
619 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 592 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
620 magic = (-magic); 593 magic = (-magic);
594
621 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
622 } 596 }
623} 597}
624 598
625/* 599/*
626 * Sets a random magical bonus in the given object based upon 600 * Sets a random magical bonus in the given object based upon
627 * the given difficulty, and the given max possible bonus. 601 * the given difficulty, and the given max possible bonus.
628 */ 602 */
629 603
630static void 604static void
631set_magic (int difficulty, object * op, int max_magic, int flags) 605set_magic (int difficulty, object *op, int max_magic, int flags)
632{ 606{
633 int i; 607 int i;
608
634 i = magic_from_difficulty (difficulty); 609 i = magic_from_difficulty (difficulty);
635 if ((flags & GT_ONLY_GOOD) && i < 0) 610 if ((flags & GT_ONLY_GOOD) && i < 0)
636 i = -i; 611 i = -i;
637 if (i > max_magic) 612 if (i > max_magic)
638 i = max_magic; 613 i = max_magic;
647 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
648 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
649 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
650 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
651 */ 626 */
652
653void 627void
654set_ring_bonus (object * op, int bonus) 628set_ring_bonus (object *op, int bonus)
655{ 629{
656 630
657 int r = RANDOM () % (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
658 632
659 if (op->type == AMULET) 633 if (op->type == AMULET)
660 { 634 {
661 if (!(RANDOM () % 21)) 635 if (!(rndm (21)))
662 r = 20 + RANDOM () % 2; 636 r = 20 + rndm (2);
663 else 637 else
664 { 638 {
665 if (RANDOM () & 2) 639 if (rndm (2))
666 r = 10; 640 r = 10;
667 else 641 else
668 r = 11 + RANDOM () % 9; 642 r = 11 + rndm (9);
669 } 643 }
670 } 644 }
671 645
672 switch (r) 646 switch (r)
673 { 647 {
674 /* Redone by MSW 2000-11-26 to have much less code. Also, 648 /* Redone by MSW 2000-11-26 to have much less code. Also,
675 * bonuses and penalties will stack and add to existing values. 649 * bonuses and penalties will stack and add to existing values.
676 * of the item. 650 * of the item.
677 */ 651 */
678 case 0: 652 case 0:
679 case 1: 653 case 1:
680 case 2: 654 case 2:
681 case 3: 655 case 3:
682 case 4: 656 case 4:
683 case 5: 657 case 5:
684 case 6: 658 case 6:
685 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
686 break; 660 break;
687 661
688 case 7: 662 case 7:
689 op->stats.dam += bonus; 663 op->stats.dam += bonus;
690 break; 664 break;
691 665
692 case 8: 666 case 8:
693 op->stats.wc += bonus; 667 op->stats.wc += bonus;
694 break; 668 break;
695 669
696 case 9: 670 case 9:
697 op->stats.food += bonus; /* hunger/sustenance */ 671 op->stats.food += bonus; /* hunger/sustenance */
698 break; 672 break;
699 673
700 case 10: 674 case 10:
701 op->stats.ac += bonus; 675 op->stats.ac += bonus;
702 break; 676 break;
703 677
704 /* Item that gives protections/vulnerabilities */ 678 /* Item that gives protections/vulnerabilities */
705 case 11: 679 case 11:
706 case 12: 680 case 12:
707 case 13: 681 case 13:
708 case 14: 682 case 14:
709 case 15: 683 case 15:
710 case 16: 684 case 16:
711 case 17: 685 case 17:
712 case 18: 686 case 18:
713 case 19: 687 case 19:
714 { 688 {
715 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 689 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
716 690
717 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 691 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
718 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 692 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
719 693
720 /* Cursed items need to have higher negative values to equal out with 694 /* Cursed items need to have higher negative values to equal out with
721 * positive values for how protections work out. Put another 695 * positive values for how protections work out. Put another
722 * little random element in since that they don't always end up with 696 * little random element in since that they don't always end up with
723 * even values. 697 * even values.
724 */ 698 */
725 if (bonus < 0) 699 if (bonus < 0)
726 val = 2 * -val - RANDOM () % b; 700 val = 2 * -val - rndm (b);
727 if (val > 35) 701 if (val > 35)
728 val = 35; /* Upper limit */ 702 val = 35; /* Upper limit */
729 b = 0; 703 b = 0;
704
730 while (op->resist[resist_table[resist]] != 0 && b < 4) 705 while (op->resist[resist_table[resist]] != 0 && b < 4)
731 { 706 resist = rndm (num_resist_table);
732 resist = RANDOM () % num_resist_table; 707
733 } 708 if (b == 4)
734 if (b == 4)
735 return; /* Not able to find a free resistance */ 709 return; /* Not able to find a free resistance */
710
736 op->resist[resist_table[resist]] = val; 711 op->resist[resist_table[resist]] = val;
737 /* We should probably do something more clever here to adjust value 712 /* We should probably do something more clever here to adjust value
738 * based on how good a resistance we gave. 713 * based on how good a resistance we gave.
739 */ 714 */
740 break; 715 break;
741 } 716 }
742 case 20: 717 case 20:
743 if (op->type == AMULET) 718 if (op->type == AMULET)
744 { 719 {
745 SET_FLAG (op, FLAG_REFL_SPELL); 720 SET_FLAG (op, FLAG_REFL_SPELL);
746 op->value *= 11; 721 op->value *= 11;
747 } 722 }
748 else 723 else
749 { 724 {
750 op->stats.hp = 1; /* regenerate hit points */ 725 op->stats.hp = 1; /* regenerate hit points */
751 op->value *= 4; 726 op->value *= 4;
752 } 727 }
753 break; 728 break;
754 729
755 case 21: 730 case 21:
756 if (op->type == AMULET) 731 if (op->type == AMULET)
757 { 732 {
758 SET_FLAG (op, FLAG_REFL_MISSILE); 733 SET_FLAG (op, FLAG_REFL_MISSILE);
759 op->value *= 9; 734 op->value *= 9;
760 } 735 }
761 else 736 else
762 { 737 {
763 op->stats.sp = 1; /* regenerate spell points */ 738 op->stats.sp = 1; /* regenerate spell points */
764 op->value *= 3; 739 op->value *= 3;
765 } 740 }
766 break; 741 break;
767 742
768 case 22: 743 case 22:
769 op->stats.exp += bonus; /* Speed! */ 744 op->stats.exp += bonus; /* Speed! */
770 op->value = (op->value * 2) / 3; 745 op->value = (op->value * 2) / 3;
771 break; 746 break;
772 } 747 }
748
773 if (bonus > 0) 749 if (bonus > 0)
774 op->value *= 2 * bonus; 750 op->value *= 2 * bonus;
775 else 751 else
776 op->value = -(op->value * 2 * bonus) / 3; 752 op->value = -(op->value * 2 * bonus) / 3;
777} 753}
782 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
783 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
784 * rings and amulets. 760 * rings and amulets.
785 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
786 */ 762 */
787
788int 763int
789get_magic (int diff) 764get_magic (int diff)
790{ 765{
791 int i; 766 int i;
767
792 if (diff < 3) 768 if (diff < 3)
793 diff = 3; 769 diff = 3;
770
794 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
795 if (RANDOM () % diff) 772 if (rndm (diff))
796 return i; 773 return i;
774
797 return 4; 775 return 4;
798} 776}
799 777
800#define DICE2 (get_magic(2)==2?2:1) 778#define DICE2 (get_magic(2)==2?2:1)
801#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 779#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
802 780
803/* 781/*
804 * fix_generated_item(): This is called after an item is generated, in 782 * fix_generated_item(): This is called after an item is generated, in
805 * order to set it up right. This produced magical bonuses, puts spells 783 * order to set it up right. This produced magical bonuses, puts spells
806 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 784 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
807 */ 785 */
786
808/* 4/28/96 added creator object from which op may now inherit properties based on 787/* 4/28/96 added creator object from which op may now inherit properties based on
809 * op->type. Right now, which stuff the creator passes on is object type 788 * op->type. Right now, which stuff the creator passes on is object type
810 * dependant. I know this is a spagetti manuever, but is there a cleaner 789 * dependant. I know this is a spagetti manuever, but is there a cleaner
811 * way to do this? b.t. */ 790 * way to do this? b.t. */
791
812/* 792/*
813 * ! (flags & GT_ENVIRONMENT): 793 * ! (flags & GT_ENVIRONMENT):
814 * Automatically calls fix_flesh_item(). 794 * Automatically calls fix_flesh_item().
815 * 795 *
816 * flags: 796 * flags:
818 * value. 798 * value.
819 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 799 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
820 * a working object - don't change magic, value, etc, but set it material 800 * a working object - don't change magic, value, etc, but set it material
821 * type as appropriate, for objects that need spell objects, set those, etc 801 * type as appropriate, for objects that need spell objects, set those, etc
822 */ 802 */
823
824void 803void
825fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 804fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
826{ 805{
827 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 806 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
828 807
829 if (!creator || creator->type == op->type) 808 if (!creator || creator->type == op->type)
830 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 809 creator = op; /*safety & to prevent polymorphed objects giving attributes */
831 810
832 /* If we make an artifact, this information will be destroyed */ 811 /* If we make an artifact, this information will be destroyed */
833 save_item_power = op->item_power; 812 save_item_power = op->item_power;
834 op->item_power = 0; 813 op->item_power = 0;
835 814
836 if (op->randomitems && op->type != SPELL) 815 if (op->randomitems && op->type != SPELL)
837 { 816 {
838 create_treasure (op->randomitems, op, flags, difficulty, 0); 817 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
839 if (!op->inv)
840 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
841
842 /* So the treasure doesn't get created again */ 818 /* So the treasure doesn't get created again */
843 op->randomitems = NULL; 819 op->randomitems = 0;
844 } 820 }
845 821
846 if (difficulty < 1) 822 if (difficulty < 1)
847 difficulty = 1; 823 difficulty = 1;
848 824
825 if (INVOKE_OBJECT (ADD_BONUS, op,
826 ARG_OBJECT (creator != op ? creator : 0),
827 ARG_INT (difficulty), ARG_INT (max_magic),
828 ARG_INT (flags)))
829 return;
830
849 if (!(flags & GT_MINIMAL)) 831 if (!(flags & GT_MINIMAL))
850 { 832 {
851 if (op->arch == crown_arch) 833 if (IS_ARCH (op->arch, crown))
852 { 834 {
853 set_magic (difficulty, op, max_magic, flags); 835 set_magic (difficulty, op, max_magic, flags);
854 num_enchantments = calc_item_power (op, 1); 836 num_enchantments = calc_item_power (op, 1);
855 generate_artifact (op, difficulty); 837 generate_artifact (op, difficulty);
856 } 838 }
857 else 839 else
858 { 840 {
859 if (!op->magic && max_magic) 841 if (!op->magic && max_magic)
860 set_magic (difficulty, op, max_magic, flags); 842 set_magic (difficulty, op, max_magic, flags);
861 843
862 num_enchantments = calc_item_power (op, 1); 844 num_enchantments = calc_item_power (op, 1);
863 845
864 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 846 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
865 * used for shop_floors or treasures */ 847 || op->type == HORN
848 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
866 generate_artifact (op, difficulty); 849 generate_artifact (op, difficulty);
867 } 850 }
868 851
869 /* Object was made an artifact. Calculate its item_power rating. 852 /* Object was made an artifact. Calculate its item_power rating.
870 * the item_power in the object is what the artfiact adds. 853 * the item_power in the object is what the artfiact adds.
871 */ 854 */
872 if (op->title) 855 if (op->title)
873 { 856 {
874 /* if save_item_power is set, then most likely we started with an 857 /* if save_item_power is set, then most likely we started with an
875 * artifact and have added new abilities to it - this is rare, but 858 * artifact and have added new abilities to it - this is rare, but
876 * but I have seen things like 'strange rings of fire'. So just figure 859 * but I have seen things like 'strange rings of fire'. So just figure
877 * out the power from the base power plus what this one adds. Note 860 * out the power from the base power plus what this one adds. Note
878 * that since item_power is not quite linear, this actually ends up 861 * that since item_power is not quite linear, this actually ends up
879 * being somewhat of a bonus 862 * being somewhat of a bonus
880 */ 863 */
881 if (save_item_power) 864 if (save_item_power)
882 op->item_power = save_item_power + get_power_from_ench (op->item_power); 865 op->item_power = save_item_power + get_power_from_ench (op->item_power);
883 else 866 else
884 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 867 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
885 } 868 }
886 else if (save_item_power) 869 else if (save_item_power)
887 { 870 {
888 /* restore the item_power field to the object if we haven't changed it. 871 /* restore the item_power field to the object if we haven't changed it.
889 * we don't care about num_enchantments - that will basically just 872 * we don't care about num_enchantments - that will basically just
890 * have calculated some value from the base attributes of the archetype. 873 * have calculated some value from the base attributes of the archetype.
891 */ 874 */
892 op->item_power = save_item_power; 875 op->item_power = save_item_power;
893 } 876 }
894 else 877 else
895 { 878 {
896 /* item_power was zero. This is suspicious, as it may be because it 879 /* item_power was zero. This is suspicious, as it may be because it
897 * was never previously calculated. Let's compute a value and see if 880 * was never previously calculated. Let's compute a value and see if
898 * it is non-zero. If it indeed is, then assign it as the new 881 * it is non-zero. If it indeed is, then assign it as the new
899 * item_power value. 882 * item_power value.
900 * - gros, 21th of July 2006. 883 * - gros, 21th of July 2006.
901 */ 884 */
902 op->item_power = calc_item_power (op, 0); 885 op->item_power = calc_item_power (op, 0);
903 save_item_power = op->item_power; /* Just in case it would get used 886 save_item_power = op->item_power; /* Just in case it would get used
904 * again below */ 887 * again below */
905 } 888 }
906 } 889 }
907 890
908 /* materialtype modifications. Note we allow this on artifacts. */ 891 /* materialtype modifications. Note we allow this on artifacts. */
909 set_materialname (op, difficulty, NULL); 892 set_materialname (op, difficulty, NULL);
910 893
911 if (flags & GT_MINIMAL) 894 if (flags & GT_MINIMAL)
912 { 895 {
913 if (op->type == POTION) 896 if (op->type == POTION)
914 /* Handle healing and magic power potions */ 897 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems) 898 if (op->stats.sp && !op->randomitems)
916 { 899 {
917 object *tmp;
918
919 tmp = get_archetype (spell_mapping[op->stats.sp]); 900 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
920 insert_ob_in_ob (tmp, op); 901 insert_ob_in_ob (tmp, op);
921 op->stats.sp = 0; 902 op->stats.sp = 0;
922 } 903 }
923 } 904 }
924 else if (!op->title) /* Only modify object if not special */ 905 else if (!op->title) /* Only modify object if not special */
925 switch (op->type) 906 switch (op->type)
926 { 907 {
927 case WEAPON: 908 case WEAPON:
928 case ARMOUR: 909 case ARMOUR:
929 case SHIELD: 910 case SHIELD:
930 case HELMET: 911 case HELMET:
931 case CLOAK: 912 case CLOAK:
932 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 913 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
933 set_ring_bonus (op, -DICE2); 914 set_ring_bonus (op, -DICE2);
934 break; 915 break;
935 916
936 case BRACERS: 917 case BRACERS:
937 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 918 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
938 { 919 {
920 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
921 if (!QUERY_FLAG (op, FLAG_CURSED))
922 op->value *= 3;
923 }
924 break;
925
926 case POTION:
927 {
928 int too_many_tries = 0, is_special = 0;
929
930 /* Handle healing and magic power potions */
931 if (op->stats.sp && !op->randomitems)
932 {
933 object *tmp;
934
935 tmp = get_archetype (spell_mapping[op->stats.sp]);
936 insert_ob_in_ob (tmp, op);
937 op->stats.sp = 0;
938 }
939
940 while (!(is_special = special_potion (op)) && !op->inv)
941 {
942 generate_artifact (op, difficulty);
943 if (too_many_tries++ > 10)
944 break;
945 }
946
947 /* don't want to change value for healing/magic power potions,
948 * since the value set on those is already correct.
949 */
950 if (op->inv && op->randomitems)
951 {
952 /* value multiplier is same as for scrolls */
953 op->value = (op->value * op->inv->value);
954 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
955 }
956 else
957 {
958 op->name = "potion";
959 op->name_pl = "potions";
960 }
961
962 if (!(flags & GT_ONLY_GOOD) && rndm (2))
963 SET_FLAG (op, FLAG_CURSED);
964 break;
965 }
966
967 case AMULET:
968 if (IS_ARCH (op->arch, amulet))
969 op->value *= 5; /* Since it's not just decoration */
970
971 case RING:
972 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
973 break;
974
975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
976 SET_FLAG (op, FLAG_CURSED);
977
939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 978 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
940 if (!QUERY_FLAG (op, FLAG_CURSED))
941 op->value *= 3;
942 }
943 break;
944 979
945 case POTION:
946 {
947 int too_many_tries = 0, is_special = 0;
948
949 /* Handle healing and magic power potions */
950 if (op->stats.sp && !op->randomitems)
951 {
952 object *tmp;
953
954 tmp = get_archetype (spell_mapping[op->stats.sp]);
955 insert_ob_in_ob (tmp, op);
956 op->stats.sp = 0;
957 }
958
959 while (!(is_special = special_potion (op)) && !op->inv)
960 {
961 generate_artifact (op, difficulty);
962 if (too_many_tries++ > 10)
963 break;
964 }
965
966 /* don't want to change value for healing/magic power potions,
967 * since the value set on those is already correct.
968 */
969 if (op->inv && op->randomitems)
970 {
971 /* value multiplier is same as for scrolls */
972 op->value = (op->value * op->inv->value);
973 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
974 }
975 else
976 {
977 op->name = "potion";
978 op->name_pl = "potions";
979 }
980
981 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
982 SET_FLAG (op, FLAG_CURSED);
983 break;
984 }
985
986 case AMULET:
987 if (op->arch == amulet_arch)
988 op->value *= 5; /* Since it's not just decoration */
989
990 case RING:
991 if (op->arch == NULL)
992 {
993 remove_ob (op);
994 free_object (op);
995 op = NULL;
996 break;
997 }
998
999 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1000 break;
1001
1002 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1003 SET_FLAG (op, FLAG_CURSED);
1004
1005 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1006
1007 if (op->type != RING) /* Amulets have only one ability */ 980 if (op->type != RING) /* Amulets have only one ability */
1008 break; 981 break;
1009 982
1010 if (!(RANDOM () % 4)) 983 if (!(rndm (4)))
1011 { 984 {
1012 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 985 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1013 986
1014 if (d > 0) 987 if (d > 0)
1015 op->value *= 3; 988 op->value *= 3;
1016 989
1017 set_ring_bonus (op, d); 990 set_ring_bonus (op, d);
1018 991
1019 if (!(RANDOM () % 4)) 992 if (!(rndm (4)))
1020 { 993 {
1021 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 994 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1022 if (d > 0)
1023 op->value *= 5;
1024 set_ring_bonus (op, d);
1025 }
1026 }
1027 995
1028 if (GET_ANIM_ID (op)) 996 if (d > 0)
1029 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 997 op->value *= 5;
998 set_ring_bonus (op, d);
999 }
1000 }
1030 1001
1031 break; 1002 if (op->animation_id)
1003 op->set_anim_frame (rndm (op->anim_frames ()));
1032 1004
1005 break;
1006
1033 case BOOK: 1007 case BOOK:
1034 /* Is it an empty book?, if yes lets make a special· 1008 /* Is it an empty book?, if yes lets make a special·
1035 * msg for it, and tailor its properties based on the· 1009 * msg for it, and tailor its properties based on the·
1036 * creator and/or map level we found it on. 1010 * creator and/or map level we found it on.
1037 */ 1011 */
1038 if (!op->msg && RANDOM () % 10) 1012 if (!op->msg && rndm (10))
1039 { 1013 {
1040 /* set the book level properly */ 1014 /* set the book level properly */
1041 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1015 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1042 { 1016 {
1043 if (op->map && op->map->difficulty) 1017 if (op->map && op->map->difficulty)
1044 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1018 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1045 else 1019 else
1046 op->level = RANDOM () % 20 + 1; 1020 op->level = rndm (20) + 1;
1047 } 1021 }
1048 else 1022 else
1049 op->level = RANDOM () % creator->level; 1023 op->level = rndm (creator->level);
1050 1024
1051 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1025 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1052 /* books w/ info are worth more! */ 1026 /* books w/ info are worth more! */
1053 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1027 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1028
1029 /* add exp so reading it gives xp (once) */
1030 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1031 }
1032
1054 /* creator related stuff */ 1033 /* creator related stuff */
1055 1034
1056 /* for library, chained books. Note that some monsters have no_pick 1035 /* for library, chained books. Note that some monsters have no_pick
1057 * set - we don't want to set no pick in that case. 1036 * set - we don't want to set no pick in that case.
1058 */ 1037 */
1059 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1038 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1060 SET_FLAG (op, FLAG_NO_PICK); 1039 SET_FLAG (op, FLAG_NO_PICK);
1061 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1040 if (creator->slaying && !op->slaying) /* for check_inv floors */
1062 op->slaying = creator->slaying; 1041 op->slaying = creator->slaying;
1042 break;
1063 1043
1064 /* add exp so reading it gives xp (once) */
1065 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1066 }
1067 break;
1068
1069 case SPELLBOOK: 1044 case SPELLBOOK:
1070 op->value = op->value * op->inv->value; 1045 op->value = op->value * op->inv->value;
1071 /* add exp so learning gives xp */ 1046 /* add exp so learning gives xp */
1072 op->level = op->inv->level; 1047 op->level = op->inv->level;
1073 op->stats.exp = op->value; 1048 op->stats.exp = op->value;
1074 break; 1049 break;
1075 1050
1076 case WAND: 1051 case WAND:
1077 /* nrof in the treasure list is number of charges, 1052 /* nrof in the treasure list is number of charges,
1078 * not number of wands. So copy that into food (charges), 1053 * not number of wands. So copy that into food (charges),
1079 * and reset nrof. 1054 * and reset nrof.
1080 */ 1055 */
1081 op->stats.food = op->inv->nrof; 1056 op->stats.food = op->inv->nrof;
1082 op->nrof = 1; 1057 op->nrof = 1;
1083 /* If the spell changes by level, choose a random level 1058 /* If the spell changes by level, choose a random level
1084 * for it, and adjust price. If the spell doesn't 1059 * for it, and adjust price. If the spell doesn't
1085 * change by level, just set the wand to the level of 1060 * change by level, just set the wand to the level of
1086 * the spell, and value calculation is simpler. 1061 * the spell, and value calculation is simpler.
1087 */ 1062 */
1088 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1063 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1089 { 1064 {
1065 op->level = level_for_item (op, difficulty);
1066 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1067 }
1068 else
1069 {
1070 op->level = op->inv->level;
1071 op->value = op->value * op->inv->value;
1072 }
1073 break;
1074
1075 case ROD:
1090 op->level = level_for_item (op, difficulty); 1076 op->level = level_for_item (op, difficulty);
1077 /* Add 50 to both level an divisor to keep prices a little more
1078 * reasonable. Otherwise, a high level version of a low level
1079 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1080 * 10 time multiplier). This way, the value are a bit more reasonable.
1081 */
1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1082 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1092 } 1083 /* maxhp is used to denote how many 'charges' the rod holds before */
1093 else 1084 if (op->stats.maxhp)
1094 { 1085 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1095 op->level = op->inv->level; 1086 else
1096 op->value = op->value * op->inv->value; 1087 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1097 }
1098 break;
1099 1088
1089 op->stats.hp = op->stats.maxhp;
1090 break;
1091
1100 case ROD: 1092 case SCROLL:
1101 op->level = level_for_item (op, difficulty); 1093 op->level = level_for_item (op, difficulty);
1102 /* Add 50 to both level an divisor to keep prices a little more
1103 * reasonable. Otherwise, a high level version of a low level
1104 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1105 * 10 time multiplier). This way, the value are a bit more reasonable.
1106 */
1107 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1094 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1108 /* maxhp is used to denote how many 'charges' the rod holds before */
1109 if (op->stats.maxhp)
1110 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1111 else
1112 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1113 1095
1114 op->stats.hp = op->stats.maxhp;
1115 break;
1116
1117 case SCROLL:
1118 op->level = level_for_item (op, difficulty);
1119 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1120
1121 /* add exp so reading them properly gives xp */ 1096 /* add exp so reading them properly gives xp */
1122 op->stats.exp = op->value / 5; 1097 op->stats.exp = op->value / 5;
1123 op->nrof = op->inv->nrof; 1098 op->nrof = op->inv->nrof;
1124 break; 1099 break;
1125 1100
1126 case RUNE: 1101 case RUNE:
1127 trap_adjust (op, difficulty); 1102 trap_adjust (op, difficulty);
1128 break; 1103 break;
1129 1104
1130 case TRAP: 1105 case TRAP:
1131 trap_adjust (op, difficulty); 1106 trap_adjust (op, difficulty);
1132 break; 1107 break;
1133 } /* switch type */ 1108 } /* switch type */
1134 1109
1135 if (flags & GT_STARTEQUIP) 1110 if (flags & GT_STARTEQUIP)
1136 { 1111 {
1137 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1112 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1138 SET_FLAG (op, FLAG_STARTEQUIP); 1113 SET_FLAG (op, FLAG_STARTEQUIP);
1139 else if (op->type != MONEY) 1114 else if (op->type != MONEY)
1140 op->value = 0; 1115 op->value = 0;
1141 } 1116 }
1142 1117
1143 if (!(flags & GT_ENVIRONMENT)) 1118 if (!(flags & GT_ENVIRONMENT))
1144 fix_flesh_item (op, creator); 1119 fix_flesh_item (op, creator);
1145} 1120}
1153 */ 1128 */
1154 1129
1155/* 1130/*
1156 * Allocate and return the pointer to an empty artifactlist structure. 1131 * Allocate and return the pointer to an empty artifactlist structure.
1157 */ 1132 */
1158
1159static artifactlist * 1133static artifactlist *
1160get_empty_artifactlist (void) 1134get_empty_artifactlist (void)
1161{ 1135{
1162 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1136 return salloc0<artifactlist> ();
1163 if (tl == NULL)
1164 fatal (OUT_OF_MEMORY);
1165 tl->next = NULL;
1166 tl->items = NULL;
1167 tl->total_chance = 0;
1168 return tl;
1169} 1137}
1170 1138
1171/* 1139/*
1172 * Allocate and return the pointer to an empty artifact structure. 1140 * Allocate and return the pointer to an empty artifact structure.
1173 */ 1141 */
1174
1175static artifact * 1142static artifact *
1176get_empty_artifact (void) 1143get_empty_artifact (void)
1177{ 1144{
1178 artifact *t = (artifact *) malloc (sizeof (artifact)); 1145 return salloc0<artifact> ();
1179 if (t == NULL)
1180 fatal (OUT_OF_MEMORY);
1181 t->item = NULL;
1182 t->next = NULL;
1183 t->chance = 0;
1184 t->difficulty = 0;
1185 t->allowed = NULL;
1186 return t;
1187} 1146}
1188 1147
1189/* 1148/*
1190 * Searches the artifact lists and returns one that has the same type 1149 * Searches the artifact lists and returns one that has the same type
1191 * of objects on it. 1150 * of objects on it.
1192 */ 1151 */
1193
1194artifactlist * 1152artifactlist *
1195find_artifactlist (int type) 1153find_artifactlist (int type)
1196{ 1154{
1197 artifactlist *al;
1198
1199 for (al = first_artifactlist; al != NULL; al = al->next) 1155 for (artifactlist *al = first_artifactlist; al; al = al->next)
1200 if (al->type == type) 1156 if (al->type == type)
1201 return al; 1157 return al;
1202 return NULL;
1203}
1204 1158
1205/*
1206 * For debugging purposes. Dumps all tables.
1207 */
1208
1209void
1210dump_artifacts (void)
1211{
1212 artifactlist *al;
1213 artifact *art;
1214 linked_char *next;
1215
1216 fprintf (logfile, "\n");
1217 for (al = first_artifactlist; al != NULL; al = al->next)
1218 {
1219 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1220 for (art = al->items; art != NULL; art = art->next)
1221 {
1222 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1223 if (art->allowed != NULL)
1224 {
1225 fprintf (logfile, "\tAllowed combinations:");
1226 for (next = art->allowed; next != NULL; next = next->next)
1227 fprintf (logfile, "%s,", &next->name);
1228 fprintf (logfile, "\n");
1229 }
1230 }
1231 }
1232 fprintf (logfile, "\n");
1233}
1234
1235/*
1236 * For debugging purposes. Dumps all treasures recursively (see below).
1237 */
1238void
1239dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1240{
1241 treasurelist *tl;
1242 int i;
1243
1244 if (depth > 100)
1245 return; 1159 return 0;
1246 while (t != NULL)
1247 {
1248 if (t->name != NULL)
1249 {
1250 for (i = 0; i < depth; i++)
1251 fprintf (logfile, " ");
1252 fprintf (logfile, "{ (list: %s)\n", &t->name);
1253 tl = find_treasurelist (t->name);
1254 dump_monster_treasure_rec (name, tl->items, depth + 2);
1255 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " ");
1257 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1258 }
1259 else
1260 {
1261 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " ");
1263 if (t->item->clone.type == FLESH)
1264 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1265 else
1266 fprintf (logfile, "%s\n", &t->item->clone.name);
1267 }
1268 if (t->next_yes != NULL)
1269 {
1270 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " ");
1272 fprintf (logfile, " (if yes)\n");
1273 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1274 }
1275 if (t->next_no != NULL)
1276 {
1277 for (i = 0; i < depth; i++)
1278 fprintf (logfile, " ");
1279 fprintf (logfile, " (if no)\n");
1280 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1281 }
1282 t = t->next;
1283 }
1284}
1285
1286/*
1287 * For debugging purposes. Dumps all treasures for a given monster.
1288 * Created originally by Raphael Quinet for debugging the alchemy code.
1289 */
1290
1291void
1292dump_monster_treasure (const char *name)
1293{
1294 archetype *at;
1295 int found;
1296
1297 found = 0;
1298 fprintf (logfile, "\n");
1299 for (at = first_archetype; at != NULL; at = at->next)
1300 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1301 {
1302 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1303 if (at->clone.randomitems != NULL)
1304 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1305 else
1306 fprintf (logfile, "(nothing)\n");
1307 fprintf (logfile, "\n");
1308 found++;
1309 }
1310 if (found == 0)
1311 fprintf (logfile, "No objects have the name %s!\n\n", name);
1312} 1160}
1313 1161
1314/* 1162/*
1315 * Builds up the lists of artifacts from the file in the libdir. 1163 * Builds up the lists of artifacts from the file in the libdir.
1316 */ 1164 */
1317
1318void 1165void
1319init_artifacts (void) 1166init_artifacts (void)
1320{ 1167{
1321 static int has_been_inited = 0; 1168 static int has_been_inited = 0;
1322 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1169 char filename[MAX_BUF];
1323 artifact *art = NULL; 1170 artifact *art = NULL;
1324 linked_char *tmp;
1325 int value, comp;
1326 artifactlist *al; 1171 artifactlist *al;
1327 1172
1328 if (has_been_inited) 1173 if (has_been_inited)
1329 return; 1174 return;
1330 else 1175 else
1331 has_been_inited = 1; 1176 has_been_inited = 1;
1332 1177
1333 sprintf (filename, "%s/artifacts", settings.datadir); 1178 sprintf (filename, "%s/artifacts", settings.datadir);
1334 object_thawer thawer (filename); 1179 object_thawer f (filename);
1335 1180
1336 if (!thawer) 1181 if (!f)
1337 return; 1182 return;
1338 1183
1339 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1184 for (;;)
1340 {
1341 if (*buf == '#')
1342 continue;
1343 if ((cp = strchr (buf, '\n')) != NULL)
1344 *cp = '\0';
1345 cp = buf;
1346 while (*cp == ' ') /* Skip blanks */
1347 cp++;
1348 if (*cp == '\0')
1349 continue;
1350
1351 if (!strncmp (cp, "Allowed", 7))
1352 {
1353 if (art == NULL)
1354 { 1185 {
1186 switch (f.kw)
1187 {
1188 case KW_allowed:
1189 if (!art)
1355 art = get_empty_artifact (); 1190 art = get_empty_artifact ();
1356 nrofartifacts++; 1191
1192 {
1193 if (!strcmp (f.get_str (), "all"))
1194 break;
1195
1196 char *next, *cp = f.get_str ();
1197
1198 do
1199 {
1200 if ((next = strchr (cp, ',')))
1201 *next++ = '\0';
1202
1203 linked_char *tmp = new linked_char;
1204
1205 tmp->name = cp;
1206 tmp->next = art->allowed;
1207 art->allowed = tmp;
1208 }
1209 while ((cp = next));
1210 }
1211 break;
1212
1213 case KW_chance:
1214 f.get (art->chance);
1215 break;
1216
1217 case KW_difficulty:
1218 f.get (art->difficulty);
1219 break;
1220
1221 case KW_object:
1222 {
1223 art->item = object::create ();
1224 f.get (art->item->name);
1225 f.next ();
1226
1227 if (!art->item->parse_kv (f))
1228 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1229
1230 al = find_artifactlist (art->item->type);
1231
1232 if (!al)
1233 {
1234 al = get_empty_artifactlist ();
1235 al->type = art->item->type;
1236 al->next = first_artifactlist;
1237 first_artifactlist = al;
1238 }
1239
1240 art->next = al->items;
1241 al->items = art;
1242 art = 0;
1243 }
1244 continue;
1245
1246 case KW_EOF:
1247 goto done;
1248
1249 default:
1250 if (!f.parse_error ("artifacts file"))
1251 cleanup ("artifacts file required");
1252 break;
1253 }
1254
1255 f.next ();
1357 } 1256 }
1358 cp = strchr (cp, ' ') + 1;
1359 if (!strcmp (cp, "all"))
1360 continue;
1361 1257
1362 do 1258done:
1363 {
1364 nrofallowedstr++;
1365 if ((next = strchr (cp, ',')) != NULL)
1366 *(next++) = '\0';
1367 tmp = new linked_char;
1368 tmp->name = cp;
1369 tmp->next = art->allowed;
1370 art->allowed = tmp;
1371 }
1372 while ((cp = next) != NULL);
1373 }
1374 else if (sscanf (cp, "chance %d", &value))
1375 art->chance = (uint16) value;
1376 else if (sscanf (cp, "difficulty %d", &value))
1377 art->difficulty = (uint8) value;
1378 else if (!strncmp (cp, "Object", 6))
1379 {
1380 art->item = (object *) calloc (1, sizeof (object));
1381 reset_object (art->item);
1382 if (!load_object (thawer, art->item, LO_LINEMODE, 0))
1383 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1384 art->item->name = strchr (cp, ' ') + 1;
1385 al = find_artifactlist (art->item->type);
1386 if (al == NULL)
1387 {
1388 al = get_empty_artifactlist ();
1389 al->type = art->item->type;
1390 al->next = first_artifactlist;
1391 first_artifactlist = al;
1392 }
1393 art->next = al->items;
1394 al->items = art;
1395 art = NULL;
1396 }
1397 else
1398 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1399 }
1400
1401 for (al = first_artifactlist; al != NULL; al = al->next) 1259 for (al = first_artifactlist; al; al = al->next)
1402 { 1260 {
1261 al->total_chance = 0;
1262
1403 for (art = al->items; art != NULL; art = art->next) 1263 for (art = al->items; art; art = art->next)
1404 { 1264 {
1405 if (!art->chance) 1265 if (!art->chance)
1406 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1266 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1407 else 1267 else
1408 al->total_chance += art->chance; 1268 al->total_chance += art->chance;
1409 } 1269 }
1410#if 0 1270#if 0
1411 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1271 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1412#endif 1272#endif
1413 } 1273 }
1414 1274
1415 LOG (llevDebug, "done.\n"); 1275 LOG (llevDebug, "done.\n");
1416} 1276}
1417 1277
1418
1419/* 1278/*
1420 * Used in artifact generation. The bonuses of the first object 1279 * Used in artifact generation. The bonuses of the first object
1421 * is modified by the bonuses of the second object. 1280 * is modified by the bonuses of the second object.
1422 */ 1281 */
1423
1424void 1282void
1425add_abilities (object * op, object * change) 1283add_abilities (object *op, object *change)
1426{ 1284{
1427 int i, j, tmp; 1285 int i, tmp;
1428 1286
1429 if (change->face != blank_face) 1287 if (change->face != blank_face)
1430 { 1288 {
1431#ifdef TREASURE_VERBOSE 1289#ifdef TREASURE_VERBOSE
1432 LOG (llevDebug, "FACE: %d\n", change->face->number); 1290 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1433#endif 1291#endif
1434 op->face = change->face; 1292 op->face = change->face;
1435 } 1293 }
1436 1294
1437 for (i = 0; i < NUM_STATS; i++) 1295 for (i = 0; i < NUM_STATS; i++)
1438 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1296 change_attr_value (&(op->stats), i, change->stats.stat (i));
1439 1297
1440 op->attacktype |= change->attacktype; 1298 op->attacktype |= change->attacktype;
1441 op->path_attuned |= change->path_attuned; 1299 op->path_attuned |= change->path_attuned;
1442 op->path_repelled |= change->path_repelled; 1300 op->path_repelled |= change->path_repelled;
1443 op->path_denied |= change->path_denied; 1301 op->path_denied |= change->path_denied;
1471 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1329 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1472 { 1330 {
1473 CLEAR_FLAG (op, FLAG_ANIMATE); 1331 CLEAR_FLAG (op, FLAG_ANIMATE);
1474 /* so artifacts will join */ 1332 /* so artifacts will join */
1475 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1333 if (!QUERY_FLAG (op, FLAG_ALIVE))
1476 op->speed = 0.0; 1334 op->speed = 0.0;
1477 update_ob_speed (op); 1335
1336 op->set_speed (op->speed);
1478 } 1337 }
1479 1338
1480 if (change->nrof) 1339 if (change->nrof)
1481 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1340 op->nrof = rndm (change->nrof) + 1;
1482 1341
1483 op->stats.exp += change->stats.exp; /* Speed modifier */ 1342 op->stats.exp += change->stats.exp; /* Speed modifier */
1484 op->stats.wc += change->stats.wc; 1343 op->stats.wc += change->stats.wc;
1485 op->stats.ac += change->stats.ac; 1344 op->stats.ac += change->stats.ac;
1486 1345
1487 if (change->other_arch) 1346 if (change->other_arch)
1488 { 1347 {
1489 /* Basically, for horns & potions, the other_arch field is the spell 1348 /* Basically, for horns & potions, the other_arch field is the spell
1490 * to cast. So convert that to into a spell and put it into 1349 * to cast. So convert that to into a spell and put it into
1491 * this object. 1350 * this object.
1492 */ 1351 */
1493 if (op->type == HORN || op->type == POTION) 1352 if (op->type == HORN || op->type == POTION)
1494 { 1353 {
1495 object *tmp_obj;
1496 /* Remove any spells this object currently has in it */ 1354 /* Remove any spells this object currently has in it */
1497 while (op->inv) 1355 op->destroy_inv (false);
1498 {
1499 tmp_obj = op->inv;
1500 remove_ob (tmp_obj);
1501 free_object (tmp_obj);
1502 }
1503 1356
1504 tmp_obj = arch_to_object (change->other_arch); 1357 object *tmp = arch_to_object (change->other_arch);
1505 insert_ob_in_ob (tmp_obj, op); 1358 insert_ob_in_ob (tmp, op);
1506 } 1359 }
1507 /* No harm setting this for potions/horns */ 1360 /* No harm setting this for potions/horns */
1508 op->other_arch = change->other_arch; 1361 op->other_arch = change->other_arch;
1509 } 1362 }
1510 1363
1511 if (change->stats.hp < 0) 1364 if (change->stats.hp < 0)
1544 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1397 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1545 1398
1546 op->item_power = change->item_power; 1399 op->item_power = change->item_power;
1547 1400
1548 for (i = 0; i < NROFATTACKS; i++) 1401 for (i = 0; i < NROFATTACKS; i++)
1549 {
1550 if (change->resist[i]) 1402 if (change->resist[i])
1551 {
1552 op->resist[i] += change->resist[i]; 1403 op->resist[i] += change->resist[i];
1553 }
1554 }
1555 1404
1556 if (change->stats.dam) 1405 if (change->stats.dam)
1557 { 1406 {
1558 if (change->stats.dam < 0) 1407 if (change->stats.dam < 0)
1559 op->stats.dam = (-change->stats.dam); 1408 op->stats.dam = (-change->stats.dam);
1560 else if (op->stats.dam) 1409 else if (op->stats.dam)
1561 { 1410 {
1562 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1411 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1563 if (tmp == op->stats.dam) 1412 if (tmp == op->stats.dam)
1564 { 1413 {
1565 if (change->stats.dam < 10) 1414 if (change->stats.dam < 10)
1566 op->stats.dam--; 1415 op->stats.dam--;
1416 else
1417 op->stats.dam++;
1418 }
1567 else 1419 else
1568 op->stats.dam++;
1569 }
1570 else
1571 op->stats.dam = tmp; 1420 op->stats.dam = tmp;
1572 } 1421 }
1573 } 1422 }
1574 1423
1575 if (change->weight) 1424 if (change->weight)
1576 { 1425 {
1577 if (change->weight < 0) 1426 if (change->weight < 0)
1578 op->weight = (-change->weight); 1427 op->weight = (-change->weight);
1579 else 1428 else
1580 op->weight = (op->weight * (change->weight)) / 100; 1429 op->weight = (op->weight * (change->weight)) / 100;
1581 } 1430 }
1582 1431
1583 if (change->last_sp) 1432 if (change->last_sp)
1584 { 1433 {
1585 if (change->last_sp < 0) 1434 if (change->last_sp < 0)
1586 op->last_sp = (-change->last_sp); 1435 op->last_sp = (-change->last_sp);
1587 else 1436 else
1588 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1437 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1589 } 1438 }
1590 1439
1591 if (change->gen_sp_armour) 1440 if (change->gen_sp_armour)
1592 { 1441 {
1593 if (change->gen_sp_armour < 0) 1442 if (change->gen_sp_armour < 0)
1594 op->gen_sp_armour = (-change->gen_sp_armour); 1443 op->gen_sp_armour = (-change->gen_sp_armour);
1595 else 1444 else
1596 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1445 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1597 } 1446 }
1598 1447
1599 op->value *= change->value; 1448 op->value *= change->value;
1600 1449
1601 if (change->material) 1450 if (change->materials)
1602 op->material = change->material; 1451 op->materials = change->materials;
1603 1452
1604 if (change->materialname) 1453 if (change->materialname)
1605 op->materialname = change->materialname; 1454 op->materialname = change->materialname;
1606 1455
1607 if (change->slaying) 1456 if (change->slaying)
1613 if (change->msg) 1462 if (change->msg)
1614 op->msg = change->msg; 1463 op->msg = change->msg;
1615} 1464}
1616 1465
1617static int 1466static int
1618legal_artifact_combination (object * op, artifact * art) 1467legal_artifact_combination (object *op, artifact *art)
1619{ 1468{
1620 int neg, success = 0; 1469 int neg, success = 0;
1621 linked_char *tmp; 1470 linked_char *tmp;
1622 const char *name; 1471 const char *name;
1623 1472
1624 if (art->allowed == (linked_char *) NULL) 1473 if (!art->allowed)
1625 return 1; /* Ie, "all" */ 1474 return 1; /* Ie, "all" */
1475
1626 for (tmp = art->allowed; tmp; tmp = tmp->next) 1476 for (tmp = art->allowed; tmp; tmp = tmp->next)
1627 { 1477 {
1628#ifdef TREASURE_VERBOSE 1478#ifdef TREASURE_VERBOSE
1629 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1479 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1630#endif 1480#endif
1631 if (*tmp->name == '!') 1481 if (*tmp->name == '!')
1632 name = tmp->name + 1, neg = 1; 1482 name = tmp->name + 1, neg = 1;
1633 else 1483 else
1634 name = tmp->name, neg = 0; 1484 name = tmp->name, neg = 0;
1635 1485
1636 /* If we match name, then return the opposite of 'neg' */ 1486 /* If we match name, then return the opposite of 'neg' */
1637 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1487 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1638 return !neg; 1488 return !neg;
1639 1489
1640 /* Set success as true, since if the match was an inverse, it means 1490 /* Set success as true, since if the match was an inverse, it means
1641 * everything is allowed except what we match 1491 * everything is allowed except what we match
1642 */ 1492 */
1643 else if (neg) 1493 else if (neg)
1644 success = 1; 1494 success = 1;
1645 } 1495 }
1496
1646 return success; 1497 return success;
1647} 1498}
1648 1499
1649/* 1500/*
1650 * Fixes the given object, giving it the abilities and titles 1501 * Fixes the given object, giving it the abilities and titles
1651 * it should have due to the second artifact-template. 1502 * it should have due to the second artifact-template.
1652 */ 1503 */
1653 1504
1654void 1505void
1655give_artifact_abilities (object * op, object * artifct) 1506give_artifact_abilities (object *op, object *artifct)
1656{ 1507{
1657 char new_name[MAX_BUF]; 1508 char new_name[MAX_BUF];
1658 1509
1659 sprintf (new_name, "of %s", &artifct->name); 1510 sprintf (new_name, "of %s", &artifct->name);
1660 op->title = new_name; 1511 op->title = new_name;
1661 add_abilities (op, artifct); /* Give out the bonuses */ 1512 add_abilities (op, artifct); /* Give out the bonuses */
1662 1513
1663#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1514#if 0 /* Bit verbose, but keep it here until next time I need it... */
1664 { 1515 {
1665 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1516 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1517
1666 SET_FLAG (op, FLAG_IDENTIFIED); 1518 SET_FLAG (op, FLAG_IDENTIFIED);
1667 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1519 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1668 if (!identified) 1520 if (!identified)
1669 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1521 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1670 } 1522 }
1682 1534
1683/* Give 1 re-roll attempt per artifact */ 1535/* Give 1 re-roll attempt per artifact */
1684#define ARTIFACT_TRIES 2 1536#define ARTIFACT_TRIES 2
1685 1537
1686void 1538void
1687generate_artifact (object * op, int difficulty) 1539generate_artifact (object *op, int difficulty)
1688{ 1540{
1689 artifactlist *al; 1541 artifactlist *al;
1690 artifact *art; 1542 artifact *art;
1691 int i; 1543 int i;
1692 1544
1693 al = find_artifactlist (op->type); 1545 al = find_artifactlist (op->type);
1694 1546
1695 if (al == NULL) 1547 if (al == NULL)
1696 { 1548 {
1697#if 0 /* This is too verbose, usually */ 1549#if 0 /* This is too verbose, usually */
1698 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1550 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1699#endif 1551#endif
1700 return; 1552 return;
1701 } 1553 }
1702 1554
1703 for (i = 0; i < ARTIFACT_TRIES; i++) 1555 for (i = 0; i < ARTIFACT_TRIES; i++)
1704 { 1556 {
1705 int roll = RANDOM () % al->total_chance; 1557 int roll = rndm (al->total_chance);
1706 1558
1707 for (art = al->items; art != NULL; art = art->next) 1559 for (art = al->items; art; art = art->next)
1708 { 1560 {
1709 roll -= art->chance; 1561 roll -= art->chance;
1710 if (roll < 0) 1562 if (roll < 0)
1711 break; 1563 break;
1712 } 1564 }
1713 1565
1714 if (art == NULL || roll >= 0) 1566 if (art == NULL || roll >= 0)
1715 { 1567 {
1716#if 1 1568#if 1
1717 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1569 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1718#endif 1570#endif
1719 return; 1571 return;
1720 } 1572 }
1721 if (!strcmp (art->item->name, "NONE")) 1573
1722 return; 1574 if (art->item->name == shstr_NONE)
1575 return;
1576
1723 if (FABS (op->magic) < art->item->magic) 1577 if (fabs (op->magic) < art->item->magic)
1724 continue; /* Not magic enough to be this item */ 1578 continue; /* Not magic enough to be this item */
1725 1579
1726 /* Map difficulty not high enough */ 1580 /* Map difficulty not high enough */
1727 if (difficulty < art->difficulty) 1581 if (difficulty < art->difficulty)
1728 continue; 1582 continue;
1729 1583
1730 if (!legal_artifact_combination (op, art)) 1584 if (!legal_artifact_combination (op, art))
1731 { 1585 {
1732#ifdef TREASURE_VERBOSE 1586#ifdef TREASURE_VERBOSE
1733 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1587 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1734#endif 1588#endif
1735 continue; 1589 continue;
1736 } 1590 }
1591
1737 give_artifact_abilities (op, art->item); 1592 give_artifact_abilities (op, art->item);
1738 return; 1593 return;
1739 } 1594 }
1740} 1595}
1741 1596
1743 * FOOD, except they inherit properties (name, food value, etc). 1598 * FOOD, except they inherit properties (name, food value, etc).
1744 * based on the original owner (or 'donor' if you like). -b.t. 1599 * based on the original owner (or 'donor' if you like). -b.t.
1745 */ 1600 */
1746 1601
1747void 1602void
1748fix_flesh_item (object * item, object * donor) 1603fix_flesh_item (object *item, object *donor)
1749{ 1604{
1750 char tmpbuf[MAX_BUF]; 1605 char tmpbuf[MAX_BUF];
1751 int i; 1606 int i;
1752 1607
1753 if (item->type == FLESH && donor) 1608 if (item->type == FLESH && donor)
1754 { 1609 {
1755 /* change the name */ 1610 /* change the name */
1756 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1611 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1612 item->name = tmpbuf;
1757 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1613 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1614 item->name_pl = tmpbuf;
1758 1615
1759 /* weight is FLESH weight/100 * donor */ 1616 /* weight is FLESH weight/100 * donor */
1760 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1617 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1761 item->weight = 1; 1618 item->weight = 1;
1762 1619
1763 /* value is multiplied by level of donor */ 1620 /* value is multiplied by level of donor */
1764 item->value *= isqrt (donor->level * 2); 1621 item->value *= isqrt (donor->level * 2);
1765 1622
1766 /* food value */ 1623 /* food value */
1768 1625
1769 /* flesh items inherit some abilities of donor, but not 1626 /* flesh items inherit some abilities of donor, but not
1770 * full effect. 1627 * full effect.
1771 */ 1628 */
1772 for (i = 0; i < NROFATTACKS; i++) 1629 for (i = 0; i < NROFATTACKS; i++)
1773 item->resist[i] = donor->resist[i] / 2; 1630 item->resist[i] = donor->resist[i] / 2;
1774 1631
1775 /* item inherits donor's level (important for quezals) */ 1632 /* item inherits donor's level (important for quezals) */
1776 item->level = donor->level; 1633 item->level = donor->level;
1777 1634
1778 /* if donor has some attacktypes, the flesh is poisonous */ 1635 /* if donor has some attacktypes, the flesh is poisonous */
1779 if (donor->attacktype & AT_POISON) 1636 if (donor->attacktype & AT_POISON)
1780 item->type = POISON; 1637 item->type = POISON;
1638
1781 if (donor->attacktype & AT_ACID) 1639 if (donor->attacktype & AT_ACID)
1782 item->stats.hp = -1 * item->stats.food; 1640 item->stats.hp = -1 * item->stats.food;
1641
1783 SET_FLAG (item, FLAG_NO_STEAL); 1642 SET_FLAG (item, FLAG_NO_STEAL);
1784 } 1643 }
1785} 1644}
1786 1645
1787/* special_potion() - so that old potion code is still done right. */ 1646/* special_potion() - so that old potion code is still done right. */
1788
1789int 1647int
1790special_potion (object * op) 1648special_potion (object *op)
1791{ 1649{
1792
1793 int i;
1794
1795 if (op->attacktype) 1650 if (op->attacktype)
1796 return 1; 1651 return 1;
1797 1652
1798 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1653 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1799 return 1; 1654 return 1;
1800 1655
1801 for (i = 0; i < NROFATTACKS; i++) 1656 for (int i = 0; i < NROFATTACKS; i++)
1802 if (op->resist[i]) 1657 if (op->resist[i])
1803 return 1; 1658 return 1;
1804 1659
1805 return 0; 1660 return 0;
1806} 1661}
1807 1662
1808void 1663void
1809free_treasurestruct (treasure * t) 1664free_treasurestruct (treasure *t)
1810{ 1665{
1811 if (t->next)
1812 free_treasurestruct (t->next); 1666 if (t->next) free_treasurestruct (t->next);
1813 if (t->next_yes)
1814 free_treasurestruct (t->next_yes); 1667 if (t->next_yes) free_treasurestruct (t->next_yes);
1815 if (t->next_no)
1816 free_treasurestruct (t->next_no); 1668 if (t->next_no) free_treasurestruct (t->next_no);
1817 1669
1818 delete t; 1670 delete t;
1819} 1671}
1820 1672
1821void 1673void
1822free_charlinks (linked_char * lc) 1674free_charlinks (linked_char *lc)
1823{ 1675{
1824 if (lc->next) 1676 if (lc->next)
1825 free_charlinks (lc->next); 1677 free_charlinks (lc->next);
1826 1678
1827 delete lc; 1679 delete lc;
1828} 1680}
1829 1681
1830void 1682void
1831free_artifact (artifact * at) 1683free_artifact (artifact *at)
1832{ 1684{
1833
1834 if (at->next)
1835 free_artifact (at->next); 1685 if (at->next) free_artifact (at->next);
1836 if (at->allowed)
1837 free_charlinks (at->allowed); 1686 if (at->allowed) free_charlinks (at->allowed);
1838 1687
1839 delete at->item; 1688 at->item->destroy ();
1840 1689
1841 delete at; 1690 sfree (at);
1842} 1691}
1843 1692
1844void 1693void
1845free_artifactlist (artifactlist * al) 1694free_artifactlist (artifactlist *al)
1846{ 1695{
1847 artifactlist *nextal; 1696 artifactlist *nextal;
1697
1848 for (al = first_artifactlist; al != NULL; al = nextal) 1698 for (al = first_artifactlist; al; al = nextal)
1849 { 1699 {
1850 nextal = al->next; 1700 nextal = al->next;
1701
1851 if (al->items) 1702 if (al->items)
1852 {
1853 free_artifact (al->items); 1703 free_artifact (al->items);
1854 } 1704
1855 free (al); 1705 sfree (al);
1856 } 1706 }
1857} 1707}
1858 1708
1859void 1709void
1860free_all_treasures (void) 1710free_all_treasures (void)
1861{ 1711{
1862 treasurelist *tl, *next; 1712 treasurelist *tl, *next;
1863 1713
1864
1865 for (tl = first_treasurelist; tl != NULL; tl = next) 1714 for (tl = first_treasurelist; tl; tl = next)
1866 { 1715 {
1716 clear (tl);
1717
1867 next = tl->next; 1718 next = tl->next;
1868 if (tl->items)
1869 free_treasurestruct (tl->items);
1870 delete tl; 1719 delete tl;
1871 } 1720 }
1721
1872 free_artifactlist (first_artifactlist); 1722 free_artifactlist (first_artifactlist);
1873} 1723}

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