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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 1.47 by root, Tue Apr 17 18:24:30 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.9 2006/09/03 14:33:48 elmex Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29
30#define ALLOWED_COMBINATION
31 24
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
35 * left on 28 * left on
36 */ 29 */
37#define TREASURE_DEBUG 30#define TREASURE_DEBUG
38 31
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
33
40/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
41 35
42#include <global.h> 36#include <global.h>
43#include <treasure.h> 37#include <treasure.h>
44#include <funcpoint.h> 38#include <funcpoint.h>
45#include <loader.h> 39#include <loader.h>
46 40
47
48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 41extern char *spell_mapping[];
50 42
43static treasurelist *first_treasurelist;
44
45static void change_treasure (treasure *t, object *op); /* overrule default values */
46
47typedef std::tr1::unordered_map<
48 const char *,
49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
55
56static tl_map_t tl_map;
57
51/* 58/*
52 * Initialize global archtype pointers: 59 * Initialize global archtype pointers:
53 */ 60 */
54
55void 61void
56init_archetype_pointers () 62init_archetype_pointers ()
57{ 63{
58 int prev_warn = warn_archetypes; 64 int prev_warn = warn_archetypes;
65
59 warn_archetypes = 1; 66 warn_archetypes = 1;
67
60 if (ring_arch == NULL) 68 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring"); 69 ring_arch = archetype::find ("ring");
62 if (amulet_arch == NULL) 70 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet"); 71 amulet_arch = archetype::find ("amulet");
64 if (staff_arch == NULL) 72 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff"); 73 staff_arch = archetype::find ("staff");
66 if (crown_arch == NULL) 74 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown"); 75 crown_arch = archetype::find ("crown");
76
68 warn_archetypes = prev_warn; 77 warn_archetypes = prev_warn;
69} 78}
70 79
71/* 80/*
72 * Allocate and return the pointer to an empty treasurelist structure. 81 * Searches for the given treasurelist
73 */ 82 */
74
75static treasurelist * 83treasurelist *
76get_empty_treasurelist (void) 84treasurelist::find (const char *name)
77{ 85{
86 if (!name)
87 return 0;
88
89 auto (i, tl_map.find (name));
90
91 if (i == tl_map.end ())
92 return 0;
93
94 return i->second;
95}
96
97/*
98 * Searches for the given treasurelist in the globally linked list
99 * of treasurelists which has been built by load_treasures().
100 */
101treasurelist *
102treasurelist::get (const char *name)
103{
104 treasurelist *tl = find (name);
105
106 if (!tl)
107 {
78 return new treasurelist; 108 tl = new treasurelist;
79}
80 109
81/* 110 tl->name = name;
82 * Allocate and return the pointer to an empty treasure structure. 111 tl->next = first_treasurelist;
83 */ 112 first_treasurelist = tl;
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89 113
90 t->chance = 100; 114 tl_map.insert (std::make_pair (tl->name, tl));
115 }
91 116
92 return t; 117 return tl;
93} 118}
94 119
95/* 120//TODO: class method
96 * Reads the lib/treasure file from disk, and parses the contents 121void
97 * into an internal treasure structure (very linked lists) 122clear (treasurelist *tl)
98 */
99
100static treasure *
101load_treasure (FILE * fp, int *line)
102{ 123{
103 char buf[MAX_BUF], *cp, variable[MAX_BUF]; 124 if (tl->items)
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 } 125 {
153 LOG (llevError, "treasure lacks 'end'.\n"); 126 free_treasurestruct (tl->items);
154 return t; 127 tl->items = 0;
128 }
129
130 tl->total_chance = 0;
155} 131}
156 132
157#ifdef TREASURE_DEBUG 133#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 134/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 135 * so that the treasure name can be printed out
160 */ 136 */
161static void 137static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 138check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 139{
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)) 140 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); 141 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 */ 142
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 143 if (t->next)
172 check_treasurelist (t->next, tl); 144 check_treasurelist (t->next, tl);
145
173 if (t->next_yes) 146 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 147 check_treasurelist (t->next_yes, tl);
148
175 if (t->next_no) 149 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 150 check_treasurelist (t->next_no, tl);
177} 151}
178#endif 152#endif
179 153
180/* 154/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 155 * Reads the lib/treasure file from disk, and parses the contents
156 * into an internal treasure structure (very linked lists)
157 */
158static treasure *
159read_treasure (object_thawer &f)
160{
161 treasure *t = new treasure;
162
163 f.next ();
164
165 for (;;)
166 {
167 coroapi::cede_to_tick_every (10);
168
169 switch (f.kw)
170 {
171 case KW_arch:
172 if (!(t->item = archetype::find (f.get_str ())))
173 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
174 break;
175
176 case KW_list: f.get (t->name); break;
177 case KW_change_name: f.get (t->change_arch.name); break;
178 case KW_change_title: f.get (t->change_arch.title); break;
179 case KW_change_slaying: f.get (t->change_arch.slaying); break;
180 case KW_chance: f.get (t->chance); break;
181 case KW_nrof: f.get (t->nrof); break;
182 case KW_magic: f.get (t->magic); break;
183
184 case KW_yes: t->next_yes = read_treasure (f); continue;
185 case KW_no: t->next_no = read_treasure (f); continue;
186
187 case KW_end:
188 f.next ();
189 return t;
190
191 case KW_more:
192 t->next = read_treasure (f);
193 return t;
194
195 default:
196 if (!f.parse_error ("treasurelist", t->name))
197 return 0;
198
199 return t;
200 }
201
202 f.next ();
203 }
204}
205
206/*
182 * Each treasure is parsed with the help of load_treasure(). 207 * Each treasure is parsed with the help of load_treasure().
183 */ 208 */
184 209treasurelist *
185void 210treasurelist::read (object_thawer &f)
186load_treasures (void)
187{ 211{
188 FILE *fp; 212 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;
193 213
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 214 bool one = f.kw == KW_treasureone;
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 215 treasurelist *tl = treasurelist::get (f.get_str ());
196 { 216 clear (tl);
197 LOG (llevError, "Can't open treasure file.\n"); 217 tl->items = read_treasure (f);
218 if (!tl->items)
198 return; 219 return 0;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205 220
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. 221 /* 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 222 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 223 * 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 */ 224 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 225 tl->total_chance = 0;
248 check_treasurelist (previous->items, previous);
249#endif
250}
251 226
252/* 227 if (one)
253 * Searches for the given treasurelist in the globally linked list 228 {
254 * of treasurelists which has been built by load_treasures(). 229 for (treasure *t = tl->items; t; t = t->next)
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 { 230 {
274 if (tmp == tl->name) 231 if (t->next_yes || t->next_no)
275 return tl; 232 {
233 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
234 LOG (llevError, " the next_yes or next_no field is set\n");
235 }
236
237 tl->total_chance += t->chance;
276 } 238 }
239 }
277 240
278 if (first_treasurelist)
279 LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp);
280
281 return NULL; 241 return tl;
282} 242}
283
284 243
285/* 244/*
286 * Generates the objects specified by the given treasure. 245 * Generates the objects specified by the given treasure.
287 * It goes recursively through the rest of the linked list. 246 * It goes recursively through the rest of the linked list.
288 * If there is a certain percental chance for a treasure to be generated, 247 * If there is a certain percental chance for a treasure to be generated,
291 * being generated. 250 * being generated.
292 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 251 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
293 * abilities. This is used by summon spells, thus no summoned monsters 252 * abilities. This is used by summon spells, thus no summoned monsters
294 * start with equipment, but only their abilities). 253 * start with equipment, but only their abilities).
295 */ 254 */
296
297
298static void 255static void
299put_treasure (object * op, object * creator, int flags) 256put_treasure (object *op, object *creator, int flags)
300{ 257{
301 object *tmp; 258 object *tmp;
302 259
303 /* Bit of a hack - spells should never be put onto the map. The entire 260 /* 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 261 * 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 262 * this is the original object, or if this is an object that should be created
306 * by another object. 263 * by another object.
307 */ 264 */
308 if (flags & GT_ENVIRONMENT && op->type != SPELL) 265 if (flags & GT_ENVIRONMENT && op->type != SPELL)
309 { 266 {
310 op->x = creator->x;
311 op->y = creator->y;
312 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 267 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
313 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 268 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
314 } 269 }
315 else 270 else
316 { 271 {
317 op = insert_ob_in_ob (op, creator); 272 op = creator->insert (op);
273
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 274 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319 monster_check_apply (creator, op); 275 monster_check_apply (creator, op);
276
320 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 277 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
321 esrv_send_item (tmp, op); 278 esrv_send_item (tmp, op);
322 } 279 }
323} 280}
324 281
325/* if there are change_xxx commands in the treasure, we include the changes 282/* if there are change_xxx commands in the treasure, we include the changes
326 * in the generated object 283 * in the generated object
327 */ 284 */
328static void 285static void
329change_treasure (treasure * t, object * op) 286change_treasure (treasure *t, object *op)
330{ 287{
331 /* CMD: change_name xxxx */ 288 /* CMD: change_name xxxx */
332 if (t->change_arch.name) 289 if (t->change_arch.name)
333 { 290 {
334 op->name = t->change_arch.name; 291 op->name = t->change_arch.name;
340 297
341 if (t->change_arch.slaying) 298 if (t->change_arch.slaying)
342 op->slaying = t->change_arch.slaying; 299 op->slaying = t->change_arch.slaying;
343} 300}
344 301
345void 302static void
346create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 303create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
347{ 304{
348 object *tmp;
349
350
351 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 305 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
352 { 306 {
353 if (t->name) 307 if (t->name)
354 { 308 {
355 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 309 if (difficulty >= t->magic)
356 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 310 if (treasurelist *tl = treasurelist::find (t->name))
357 } 311 create_treasure (tl, op, flag, difficulty, tries);
312 else
313 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
314 }
358 else 315 else
359 { 316 {
360 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 317 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
361 { 318 {
362 tmp = arch_to_object (t->item); 319 object *tmp = arch_to_object (t->item);
320
363 if (t->nrof && tmp->nrof <= 1) 321 if (t->nrof && tmp->nrof <= 1)
364 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 322 tmp->nrof = rndm (t->nrof) + 1;
323
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 324 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 325 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 326 put_treasure (tmp, op, flag);
368 } 327 }
369 } 328 }
329
370 if (t->next_yes != NULL) 330 if (t->next_yes)
371 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 331 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
372 } 332 }
373 else if (t->next_no != NULL) 333 else if (t->next_no)
374 create_all_treasures (t->next_no, op, flag, difficulty, tries); 334 create_all_treasures (t->next_no, op, flag, difficulty, tries);
335
375 if (t->next != NULL) 336 if (t->next)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 337 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 338}
378 339
379void 340static void
380create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 341create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
381{ 342{
382 int value = RANDOM () % tl->total_chance; 343 int value = rndm (tl->total_chance);
383 treasure *t; 344 treasure *t;
384 345
385 if (tries++ > 100) 346 if (tries++ > 100)
386 { 347 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 348 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return; 349 return;
389 } 350 }
351
390 for (t = tl->items; t != NULL; t = t->next) 352 for (t = tl->items; t; t = t->next)
391 { 353 {
392 value -= t->chance; 354 value -= t->chance;
355
393 if (value < 0) 356 if (value < 0)
394 break; 357 break;
395 } 358 }
396 359
397 if (!t || value >= 0) 360 if (!t || value >= 0)
398 {
399 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 361 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
400 abort (); 362
401 return;
402 }
403 if (t->name) 363 if (t->name)
404 { 364 {
405 if (!strcmp (t->name, "NONE"))
406 return;
407 if (difficulty >= t->magic) 365 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 366 {
367 treasurelist *tl = treasurelist::find (t->name);
368 if (tl)
369 create_treasure (tl, op, flag, difficulty, tries);
370 }
409 else if (t->nrof) 371 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 372 create_one_treasure (tl, op, flag, difficulty, tries);
411 return;
412 } 373 }
413 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 374 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
414 { 375 {
415 object *tmp = arch_to_object (t->item); 376 if (object *tmp = arch_to_object (t->item))
416 if (!tmp) 377 {
417 return;
418 if (t->nrof && tmp->nrof <= 1) 378 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 379 tmp->nrof = rndm (t->nrof) + 1;
380
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 381 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 382 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 383 put_treasure (tmp, op, flag);
384 }
423 } 385 }
424} 386}
425 387
426/* This calls the appropriate treasure creation function. tries is passed 388/* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure 389 * to determine how many list transitions or attempts to create treasure
429 * list transitions, or so that excessively good treasure will not be 391 * 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 392 * created on weak maps, because it will exceed the number of allowed tries
431 * to do that. 393 * to do that.
432 */ 394 */
433void 395void
434create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 396create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
435{ 397{
398 // empty treasurelists are legal
399 if (!tl->items)
400 return;
436 401
437 if (tries++ > 100) 402 if (tries++ > 100)
438 { 403 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
440 return; 405 return;
441 } 406 }
407
442 if (t->total_chance) 408 if (tl->total_chance)
443 create_one_treasure (t, op, flag, difficulty, tries); 409 create_one_treasure (tl, op, flag, difficulty, tries);
444 else 410 else
445 create_all_treasures (t->items, op, flag, difficulty, tries); 411 create_all_treasures (tl->items, op, flag, difficulty, tries);
446} 412}
447 413
448/* This is similar to the old generate treasure function. However, 414/* This is similar to the old generate treasure function. However,
449 * it instead takes a treasurelist. It is really just a wrapper around 415 * it instead takes a treasurelist. It is really just a wrapper around
450 * create_treasure. We create a dummy object that the treasure gets 416 * create_treasure. We create a dummy object that the treasure gets
451 * inserted into, and then return that treausre 417 * inserted into, and then return that treausre
452 */ 418 */
453object * 419object *
454generate_treasure (treasurelist * t, int difficulty) 420generate_treasure (treasurelist *tl, int difficulty)
455{ 421{
422 difficulty = clamp (difficulty, 1, settings.max_level);
423
456 object *ob = get_object (), *tmp; 424 object *ob = object::create (), *tmp;
457 425
458 create_treasure (t, ob, 0, difficulty, 0); 426 create_treasure (tl, ob, 0, difficulty, 0);
459 427
460 /* Don't want to free the object we are about to return */ 428 /* Don't want to free the object we are about to return */
461 tmp = ob->inv; 429 tmp = ob->inv;
462 if (tmp != NULL) 430 if (tmp != NULL)
463 remove_ob (tmp); 431 tmp->remove ();
432
464 if (ob->inv) 433 if (ob->inv)
465 {
466 LOG (llevError, "In generate treasure, created multiple objects.\n"); 434 LOG (llevError, "In generate treasure, created multiple objects.\n");
467 } 435
468 free_object (ob); 436 ob->destroy ();
469 return tmp; 437 return tmp;
470} 438}
471 439
472/* 440/*
473 * This is a new way of calculating the chance for an item to have 441 * 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 443 * The array has two arguments, the difficulty of the level, and the
476 * magical bonus "wanted". 444 * magical bonus "wanted".
477 */ 445 */
478 446
479static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 447static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
448
480/*chance of magic difficulty*/ 449// chance of magic difficulty
481/* +0 +1 +2 +3 +4 */ 450// +0 +1 +2 +3 +4
482 {95, 2, 2, 1, 0}, /*1 */ 451 {95, 2, 2, 1, 0}, // 1
483 {92, 5, 2, 1, 0}, /*2 */ 452 {92, 5, 2, 1, 0}, // 2
484 {85, 10, 4, 1, 0}, /*3 */ 453 {85, 10, 4, 1, 0}, // 3
485 {80, 14, 4, 2, 0}, /*4 */ 454 {80, 14, 4, 2, 0}, // 4
486 {75, 17, 5, 2, 1}, /*5 */ 455 {75, 17, 5, 2, 1}, // 5
487 {70, 18, 8, 3, 1}, /*6 */ 456 {70, 18, 8, 3, 1}, // 6
488 {65, 21, 10, 3, 1}, /*7 */ 457 {65, 21, 10, 3, 1}, // 7
489 {60, 22, 12, 4, 2}, /*8 */ 458 {60, 22, 12, 4, 2}, // 8
490 {55, 25, 14, 4, 2}, /*9 */ 459 {55, 25, 14, 4, 2}, // 9
491 {50, 27, 16, 5, 2}, /*10 */ 460 {50, 27, 16, 5, 2}, // 10
492 {45, 28, 18, 6, 3}, /*11 */ 461 {45, 28, 18, 6, 3}, // 11
493 {42, 28, 20, 7, 3}, /*12 */ 462 {42, 28, 20, 7, 3}, // 12
494 {40, 27, 21, 8, 4}, /*13 */ 463 {40, 27, 21, 8, 4}, // 13
495 {38, 25, 22, 10, 5}, /*14 */ 464 {38, 25, 22, 10, 5}, // 14
496 {36, 23, 23, 12, 6}, /*15 */ 465 {36, 23, 23, 12, 6}, // 15
497 {33, 21, 24, 14, 8}, /*16 */ 466 {33, 21, 24, 14, 8}, // 16
498 {31, 19, 25, 16, 9}, /*17 */ 467 {31, 19, 25, 16, 9}, // 17
499 {27, 15, 30, 18, 10}, /*18 */ 468 {27, 15, 30, 18, 10}, // 18
500 {20, 12, 30, 25, 13}, /*19 */ 469 {20, 12, 30, 25, 13}, // 19
501 {15, 10, 28, 30, 17}, /*20 */ 470 {15, 10, 28, 30, 17}, // 20
502 {13, 9, 27, 28, 23}, /*21 */ 471 {13, 9, 27, 28, 23}, // 21
503 {10, 8, 25, 28, 29}, /*22 */ 472 {10, 8, 25, 28, 29}, // 22
504 {8, 7, 23, 26, 36}, /*23 */ 473 { 8, 7, 23, 26, 36}, // 23
505 {6, 6, 20, 22, 46}, /*24 */ 474 { 6, 6, 20, 22, 46}, // 24
506 {4, 5, 17, 18, 56}, /*25 */ 475 { 4, 5, 17, 18, 56}, // 25
507 {2, 4, 12, 14, 68}, /*26 */ 476 { 2, 4, 12, 14, 68}, // 26
508 {0, 3, 7, 10, 80}, /*27 */ 477 { 0, 3, 7, 10, 80}, // 27
509 {0, 0, 3, 7, 90}, /*28 */ 478 { 0, 0, 3, 7, 90}, // 28
510 {0, 0, 0, 3, 97}, /*29 */ 479 { 0, 0, 0, 3, 97}, // 29
511 {0, 0, 0, 0, 100}, /*30 */ 480 { 0, 0, 0, 0, 100}, // 30
512 {0, 0, 0, 0, 100}, /*31 */ 481 { 0, 0, 0, 0, 100}, // 31
513}; 482};
514 483
515 484
516/* calculate the appropriate level for wands staves and scrolls. 485/* calculate the appropriate level for wands staves and scrolls.
517 * This code presumes that op has had its spell object created (in op->inv) 486 * This code presumes that op has had its spell object created (in op->inv)
519 * elmex Wed Aug 9 17:44:59 CEST 2006: 488 * elmex Wed Aug 9 17:44:59 CEST 2006:
520 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
521 */ 490 */
522 491
523int 492int
524level_for_item (const object * op, int difficulty) 493level_for_item (const object *op, int difficulty)
525{ 494{
526 int mult = 0, olevel = 0; 495 int olevel = 0;
527 496
528 if (!op->inv) 497 if (!op->inv)
529 { 498 {
530 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 499 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
531 return 0; 500 return 0;
550 * elmex Thu Aug 10 18:45:44 CEST 2006: 519 * elmex Thu Aug 10 18:45:44 CEST 2006:
551 * Scaling difficulty by max_level, as difficulty is a level and not some 520 * Scaling difficulty by max_level, as difficulty is a level and not some
552 * weird integer between 1-31. 521 * weird integer between 1-31.
553 * 522 *
554 */ 523 */
555
556int 524int
557magic_from_difficulty (int difficulty) 525magic_from_difficulty (int difficulty)
558{ 526{
559 int percent = 0, magic = 0; 527 int percent = 0, magic = 0;
560 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 528 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
565 scaled_diff = 0; 533 scaled_diff = 0;
566 534
567 if (scaled_diff >= DIFFLEVELS) 535 if (scaled_diff >= DIFFLEVELS)
568 scaled_diff = DIFFLEVELS - 1; 536 scaled_diff = DIFFLEVELS - 1;
569 537
570 percent = RANDOM () % 100; 538 percent = rndm (100);
571 539
572 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 540 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
573 { 541 {
574 percent -= difftomagic_list[scaled_diff][magic]; 542 percent -= difftomagic_list[scaled_diff][magic];
575 543
576 if (percent < 0) 544 if (percent < 0)
577 break; 545 break;
578 } 546 }
579 547
580 if (magic == (MAXMAGIC + 1)) 548 if (magic == (MAXMAGIC + 1))
581 { 549 {
582 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 550 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
583 magic = 0; 551 magic = 0;
584 } 552 }
585 553
586 magic = (RANDOM () % 3) ? magic : -magic; 554 magic = (rndm (3)) ? magic : -magic;
587 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 555 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
588 556
589 return magic; 557 return magic;
590} 558}
591 559
595 * This function doesn't work properly, should add use of archetypes 563 * This function doesn't work properly, should add use of archetypes
596 * to make it truly absolute. 564 * to make it truly absolute.
597 */ 565 */
598 566
599void 567void
600set_abs_magic (object * op, int magic) 568set_abs_magic (object *op, int magic)
601{ 569{
602 if (!magic) 570 if (!magic)
603 return; 571 return;
604 572
605 op->magic = magic; 573 op->magic = magic;
606 if (op->arch) 574 if (op->arch)
607 { 575 {
608 if (op->type == ARMOUR) 576 if (op->type == ARMOUR)
609 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
610 578
611 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 579 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
612 magic = (-magic); 580 magic = (-magic);
613 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
614 } 582 }
615 else 583 else
616 { 584 {
617 if (op->type == ARMOUR) 585 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
619 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
620 magic = (-magic); 588 magic = (-magic);
621 op->weight = (op->weight * (100 - magic * 10)) / 100; 589 op->weight = (op->weight * (100 - magic * 10)) / 100;
622 } 590 }
623} 591}
624 592
625/* 593/*
626 * Sets a random magical bonus in the given object based upon 594 * Sets a random magical bonus in the given object based upon
627 * the given difficulty, and the given max possible bonus. 595 * the given difficulty, and the given max possible bonus.
628 */ 596 */
629 597
630static void 598static void
631set_magic (int difficulty, object * op, int max_magic, int flags) 599set_magic (int difficulty, object *op, int max_magic, int flags)
632{ 600{
633 int i; 601 int i;
602
634 i = magic_from_difficulty (difficulty); 603 i = magic_from_difficulty (difficulty);
635 if ((flags & GT_ONLY_GOOD) && i < 0) 604 if ((flags & GT_ONLY_GOOD) && i < 0)
636 i = -i; 605 i = -i;
637 if (i > max_magic) 606 if (i > max_magic)
638 i = max_magic; 607 i = max_magic;
647 * 1) Since rings can have multiple bonuses, if the same bonus 616 * 1) Since rings can have multiple bonuses, if the same bonus
648 * is rolled again, increase it - the bonuses now stack with 617 * is rolled again, increase it - the bonuses now stack with
649 * other bonuses previously rolled and ones the item might natively have. 618 * other bonuses previously rolled and ones the item might natively have.
650 * 2) Add code to deal with new PR method. 619 * 2) Add code to deal with new PR method.
651 */ 620 */
652
653void 621void
654set_ring_bonus (object * op, int bonus) 622set_ring_bonus (object *op, int bonus)
655{ 623{
656 624
657 int r = RANDOM () % (bonus > 0 ? 25 : 11); 625 int r = rndm (bonus > 0 ? 25 : 11);
658 626
659 if (op->type == AMULET) 627 if (op->type == AMULET)
660 { 628 {
661 if (!(RANDOM () % 21)) 629 if (!(rndm (21)))
662 r = 20 + RANDOM () % 2; 630 r = 20 + rndm (2);
663 else 631 else
664 { 632 {
665 if (RANDOM () & 2) 633 if (rndm (2))
666 r = 10; 634 r = 10;
667 else 635 else
668 r = 11 + RANDOM () % 9; 636 r = 11 + rndm (9);
669 } 637 }
670 } 638 }
671 639
672 switch (r) 640 switch (r)
673 { 641 {
674 /* Redone by MSW 2000-11-26 to have much less code. Also, 642 /* Redone by MSW 2000-11-26 to have much less code. Also,
675 * bonuses and penalties will stack and add to existing values. 643 * bonuses and penalties will stack and add to existing values.
676 * of the item. 644 * of the item.
677 */ 645 */
678 case 0: 646 case 0:
679 case 1: 647 case 1:
680 case 2: 648 case 2:
681 case 3: 649 case 3:
682 case 4: 650 case 4:
683 case 5: 651 case 5:
684 case 6: 652 case 6:
685 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 653 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
686 break; 654 break;
687 655
688 case 7: 656 case 7:
689 op->stats.dam += bonus; 657 op->stats.dam += bonus;
690 break; 658 break;
691 659
692 case 8: 660 case 8:
693 op->stats.wc += bonus; 661 op->stats.wc += bonus;
694 break; 662 break;
695 663
696 case 9: 664 case 9:
697 op->stats.food += bonus; /* hunger/sustenance */ 665 op->stats.food += bonus; /* hunger/sustenance */
698 break; 666 break;
699 667
700 case 10: 668 case 10:
701 op->stats.ac += bonus; 669 op->stats.ac += bonus;
702 break; 670 break;
703 671
704 /* Item that gives protections/vulnerabilities */ 672 /* Item that gives protections/vulnerabilities */
705 case 11: 673 case 11:
706 case 12: 674 case 12:
707 case 13: 675 case 13:
708 case 14: 676 case 14:
709 case 15: 677 case 15:
710 case 16: 678 case 16:
711 case 17: 679 case 17:
712 case 18: 680 case 18:
713 case 19: 681 case 19:
714 { 682 {
715 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 683 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
716 684
717 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 685 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
718 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 686 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
719 687
720 /* Cursed items need to have higher negative values to equal out with 688 /* Cursed items need to have higher negative values to equal out with
721 * positive values for how protections work out. Put another 689 * positive values for how protections work out. Put another
722 * little random element in since that they don't always end up with 690 * little random element in since that they don't always end up with
723 * even values. 691 * even values.
724 */ 692 */
725 if (bonus < 0) 693 if (bonus < 0)
726 val = 2 * -val - RANDOM () % b; 694 val = 2 * -val - rndm (b);
727 if (val > 35) 695 if (val > 35)
728 val = 35; /* Upper limit */ 696 val = 35; /* Upper limit */
729 b = 0; 697 b = 0;
698
730 while (op->resist[resist_table[resist]] != 0 && b < 4) 699 while (op->resist[resist_table[resist]] != 0 && b < 4)
731 { 700 resist = rndm (num_resist_table);
732 resist = RANDOM () % num_resist_table; 701
733 } 702 if (b == 4)
734 if (b == 4)
735 return; /* Not able to find a free resistance */ 703 return; /* Not able to find a free resistance */
704
736 op->resist[resist_table[resist]] = val; 705 op->resist[resist_table[resist]] = val;
737 /* We should probably do something more clever here to adjust value 706 /* We should probably do something more clever here to adjust value
738 * based on how good a resistance we gave. 707 * based on how good a resistance we gave.
739 */ 708 */
740 break; 709 break;
741 } 710 }
742 case 20: 711 case 20:
743 if (op->type == AMULET) 712 if (op->type == AMULET)
744 { 713 {
745 SET_FLAG (op, FLAG_REFL_SPELL); 714 SET_FLAG (op, FLAG_REFL_SPELL);
746 op->value *= 11; 715 op->value *= 11;
747 } 716 }
748 else 717 else
749 { 718 {
750 op->stats.hp = 1; /* regenerate hit points */ 719 op->stats.hp = 1; /* regenerate hit points */
751 op->value *= 4; 720 op->value *= 4;
752 } 721 }
753 break; 722 break;
754 723
755 case 21: 724 case 21:
756 if (op->type == AMULET) 725 if (op->type == AMULET)
757 { 726 {
758 SET_FLAG (op, FLAG_REFL_MISSILE); 727 SET_FLAG (op, FLAG_REFL_MISSILE);
759 op->value *= 9; 728 op->value *= 9;
760 } 729 }
761 else 730 else
762 { 731 {
763 op->stats.sp = 1; /* regenerate spell points */ 732 op->stats.sp = 1; /* regenerate spell points */
764 op->value *= 3; 733 op->value *= 3;
765 } 734 }
766 break; 735 break;
767 736
768 case 22: 737 case 22:
769 op->stats.exp += bonus; /* Speed! */ 738 op->stats.exp += bonus; /* Speed! */
770 op->value = (op->value * 2) / 3; 739 op->value = (op->value * 2) / 3;
771 break; 740 break;
772 } 741 }
742
773 if (bonus > 0) 743 if (bonus > 0)
774 op->value *= 2 * bonus; 744 op->value *= 2 * bonus;
775 else 745 else
776 op->value = -(op->value * 2 * bonus) / 3; 746 op->value = -(op->value * 2 * bonus) / 3;
777} 747}
782 * higher is the chance of returning a low number. 752 * higher is the chance of returning a low number.
783 * It is only used in fix_generated_treasure() to set bonuses on 753 * It is only used in fix_generated_treasure() to set bonuses on
784 * rings and amulets. 754 * rings and amulets.
785 * Another scheme is used to calculate the magic of weapons and armours. 755 * Another scheme is used to calculate the magic of weapons and armours.
786 */ 756 */
787
788int 757int
789get_magic (int diff) 758get_magic (int diff)
790{ 759{
791 int i; 760 int i;
761
792 if (diff < 3) 762 if (diff < 3)
793 diff = 3; 763 diff = 3;
764
794 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
795 if (RANDOM () % diff) 766 if (rndm (diff))
796 return i; 767 return i;
768
797 return 4; 769 return 4;
798} 770}
799 771
800#define DICE2 (get_magic(2)==2?2:1) 772#define DICE2 (get_magic(2)==2?2:1)
801#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 773#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
802 774
803/* 775/*
804 * fix_generated_item(): This is called after an item is generated, in 776 * 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 777 * order to set it up right. This produced magical bonuses, puts spells
806 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 778 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
807 */ 779 */
780
808/* 4/28/96 added creator object from which op may now inherit properties based on 781/* 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 782 * 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 783 * dependant. I know this is a spagetti manuever, but is there a cleaner
811 * way to do this? b.t. */ 784 * way to do this? b.t. */
785
812/* 786/*
813 * ! (flags & GT_ENVIRONMENT): 787 * ! (flags & GT_ENVIRONMENT):
814 * Automatically calls fix_flesh_item(). 788 * Automatically calls fix_flesh_item().
815 * 789 *
816 * flags: 790 * flags:
818 * value. 792 * value.
819 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 793 * 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 794 * 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 795 * type as appropriate, for objects that need spell objects, set those, etc
822 */ 796 */
823
824void 797void
825fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 798fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
826{ 799{
827 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 800 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
828 801
829 if (!creator || creator->type == op->type) 802 if (!creator || creator->type == op->type)
830 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 803 creator = op; /*safety & to prevent polymorphed objects giving attributes */
831 804
832 /* If we make an artifact, this information will be destroyed */ 805 /* If we make an artifact, this information will be destroyed */
833 save_item_power = op->item_power; 806 save_item_power = op->item_power;
834 op->item_power = 0; 807 op->item_power = 0;
835 808
836 if (op->randomitems && op->type != SPELL) 809 if (op->randomitems && op->type != SPELL)
837 { 810 {
838 create_treasure (op->randomitems, op, flags, difficulty, 0); 811 create_treasure (op->randomitems, op, flags, difficulty, 0);
839 if (!op->inv) 812 if (!op->inv)
840 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 813 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
841 814
842 /* So the treasure doesn't get created again */ 815 /* So the treasure doesn't get created again */
843 op->randomitems = NULL; 816 op->randomitems = 0;
844 } 817 }
845 818
846 if (difficulty < 1) 819 if (difficulty < 1)
847 difficulty = 1; 820 difficulty = 1;
848 821
822 if (INVOKE_OBJECT (ADD_BONUS, op,
823 ARG_OBJECT (creator != op ? creator : 0),
824 ARG_INT (difficulty), ARG_INT (max_magic),
825 ARG_INT (flags)))
826 return;
827
849 if (!(flags & GT_MINIMAL)) 828 if (!(flags & GT_MINIMAL))
850 { 829 {
851 if (op->arch == crown_arch) 830 if (op->arch == crown_arch)
852 { 831 {
853 set_magic (difficulty, op, max_magic, flags); 832 set_magic (difficulty, op, max_magic, flags);
854 num_enchantments = calc_item_power (op, 1); 833 num_enchantments = calc_item_power (op, 1);
855 generate_artifact (op, difficulty); 834 generate_artifact (op, difficulty);
856 } 835 }
857 else 836 else
858 { 837 {
859 if (!op->magic && max_magic) 838 if (!op->magic && max_magic)
860 set_magic (difficulty, op, max_magic, flags); 839 set_magic (difficulty, op, max_magic, flags);
861 840
862 num_enchantments = calc_item_power (op, 1); 841 num_enchantments = calc_item_power (op, 1);
863 842
864 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 843 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
865 * used for shop_floors or treasures */ 844 || op->type == HORN
845 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
846 * used for shop_floors or treasures */
866 generate_artifact (op, difficulty); 847 generate_artifact (op, difficulty);
867 } 848 }
868 849
869 /* Object was made an artifact. Calculate its item_power rating. 850 /* Object was made an artifact. Calculate its item_power rating.
870 * the item_power in the object is what the artfiact adds. 851 * the item_power in the object is what the artfiact adds.
871 */ 852 */
872 if (op->title) 853 if (op->title)
873 { 854 {
874 /* if save_item_power is set, then most likely we started with an 855 /* 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 856 * 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 857 * 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 858 * 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 859 * that since item_power is not quite linear, this actually ends up
879 * being somewhat of a bonus 860 * being somewhat of a bonus
880 */ 861 */
881 if (save_item_power) 862 if (save_item_power)
882 op->item_power = save_item_power + get_power_from_ench (op->item_power); 863 op->item_power = save_item_power + get_power_from_ench (op->item_power);
883 else 864 else
884 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 865 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
885 } 866 }
886 else if (save_item_power) 867 else if (save_item_power)
887 { 868 {
888 /* restore the item_power field to the object if we haven't changed it. 869 /* 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 870 * we don't care about num_enchantments - that will basically just
890 * have calculated some value from the base attributes of the archetype. 871 * have calculated some value from the base attributes of the archetype.
891 */ 872 */
892 op->item_power = save_item_power; 873 op->item_power = save_item_power;
893 } 874 }
894 else 875 else
895 { 876 {
896 /* item_power was zero. This is suspicious, as it may be because it 877 /* 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 878 * 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 879 * it is non-zero. If it indeed is, then assign it as the new
899 * item_power value. 880 * item_power value.
900 * - gros, 21th of July 2006. 881 * - gros, 21th of July 2006.
901 */ 882 */
902 op->item_power = calc_item_power (op, 0); 883 op->item_power = calc_item_power (op, 0);
903 save_item_power = op->item_power; /* Just in case it would get used 884 save_item_power = op->item_power; /* Just in case it would get used
904 * again below */ 885 * again below */
905 } 886 }
906 } 887 }
907 888
908 /* materialtype modifications. Note we allow this on artifacts. */ 889 /* materialtype modifications. Note we allow this on artifacts. */
909 set_materialname (op, difficulty, NULL); 890 set_materialname (op, difficulty, NULL);
910 891
911 if (flags & GT_MINIMAL) 892 if (flags & GT_MINIMAL)
912 { 893 {
913 if (op->type == POTION) 894 if (op->type == POTION)
914 /* Handle healing and magic power potions */ 895 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems) 896 if (op->stats.sp && !op->randomitems)
916 { 897 {
917 object *tmp; 898 object *tmp;
918 899
919 tmp = get_archetype (spell_mapping[op->stats.sp]); 900 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 (op->arch == amulet_arch)
969 op->value *= 5; /* Since it's not just decoration */
970
971 case RING:
972 if (op->arch == NULL)
973 {
974 op->destroy ();
975 op = 0;
976 break;
977 }
978
979 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
980 break;
981
982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
983 SET_FLAG (op, FLAG_CURSED);
984
939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 985 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;
944 986
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 */ 987 if (op->type != RING) /* Amulets have only one ability */
1008 break; 988 break;
1009 989
1010 if (!(RANDOM () % 4)) 990 if (!(rndm (4)))
1011 { 991 {
1012 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 992 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1013 993
1014 if (d > 0) 994 if (d > 0)
1015 op->value *= 3; 995 op->value *= 3;
1016 996
1017 set_ring_bonus (op, d); 997 set_ring_bonus (op, d);
1018 998
1019 if (!(RANDOM () % 4)) 999 if (!(rndm (4)))
1020 { 1000 {
1021 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1001 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 1002
1003 if (d > 0)
1004 op->value *= 5;
1005 set_ring_bonus (op, d);
1006 }
1007 }
1008
1028 if (GET_ANIM_ID (op)) 1009 if (GET_ANIM_ID (op))
1029 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1010 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1030 1011
1031 break; 1012 break;
1032 1013
1033 case BOOK: 1014 case BOOK:
1034 /* Is it an empty book?, if yes lets make a special· 1015 /* Is it an empty book?, if yes lets make a special·
1035 * msg for it, and tailor its properties based on the· 1016 * msg for it, and tailor its properties based on the·
1036 * creator and/or map level we found it on. 1017 * creator and/or map level we found it on.
1037 */ 1018 */
1038 if (!op->msg && RANDOM () % 10) 1019 if (!op->msg && rndm (10))
1039 { 1020 {
1040 /* set the book level properly */ 1021 /* set the book level properly */
1041 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1022 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1042 { 1023 {
1043 if (op->map && op->map->difficulty) 1024 if (op->map && op->map->difficulty)
1044 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1025 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1045 else 1026 else
1046 op->level = RANDOM () % 20 + 1; 1027 op->level = rndm (20) + 1;
1047 } 1028 }
1048 else 1029 else
1049 op->level = RANDOM () % creator->level; 1030 op->level = rndm (creator->level);
1050 1031
1051 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1032 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1052 /* books w/ info are worth more! */ 1033 /* books w/ info are worth more! */
1053 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1034 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1054 /* creator related stuff */ 1035 /* creator related stuff */
1055 1036
1056 /* for library, chained books. Note that some monsters have no_pick 1037 /* for library, chained books. Note that some monsters have no_pick
1057 * set - we don't want to set no pick in that case. 1038 * set - we don't want to set no pick in that case.
1058 */ 1039 */
1059 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1040 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1060 SET_FLAG (op, FLAG_NO_PICK); 1041 SET_FLAG (op, FLAG_NO_PICK);
1061 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1042 if (creator->slaying && !op->slaying) /* for check_inv floors */
1062 op->slaying = creator->slaying; 1043 op->slaying = creator->slaying;
1063 1044
1064 /* add exp so reading it gives xp (once) */ 1045 /* add exp so reading it gives xp (once) */
1065 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1046 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1066 } 1047 }
1067 break; 1048 break;
1068 1049
1069 case SPELLBOOK: 1050 case SPELLBOOK:
1070 op->value = op->value * op->inv->value; 1051 op->value = op->value * op->inv->value;
1071 /* add exp so learning gives xp */ 1052 /* add exp so learning gives xp */
1072 op->level = op->inv->level; 1053 op->level = op->inv->level;
1073 op->stats.exp = op->value; 1054 op->stats.exp = op->value;
1074 break; 1055 break;
1075 1056
1076 case WAND: 1057 case WAND:
1077 /* nrof in the treasure list is number of charges, 1058 /* nrof in the treasure list is number of charges,
1078 * not number of wands. So copy that into food (charges), 1059 * not number of wands. So copy that into food (charges),
1079 * and reset nrof. 1060 * and reset nrof.
1080 */ 1061 */
1081 op->stats.food = op->inv->nrof; 1062 op->stats.food = op->inv->nrof;
1082 op->nrof = 1; 1063 op->nrof = 1;
1083 /* If the spell changes by level, choose a random level 1064 /* If the spell changes by level, choose a random level
1084 * for it, and adjust price. If the spell doesn't 1065 * for it, and adjust price. If the spell doesn't
1085 * change by level, just set the wand to the level of 1066 * change by level, just set the wand to the level of
1086 * the spell, and value calculation is simpler. 1067 * the spell, and value calculation is simpler.
1087 */ 1068 */
1088 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1069 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1089 { 1070 {
1071 op->level = level_for_item (op, difficulty);
1072 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1073 }
1074 else
1075 {
1076 op->level = op->inv->level;
1077 op->value = op->value * op->inv->value;
1078 }
1079 break;
1080
1081 case ROD:
1090 op->level = level_for_item (op, difficulty); 1082 op->level = level_for_item (op, difficulty);
1083 /* Add 50 to both level an divisor to keep prices a little more
1084 * reasonable. Otherwise, a high level version of a low level
1085 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1086 * 10 time multiplier). This way, the value are a bit more reasonable.
1087 */
1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1088 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1092 } 1089 /* maxhp is used to denote how many 'charges' the rod holds before */
1093 else 1090 if (op->stats.maxhp)
1094 { 1091 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1095 op->level = op->inv->level; 1092 else
1096 op->value = op->value * op->inv->value; 1093 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1097 }
1098 break;
1099 1094
1095 op->stats.hp = op->stats.maxhp;
1096 break;
1097
1100 case ROD: 1098 case SCROLL:
1101 op->level = level_for_item (op, difficulty); 1099 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); 1100 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 1101
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 */ 1102 /* add exp so reading them properly gives xp */
1122 op->stats.exp = op->value / 5; 1103 op->stats.exp = op->value / 5;
1123 op->nrof = op->inv->nrof; 1104 op->nrof = op->inv->nrof;
1124 break; 1105 break;
1125 1106
1126 case RUNE: 1107 case RUNE:
1127 trap_adjust (op, difficulty); 1108 trap_adjust (op, difficulty);
1128 break; 1109 break;
1129 1110
1130 case TRAP: 1111 case TRAP:
1131 trap_adjust (op, difficulty); 1112 trap_adjust (op, difficulty);
1132 break; 1113 break;
1133 } /* switch type */ 1114 } /* switch type */
1134 1115
1135 if (flags & GT_STARTEQUIP) 1116 if (flags & GT_STARTEQUIP)
1136 { 1117 {
1137 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1118 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1138 SET_FLAG (op, FLAG_STARTEQUIP); 1119 SET_FLAG (op, FLAG_STARTEQUIP);
1139 else if (op->type != MONEY) 1120 else if (op->type != MONEY)
1140 op->value = 0; 1121 op->value = 0;
1141 } 1122 }
1142 1123
1143 if (!(flags & GT_ENVIRONMENT)) 1124 if (!(flags & GT_ENVIRONMENT))
1144 fix_flesh_item (op, creator); 1125 fix_flesh_item (op, creator);
1145} 1126}
1153 */ 1134 */
1154 1135
1155/* 1136/*
1156 * Allocate and return the pointer to an empty artifactlist structure. 1137 * Allocate and return the pointer to an empty artifactlist structure.
1157 */ 1138 */
1158
1159static artifactlist * 1139static artifactlist *
1160get_empty_artifactlist (void) 1140get_empty_artifactlist (void)
1161{ 1141{
1162 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1142 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} 1143}
1170 1144
1171/* 1145/*
1172 * Allocate and return the pointer to an empty artifact structure. 1146 * Allocate and return the pointer to an empty artifact structure.
1173 */ 1147 */
1174
1175static artifact * 1148static artifact *
1176get_empty_artifact (void) 1149get_empty_artifact (void)
1177{ 1150{
1178 artifact *t = (artifact *) malloc (sizeof (artifact)); 1151 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} 1152}
1188 1153
1189/* 1154/*
1190 * Searches the artifact lists and returns one that has the same type 1155 * Searches the artifact lists and returns one that has the same type
1191 * of objects on it. 1156 * of objects on it.
1192 */ 1157 */
1193
1194artifactlist * 1158artifactlist *
1195find_artifactlist (int type) 1159find_artifactlist (int type)
1196{ 1160{
1197 artifactlist *al;
1198
1199 for (al = first_artifactlist; al != NULL; al = al->next) 1161 for (artifactlist *al = first_artifactlist; al; al = al->next)
1200 if (al->type == type) 1162 if (al->type == type)
1201 return al; 1163 return al;
1164
1202 return NULL; 1165 return 0;
1203} 1166}
1204 1167
1205/* 1168/*
1206 * For debugging purposes. Dumps all tables. 1169 * For debugging purposes. Dumps all tables.
1207 */ 1170 */
1208
1209void 1171void
1210dump_artifacts (void) 1172dump_artifacts (void)
1211{ 1173{
1212 artifactlist *al; 1174 artifactlist *al;
1213 artifact *art; 1175 artifact *art;
1216 fprintf (logfile, "\n"); 1178 fprintf (logfile, "\n");
1217 for (al = first_artifactlist; al != NULL; al = al->next) 1179 for (al = first_artifactlist; al != NULL; al = al->next)
1218 { 1180 {
1219 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1181 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) 1182 for (art = al->items; art != NULL; art = art->next)
1221 { 1183 {
1222 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1184 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1223 if (art->allowed != NULL) 1185 if (art->allowed != NULL)
1224 { 1186 {
1225 fprintf (logfile, "\tAllowed combinations:"); 1187 fprintf (logfile, "\tallowed combinations:");
1226 for (next = art->allowed; next != NULL; next = next->next) 1188 for (next = art->allowed; next != NULL; next = next->next)
1227 fprintf (logfile, "%s,", &next->name); 1189 fprintf (logfile, "%s,", &next->name);
1228 fprintf (logfile, "\n"); 1190 fprintf (logfile, "\n");
1229 } 1191 }
1230 } 1192 }
1231 } 1193 }
1232 fprintf (logfile, "\n"); 1194 fprintf (logfile, "\n");
1233} 1195}
1234 1196
1235/* 1197/*
1236 * For debugging purposes. Dumps all treasures recursively (see below). 1198 * For debugging purposes. Dumps all treasures recursively (see below).
1237 */ 1199 */
1238void 1200void
1239dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1201dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1240{ 1202{
1241 treasurelist *tl; 1203 treasurelist *tl;
1242 int i; 1204 int i;
1243 1205
1244 if (depth > 100) 1206 if (depth > 100)
1245 return; 1207 return;
1246 while (t != NULL) 1208
1209 while (t)
1247 { 1210 {
1248 if (t->name != NULL) 1211 if (t->name)
1249 { 1212 {
1250 for (i = 0; i < depth; i++) 1213 for (i = 0; i < depth; i++)
1251 fprintf (logfile, " "); 1214 fprintf (logfile, " ");
1215
1252 fprintf (logfile, "{ (list: %s)\n", &t->name); 1216 fprintf (logfile, "{ (list: %s)\n", &t->name);
1217
1253 tl = find_treasurelist (t->name); 1218 tl = treasurelist::find (t->name);
1219 if (tl)
1254 dump_monster_treasure_rec (name, tl->items, depth + 2); 1220 dump_monster_treasure_rec (name, tl->items, depth + 2);
1221
1255 for (i = 0; i < depth; i++) 1222 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " "); 1223 fprintf (logfile, " ");
1224
1257 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1225 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1258 } 1226 }
1259 else 1227 else
1260 { 1228 {
1261 for (i = 0; i < depth; i++) 1229 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " "); 1230 fprintf (logfile, " ");
1231
1263 if (t->item->clone.type == FLESH) 1232 if (t->item && t->item->clone.type == FLESH)
1264 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1233 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1265 else 1234 else
1266 fprintf (logfile, "%s\n", &t->item->clone.name); 1235 fprintf (logfile, "%s\n", &t->item->clone.name);
1267 } 1236 }
1237
1268 if (t->next_yes != NULL) 1238 if (t->next_yes)
1269 { 1239 {
1270 for (i = 0; i < depth; i++) 1240 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " "); 1241 fprintf (logfile, " ");
1242
1272 fprintf (logfile, " (if yes)\n"); 1243 fprintf (logfile, " (if yes)\n");
1273 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1244 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1274 } 1245 }
1246
1275 if (t->next_no != NULL) 1247 if (t->next_no)
1276 { 1248 {
1277 for (i = 0; i < depth; i++) 1249 for (i = 0; i < depth; i++)
1278 fprintf (logfile, " "); 1250 fprintf (logfile, " ");
1251
1279 fprintf (logfile, " (if no)\n"); 1252 fprintf (logfile, " (if no)\n");
1280 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1253 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1281 } 1254 }
1255
1282 t = t->next; 1256 t = t->next;
1283 } 1257 }
1284} 1258}
1285 1259
1286/* 1260/*
1287 * For debugging purposes. Dumps all treasures for a given monster. 1261 * For debugging purposes. Dumps all treasures for a given monster.
1288 * Created originally by Raphael Quinet for debugging the alchemy code. 1262 * Created originally by Raphael Quinet for debugging the alchemy code.
1289 */ 1263 */
1290
1291void 1264void
1292dump_monster_treasure (const char *name) 1265dump_monster_treasure (const char *name)
1293{ 1266{
1294 archetype *at; 1267 archetype *at;
1295 int found; 1268 int found;
1296 1269
1297 found = 0; 1270 found = 0;
1298 fprintf (logfile, "\n"); 1271 fprintf (logfile, "\n");
1272
1299 for (at = first_archetype; at != NULL; at = at->next) 1273 for (at = first_archetype; at != NULL; at = at->next)
1300 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1274 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1301 { 1275 {
1302 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1276 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1303 if (at->clone.randomitems != NULL) 1277 if (at->clone.randomitems != NULL)
1304 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1278 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1305 else 1279 else
1306 fprintf (logfile, "(nothing)\n"); 1280 fprintf (logfile, "(nothing)\n");
1281
1307 fprintf (logfile, "\n"); 1282 fprintf (logfile, "\n");
1308 found++; 1283 found++;
1309 } 1284 }
1285
1310 if (found == 0) 1286 if (found == 0)
1311 fprintf (logfile, "No objects have the name %s!\n\n", name); 1287 fprintf (logfile, "No objects have the name %s!\n\n", name);
1312} 1288}
1313 1289
1314/* 1290/*
1315 * Builds up the lists of artifacts from the file in the libdir. 1291 * Builds up the lists of artifacts from the file in the libdir.
1316 */ 1292 */
1317
1318void 1293void
1319init_artifacts (void) 1294init_artifacts (void)
1320{ 1295{
1321 static int has_been_inited = 0; 1296 static int has_been_inited = 0;
1322 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1297 char filename[MAX_BUF];
1323 artifact *art = NULL; 1298 artifact *art = NULL;
1324 linked_char *tmp;
1325 int value, comp;
1326 artifactlist *al; 1299 artifactlist *al;
1327 1300
1328 if (has_been_inited) 1301 if (has_been_inited)
1329 return; 1302 return;
1330 else 1303 else
1331 has_been_inited = 1; 1304 has_been_inited = 1;
1332 1305
1333 sprintf (filename, "%s/artifacts", settings.datadir); 1306 sprintf (filename, "%s/artifacts", settings.datadir);
1334 object_thawer thawer (filename); 1307 object_thawer f (filename);
1335 1308
1336 if (!thawer) 1309 if (!f)
1337 return; 1310 return;
1338 1311
1339 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1312 f.next ();
1340 {
1341 if (*buf == '#')
1342 continue;
1343 if ((cp = strchr (buf, '\n')) != NULL)
1344 *cp = '\0';
1345 cp = buf;
1346 while (*cp == ' ') /* Skip blanks */
1347 cp++;
1348 if (*cp == '\0')
1349 continue;
1350 1313
1351 if (!strncmp (cp, "Allowed", 7)) 1314 for (;;)
1352 {
1353 if (art == NULL)
1354 { 1315 {
1316 switch (f.kw)
1317 {
1318 case KW_allowed:
1319 if (!art)
1355 art = get_empty_artifact (); 1320 art = get_empty_artifact ();
1356 nrofartifacts++; 1321
1322 {
1323 if (!strcmp (f.get_str (), "all"))
1324 break;
1325
1326 char *next, *cp = f.get_str ();
1327
1328 do
1329 {
1330 if ((next = strchr (cp, ',')))
1331 *next++ = '\0';
1332
1333 linked_char *tmp = new linked_char;
1334
1335 tmp->name = cp;
1336 tmp->next = art->allowed;
1337 art->allowed = tmp;
1338 }
1339 while ((cp = next));
1340 }
1341 break;
1342
1343 case KW_chance:
1344 f.get (art->chance);
1345 break;
1346
1347 case KW_difficulty:
1348 f.get (art->difficulty);
1349 break;
1350
1351 case KW_object:
1352 {
1353 art->item = object::create ();
1354
1355 if (!art->item->parse_kv (f))
1356 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1357
1358 al = find_artifactlist (art->item->type);
1359
1360 if (!al)
1361 {
1362 al = get_empty_artifactlist ();
1363 al->type = art->item->type;
1364 al->next = first_artifactlist;
1365 first_artifactlist = al;
1366 }
1367
1368 art->next = al->items;
1369 al->items = art;
1370 art = 0;
1371 }
1372 continue;
1373
1374 case KW_EOF:
1375 goto done;
1376
1377 default:
1378 if (!f.parse_error ("artifacts file"))
1379 cleanup ("artifacts file required");
1380 break;
1381 }
1382
1383 f.next ();
1357 } 1384 }
1358 cp = strchr (cp, ' ') + 1;
1359 if (!strcmp (cp, "all"))
1360 continue;
1361 1385
1362 do 1386done:
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) 1387 for (al = first_artifactlist; al; al = al->next)
1402 { 1388 {
1389 al->total_chance = 0;
1390
1403 for (art = al->items; art != NULL; art = art->next) 1391 for (art = al->items; art; art = art->next)
1404 { 1392 {
1405 if (!art->chance) 1393 if (!art->chance)
1406 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1394 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1407 else 1395 else
1408 al->total_chance += art->chance; 1396 al->total_chance += art->chance;
1409 } 1397 }
1410#if 0 1398#if 0
1411 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1399 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1412#endif 1400#endif
1413 } 1401 }
1414 1402
1415 LOG (llevDebug, "done.\n"); 1403 LOG (llevDebug, "done.\n");
1416} 1404}
1417 1405
1418
1419/* 1406/*
1420 * Used in artifact generation. The bonuses of the first object 1407 * Used in artifact generation. The bonuses of the first object
1421 * is modified by the bonuses of the second object. 1408 * is modified by the bonuses of the second object.
1422 */ 1409 */
1423
1424void 1410void
1425add_abilities (object * op, object * change) 1411add_abilities (object *op, object *change)
1426{ 1412{
1427 int i, j, tmp; 1413 int i, tmp;
1428 1414
1429 if (change->face != blank_face) 1415 if (change->face != blank_face)
1430 { 1416 {
1431#ifdef TREASURE_VERBOSE 1417#ifdef TREASURE_VERBOSE
1432 LOG (llevDebug, "FACE: %d\n", change->face->number); 1418 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1433#endif 1419#endif
1434 op->face = change->face; 1420 op->face = change->face;
1435 } 1421 }
1436 1422
1437 for (i = 0; i < NUM_STATS; i++) 1423 for (i = 0; i < NUM_STATS; i++)
1471 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1457 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1472 { 1458 {
1473 CLEAR_FLAG (op, FLAG_ANIMATE); 1459 CLEAR_FLAG (op, FLAG_ANIMATE);
1474 /* so artifacts will join */ 1460 /* so artifacts will join */
1475 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1461 if (!QUERY_FLAG (op, FLAG_ALIVE))
1476 op->speed = 0.0; 1462 op->speed = 0.0;
1477 update_ob_speed (op); 1463
1464 op->set_speed (op->speed);
1478 } 1465 }
1479 1466
1480 if (change->nrof) 1467 if (change->nrof)
1481 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1468 op->nrof = rndm (change->nrof) + 1;
1482 1469
1483 op->stats.exp += change->stats.exp; /* Speed modifier */ 1470 op->stats.exp += change->stats.exp; /* Speed modifier */
1484 op->stats.wc += change->stats.wc; 1471 op->stats.wc += change->stats.wc;
1485 op->stats.ac += change->stats.ac; 1472 op->stats.ac += change->stats.ac;
1486 1473
1487 if (change->other_arch) 1474 if (change->other_arch)
1488 { 1475 {
1489 /* Basically, for horns & potions, the other_arch field is the spell 1476 /* 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 1477 * to cast. So convert that to into a spell and put it into
1491 * this object. 1478 * this object.
1492 */ 1479 */
1493 if (op->type == HORN || op->type == POTION) 1480 if (op->type == HORN || op->type == POTION)
1494 { 1481 {
1495 object *tmp_obj; 1482 object *tmp_obj;
1483
1496 /* Remove any spells this object currently has in it */ 1484 /* Remove any spells this object currently has in it */
1497 while (op->inv) 1485 while (op->inv)
1498 { 1486 op->inv->destroy ();
1499 tmp_obj = op->inv;
1500 remove_ob (tmp_obj);
1501 free_object (tmp_obj);
1502 }
1503 1487
1504 tmp_obj = arch_to_object (change->other_arch); 1488 tmp_obj = arch_to_object (change->other_arch);
1505 insert_ob_in_ob (tmp_obj, op); 1489 insert_ob_in_ob (tmp_obj, op);
1506 } 1490 }
1507 /* No harm setting this for potions/horns */ 1491 /* No harm setting this for potions/horns */
1508 op->other_arch = change->other_arch; 1492 op->other_arch = change->other_arch;
1509 } 1493 }
1510 1494
1511 if (change->stats.hp < 0) 1495 if (change->stats.hp < 0)
1544 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1528 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1545 1529
1546 op->item_power = change->item_power; 1530 op->item_power = change->item_power;
1547 1531
1548 for (i = 0; i < NROFATTACKS; i++) 1532 for (i = 0; i < NROFATTACKS; i++)
1549 {
1550 if (change->resist[i]) 1533 if (change->resist[i])
1551 {
1552 op->resist[i] += change->resist[i]; 1534 op->resist[i] += change->resist[i];
1553 }
1554 }
1555 1535
1556 if (change->stats.dam) 1536 if (change->stats.dam)
1557 { 1537 {
1558 if (change->stats.dam < 0) 1538 if (change->stats.dam < 0)
1559 op->stats.dam = (-change->stats.dam); 1539 op->stats.dam = (-change->stats.dam);
1560 else if (op->stats.dam) 1540 else if (op->stats.dam)
1561 { 1541 {
1562 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1542 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1563 if (tmp == op->stats.dam) 1543 if (tmp == op->stats.dam)
1564 { 1544 {
1565 if (change->stats.dam < 10) 1545 if (change->stats.dam < 10)
1566 op->stats.dam--; 1546 op->stats.dam--;
1547 else
1548 op->stats.dam++;
1549 }
1567 else 1550 else
1568 op->stats.dam++;
1569 }
1570 else
1571 op->stats.dam = tmp; 1551 op->stats.dam = tmp;
1572 } 1552 }
1573 } 1553 }
1574 1554
1575 if (change->weight) 1555 if (change->weight)
1576 { 1556 {
1577 if (change->weight < 0) 1557 if (change->weight < 0)
1578 op->weight = (-change->weight); 1558 op->weight = (-change->weight);
1579 else 1559 else
1580 op->weight = (op->weight * (change->weight)) / 100; 1560 op->weight = (op->weight * (change->weight)) / 100;
1581 } 1561 }
1582 1562
1583 if (change->last_sp) 1563 if (change->last_sp)
1584 { 1564 {
1585 if (change->last_sp < 0) 1565 if (change->last_sp < 0)
1586 op->last_sp = (-change->last_sp); 1566 op->last_sp = (-change->last_sp);
1587 else 1567 else
1588 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1568 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1589 } 1569 }
1590 1570
1591 if (change->gen_sp_armour) 1571 if (change->gen_sp_armour)
1592 { 1572 {
1593 if (change->gen_sp_armour < 0) 1573 if (change->gen_sp_armour < 0)
1594 op->gen_sp_armour = (-change->gen_sp_armour); 1574 op->gen_sp_armour = (-change->gen_sp_armour);
1595 else 1575 else
1596 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1576 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1597 } 1577 }
1598 1578
1599 op->value *= change->value; 1579 op->value *= change->value;
1600 1580
1601 if (change->material) 1581 if (change->materials)
1602 op->material = change->material; 1582 op->materials = change->materials;
1603 1583
1604 if (change->materialname) 1584 if (change->materialname)
1605 op->materialname = change->materialname; 1585 op->materialname = change->materialname;
1606 1586
1607 if (change->slaying) 1587 if (change->slaying)
1613 if (change->msg) 1593 if (change->msg)
1614 op->msg = change->msg; 1594 op->msg = change->msg;
1615} 1595}
1616 1596
1617static int 1597static int
1618legal_artifact_combination (object * op, artifact * art) 1598legal_artifact_combination (object *op, artifact * art)
1619{ 1599{
1620 int neg, success = 0; 1600 int neg, success = 0;
1621 linked_char *tmp; 1601 linked_char *tmp;
1622 const char *name; 1602 const char *name;
1623 1603
1624 if (art->allowed == (linked_char *) NULL) 1604 if (art->allowed == (linked_char *) NULL)
1625 return 1; /* Ie, "all" */ 1605 return 1; /* Ie, "all" */
1626 for (tmp = art->allowed; tmp; tmp = tmp->next) 1606 for (tmp = art->allowed; tmp; tmp = tmp->next)
1627 { 1607 {
1628#ifdef TREASURE_VERBOSE 1608#ifdef TREASURE_VERBOSE
1629 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1609 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1630#endif 1610#endif
1631 if (*tmp->name == '!') 1611 if (*tmp->name == '!')
1632 name = tmp->name + 1, neg = 1; 1612 name = tmp->name + 1, neg = 1;
1633 else 1613 else
1634 name = tmp->name, neg = 0; 1614 name = tmp->name, neg = 0;
1635 1615
1636 /* If we match name, then return the opposite of 'neg' */ 1616 /* If we match name, then return the opposite of 'neg' */
1637 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1617 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1638 return !neg; 1618 return !neg;
1639 1619
1640 /* Set success as true, since if the match was an inverse, it means 1620 /* Set success as true, since if the match was an inverse, it means
1641 * everything is allowed except what we match 1621 * everything is allowed except what we match
1642 */ 1622 */
1643 else if (neg) 1623 else if (neg)
1644 success = 1; 1624 success = 1;
1645 } 1625 }
1646 return success; 1626 return success;
1647} 1627}
1648 1628
1649/* 1629/*
1650 * Fixes the given object, giving it the abilities and titles 1630 * Fixes the given object, giving it the abilities and titles
1651 * it should have due to the second artifact-template. 1631 * it should have due to the second artifact-template.
1652 */ 1632 */
1653 1633
1654void 1634void
1655give_artifact_abilities (object * op, object * artifct) 1635give_artifact_abilities (object *op, object *artifct)
1656{ 1636{
1657 char new_name[MAX_BUF]; 1637 char new_name[MAX_BUF];
1658 1638
1659 sprintf (new_name, "of %s", &artifct->name); 1639 sprintf (new_name, "of %s", &artifct->name);
1660 op->title = new_name; 1640 op->title = new_name;
1661 add_abilities (op, artifct); /* Give out the bonuses */ 1641 add_abilities (op, artifct); /* Give out the bonuses */
1662 1642
1663#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1643#if 0 /* Bit verbose, but keep it here until next time I need it... */
1664 { 1644 {
1665 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1645 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1646
1666 SET_FLAG (op, FLAG_IDENTIFIED); 1647 SET_FLAG (op, FLAG_IDENTIFIED);
1667 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1648 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1668 if (!identified) 1649 if (!identified)
1669 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1650 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1670 } 1651 }
1682 1663
1683/* Give 1 re-roll attempt per artifact */ 1664/* Give 1 re-roll attempt per artifact */
1684#define ARTIFACT_TRIES 2 1665#define ARTIFACT_TRIES 2
1685 1666
1686void 1667void
1687generate_artifact (object * op, int difficulty) 1668generate_artifact (object *op, int difficulty)
1688{ 1669{
1689 artifactlist *al; 1670 artifactlist *al;
1690 artifact *art; 1671 artifact *art;
1691 int i; 1672 int i;
1692 1673
1693 al = find_artifactlist (op->type); 1674 al = find_artifactlist (op->type);
1694 1675
1695 if (al == NULL) 1676 if (al == NULL)
1696 { 1677 {
1697#if 0 /* This is too verbose, usually */ 1678#if 0 /* This is too verbose, usually */
1698 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1679 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1699#endif 1680#endif
1700 return; 1681 return;
1701 } 1682 }
1702 1683
1703 for (i = 0; i < ARTIFACT_TRIES; i++) 1684 for (i = 0; i < ARTIFACT_TRIES; i++)
1704 { 1685 {
1705 int roll = RANDOM () % al->total_chance; 1686 int roll = rndm (al->total_chance);
1706 1687
1707 for (art = al->items; art != NULL; art = art->next) 1688 for (art = al->items; art; art = art->next)
1708 { 1689 {
1709 roll -= art->chance; 1690 roll -= art->chance;
1710 if (roll < 0) 1691 if (roll < 0)
1711 break; 1692 break;
1712 } 1693 }
1713 1694
1714 if (art == NULL || roll >= 0) 1695 if (art == NULL || roll >= 0)
1715 { 1696 {
1716#if 1 1697#if 1
1717 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1698 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1718#endif 1699#endif
1719 return; 1700 return;
1720 } 1701 }
1721 if (!strcmp (art->item->name, "NONE")) 1702 if (!strcmp (art->item->name, "NONE"))
1722 return; 1703 return;
1723 if (FABS (op->magic) < art->item->magic) 1704 if (FABS (op->magic) < art->item->magic)
1724 continue; /* Not magic enough to be this item */ 1705 continue; /* Not magic enough to be this item */
1725 1706
1726 /* Map difficulty not high enough */ 1707 /* Map difficulty not high enough */
1727 if (difficulty < art->difficulty) 1708 if (difficulty < art->difficulty)
1728 continue; 1709 continue;
1729 1710
1730 if (!legal_artifact_combination (op, art)) 1711 if (!legal_artifact_combination (op, art))
1731 { 1712 {
1732#ifdef TREASURE_VERBOSE 1713#ifdef TREASURE_VERBOSE
1733 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1714 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1734#endif 1715#endif
1735 continue; 1716 continue;
1736 } 1717 }
1718
1737 give_artifact_abilities (op, art->item); 1719 give_artifact_abilities (op, art->item);
1738 return; 1720 return;
1739 } 1721 }
1740} 1722}
1741 1723
1743 * FOOD, except they inherit properties (name, food value, etc). 1725 * FOOD, except they inherit properties (name, food value, etc).
1744 * based on the original owner (or 'donor' if you like). -b.t. 1726 * based on the original owner (or 'donor' if you like). -b.t.
1745 */ 1727 */
1746 1728
1747void 1729void
1748fix_flesh_item (object * item, object * donor) 1730fix_flesh_item (object *item, object *donor)
1749{ 1731{
1750 char tmpbuf[MAX_BUF]; 1732 char tmpbuf[MAX_BUF];
1751 int i; 1733 int i;
1752 1734
1753 if (item->type == FLESH && donor) 1735 if (item->type == FLESH && donor)
1754 { 1736 {
1755 /* change the name */ 1737 /* change the name */
1756 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1738 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1739 item->name = tmpbuf;
1757 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1740 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1741 item->name_pl = tmpbuf;
1758 1742
1759 /* weight is FLESH weight/100 * donor */ 1743 /* weight is FLESH weight/100 * donor */
1760 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1744 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1761 item->weight = 1; 1745 item->weight = 1;
1762 1746
1763 /* value is multiplied by level of donor */ 1747 /* value is multiplied by level of donor */
1764 item->value *= isqrt (donor->level * 2); 1748 item->value *= isqrt (donor->level * 2);
1765 1749
1766 /* food value */ 1750 /* food value */
1768 1752
1769 /* flesh items inherit some abilities of donor, but not 1753 /* flesh items inherit some abilities of donor, but not
1770 * full effect. 1754 * full effect.
1771 */ 1755 */
1772 for (i = 0; i < NROFATTACKS; i++) 1756 for (i = 0; i < NROFATTACKS; i++)
1773 item->resist[i] = donor->resist[i] / 2; 1757 item->resist[i] = donor->resist[i] / 2;
1774 1758
1775 /* item inherits donor's level (important for quezals) */ 1759 /* item inherits donor's level (important for quezals) */
1776 item->level = donor->level; 1760 item->level = donor->level;
1777 1761
1778 /* if donor has some attacktypes, the flesh is poisonous */ 1762 /* if donor has some attacktypes, the flesh is poisonous */
1779 if (donor->attacktype & AT_POISON) 1763 if (donor->attacktype & AT_POISON)
1780 item->type = POISON; 1764 item->type = POISON;
1781 if (donor->attacktype & AT_ACID) 1765 if (donor->attacktype & AT_ACID)
1782 item->stats.hp = -1 * item->stats.food; 1766 item->stats.hp = -1 * item->stats.food;
1783 SET_FLAG (item, FLAG_NO_STEAL); 1767 SET_FLAG (item, FLAG_NO_STEAL);
1784 } 1768 }
1785} 1769}
1786 1770
1787/* special_potion() - so that old potion code is still done right. */ 1771/* special_potion() - so that old potion code is still done right. */
1788
1789int 1772int
1790special_potion (object * op) 1773special_potion (object *op)
1791{ 1774{
1792
1793 int i;
1794
1795 if (op->attacktype) 1775 if (op->attacktype)
1796 return 1; 1776 return 1;
1797 1777
1798 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1778 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; 1779 return 1;
1800 1780
1801 for (i = 0; i < NROFATTACKS; i++) 1781 for (int i = 0; i < NROFATTACKS; i++)
1802 if (op->resist[i]) 1782 if (op->resist[i])
1803 return 1; 1783 return 1;
1804 1784
1805 return 0; 1785 return 0;
1806} 1786}
1807 1787
1808void 1788void
1809free_treasurestruct (treasure * t) 1789free_treasurestruct (treasure *t)
1810{ 1790{
1811 if (t->next)
1812 free_treasurestruct (t->next); 1791 if (t->next) free_treasurestruct (t->next);
1813 if (t->next_yes)
1814 free_treasurestruct (t->next_yes); 1792 if (t->next_yes) free_treasurestruct (t->next_yes);
1815 if (t->next_no)
1816 free_treasurestruct (t->next_no); 1793 if (t->next_no) free_treasurestruct (t->next_no);
1817 1794
1818 delete t; 1795 delete t;
1819} 1796}
1820 1797
1821void 1798void
1822free_charlinks (linked_char * lc) 1799free_charlinks (linked_char *lc)
1823{ 1800{
1824 if (lc->next) 1801 if (lc->next)
1825 free_charlinks (lc->next); 1802 free_charlinks (lc->next);
1826 1803
1827 delete lc; 1804 delete lc;
1828} 1805}
1829 1806
1830void 1807void
1831free_artifact (artifact * at) 1808free_artifact (artifact *at)
1832{ 1809{
1833
1834 if (at->next)
1835 free_artifact (at->next); 1810 if (at->next) free_artifact (at->next);
1836 if (at->allowed)
1837 free_charlinks (at->allowed); 1811 if (at->allowed) free_charlinks (at->allowed);
1838 1812
1839 delete at->item; 1813 at->item->destroy (1);
1840 1814
1841 delete at; 1815 sfree (at);
1842} 1816}
1843 1817
1844void 1818void
1845free_artifactlist (artifactlist * al) 1819free_artifactlist (artifactlist *al)
1846{ 1820{
1847 artifactlist *nextal; 1821 artifactlist *nextal;
1822
1848 for (al = first_artifactlist; al != NULL; al = nextal) 1823 for (al = first_artifactlist; al; al = nextal)
1849 { 1824 {
1850 nextal = al->next; 1825 nextal = al->next;
1826
1851 if (al->items) 1827 if (al->items)
1852 {
1853 free_artifact (al->items); 1828 free_artifact (al->items);
1854 } 1829
1855 free (al); 1830 sfree (al);
1856 } 1831 }
1857} 1832}
1858 1833
1859void 1834void
1860free_all_treasures (void) 1835free_all_treasures (void)
1861{ 1836{
1862 treasurelist *tl, *next; 1837 treasurelist *tl, *next;
1863 1838
1864
1865 for (tl = first_treasurelist; tl != NULL; tl = next) 1839 for (tl = first_treasurelist; tl; tl = next)
1866 { 1840 {
1841 clear (tl);
1842
1867 next = tl->next; 1843 next = tl->next;
1868 if (tl->items)
1869 free_treasurestruct (tl->items);
1870 delete tl; 1844 delete tl;
1871 } 1845 }
1846
1872 free_artifactlist (first_artifactlist); 1847 free_artifactlist (first_artifactlist);
1873} 1848}

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