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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:01 2006 UTC vs.
Revision 1.102 by root, Wed Apr 7 19:54:45 2010 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.1 2006/08/13 17:16:01 elmex Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29
30#define ALLOWED_COMBINATION
31 24
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
35 * left on 28 * left on
36 */ 29 */
37#define TREASURE_DEBUG 30#define TREASURE_DEBUG
38 31
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
33
40/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
41 35
42#include <global.h> 36#include <global.h>
43#include <treasure.h> 37#include <treasure.h>
44#include <funcpoint.h>
45#include <loader.h>
46 38
47
48static void change_treasure(treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 39extern char *spell_mapping[];
50 40
51/*
52 * Initialize global archtype pointers:
53 */
54
55void init_archetype_pointers() {
56 int prev_warn = warn_archetypes;
57 warn_archetypes = 1;
58 if (ring_arch == NULL)
59 ring_arch = find_archetype("ring");
60 if (amulet_arch == NULL)
61 amulet_arch = find_archetype("amulet");
62 if (staff_arch == NULL)
63 staff_arch = find_archetype("staff");
64 if (crown_arch == NULL)
65 crown_arch = find_archetype("crown");
66 warn_archetypes = prev_warn;
67}
68
69/*
70 * Allocate and return the pointer to an empty treasurelist structure.
71 */
72
73static treasurelist *get_empty_treasurelist(void) { 41static treasurelist *first_treasurelist;
74 treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); 42
75 if(tl==NULL) 43static void change_treasure (treasure *t, object *op); /* overrule default values */
76 fatal(OUT_OF_MEMORY); 44
77 memset(tl, 0, sizeof(treasurelist)); 45typedef std::tr1::unordered_map<
46 const char *,
47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t;
52
53static tl_map_t tl_map;
54
55//TODO: class method
56static void free_treasurestruct (treasure *t); // bleh desu
57static void
58clear (treasurelist *tl)
59{
60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65
66 tl->total_chance = 0;
67}
68
69/*
70 * Searches for the given treasurelist
71 */
72treasurelist *
73treasurelist::find (const char *name)
74{
75 if (!name)
76 return 0;
77
78 auto (i, tl_map.find (name));
79
80 if (i == tl_map.end ())
81 return 0;
82
83 return i->second;
84}
85
86/*
87 * Searches for the given treasurelist in the globally linked list
88 * of treasurelists which has been built by load_treasures().
89 */
90treasurelist *
91treasurelist::get (const char *name)
92{
93 treasurelist *tl = find (name);
94
95 if (!tl)
96 {
97 tl = new treasurelist;
98
99 tl->name = name;
100 tl->next = first_treasurelist;
101 first_treasurelist = tl;
102
103 tl_map.insert (std::make_pair (tl->name, tl));
104 }
105
78 return tl; 106 return tl;
79}
80
81/*
82 * Allocate and return the pointer to an empty treasure structure.
83 */
84
85static treasure *get_empty_treasure(void) {
86 treasure *t = (treasure *) calloc(1,sizeof(treasure));
87 if(t==NULL)
88 fatal(OUT_OF_MEMORY);
89 t->item=NULL;
90 t->name=NULL;
91 t->next=NULL;
92 t->next_yes=NULL;
93 t->next_no=NULL;
94 t->chance=100;
95 t->magic=0;
96 t->nrof=0;
97 return t;
98}
99
100/*
101 * Reads the lib/treasure file from disk, and parses the contents
102 * into an internal treasure structure (very linked lists)
103 */
104
105static treasure *load_treasure(FILE *fp, int *line) {
106 char buf[MAX_BUF], *cp, variable[MAX_BUF];
107 treasure *t=get_empty_treasure();
108 int value;
109
110 nroftreasures++;
111 while(fgets(buf,MAX_BUF,fp)!=NULL) {
112 (*line)++;
113
114 if(*buf=='#')
115 continue;
116 if((cp=strchr(buf,'\n'))!=NULL)
117 *cp='\0';
118 cp=buf;
119 while(isspace(*cp)) /* Skip blanks */
120 cp++;
121
122 if(sscanf(cp,"arch %s",variable)) {
123 if((t->item=find_archetype(variable))==NULL)
124 LOG(llevError,"Treasure lacks archetype: %s\n",variable);
125 } else if (sscanf(cp, "list %s", variable))
126 t->name = add_string(variable);
127 else if (sscanf(cp, "change_name %s", variable))
128 t->change_arch.name = add_string(variable);
129 else if (sscanf(cp, "change_title %s", variable))
130 t->change_arch.title = add_string(variable);
131 else if (sscanf(cp, "change_slaying %s", variable))
132 t->change_arch.slaying = add_string(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 t->next=load_treasure(fp, line);
147 return t;
148 } else
149 LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n",
150 cp,t->name?t->name:"null", *line);
151 }
152 LOG(llevError,"treasure lacks 'end'.\n");
153 return t;
154} 107}
155 108
156#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
157/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
158 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
159 */ 112 */
113static void
160static void check_treasurelist(const treasure *t, const treasurelist *tl) 114check_treasurelist (const treasure *t, const treasurelist * tl)
161{ 115{
162 if (t->item==NULL && t->name==NULL)
163 LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name);
164 if (t->chance>=100 && t->next_yes && (t->next || t->next_no)) 116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
165 LOG(llevError,"Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", 117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
166 tl->name); 118
167 /* find_treasurelist will print out its own error message */ 119 if (t->next)
168 if (t->name && strcmp(t->name,"NONE"))
169 (void) find_treasurelist(t->name);
170 if (t->next) check_treasurelist(t->next, tl); 120 check_treasurelist (t->next, tl);
121
122 if (t->next_yes)
171 if (t->next_yes) check_treasurelist(t->next_yes,tl); 123 check_treasurelist (t->next_yes, tl);
124
125 if (t->next_no)
172 if (t->next_no) check_treasurelist(t->next_no, tl); 126 check_treasurelist (t->next_no, tl);
173} 127}
174#endif 128#endif
175 129
176/* 130/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 131 * Reads the lib/treasure file from disk, and parses the contents
132 * into an internal treasure structure (very linked lists)
133 */
134static treasure *
135read_treasure (object_thawer &f)
136{
137 treasure *t = new treasure;
138
139 f.next ();
140
141 for (;;)
142 {
143 coroapi::cede_to_tick ();
144
145 switch (f.kw)
146 {
147 case KW_arch:
148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = read_treasure (f); continue;
168
169 case KW_end:
170 f.next ();
171 return t;
172
173 case KW_more:
174 t->next = read_treasure (f);
175 return t;
176
177 default:
178 if (!f.parse_error ("treasurelist", t->name))
179 goto error;
180
181 return t;
182 }
183
184 f.next ();
185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
192}
193
194/*
178 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
179 */ 196 */
197treasurelist *
198treasurelist::read (object_thawer &f)
199{
200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
180 201
181void load_treasures(void) { 202 bool one = f.kw == KW_treasureone;
182 FILE *fp; 203 treasurelist *tl = treasurelist::get (f.get_str ());
183 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; 204 clear (tl);
184 treasurelist *previous=NULL;
185 treasure *t;
186 int comp, line=0;
187
188 sprintf(filename,"%s/%s",settings.datadir,settings.treasures);
189 if((fp=open_and_uncompress(filename,0,&comp))==NULL) {
190 LOG(llevError,"Can't open treasure file.\n");
191 return;
192 }
193 while(fgets(buf,MAX_BUF,fp)!=NULL) {
194 line++;
195 if(*buf=='#')
196 continue;
197
198 if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) {
199 treasurelist *tl=get_empty_treasurelist();
200 tl->name=add_string(name);
201 if(previous==NULL)
202 first_treasurelist=tl;
203 else
204 previous->next=tl;
205 previous=tl;
206 tl->items=load_treasure(fp, &line); 205 tl->items = read_treasure (f);
206 if (!tl->items)
207 return 0;
207 208
208 /* This is a one of the many items on the list should be generated. 209 /* This is a one of the many items on the list should be generated.
209 * Add up the chance total, and check to make sure the yes & no 210 * Add up the chance total, and check to make sure the yes & no
210 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
211 */
212 if (!strncmp(buf,"treasureone",11)) {
213 for (t=tl->items; t!=NULL; t=t->next) {
214#ifdef TREASURE_DEBUG
215 if (t->next_yes || t->next_no) {
216 LOG(llevError,"Treasure %s is one item, but on treasure %s\n",
217 tl->name, t->item ? t->item->name : t->name);
218 LOG(llevError," the next_yes or next_no field is set\n");
219 }
220#endif
221 tl->total_chance += t->chance;
222 }
223 }
224 } else
225 LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
226 }
227 close_and_delete(fp, comp);
228
229#ifdef TREASURE_DEBUG
230 /* Perform some checks on how valid the treasure data actually is.
231 * verify that list transitions work (ie, the list that it is supposed
232 * to transition to exists). Also, verify that at least the name
233 * or archetype is set for each treasure element.
234 */
235 for (previous=first_treasurelist; previous!=NULL; previous=previous->next)
236 check_treasurelist(previous->items, previous);
237#endif
238}
239
240/*
241 * Searches for the given treasurelist in the globally linked list
242 * of treasurelists which has been built by load_treasures().
243 */
244
245treasurelist *find_treasurelist(const char *name) {
246 const char *tmp=find_string(name);
247 treasurelist *tl;
248
249 /* Special cases - randomitems of none is to override default. If
250 * first_treasurelist is null, it means we are on the first pass of
251 * of loading archetyps, so for now, just return - second pass will
252 * init these values.
253 */ 212 */
254 if (!strcmp(name,"none") || (!first_treasurelist)) return NULL; 213 if (one)
255 if(tmp!=NULL) 214 {
256 for(tl=first_treasurelist;tl!=NULL;tl=tl->next) 215 for (treasure *t = tl->items; t; t = t->next)
257 if(tmp==tl->name) 216 {
217 if (t->next_yes || t->next_no)
218 {
219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
220 LOG (llevError, " the next_yes or next_no field is set\n");
221 }
222
223 tl->total_chance += t->chance;
224 }
225 }
226
258 return tl; 227 return tl;
259 LOG(llevError,"Couldn't find treasurelist %s\n",name);
260 return NULL;
261} 228}
262
263 229
264/* 230/*
265 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
266 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
267 * If there is a certain percental chance for a treasure to be generated, 233 * If there is a certain percental chance for a treasure to be generated,
270 * being generated. 236 * being generated.
271 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 237 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
272 * abilities. This is used by summon spells, thus no summoned monsters 238 * abilities. This is used by summon spells, thus no summoned monsters
273 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
274 */ 240 */
275 241static void
276
277static void put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
278{ 243{
279 object *tmp; 244 if (flags & GT_ENVIRONMENT)
280 245 {
281 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
282 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
283 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
284 * by another object. 249 * by another object.
285 */ 250 */
286 if (flags & GT_ENVIRONMENT && op->type != SPELL) { 251 //TODO: flag such as objects... as such (no drop, anybody?)
287 op->x = creator->x; 252 if (op->type == SPELL)
288 op->y = creator->y; 253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
261 op->destroy ();
262 else
263 {
289 SET_FLAG(op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
290 insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
291 } else { 266 }
292 op = insert_ob_in_ob (op, creator); 267 }
268 else
269 {
270 op = creator->insert (op);
271
293 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
294 monster_check_apply(creator, op); 273 monster_check_apply (creator, op);
295 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
296 esrv_send_item(tmp, op);
297 } 274 }
298} 275}
299 276
300/* if there are change_xxx commands in the treasure, we include the changes 277/* if there are change_xxx commands in the treasure, we include the changes
301 * in the generated object 278 * in the generated object
302 */ 279 */
280static void
303static void change_treasure(treasure *t, object *op) 281change_treasure (treasure *t, object *op)
304{ 282{
305 /* CMD: change_name xxxx */ 283 /* CMD: change_name xxxx */
306 if(t->change_arch.name) 284 if (t->change_arch.name)
307 {
308 FREE_AND_COPY(op->name, t->change_arch.name);
309 /* not great, but better than something that is completely wrong */
310 FREE_AND_COPY(op->name_pl, t->change_arch.name);
311 }
312 285 {
286 op->name = t->change_arch.name;
287 op->name_pl = t->change_arch.name;
288 }
289
313 if(t->change_arch.title) 290 if (t->change_arch.title)
314 {
315 if(op->title)
316 free_string(op->title);
317 op->title = add_string(t->change_arch.title); 291 op->title = t->change_arch.title;
318 }
319 292
320 if(t->change_arch.slaying) 293 if (t->change_arch.slaying)
321 {
322 if(op->slaying)
323 free_string(op->slaying);
324 op->slaying = add_string(t->change_arch.slaying); 294 op->slaying = t->change_arch.slaying;
325 }
326
327} 295}
328 296
297static void
329void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { 298create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
330 object *tmp; 299{
331
332
333 if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { 300 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
301 {
334 if (t->name) { 302 if (t->name)
335 if (strcmp(t->name,"NONE") && difficulty>=t->magic) 303 {
336 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); 304 if (difficulty >= t->magic)
337 } 305 if (treasurelist *tl = treasurelist::find (t->name))
306 create_treasure (tl, op, flag, difficulty, tries);
307 else
308 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
309 }
338 else { 310 else
311 {
339 if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
340 tmp=arch_to_object(t->item); 313 {
314 object *tmp = t->item->instance ();
315
316 if (t->nrof && tmp->nrof <= 1)
317 tmp->nrof = rndm (t->nrof) + 1;
318
319 fix_generated_item (tmp, op, difficulty, t->magic, flag);
320 change_treasure (t, tmp);
321 put_treasure (tmp, op, flag);
322 }
323 }
324
325 if (t->next_yes)
326 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
327 }
328 else if (t->next_no)
329 create_all_treasures (t->next_no, op, flag, difficulty, tries);
330
331 if (t->next)
332 create_all_treasures (t->next, op, flag, difficulty, tries);
333}
334
335static void
336create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
337{
338 int value = rndm (tl->total_chance);
339 treasure *t;
340
341 if (tries++ > 100)
342 {
343 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
344 return;
345 }
346
347 for (t = tl->items; t; t = t->next)
348 {
349 value -= t->chance;
350
351 if (value < 0)
352 break;
353 }
354
355 if (!t || value >= 0)
356 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
357
358 if (t->name)
359 {
360 if (difficulty >= t->magic)
361 {
362 treasurelist *tl = treasurelist::find (t->name);
363 if (tl)
364 create_treasure (tl, op, flag, difficulty, tries);
365 }
366 else if (t->nrof)
367 create_one_treasure (tl, op, flag, difficulty, tries);
368 }
369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
370 {
371 if (object *tmp = t->item->instance ())
372 {
341 if(t->nrof&&tmp->nrof<=1) 373 if (t->nrof && tmp->nrof <= 1)
342 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
375
343 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
344 change_treasure(t, tmp); 377 change_treasure (t, tmp);
345 put_treasure (tmp, op, flag); 378 put_treasure (tmp, op, flag);
346 } 379 }
347 } 380 }
348 if(t->next_yes!=NULL)
349 create_all_treasures(t->next_yes,op,flag,difficulty, tries);
350 } else
351 if(t->next_no!=NULL)
352 create_all_treasures(t->next_no,op,flag,difficulty,tries);
353 if(t->next!=NULL)
354 create_all_treasures(t->next,op,flag,difficulty, tries);
355} 381}
356 382
357void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty, 383void
358 int tries) 384object::create_treasure (treasurelist *tl, int flags)
359{ 385{
360 int value = RANDOM() % tl->total_chance; 386 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
361 treasure *t;
362
363 if (tries++>100) {
364 LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n");
365 return;
366 }
367 for (t=tl->items; t!=NULL; t=t->next) {
368 value -= t->chance;
369 if (value<0) break;
370 }
371
372 if (!t || value>=0) {
373 LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n");
374 abort();
375 return;
376 }
377 if (t->name) {
378 if (!strcmp(t->name,"NONE")) return;
379 if (difficulty>=t->magic)
380 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
381 else if (t->nrof)
382 create_one_treasure(tl, op, flag, difficulty, tries);
383 return;
384 }
385 if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) {
386 object *tmp=arch_to_object(t->item);
387 if (!tmp) return;
388 if(t->nrof && tmp->nrof<=1)
389 tmp->nrof = RANDOM()%((int) t->nrof) + 1;
390 fix_generated_item (tmp, op, difficulty, t->magic, flag);
391 change_treasure(t, tmp);
392 put_treasure (tmp, op, flag);
393 }
394} 387}
395 388
396/* This calls the appropriate treasure creation function. tries is passed 389/* This calls the appropriate treasure creation function. tries is passed
397 * to determine how many list transitions or attempts to create treasure 390 * to determine how many list transitions or attempts to create treasure
398 * have been made. It is really in place to prevent infinite loops with 391 * have been made. It is really in place to prevent infinite loops with
399 * list transitions, or so that excessively good treasure will not be 392 * list transitions, or so that excessively good treasure will not be
400 * created on weak maps, because it will exceed the number of allowed tries 393 * created on weak maps, because it will exceed the number of allowed tries
401 * to do that. 394 * to do that.
402 */ 395 */
396void
403void create_treasure(treasurelist *t, object *op, int flag, int difficulty, 397create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
404 int tries)
405{ 398{
399 // empty treasurelists are legal
400 if (!tl->items)
401 return;
406 402
407 if (tries++>100) { 403 if (tries++ > 100)
404 {
408 LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); 405 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
409 return; 406 return;
407 }
408
409 if (op->flag [FLAG_TREASURE_ENV])
410 } 410 {
411 // do not generate items when there already is something above the object
412 if (op->flag [FLAG_IS_FLOOR] && op->above)
413 return;
414
415 flag |= GT_ENVIRONMENT;
416 }
417
411 if (t->total_chance) 418 if (tl->total_chance)
412 create_one_treasure(t, op, flag,difficulty, tries); 419 create_one_treasure (tl, op, flag, difficulty, tries);
413 else 420 else
414 create_all_treasures(t->items, op, flag, difficulty, tries); 421 create_all_treasures (tl->items, op, flag, difficulty, tries);
415} 422}
416 423
417/* This is similar to the old generate treasure function. However, 424/* This is similar to the old generate treasure function. However,
418 * it instead takes a treasurelist. It is really just a wrapper around 425 * it instead takes a treasurelist. It is really just a wrapper around
419 * create_treasure. We create a dummy object that the treasure gets 426 * create_treasure. We create a dummy object that the treasure gets
420 * inserted into, and then return that treausre 427 * inserted into, and then return that treausre
421 */ 428 */
429object *
422object *generate_treasure(treasurelist *t, int difficulty) 430generate_treasure (treasurelist *tl, int difficulty)
423{ 431{
424 object *ob = get_object(), *tmp; 432 difficulty = clamp (difficulty, 1, settings.max_level);
425 433
434 object *ob = object::create ();
435
426 create_treasure(t, ob, 0, difficulty, 0); 436 create_treasure (tl, ob, 0, difficulty, 0);
427 437
428 /* Don't want to free the object we are about to return */ 438 /* Don't want to free the object we are about to return */
429 tmp = ob->inv; 439 object *tmp = ob->inv;
430 if (tmp!=NULL) remove_ob(tmp); 440 if (tmp)
441 tmp->remove ();
442
431 if (ob->inv) { 443 if (ob->inv)
432 LOG(llevError,"In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
433 } 445
434 free_object(ob); 446 ob->destroy ();
447
435 return tmp; 448 return tmp;
436} 449}
437 450
438/* 451/*
439 * This is a new way of calculating the chance for an item to have 452 * This is a new way of calculating the chance for an item to have
440 * a specific magical bonus. 453 * a specific magical bonus.
441 * The array has two arguments, the difficulty of the level, and the 454 * The array has two arguments, the difficulty of the level, and the
442 * magical bonus "wanted". 455 * magical bonus "wanted".
443 */ 456 */
444 457
445static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = 458static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
446{
447/*chance of magic difficulty*/ 459// chance of magic difficulty
448/* +0 +1 +2 +3 +4 */ 460// +0 +1 +2 +3 +4
449 { 95, 2, 2, 1, 0 }, /*1*/ 461 {95, 2, 2, 1, 0}, // 1
450 { 92, 5, 2, 1, 0 }, /*2*/ 462 {92, 5, 2, 1, 0}, // 2
451 { 85,10, 4, 1, 0 }, /*3*/ 463 {85, 10, 4, 1, 0}, // 3
452 { 80,14, 4, 2, 0 }, /*4*/ 464 {80, 14, 4, 2, 0}, // 4
453 { 75,17, 5, 2, 1 }, /*5*/ 465 {75, 17, 5, 2, 1}, // 5
454 { 70,18, 8, 3, 1 }, /*6*/ 466 {70, 18, 8, 3, 1}, // 6
455 { 65,21,10, 3, 1 }, /*7*/ 467 {65, 21, 10, 3, 1}, // 7
456 { 60,22,12, 4, 2 }, /*8*/ 468 {60, 22, 12, 4, 2}, // 8
457 { 55,25,14, 4, 2 }, /*9*/ 469 {55, 25, 14, 4, 2}, // 9
458 { 50,27,16, 5, 2 }, /*10*/ 470 {50, 27, 16, 5, 2}, // 10
459 { 45,28,18, 6, 3 }, /*11*/ 471 {45, 28, 18, 6, 3}, // 11
460 { 42,28,20, 7, 3 }, /*12*/ 472 {42, 28, 20, 7, 3}, // 12
461 { 40,27,21, 8, 4 }, /*13*/ 473 {40, 27, 21, 8, 4}, // 13
462 { 38,25,22,10, 5 }, /*14*/ 474 {38, 25, 22, 10, 5}, // 14
463 { 36,23,23,12, 6 }, /*15*/ 475 {36, 23, 23, 12, 6}, // 15
464 { 33,21,24,14, 8 }, /*16*/ 476 {33, 21, 24, 14, 8}, // 16
465 { 31,19,25,16, 9 }, /*17*/ 477 {31, 19, 25, 16, 9}, // 17
466 { 27,15,30,18,10 }, /*18*/ 478 {27, 15, 30, 18, 10}, // 18
467 { 20,12,30,25,13 }, /*19*/ 479 {20, 12, 30, 25, 13}, // 19
468 { 15,10,28,30,17 }, /*20*/ 480 {15, 10, 28, 30, 17}, // 20
469 { 13, 9,27,28,23 }, /*21*/ 481 {13, 9, 27, 28, 23}, // 21
470 { 10, 8,25,28,29 }, /*22*/ 482 {10, 8, 25, 28, 29}, // 22
471 { 8, 7,23,26,36 }, /*23*/ 483 { 8, 7, 23, 26, 36}, // 23
472 { 6, 6,20,22,46 }, /*24*/ 484 { 6, 6, 20, 22, 46}, // 24
473 { 4, 5,17,18,56 }, /*25*/ 485 { 4, 5, 17, 18, 56}, // 25
474 { 2, 4,12,14,68 }, /*26*/ 486 { 2, 4, 12, 14, 68}, // 26
475 { 0, 3, 7,10,80 }, /*27*/ 487 { 0, 3, 7, 10, 80}, // 27
476 { 0, 0, 3, 7,90 }, /*28*/ 488 { 0, 0, 3, 7, 90}, // 28
477 { 0, 0, 0, 3,97 }, /*29*/ 489 { 0, 0, 0, 3, 97}, // 29
478 { 0, 0, 0, 0,100}, /*30*/ 490 { 0, 0, 0, 0, 100}, // 30
479 { 0, 0, 0, 0,100}, /*31*/ 491 { 0, 0, 0, 0, 100}, // 31
480}; 492};
481
482 493
483/* calculate the appropriate level for wands staves and scrolls. 494/* calculate the appropriate level for wands staves and scrolls.
484 * This code presumes that op has had its spell object created (in op->inv) 495 * This code presumes that op has had its spell object created (in op->inv)
485 * 496 *
486 * elmex Wed Aug 9 17:44:59 CEST 2006: 497 * elmex Wed Aug 9 17:44:59 CEST 2006:
487 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 498 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
488 */ 499 */
489 500static int
490int level_for_item (const object *op, int difficulty) 501level_for_item (const object *op, int difficulty)
491{ 502{
492 int mult = 0, olevel = 0;
493
494 if (!op->inv) 503 if (!op->inv)
495 { 504 {
496 LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name); 505 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
497 return 0; 506 return 0;
498 } 507 }
499 508
500 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
501 510
502 if (olevel <= 0) 511 if (olevel <= 0)
503 olevel = rndm (1, MIN (op->inv->level, 1)); 512 olevel = rndm (1, op->inv->level);
504 513
505 if (olevel > MAXLEVEL) 514 return min (olevel, MAXLEVEL);
506 olevel = MAXLEVEL;
507
508 return olevel;
509} 515}
510 516
511/* 517/*
512 * Based upon the specified difficulty and upon the difftomagic_list array, 518 * Based upon the specified difficulty and upon the difftomagic_list array,
513 * a random magical bonus is returned. This is used when determine 519 * a random magical bonus is returned. This is used when determine
516 * elmex Thu Aug 10 18:45:44 CEST 2006: 522 * elmex Thu Aug 10 18:45:44 CEST 2006:
517 * Scaling difficulty by max_level, as difficulty is a level and not some 523 * Scaling difficulty by max_level, as difficulty is a level and not some
518 * weird integer between 1-31. 524 * weird integer between 1-31.
519 * 525 *
520 */ 526 */
521 527static int
522int magic_from_difficulty(int difficulty) 528magic_from_difficulty (int difficulty)
523{ 529{
524 int percent = 0, magic = 0; 530 int percent = 0, magic = 0;
525 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
526 532
527 scaled_diff--; 533 scaled_diff--;
528 534
529 if(scaled_diff < 0) 535 if (scaled_diff < 0)
530 scaled_diff = 0; 536 scaled_diff = 0;
531 537
532 if (scaled_diff >= DIFFLEVELS) 538 if (scaled_diff >= DIFFLEVELS)
533 scaled_diff = DIFFLEVELS-1; 539 scaled_diff = DIFFLEVELS - 1;
534 540
535 percent = RANDOM()%100; 541 percent = rndm (100);
536 542
537 for(magic = 0; magic < (MAXMAGIC + 1); magic++) 543 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
538 { 544 {
539 percent -= difftomagic_list[scaled_diff][magic]; 545 percent -= difftomagic_list[scaled_diff][magic];
540 546
541 if (percent < 0) 547 if (percent < 0)
542 break; 548 break;
543 } 549 }
544 550
545 if (magic == (MAXMAGIC + 1)) 551 if (magic == (MAXMAGIC + 1))
546 { 552 {
547 LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 553 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
548 magic = 0; 554 magic = 0;
549 } 555 }
550 556
551 magic = (RANDOM() % 3) ? magic : -magic; 557 magic = (rndm (3)) ? magic : -magic;
552 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 558 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
553 559
554 return magic; 560 return magic;
555} 561}
556 562
559 * the armour variable, and the effect on speed of armour. 565 * the armour variable, and the effect on speed of armour.
560 * This function doesn't work properly, should add use of archetypes 566 * This function doesn't work properly, should add use of archetypes
561 * to make it truly absolute. 567 * to make it truly absolute.
562 */ 568 */
563 569
570void
564void set_abs_magic(object *op, int magic) { 571set_abs_magic (object *op, int magic)
572{
565 if(!magic) 573 if (!magic)
566 return; 574 return;
567 575
568 op->magic=magic; 576 op->magic = magic;
569 if (op->arch) { 577 if (op->arch)
578 {
570 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
571 ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572 581
573 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 582 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
574 magic = (-magic); 583 magic = (-magic);
584
575 op->weight = (op->arch->clone.weight*(100-magic*10))/100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
586 }
576 } else { 587 else
588 {
577 if(op->type==ARMOUR) 589 if (op->type == ARMOUR)
578 ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
579 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 592 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
580 magic = (-magic); 593 magic = (-magic);
594
581 op->weight=(op->weight*(100-magic*10))/100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
582 } 596 }
583} 597}
584 598
585/* 599/*
586 * Sets a random magical bonus in the given object based upon 600 * Sets a random magical bonus in the given object based upon
587 * the given difficulty, and the given max possible bonus. 601 * the given difficulty, and the given max possible bonus.
588 */ 602 */
589 603
604static void
590static void set_magic (int difficulty, object *op, int max_magic, int flags) 605set_magic (int difficulty, object *op, int max_magic, int flags)
591{ 606{
592 int i; 607 int i;
608
593 i = magic_from_difficulty(difficulty); 609 i = magic_from_difficulty (difficulty);
594 if ((flags & GT_ONLY_GOOD) && i < 0) 610 if ((flags & GT_ONLY_GOOD) && i < 0)
595 i = -i; 611 i = -i;
596 if(i > max_magic) 612 if (i > max_magic)
597 i = max_magic; 613 i = max_magic;
598 set_abs_magic(op,i); 614 set_abs_magic (op, i);
599 if (i < 0) 615 if (i < 0)
600 SET_FLAG(op, FLAG_CURSED); 616 SET_FLAG (op, FLAG_CURSED);
601} 617}
602 618
603/* 619/*
604 * Randomly adds one magical ability to the given object. 620 * Randomly adds one magical ability to the given object.
605 * Modified for Partial Resistance in many ways: 621 * Modified for Partial Resistance in many ways:
606 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
607 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
608 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
609 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
610 */ 626 */
611 627static void
612void set_ring_bonus(object *op,int bonus) { 628set_ring_bonus (object *op, int bonus)
629{
630 int r = rndm (bonus > 0 ? 25 : 11);
613 631
614 int r=RANDOM()%(bonus>0?25:11);
615
616 if(op->type==AMULET) { 632 if (op->type == AMULET)
617 if(!(RANDOM()%21)) 633 {
618 r=20+RANDOM()%2; 634 if (!(rndm (21)))
619 else { 635 r = 20 + rndm (2);
620 if(RANDOM()&2)
621 r=10;
622 else 636 else
623 r=11+RANDOM()%9; 637 {
624 } 638 if (rndm (2))
639 r = 10;
640 else
641 r = 11 + rndm (9);
642 }
625 } 643 }
626 644
627 switch(r) { 645 switch (r)
646 {
628 /* Redone by MSW 2000-11-26 to have much less code. Also, 647 /* Redone by MSW 2000-11-26 to have much less code. Also,
629 * bonuses and penalties will stack and add to existing values. 648 * bonuses and penalties will stack and add to existing values.
630 * of the item. 649 * of the item.
631 */ 650 */
632 case 0: 651 case 0:
633 case 1: 652 case 1:
634 case 2: 653 case 2:
635 case 3: 654 case 3:
636 case 4: 655 case 4:
637 case 5: 656 case 5:
638 case 6: 657 case 6:
639 set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); 658 op->stats.stat (r) += bonus;
640 break; 659 break;
641 660
642 case 7: 661 case 7:
643 op->stats.dam+=bonus; 662 op->stats.dam += bonus;
644 break; 663 break;
645 664
646 case 8: 665 case 8:
647 op->stats.wc+=bonus; 666 op->stats.wc += bonus;
648 break; 667 break;
649 668
650 case 9: 669 case 9:
651 op->stats.food+=bonus; /* hunger/sustenance */ 670 op->stats.food += bonus; /* hunger/sustenance */
652 break; 671 break;
653 672
654 case 10: 673 case 10:
655 op->stats.ac+=bonus; 674 op->stats.ac += bonus;
656 break; 675 break;
657 676
658 /* Item that gives protections/vulnerabilities */ 677 /* Item that gives protections/vulnerabilities */
659 case 11: 678 case 11:
660 case 12: 679 case 12:
661 case 13: 680 case 13:
662 case 14: 681 case 14:
663 case 15: 682 case 15:
664 case 16: 683 case 16:
665 case 17: 684 case 17:
666 case 18: 685 case 18:
667 case 19: 686 case 19:
668 { 687 {
669 int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; 688 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
670 689
671 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 690 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
672 val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; 691 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
673 692
674 /* Cursed items need to have higher negative values to equal out with 693 /* Cursed items need to have higher negative values to equal out with
675 * positive values for how protections work out. Put another 694 * positive values for how protections work out. Put another
676 * little random element in since that they don't always end up with 695 * little random element in since that they don't always end up with
677 * even values. 696 * even values.
678 */ 697 */
679 if (bonus<0) val = 2*-val - RANDOM() % b; 698 if (bonus < 0)
680 if (val>35) val=35; /* Upper limit */ 699 val = 2 * -val - rndm (b);
681 b=0; 700 if (val > 35)
701 val = 35; /* Upper limit */
702 b = 0;
703
682 while (op->resist[resist_table[resist]]!=0 && b<4) { 704 while (op->resist[resist_table[resist]] != 0 && b < 4)
683 resist=RANDOM() % num_resist_table; 705 resist = rndm (num_resist_table);
684 } 706
685 if (b==4) return; /* Not able to find a free resistance */ 707 if (b == 4)
708 return; /* Not able to find a free resistance */
709
686 op->resist[resist_table[resist]] = val; 710 op->resist[resist_table[resist]] = val;
687 /* We should probably do something more clever here to adjust value 711 /* We should probably do something more clever here to adjust value
688 * based on how good a resistance we gave. 712 * based on how good a resistance we gave.
689 */ 713 */
690 break; 714 break;
691 } 715 }
692 case 20: 716 case 20:
693 if(op->type==AMULET) { 717 if (op->type == AMULET)
718 {
694 SET_FLAG(op,FLAG_REFL_SPELL); 719 SET_FLAG (op, FLAG_REFL_SPELL);
695 op->value*=11; 720 op->value *= 11;
696 } else { 721 }
722 else
723 {
697 op->stats.hp=1; /* regenerate hit points */ 724 op->stats.hp = 1; /* regenerate hit points */
698 op->value*=4; 725 op->value *= 4;
726 }
727 break;
728
729 case 21:
730 if (op->type == AMULET)
731 {
732 SET_FLAG (op, FLAG_REFL_MISSILE);
733 op->value *= 9;
734 }
735 else
736 {
737 op->stats.sp = 1; /* regenerate spell points */
738 op->value *= 3;
739 }
740 break;
741
742 case 22:
743 op->stats.exp += bonus; /* Speed! */
744 op->value = (op->value * 2) / 3;
745 break;
699 } 746 }
700 break;
701 747
702 case 21:
703 if(op->type==AMULET) {
704 SET_FLAG(op,FLAG_REFL_MISSILE);
705 op->value*=9;
706 } else {
707 op->stats.sp=1; /* regenerate spell points */
708 op->value*=3;
709 }
710 break;
711
712 case 22:
713 op->stats.exp+=bonus; /* Speed! */
714 op->value=(op->value*2)/3;
715 break;
716 }
717 if(bonus>0) 748 if (bonus > 0)
718 op->value*=2*bonus; 749 op->value *= 2 * bonus;
719 else 750 else
720 op->value= -(op->value*2*bonus)/3; 751 op->value = -(op->value * 2 * bonus) / 3;
721} 752}
722 753
723/* 754/*
724 * get_magic(diff) will return a random number between 0 and 4. 755 * get_magic(diff) will return a random number between 0 and 4.
725 * diff can be any value above 2. The higher the diff-variable, the 756 * diff can be any value above 2. The higher the diff-variable, the
726 * higher is the chance of returning a low number. 757 * higher is the chance of returning a low number.
727 * It is only used in fix_generated_treasure() to set bonuses on 758 * It is only used in fix_generated_treasure() to set bonuses on
728 * rings and amulets. 759 * rings and amulets.
729 * Another scheme is used to calculate the magic of weapons and armours. 760 * Another scheme is used to calculate the magic of weapons and armours.
730 */ 761 */
731 762static int
732int get_magic(int diff) { 763get_magic (int diff)
764{
733 int i; 765 int i;
766
734 if(diff<3) 767 if (diff < 3)
735 diff=3; 768 diff = 3;
769
736 for(i=0;i<4;i++) 770 for (i = 0; i < 4; i++)
737 if(RANDOM()%diff) return i; 771 if (rndm (diff))
772 return i;
773
738 return 4; 774 return 4;
739} 775}
740 776
777/* special_potion() - so that old potion code is still done right. */
778static int
779special_potion (object *op)
780{
781 if (op->attacktype)
782 return 1;
783
784 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
785 return 1;
786
787 for (int i = 0; i < NROFATTACKS; i++)
788 if (op->resist[i])
789 return 1;
790
791 return 0;
792}
793
741#define DICE2 (get_magic(2)==2?2:1) 794#define DICE2 (get_magic(2)==2?2:1)
742#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 795#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
743 796
744/* 797/*
745 * fix_generated_item(): This is called after an item is generated, in 798 * fix_generated_item(): This is called after an item is generated, in
746 * order to set it up right. This produced magical bonuses, puts spells 799 * order to set it up right. This produced magical bonuses, puts spells
747 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 800 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
748 */ 801 */
802
749/* 4/28/96 added creator object from which op may now inherit properties based on 803/* 4/28/96 added creator object from which op may now inherit properties based on
750 * op->type. Right now, which stuff the creator passes on is object type 804 * op->type. Right now, which stuff the creator passes on is object type
751 * dependant. I know this is a spagetti manuever, but is there a cleaner 805 * dependant. I know this is a spagetti manuever, but is there a cleaner
752 * way to do this? b.t. */ 806 * way to do this? b.t. */
807
753/* 808/*
754 * ! (flags & GT_ENVIRONMENT): 809 * ! (flags & GT_ENVIRONMENT):
755 * Automatically calls fix_flesh_item(). 810 * Automatically calls fix_flesh_item().
756 * 811 *
757 * flags: 812 * flags:
759 * value. 814 * value.
760 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 815 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
761 * a working object - don't change magic, value, etc, but set it material 816 * a working object - don't change magic, value, etc, but set it material
762 * type as appropriate, for objects that need spell objects, set those, etc 817 * type as appropriate, for objects that need spell objects, set those, etc
763 */ 818 */
764 819void
765void fix_generated_item (object * op, object * creator, int difficulty, 820fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
766 int max_magic, int flags)
767{ 821{
768 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 822 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
769 823
770 if (!creator || creator->type == op->type) 824 if (!creator || creator->type == op->type)
771 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 825 creator = op; /*safety & to prevent polymorphed objects giving attributes */
774 save_item_power = op->item_power; 828 save_item_power = op->item_power;
775 op->item_power = 0; 829 op->item_power = 0;
776 830
777 if (op->randomitems && op->type != SPELL) 831 if (op->randomitems && op->type != SPELL)
778 { 832 {
779 create_treasure (op->randomitems, op, flags, difficulty, 0); 833 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
780 if (!op->inv)
781 LOG (llevDebug,
782 "fix_generated_item: Unable to generate treasure for %s\n",
783 op->name);
784
785 /* So the treasure doesn't get created again */ 834 /* So the treasure doesn't get created again */
786 op->randomitems = NULL; 835 op->randomitems = 0;
787 } 836 }
788 837
789 if (difficulty < 1) 838 max_it (difficulty, 1);
790 difficulty = 1; 839
840 if (INVOKE_OBJECT (ADD_BONUS, op,
841 ARG_OBJECT (creator != op ? creator : 0),
842 ARG_INT (difficulty), ARG_INT (max_magic),
843 ARG_INT (flags)))
844 return;
791 845
792 if (!(flags & GT_MINIMAL)) 846 if (!(flags & GT_MINIMAL))
793 { 847 {
794 if (op->arch == crown_arch) 848 if (IS_ARCH (op->arch, crown))
795 { 849 {
796 set_magic (difficulty, op, max_magic, flags); 850 set_magic (difficulty, op, max_magic, flags);
797 num_enchantments = calc_item_power (op, 1); 851 num_enchantments = calc_item_power (op, 1);
798 generate_artifact (op, difficulty); 852 generate_artifact (op, difficulty);
799 } 853 }
802 if (!op->magic && max_magic) 856 if (!op->magic && max_magic)
803 set_magic (difficulty, op, max_magic, flags); 857 set_magic (difficulty, op, max_magic, flags);
804 858
805 num_enchantments = calc_item_power (op, 1); 859 num_enchantments = calc_item_power (op, 1);
806 860
807 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) 861 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
808 || op->type == HORN 862 || op->type == HORN
809 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 863 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
810 * used for shop_floors or treasures */
811 generate_artifact (op, difficulty); 864 generate_artifact (op, difficulty);
812 } 865 }
813 866
814 /* Object was made an artifact. Calculate its item_power rating. 867 /* Object was made an artifact. Calculate its item_power rating.
815 * the item_power in the object is what the artfiact adds. 868 * the item_power in the object is what the artfiact adds.
822 * out the power from the base power plus what this one adds. Note 875 * out the power from the base power plus what this one adds. Note
823 * that since item_power is not quite linear, this actually ends up 876 * that since item_power is not quite linear, this actually ends up
824 * being somewhat of a bonus 877 * being somewhat of a bonus
825 */ 878 */
826 if (save_item_power) 879 if (save_item_power)
827 op->item_power =
828 save_item_power + get_power_from_ench (op->item_power); 880 op->item_power = save_item_power + get_power_from_ench (op->item_power);
829 else 881 else
830 op->item_power =
831 get_power_from_ench (op->item_power + num_enchantments); 882 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
832 } 883 }
833 else if (save_item_power) 884 else if (save_item_power)
834 { 885 {
835 /* restore the item_power field to the object if we haven't changed it. 886 /* restore the item_power field to the object if we haven't changed it.
836 * we don't care about num_enchantments - that will basically just 887 * we don't care about num_enchantments - that will basically just
844 * was never previously calculated. Let's compute a value and see if 895 * was never previously calculated. Let's compute a value and see if
845 * it is non-zero. If it indeed is, then assign it as the new 896 * it is non-zero. If it indeed is, then assign it as the new
846 * item_power value. 897 * item_power value.
847 * - gros, 21th of July 2006. 898 * - gros, 21th of July 2006.
848 */ 899 */
849 op->item_power = calc_item_power(op,0); 900 op->item_power = calc_item_power (op, 0);
850 save_item_power = op->item_power; /* Just in case it would get used 901 save_item_power = op->item_power; /* Just in case it would get used
851 * again below */ 902 * again below */
852 } 903 }
853 } 904 }
854 905
855 /* materialtype modifications. Note we allow this on artifacts. */ 906 /* materialtype modifications. Note we allow this on artifacts. */
856 set_materialname (op, difficulty, NULL); 907 select_material (op, difficulty);
857 908
858 if (flags & GT_MINIMAL) 909 if (flags & GT_MINIMAL)
859 { 910 {
860 if (op->type == POTION) 911 if (op->type == POTION)
861 /* Handle healing and magic power potions */ 912 /* Handle healing and magic power potions */
862 if (op->stats.sp && !op->randomitems) 913 if (op->stats.sp && !op->randomitems)
863 { 914 {
864 object *tmp;
865
866 tmp = get_archetype (spell_mapping[op->stats.sp]); 915 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
867 insert_ob_in_ob (tmp, op); 916 insert_ob_in_ob (tmp, op);
868 op->stats.sp = 0; 917 op->stats.sp = 0;
869 } 918 }
870 } 919 }
871 else if (!op->title) /* Only modify object if not special */ 920 else if (!op->title) /* Only modify object if not special */
872 switch (op->type) 921 switch (op->type)
873 { 922 {
874 case WEAPON: 923 case WEAPON:
875 case ARMOUR: 924 case ARMOUR:
876 case SHIELD: 925 case SHIELD:
877 case HELMET: 926 case HELMET:
878 case CLOAK: 927 case CLOAK:
879 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 928 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
880 set_ring_bonus (op, -DICE2); 929 set_ring_bonus (op, -DICE2);
881 break; 930 break;
882 931
883 case BRACERS: 932 case BRACERS:
884 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 933 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
934 {
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
936 if (!QUERY_FLAG (op, FLAG_CURSED))
937 op->value *= 3;
938 }
939 break;
940
941 case POTION:
885 { 942 {
943 int too_many_tries = 0, is_special = 0;
944
945 /* Handle healing and magic power potions */
946 if (op->stats.sp && !op->randomitems)
947 {
948 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
949 insert_ob_in_ob (tmp, op);
950 op->stats.sp = 0;
951 }
952
953 while (!(is_special = special_potion (op)) && !op->inv)
954 {
955 generate_artifact (op, difficulty);
956 if (too_many_tries++ > 10)
957 break;
958 }
959
960 /* don't want to change value for healing/magic power potions,
961 * since the value set on those is already correct.
962 */
963 if (op->inv && op->randomitems)
964 {
965 /* value multiplier is same as for scrolls */
966 op->value *= op->inv->value;
967 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
968 }
969 else
970 {
971 op->name = "potion";
972 op->name_pl = "potions";
973 }
974
975 if (!(flags & GT_ONLY_GOOD) && rndm (2))
976 SET_FLAG (op, FLAG_CURSED);
977
978 break;
979 }
980
981 case AMULET:
982 if (IS_ARCH (op->arch, amulet))
983 op->value *= 5; /* Since it's not just decoration */
984
985 case RING:
986 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
987 break;
988
989 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
990 SET_FLAG (op, FLAG_CURSED);
991
886 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 992 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
887 if (!QUERY_FLAG (op, FLAG_CURSED))
888 op->value *= 3;
889 }
890 break;
891 993
892 case POTION: 994 if (op->type != RING) /* Amulets have only one ability */
893 {
894 int too_many_tries = 0, is_special = 0;
895
896 /* Handle healing and magic power potions */
897 if (op->stats.sp && !op->randomitems)
898 {
899 object *tmp;
900
901 tmp = get_archetype (spell_mapping[op->stats.sp]);
902 insert_ob_in_ob (tmp, op);
903 op->stats.sp = 0;
904 }
905
906 while (!(is_special = special_potion (op)) && !op->inv)
907 {
908 generate_artifact (op, difficulty);
909 if (too_many_tries++ > 10)
910 break; 995 break;
911 }
912 996
913 /* don't want to change value for healing/magic power potions, 997 if (!(rndm (4)))
914 * since the value set on those is already correct.
915 */
916 if (op->inv && op->randomitems)
917 { 998 {
918 /* value multiplier is same as for scrolls */ 999 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
919 op->value = (op->value * op->inv->value); 1000
920 op->level = 1001 if (d > 0)
921 op->inv->level / 2 + RANDOM () % difficulty 1002 op->value *= 3;
922 + RANDOM () % difficulty; 1003
1004 set_ring_bonus (op, d);
1005
1006 if (!(rndm (4)))
1007 {
1008 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1009
1010 if (d > 0)
1011 op->value *= 5;
1012 set_ring_bonus (op, d);
1013 }
923 } 1014 }
924 else
925 {
926 FREE_AND_COPY (op->name, "potion");
927 FREE_AND_COPY (op->name_pl, "potions");
928 }
929 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
930 SET_FLAG (op, FLAG_CURSED);
931 break;
932 }
933 1015
934 case AMULET: 1016 if (op->animation_id)
935 if (op->arch == amulet_arch) 1017 op->set_anim_frame (rndm (op->anim_frames ()));
936 op->value *= 5; /* Since it's not just decoration */
937 1018
938 case RING:
939 if (op->arch == NULL)
940 {
941 remove_ob (op);
942 free_object (op);
943 op = NULL;
944 break; 1019 break;
1020
1021 case BOOK:
1022 /* Is it an empty book?, if yes lets make a special·
1023 * msg for it, and tailor its properties based on the·
1024 * creator and/or map level we found it on.
945 } 1025 */
946 1026 if (!op->msg && rndm (10))
947 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
948 break;
949
950 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
951 SET_FLAG (op, FLAG_CURSED);
952
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
954
955 if (op->type != RING) /* Amulets have only one ability */
956 break;
957
958 if (!(RANDOM () % 4))
959 {
960 int d = (RANDOM () % 2
961 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
962
963 if (d > 0)
964 op->value *= 3;
965
966 set_ring_bonus (op, d);
967
968 if (!(RANDOM () % 4))
969 { 1027 {
970 int d = (RANDOM () % 3 1028 /* set the book level properly */
971 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1029 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
972 if (d > 0) 1030 {
973 op->value *= 5; 1031 if (op->map && op->map->difficulty)
974 set_ring_bonus (op, d); 1032 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1033 else
1034 op->level = rndm (20) + 1;
1035 }
1036 else
1037 op->level = rndm (creator->level);
1038
1039 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1040 /* books w/ info are worth more! */
1041 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1042
1043 /* add exp so reading it gives xp (once) */
1044 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
975 } 1045 }
976 }
977 1046
978 if (GET_ANIM_ID (op)) 1047 /* creator related stuff */
979 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
980 1048
1049 /* for library, chained books. Note that some monsters have no_pick
1050 * set - we don't want to set no pick in that case.
1051 */
1052 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1053 SET_FLAG (op, FLAG_NO_PICK);
1054 if (creator->slaying && !op->slaying) /* for check_inv floors */
1055 op->slaying = creator->slaying;
981 break; 1056 break;
982 1057
983 case BOOK: 1058 case SPELLBOOK:
984 /* Is it an empty book?, if yes lets make a special· 1059 op->value = op->value * op->inv->value;
985 * msg for it, and tailor its properties based on the· 1060 /* add exp so learning gives xp */
986 * creator and/or map level we found it on. 1061 op->level = op->inv->level;
1062 op->stats.exp = op->value;
1063 break;
1064
1065 case WAND:
1066 /* nrof in the treasure list is number of charges,
1067 * not number of wands. So copy that into food (charges),
1068 * and reset nrof.
987 */ 1069 */
988 if (!op->msg && RANDOM () % 10) 1070 op->stats.food = op->inv->nrof;
1071 op->nrof = 1;
1072 /* If the spell changes by level, choose a random level
1073 * for it, and adjust price. If the spell doesn't
1074 * change by level, just set the wand to the level of
1075 * the spell, and value calculation is simpler.
989 { 1076 */
990 /* set the book level properly */ 1077 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
991 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
992 { 1078 {
993 if (op->map && op->map->difficulty) 1079 op->level = level_for_item (op, difficulty);
994 op->level = 1080 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
995 RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
996 else
997 op->level = RANDOM () % 20 + 1;
998 } 1081 }
999 else 1082 else
1000 op->level = RANDOM () % creator->level; 1083 {
1001
1002 tailor_readable_ob (op,
1003 (creator
1004 && creator->stats.sp) ? creator->stats.
1005 sp : -1);
1006 /* books w/ info are worth more! */
1007 op->value *=
1008 ((op->level >
1009 10 ? op->level : (op->level + 1084 op->level = op->inv->level;
1010 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1085 op->value = op->value * op->inv->value;
1011 /* creator related stuff */ 1086 }
1087 break;
1012 1088
1013 /* for library, chained books. Note that some monsters have no_pick 1089 case ROD:
1014 * set - we don't want to set no pick in that case. 1090 op->level = level_for_item (op, difficulty);
1091 /* Add 50 to both level an divisor to keep prices a little more
1092 * reasonable. Otherwise, a high level version of a low level
1093 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1094 * 10 time multiplier). This way, the value are a bit more reasonable.
1015 */ 1095 */
1016 if (QUERY_FLAG (creator, FLAG_NO_PICK) && 1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1017 !QUERY_FLAG (creator, FLAG_MONSTER)) 1097 /* maxhp is used to denote how many 'charges' the rod holds before */
1018 SET_FLAG (op, FLAG_NO_PICK);
1019 if (creator->slaying && !op->slaying) /* for check_inv floors */
1020 op->slaying = add_string (creator->slaying);
1021
1022 /* add exp so reading it gives xp (once) */
1023 op->stats.exp = 1098 if (op->stats.maxhp)
1024 op->value > 10000 ? op->value / 5 : op->value / 10; 1099 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1025 } 1100 else
1101 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1102
1103 op->stats.hp = op->stats.maxhp;
1026 break; 1104 break;
1027 1105
1028 case SPELLBOOK: 1106 case SCROLL:
1029 op->value = op->value * op->inv->value;
1030 /* add exp so learning gives xp */
1031 op->level = op->inv->level;
1032 op->stats.exp = op->value;
1033 break;
1034
1035 case WAND:
1036 /* nrof in the treasure list is number of charges,
1037 * not number of wands. So copy that into food (charges),
1038 * and reset nrof.
1039 */
1040 op->stats.food = op->inv->nrof;
1041 op->nrof = 1;
1042 /* If the spell changes by level, choose a random level
1043 * for it, and adjust price. If the spell doesn't
1044 * change by level, just set the wand to the level of
1045 * the spell, and value calculation is simpler.
1046 */
1047 if (op->inv->duration_modifier || op->inv->dam_modifier ||
1048 op->inv->range_modifier)
1049 {
1050 op->level = level_for_item (op, difficulty); 1107 op->level = level_for_item (op, difficulty);
1051 op->value = op->value * op->inv->value * (op->level + 50) /
1052 (op->inv->level + 50);
1053 }
1054 else
1055 {
1056 op->level = op->inv->level;
1057 op->value = op->value * op->inv->value;
1058 }
1059 break;
1060
1061 case ROD:
1062 op->level = level_for_item (op, difficulty);
1063 /* Add 50 to both level an divisor to keep prices a little more
1064 * reasonable. Otherwise, a high level version of a low level
1065 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1066 * 10 time multiplier). This way, the value are a bit more reasonable.
1067 */
1068 op->value =
1069 op->value * op->inv->value * (op->level + 50) / (op->inv->level + 1108 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1070 50);
1071 /* maxhp is used to denote how many 'charges' the rod holds before */
1072 if (op->stats.maxhp)
1073 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1074 else
1075 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1076 1109
1077 op->stats.hp = op->stats.maxhp;
1078 break;
1079
1080 case SCROLL:
1081 op->level = level_for_item (op, difficulty);
1082 op->value =
1083 op->value * op->inv->value
1084 * (op->level + 50) / (op->inv->level + 50);
1085
1086 /* add exp so reading them properly gives xp */ 1110 /* add exp so reading them properly gives xp */
1087 op->stats.exp = op->value / 5; 1111 op->stats.exp = op->value / 5;
1088 op->nrof = op->inv->nrof; 1112 op->nrof = op->inv->nrof;
1089 break; 1113 break;
1090 1114
1091 case RUNE: 1115 case RUNE:
1092 trap_adjust (op, difficulty); 1116 trap_adjust (op, difficulty);
1093 break; 1117 break;
1094 1118
1095 case TRAP: 1119 case TRAP:
1096 trap_adjust (op, difficulty); 1120 trap_adjust (op, difficulty);
1097 break; 1121 break;
1098 } /* switch type */ 1122 } /* switch type */
1099 1123
1100 if (flags & GT_STARTEQUIP) 1124 if (flags & GT_STARTEQUIP)
1101 { 1125 {
1102 if (op->nrof < 2 && op->type != CONTAINER 1126 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1103 && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1104 SET_FLAG (op, FLAG_STARTEQUIP); 1127 SET_FLAG (op, FLAG_STARTEQUIP);
1105 else if (op->type != MONEY) 1128 else if (op->type != MONEY)
1106 op->value = 0; 1129 op->value = 0;
1107 } 1130 }
1108 1131
1119 */ 1142 */
1120 1143
1121/* 1144/*
1122 * Allocate and return the pointer to an empty artifactlist structure. 1145 * Allocate and return the pointer to an empty artifactlist structure.
1123 */ 1146 */
1124 1147static artifactlist *
1125static artifactlist *get_empty_artifactlist(void) { 1148get_empty_artifactlist ()
1126 artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); 1149{
1127 if(tl==NULL) 1150 return salloc0<artifactlist> ();
1128 fatal(OUT_OF_MEMORY);
1129 tl->next=NULL;
1130 tl->items=NULL;
1131 tl->total_chance=0;
1132 return tl;
1133} 1151}
1134 1152
1135/* 1153/*
1136 * Allocate and return the pointer to an empty artifact structure. 1154 * Allocate and return the pointer to an empty artifact structure.
1137 */ 1155 */
1138 1156static artifact *
1139static artifact *get_empty_artifact(void) { 1157get_empty_artifact ()
1140 artifact *t = (artifact *) malloc(sizeof(artifact)); 1158{
1141 if(t==NULL) 1159 return salloc0<artifact> ();
1142 fatal(OUT_OF_MEMORY);
1143 t->item=NULL;
1144 t->next=NULL;
1145 t->chance=0;
1146 t->difficulty=0;
1147 t->allowed = NULL;
1148 return t;
1149} 1160}
1150 1161
1151/* 1162/*
1152 * Searches the artifact lists and returns one that has the same type 1163 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1164 * of objects on it.
1154 */ 1165 */
1155 1166artifactlist *
1156artifactlist *find_artifactlist(int type) { 1167find_artifactlist (int type)
1168{
1169 for (artifactlist *al = first_artifactlist; al; al = al->next)
1170 if (al->type == type)
1171 return al;
1172
1173 return 0;
1174}
1175
1176/*
1177 * Builds up the lists of artifacts from the file in the libdir.
1178 */
1179void
1180init_artifacts ()
1181{
1182 static int has_been_inited = 0;
1183 char filename[MAX_BUF];
1184 artifact *art = NULL;
1157 artifactlist *al; 1185 artifactlist *al;
1158 1186
1159 for (al=first_artifactlist; al!=NULL; al=al->next) 1187 if (has_been_inited)
1160 if (al->type == type) return al;
1161 return NULL;
1162}
1163
1164/*
1165 * For debugging purposes. Dumps all tables.
1166 */
1167
1168void dump_artifacts(void) {
1169 artifactlist *al;
1170 artifact *art;
1171 linked_char *next;
1172
1173 fprintf(logfile,"\n");
1174 for (al=first_artifactlist; al!=NULL; al=al->next) {
1175 fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1176 for (art=al->items; art!=NULL; art=art->next) {
1177 fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n",
1178 art->item->name, art->difficulty, art->chance);
1179 if (art->allowed !=NULL) {
1180 fprintf(logfile,"\tAllowed combinations:");
1181 for (next=art->allowed; next!=NULL; next=next->next)
1182 fprintf(logfile, "%s,", next->name);
1183 fprintf(logfile,"\n");
1184 }
1185 }
1186 }
1187 fprintf(logfile,"\n");
1188}
1189
1190/*
1191 * For debugging purposes. Dumps all treasures recursively (see below).
1192 */
1193void dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1194{
1195 treasurelist *tl;
1196 int i;
1197
1198 if (depth > 100)
1199 return; 1188 return;
1200 while (t != NULL)
1201 {
1202 if (t->name != NULL)
1203 {
1204 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " ");
1206 fprintf (logfile, "{ (list: %s)\n", t->name);
1207 tl = find_treasurelist (t->name);
1208 dump_monster_treasure_rec (name, tl->items, depth + 2);
1209 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " ");
1211 fprintf (logfile, "} (end of list: %s)\n", t->name);
1212 }
1213 else
1214 {
1215 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " ");
1217 if (t->item->clone.type == FLESH)
1218 fprintf (logfile, "%s's %s\n", name, t->item->clone.name);
1219 else 1189 else
1220 fprintf (logfile, "%s\n", t->item->clone.name);
1221 }
1222 if (t->next_yes != NULL)
1223 {
1224 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " ");
1226 fprintf (logfile, " (if yes)\n");
1227 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1228 }
1229 if (t->next_no != NULL)
1230 {
1231 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " ");
1233 fprintf (logfile, " (if no)\n");
1234 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1235 }
1236 t = t->next;
1237 }
1238}
1239
1240/*
1241 * For debugging purposes. Dumps all treasures for a given monster.
1242 * Created originally by Raphael Quinet for debugging the alchemy code.
1243 */
1244
1245void dump_monster_treasure (const char *name)
1246{
1247 archetype *at;
1248 int found;
1249
1250 found = 0;
1251 fprintf (logfile, "\n");
1252 for (at = first_archetype; at != NULL; at = at->next)
1253 if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1254 {
1255 fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name,
1256 at->name);
1257 if (at->clone.randomitems != NULL)
1258 dump_monster_treasure_rec (at->clone.name,
1259 at->clone.randomitems->items, 1);
1260 else
1261 fprintf (logfile, "(nothing)\n");
1262 fprintf (logfile, "\n");
1263 found++;
1264 }
1265 if (found == 0)
1266 fprintf (logfile, "No objects have the name %s!\n\n", name);
1267}
1268
1269/*
1270 * Builds up the lists of artifacts from the file in the libdir.
1271 */
1272
1273void init_artifacts(void) {
1274 static int has_been_inited=0;
1275 FILE *fp;
1276 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1277 artifact *art=NULL;
1278 linked_char *tmp;
1279 int value, comp;
1280 artifactlist *al;
1281
1282 if (has_been_inited) return;
1283 else has_been_inited = 1; 1190 has_been_inited = 1;
1284 1191
1285 sprintf(filename, "%s/artifacts", settings.datadir); 1192 sprintf (filename, "%s/artifacts", settings.datadir);
1286 LOG(llevDebug, "Reading artifacts from %s...",filename); 1193 object_thawer f (filename);
1287 if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) {
1288 LOG(llevError, "Can't open %s.\n", filename);
1289 return;
1290 }
1291 1194
1292 while (fgets(buf, HUGE_BUF, fp)!=NULL) { 1195 if (!f)
1293 if (*buf=='#') continue; 1196 return;
1294 if((cp=strchr(buf,'\n'))!=NULL) 1197
1295 *cp='\0'; 1198 for (;;)
1296 cp=buf;
1297 while(*cp==' ') /* Skip blanks */
1298 cp++;
1299 if (*cp=='\0') continue;
1300 1199 {
1301 if (!strncmp(cp, "Allowed", 7)) { 1200 switch (f.kw)
1302 if (art==NULL) {
1303 art=get_empty_artifact();
1304 nrofartifacts++;
1305 } 1201 {
1306 cp = strchr(cp,' ') + 1; 1202 case KW_allowed:
1307 if (!strcmp(cp,"all")) continue; 1203 if (!art)
1204 art = get_empty_artifact ();
1308 1205
1309 do { 1206 {
1310 nrofallowedstr++; 1207 if (!strcmp (f.get_str (), "all"))
1311 if ((next=strchr(cp, ','))!=NULL) 1208 break;
1312 *(next++) = '\0'; 1209
1313 tmp = (linked_char*) malloc(sizeof(linked_char)); 1210 const char *cp = f.get_str ();
1314 tmp->name = add_string(cp); 1211 char *next;
1315 tmp->next = art->allowed; 1212 do
1316 art->allowed = tmp; 1213 {
1317 } while ((cp=next)!=NULL); 1214 if ((next = (char *)strchr (cp, ',')))
1318 } 1215 *next++ = '\0';
1319 else if (sscanf(cp, "chance %d", &value)) 1216
1320 art->chance = (uint16) value; 1217 linked_char *tmp = new linked_char;
1321 else if (sscanf(cp, "difficulty %d", &value)) 1218
1322 art->difficulty = (uint8) value; 1219 tmp->name = cp;
1323 else if (!strncmp(cp, "Object",6)) { 1220 tmp->next = art->allowed;
1324 art->item = (object *) calloc(1, sizeof(object)); 1221 art->allowed = tmp;
1325 reset_object(art->item); 1222 }
1326 if (!load_object(fp, art->item,LO_LINEMODE,0)) 1223 while ((cp = next));
1224 }
1225 break;
1226
1227 case KW_chance:
1228 f.get (art->chance);
1229 break;
1230
1231 case KW_difficulty:
1232 f.get (art->difficulty);
1233 break;
1234
1235 case KW_object:
1236 {
1237 art->item = object::create ();
1238 f.get (art->item->name);
1239 f.next ();
1240
1241 if (!art->item->parse_kv (f))
1327 LOG(llevError,"Init_Artifacts: Could not load object.\n"); 1242 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1328 art->item->name = add_string((strchr(cp, ' ')+1)); 1243
1329 al=find_artifactlist(art->item->type); 1244 al = find_artifactlist (art->item->type);
1330 if (al==NULL) { 1245
1331 al = get_empty_artifactlist(); 1246 if (!al)
1332 al->type = art->item->type; 1247 {
1248 al = get_empty_artifactlist ();
1249 al->type = art->item->type;
1333 al->next = first_artifactlist; 1250 al->next = first_artifactlist;
1334 first_artifactlist = al; 1251 first_artifactlist = al;
1252 }
1253
1254 art->next = al->items;
1255 al->items = art;
1256 art = 0;
1257 }
1258 continue;
1259
1260 case KW_EOF:
1261 goto done;
1262
1263 default:
1264 if (!f.parse_error ("artifacts file"))
1265 cleanup ("artifacts file required");
1266 break;
1267 }
1268
1269 f.next ();
1335 } 1270 }
1336 art->next = al->items;
1337 al->items = art;
1338 art = NULL;
1339 }
1340 else
1341 LOG(llevError,"Unknown input in artifact file: %s\n", buf);
1342 }
1343 1271
1344 close_and_delete(fp, comp); 1272done:
1345
1346 for (al=first_artifactlist; al!=NULL; al=al->next) { 1273 for (al = first_artifactlist; al; al = al->next)
1274 {
1275 al->total_chance = 0;
1276
1347 for (art=al->items; art!=NULL; art=art->next) { 1277 for (art = al->items; art; art = art->next)
1278 {
1348 if (!art->chance) 1279 if (!art->chance)
1349 LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); 1280 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1350 else 1281 else
1351 al->total_chance += art->chance; 1282 al->total_chance += art->chance;
1352 } 1283 }
1353#if 0 1284#if 0
1354 LOG(llevDebug,"Artifact list type %d has %d total chance\n", 1285 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1355 al->type, al->total_chance);
1356#endif 1286#endif
1357 } 1287 }
1358 1288
1359 LOG(llevDebug,"done.\n"); 1289 LOG (llevDebug, "done.\n");
1360} 1290}
1361
1362 1291
1363/* 1292/*
1364 * Used in artifact generation. The bonuses of the first object 1293 * Used in artifact generation. The bonuses of the first object
1365 * is modified by the bonuses of the second object. 1294 * is modified by the bonuses of the second object.
1366 */ 1295 */
1367 1296void
1368void add_abilities(object *op, object *change) { 1297add_abilities (object *op, object *change)
1298{
1369 int i,j, tmp; 1299 int i, tmp;
1370 1300
1371 if (change->face != blank_face) { 1301 if (change->face != blank_face)
1302 {
1372#ifdef TREASURE_VERBOSE 1303#ifdef TREASURE_VERBOSE
1373 LOG(llevDebug, "FACE: %d\n", change->face->number); 1304 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1374#endif 1305#endif
1375 op->face = change->face; 1306 op->face = change->face;
1376 } 1307 }
1308
1377 for (i = 0; i < NUM_STATS; i++) 1309 for (i = 0; i < NUM_STATS; i++)
1378 change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); 1310 change_attr_value (&(op->stats), i, change->stats.stat (i));
1379 1311
1380 op->attacktype |= change->attacktype; 1312 op->attacktype |= change->attacktype;
1381 op->path_attuned |= change->path_attuned; 1313 op->path_attuned |= change->path_attuned;
1382 op->path_repelled |= change->path_repelled; 1314 op->path_repelled |= change->path_repelled;
1383 op->path_denied |= change->path_denied; 1315 op->path_denied |= change->path_denied;
1384 op->move_type |= change->move_type; 1316 op->move_type |= change->move_type;
1385 op->stats.luck += change->stats.luck; 1317 op->stats.luck += change->stats.luck;
1386 1318
1387 if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); 1319 if (QUERY_FLAG (change, FLAG_CURSED))
1388 if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); 1320 SET_FLAG (op, FLAG_CURSED);
1321 if (QUERY_FLAG (change, FLAG_DAMNED))
1322 SET_FLAG (op, FLAG_DAMNED);
1389 if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) 1323 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1390 && op->magic > 0)
1391 set_abs_magic(op, -op->magic); 1324 set_abs_magic (op, -op->magic);
1392 1325
1393 if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1326 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1394 if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1327 SET_FLAG (op, FLAG_LIFESAVE);
1395 if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1328 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1396 if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1329 SET_FLAG (op, FLAG_REFL_SPELL);
1397 if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1330 if (QUERY_FLAG (change, FLAG_STEALTH))
1398 if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1331 SET_FLAG (op, FLAG_STEALTH);
1399 if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1332 if (QUERY_FLAG (change, FLAG_XRAYS))
1400 if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); 1333 SET_FLAG (op, FLAG_XRAYS);
1334 if (QUERY_FLAG (change, FLAG_BLIND))
1335 SET_FLAG (op, FLAG_BLIND);
1336 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1337 SET_FLAG (op, FLAG_SEE_IN_DARK);
1338 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1339 SET_FLAG (op, FLAG_REFL_MISSILE);
1340 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1341 SET_FLAG (op, FLAG_MAKE_INVIS);
1401 1342
1402 if (QUERY_FLAG(change,FLAG_STAND_STILL)) { 1343 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1344 {
1403 CLEAR_FLAG(op,FLAG_ANIMATE); 1345 CLEAR_FLAG (op, FLAG_ANIMATE);
1404 /* so artifacts will join */ 1346 /* so artifacts will join */
1405 if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; 1347 if (!QUERY_FLAG (op, FLAG_ALIVE))
1406 update_ob_speed(op); 1348 op->speed = 0.0;
1349
1350 op->set_speed (op->speed);
1407 } 1351 }
1408 if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; 1352
1353 if (change->nrof)
1354 op->nrof = rndm (change->nrof) + 1;
1355
1409 op->stats.exp += change->stats.exp; /* Speed modifier */ 1356 op->stats.exp += change->stats.exp; /* Speed modifier */
1410 op->stats.wc += change->stats.wc; 1357 op->stats.wc += change->stats.wc;
1411 op->stats.ac += change->stats.ac; 1358 op->stats.ac += change->stats.ac;
1412 1359
1413 if (change->other_arch) { 1360 if (change->other_arch)
1361 {
1414 /* Basically, for horns & potions, the other_arch field is the spell 1362 /* Basically, for horns & potions, the other_arch field is the spell
1415 * to cast. So convert that to into a spell and put it into 1363 * to cast. So convert that to into a spell and put it into
1416 * this object. 1364 * this object.
1417 */ 1365 */
1418 if (op->type == HORN || op->type == POTION) { 1366 if (op->type == HORN || op->type == POTION)
1419 object *tmp_obj; 1367 {
1420 /* Remove any spells this object currently has in it */ 1368 /* Remove any spells this object currently has in it */
1421 while (op->inv) { 1369 op->destroy_inv (false);
1422 tmp_obj = op->inv; 1370
1423 remove_ob(tmp_obj); 1371 object *tmp = change->other_arch->instance ();
1424 free_object(tmp_obj);
1425 }
1426 tmp_obj = arch_to_object(change->other_arch);
1427 insert_ob_in_ob(tmp_obj, op); 1372 insert_ob_in_ob (tmp, op);
1428 } 1373 }
1374
1429 /* No harm setting this for potions/horns */ 1375 /* No harm setting this for potions/horns */
1430 op->other_arch = change->other_arch; 1376 op->other_arch = change->other_arch;
1431 } 1377 }
1432 1378
1433 if (change->stats.hp < 0) 1379 if (change->stats.hp < 0)
1434 op->stats.hp = -change->stats.hp; 1380 op->stats.hp = -change->stats.hp;
1435 else 1381 else
1436 op->stats.hp += change->stats.hp; 1382 op->stats.hp += change->stats.hp;
1383
1437 if (change->stats.maxhp < 0) 1384 if (change->stats.maxhp < 0)
1438 op->stats.maxhp = -change->stats.maxhp; 1385 op->stats.maxhp = -change->stats.maxhp;
1439 else 1386 else
1440 op->stats.maxhp += change->stats.maxhp; 1387 op->stats.maxhp += change->stats.maxhp;
1388
1441 if (change->stats.sp < 0) 1389 if (change->stats.sp < 0)
1442 op->stats.sp = -change->stats.sp; 1390 op->stats.sp = -change->stats.sp;
1443 else 1391 else
1444 op->stats.sp += change->stats.sp; 1392 op->stats.sp += change->stats.sp;
1393
1445 if (change->stats.maxsp < 0) 1394 if (change->stats.maxsp < 0)
1446 op->stats.maxsp = -change->stats.maxsp; 1395 op->stats.maxsp = -change->stats.maxsp;
1447 else 1396 else
1448 op->stats.maxsp += change->stats.maxsp; 1397 op->stats.maxsp += change->stats.maxsp;
1398
1449 if (change->stats.food < 0) 1399 if (change->stats.food < 0)
1450 op->stats.food = -(change->stats.food); 1400 op->stats.food = -(change->stats.food);
1451 else 1401 else
1452 op->stats.food += change->stats.food; 1402 op->stats.food += change->stats.food;
1403
1453 if (change->level < 0) 1404 if (change->level < 0)
1454 op->level = -(change->level); 1405 op->level = -(change->level);
1455 else 1406 else
1456 op->level += change->level; 1407 op->level += change->level;
1457 1408
1458 if (change->gen_sp_armour < 0) 1409 if (change->gen_sp_armour < 0)
1459 op->gen_sp_armour = -(change->gen_sp_armour); 1410 op->gen_sp_armour = -(change->gen_sp_armour);
1460 else 1411 else
1461 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1412 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1462 1413
1463 op->item_power = change->item_power; 1414 op->item_power = change->item_power;
1464 1415
1465 for (i=0; i<NROFATTACKS; i++) { 1416 for (i = 0; i < NROFATTACKS; i++)
1466 if (change->resist[i]) { 1417 if (change->resist[i])
1467 op->resist[i] += change->resist[i]; 1418 op->resist[i] += change->resist[i];
1468 } 1419
1469 }
1470 if (change->stats.dam) { 1420 if (change->stats.dam)
1421 {
1471 if (change->stats.dam < 0) 1422 if (change->stats.dam < 0)
1472 op->stats.dam = (-change->stats.dam); 1423 op->stats.dam = (-change->stats.dam);
1473 else if (op->stats.dam) { 1424 else if (op->stats.dam)
1425 {
1474 tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10); 1426 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1475 if (tmp == op->stats.dam) { 1427 if (tmp == op->stats.dam)
1428 {
1476 if (change->stats.dam < 10) 1429 if (change->stats.dam < 10)
1477 op->stats.dam--; 1430 op->stats.dam--;
1478 else 1431 else
1479 op->stats.dam++; 1432 op->stats.dam++;
1433 }
1434 else
1435 op->stats.dam = tmp;
1436 }
1480 } 1437 }
1481 else 1438
1482 op->stats.dam = tmp;
1483 }
1484 }
1485 if (change->weight) { 1439 if (change->weight)
1440 {
1486 if (change->weight < 0) 1441 if (change->weight < 0)
1487 op->weight = (-change->weight); 1442 op->weight = (-change->weight);
1488 else 1443 else
1489 op->weight = (op->weight * (change->weight)) / 100; 1444 op->weight = (op->weight * (change->weight)) / 100;
1490 } 1445 }
1446
1491 if (change->last_sp) { 1447 if (change->last_sp)
1448 {
1492 if (change->last_sp < 0) 1449 if (change->last_sp < 0)
1493 op->last_sp = (-change->last_sp); 1450 op->last_sp = (-change->last_sp);
1494 else 1451 else
1495 op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100); 1452 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1496 } 1453 }
1454
1497 if (change->gen_sp_armour) { 1455 if (change->gen_sp_armour)
1456 {
1498 if (change->gen_sp_armour < 0) 1457 if (change->gen_sp_armour < 0)
1499 op->gen_sp_armour = (-change->gen_sp_armour); 1458 op->gen_sp_armour = (-change->gen_sp_armour);
1500 else 1459 else
1501 op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) 1460 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1502 / (int)100);
1503 } 1461 }
1462
1504 op->value *= change->value; 1463 op->value *= change->value;
1505 1464
1506 if(change->material) op->material = change->material;
1507
1508 if (change->materialname) { 1465 if (change->materials)
1509 if (op->materialname) 1466 op->materials = change->materials;
1510 free_string(op->materialname);
1511 op->materialname = add_refcount(change->materialname);
1512 }
1513 1467
1468 if (change->material != MATERIAL_NULL)
1469 op->material = change->material;
1470
1514 if (change->slaying) { 1471 if (change->slaying)
1515 if (op->slaying)
1516 free_string(op->slaying);
1517 op->slaying = add_refcount(change->slaying); 1472 op->slaying = change->slaying;
1518 } 1473
1519 if (change->race) { 1474 if (change->race)
1520 if (op->race) 1475 op->race = change->race;
1521 free_string(op->race); 1476
1522 op->race = add_refcount(change->race);
1523 }
1524 if (change->msg) { 1477 if (change->msg)
1525 if (op->msg) 1478 op->msg = change->msg;
1526 free_string(op->msg);
1527 op->msg = add_refcount(change->msg);
1528 }
1529 /* GROS: Added support for event_... in artifact file */
1530 for(j=0;j<NR_EVENTS;j++) {
1531 event *evt;
1532 event *evt2;
1533 event *evtn;
1534 event *evtp;
1535
1536 evt = find_event(change,j);
1537 evt2= find_event(op,j);
1538
1539 if ((evt) && (evt->hook)) {
1540 if ((evt2)&&(evt2->hook)) {
1541 free_string(evt2->hook);
1542 free_string(evt2->plugin);
1543 free_string(evt2->options);
1544 evtp = NULL;
1545 evtn = evt2->next;
1546 if (evt2 == op->events) {
1547 free(evt2);
1548 op->events = evtn;
1549 }
1550 else {
1551 evtp = op->events;
1552 while (evtp->next != evt2)
1553 evtp = evtp->next;
1554 free(evt2);
1555 evtp->next = evtn;
1556 }
1557 }
1558 else if (evt2 == NULL) {
1559 if (op->events == NULL) {
1560 evt2 = (event *)malloc(sizeof(event));
1561 op->events = evt2;
1562 }
1563 else {
1564 evtp = op->events;
1565 while (evtp->next != NULL)
1566 evtp = evtp->next;
1567 evtp->next = (event *)malloc(sizeof(event));
1568 evt2 = evtp->next;
1569 }
1570 }
1571 evt2->next = NULL;
1572 evt2->hook = add_refcount(evt->hook);
1573 evt2->plugin = add_refcount(evt->plugin);
1574 evt2->type = j;
1575
1576 if (evt->options)
1577 evt2->options = add_refcount(evt->options);
1578 else
1579 evt2->options = NULL;
1580 }
1581 }
1582} 1479}
1583 1480
1481static int
1584static int legal_artifact_combination(object *op, artifact *art) { 1482legal_artifact_combination (object *op, artifact *art)
1483{
1585 int neg, success = 0; 1484 int neg, success = 0;
1586 linked_char *tmp; 1485 linked_char *tmp;
1587 const char *name; 1486 const char *name;
1588 1487
1589 if (art->allowed == (linked_char *) NULL) 1488 if (!art->allowed)
1590 return 1; /* Ie, "all" */ 1489 return 1; /* Ie, "all" */
1490
1591 for (tmp = art->allowed; tmp; tmp = tmp->next) { 1491 for (tmp = art->allowed; tmp; tmp = tmp->next)
1492 {
1592#ifdef TREASURE_VERBOSE 1493#ifdef TREASURE_VERBOSE
1593 LOG(llevDebug, "legal_art: %s\n", tmp->name); 1494 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1594#endif 1495#endif
1595 if (*tmp->name == '!') 1496 if (*tmp->name == '!')
1596 name = tmp->name + 1, neg = 1; 1497 name = tmp->name + 1, neg = 1;
1597 else 1498 else
1598 name = tmp->name, neg = 0; 1499 name = tmp->name, neg = 0;
1599 1500
1600 /* If we match name, then return the opposite of 'neg' */ 1501 /* If we match name, then return the opposite of 'neg' */
1601 if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) 1502 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1602 return !neg; 1503 return !neg;
1603 1504
1604 /* Set success as true, since if the match was an inverse, it means 1505 /* Set success as true, since if the match was an inverse, it means
1605 * everything is allowed except what we match 1506 * everything is allowed except what we match
1606 */ 1507 */
1607 else if (neg) 1508 else if (neg)
1608 success = 1; 1509 success = 1;
1609 } 1510 }
1511
1610 return success; 1512 return success;
1611} 1513}
1612 1514
1613/* 1515/*
1614 * Fixes the given object, giving it the abilities and titles 1516 * Fixes the given object, giving it the abilities and titles
1615 * it should have due to the second artifact-template. 1517 * it should have due to the second artifact-template.
1616 */ 1518 */
1617 1519
1520void
1618void give_artifact_abilities(object *op, object *artifct) { 1521give_artifact_abilities (object *op, object *artifct)
1522{
1619 char new_name[MAX_BUF]; 1523 char new_name[MAX_BUF];
1620 1524
1621 sprintf(new_name, "of %s", artifct->name); 1525 sprintf (new_name, "of %s", &artifct->name);
1622 if (op->title)
1623 free_string(op->title);
1624 op->title = add_string(new_name); 1526 op->title = new_name;
1625 add_abilities(op, artifct); /* Give out the bonuses */ 1527 add_abilities (op, artifct); /* Give out the bonuses */
1626 1528
1627#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1529#if 0 /* Bit verbose, but keep it here until next time I need it... */
1628 { 1530 {
1629 char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); 1531 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1532
1630 SET_FLAG(op, FLAG_IDENTIFIED); 1533 SET_FLAG (op, FLAG_IDENTIFIED);
1631 LOG(llevDebug, "Generated artifact %s %s [%s]\n", 1534 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1632 op->name, op->title, describe_item(op, NULL));
1633 if (!identified) 1535 if (!identified)
1634 CLEAR_FLAG(op, FLAG_IDENTIFIED); 1536 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1635 } 1537 }
1636#endif 1538#endif
1637 return; 1539 return;
1638} 1540}
1639 1541
1646 */ 1548 */
1647 1549
1648/* Give 1 re-roll attempt per artifact */ 1550/* Give 1 re-roll attempt per artifact */
1649#define ARTIFACT_TRIES 2 1551#define ARTIFACT_TRIES 2
1650 1552
1553void
1651void generate_artifact(object *op, int difficulty) { 1554generate_artifact (object *op, int difficulty)
1555{
1652 artifactlist *al; 1556 artifactlist *al;
1653 artifact *art; 1557 artifact *art;
1654 int i; 1558 int i;
1655 1559
1656 al = find_artifactlist(op->type); 1560 al = find_artifactlist (op->type);
1657 1561
1658 if (al==NULL) { 1562 if (al == NULL)
1563 {
1659#if 0 /* This is too verbose, usually */ 1564#if 0 /* This is too verbose, usually */
1660 LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1565 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1661#endif
1662 return;
1663 }
1664
1665 for (i = 0; i < ARTIFACT_TRIES; i++) {
1666 int roll = RANDOM()% al->total_chance;
1667
1668 for (art=al->items; art!=NULL; art=art->next) {
1669 roll -= art->chance;
1670 if (roll<0) break;
1671 }
1672
1673 if (art == NULL || roll>=0) {
1674#if 1
1675 LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n",
1676 op->type);
1677#endif 1566#endif
1678 return; 1567 return;
1679 } 1568 }
1680 if (!strcmp(art->item->name,"NONE")) 1569
1681 return; 1570 for (i = 0; i < ARTIFACT_TRIES; i++)
1571 {
1572 int roll = rndm (al->total_chance);
1573
1574 for (art = al->items; art; art = art->next)
1575 {
1576 roll -= art->chance;
1577 if (roll < 0)
1578 break;
1579 }
1580
1581 if (art == NULL || roll >= 0)
1582 {
1583#if 1
1584 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1585#endif
1586 return;
1587 }
1588
1589 if (art->item->name == shstr_NONE)
1590 return;
1591
1682 if (FABS(op->magic) < art->item->magic) 1592 if (fabs (op->magic) < art->item->magic)
1683 continue; /* Not magic enough to be this item */ 1593 continue; /* Not magic enough to be this item */
1684 1594
1685 /* Map difficulty not high enough */ 1595 /* Map difficulty not high enough */
1686 if (difficulty<art->difficulty) 1596 if (difficulty < art->difficulty)
1687 continue; 1597 continue;
1688 1598
1689 if (!legal_artifact_combination(op, art)) { 1599 if (!legal_artifact_combination (op, art))
1600 {
1690#ifdef TREASURE_VERBOSE 1601#ifdef TREASURE_VERBOSE
1691 LOG(llevDebug, "%s of %s was not a legal combination.\n", 1602 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1692 op->name, art->item->name);
1693#endif 1603#endif
1694 continue; 1604 continue;
1695 } 1605 }
1606
1696 give_artifact_abilities(op, art->item); 1607 give_artifact_abilities (op, art->item);
1697 return; 1608 return;
1698 } 1609 }
1699} 1610}
1700 1611
1701/* fix_flesh_item() - objects of type FLESH are similar to type 1612/* fix_flesh_item() - objects of type FLESH are similar to type
1702 * FOOD, except they inherit properties (name, food value, etc). 1613 * FOOD, except they inherit properties (name, food value, etc).
1703 * based on the original owner (or 'donor' if you like). -b.t. 1614 * based on the original owner (or 'donor' if you like). -b.t.
1704 */ 1615 */
1705 1616
1617void
1706void fix_flesh_item(object *item, object *donor) { 1618fix_flesh_item (object *item, object *donor)
1619{
1707 char tmpbuf[MAX_BUF]; 1620 char tmpbuf[MAX_BUF];
1708 int i; 1621 int i;
1709 1622
1710 if(item->type==FLESH && donor) { 1623 if (item->type == FLESH && donor)
1624 {
1711 /* change the name */ 1625 /* change the name */
1712 sprintf(tmpbuf,"%s's %s",donor->name,item->name); 1626 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1713 FREE_AND_COPY(item->name, tmpbuf); 1627 item->name = tmpbuf;
1714 sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); 1628 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1715 FREE_AND_COPY(item->name_pl, tmpbuf); 1629 item->name_pl = tmpbuf;
1716 1630
1717 /* weight is FLESH weight/100 * donor */ 1631 /* weight is FLESH weight/100 * donor */
1718 if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) 1632 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1719 item->weight=1; 1633 item->weight = 1;
1720 1634
1721 /* value is multiplied by level of donor */ 1635 /* value is multiplied by level of donor */
1722 item->value *= isqrt(donor->level*2); 1636 item->value *= isqrt (donor->level * 2);
1723 1637
1724 /* food value */ 1638 /* food value */
1725 item->stats.food += (donor->stats.hp/100) + donor->stats.Con; 1639 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1726 1640
1727 /* flesh items inherit some abilities of donor, but not 1641 /* flesh items inherit some abilities of donor, but not
1728 * full effect. 1642 * full effect.
1729 */ 1643 */
1730 for (i=0; i<NROFATTACKS; i++) 1644 for (i = 0; i < NROFATTACKS; i++)
1731 item->resist[i] = donor->resist[i]/2; 1645 item->resist[i] = donor->resist[i] / 2;
1732 1646
1733 /* item inherits donor's level (important for quezals) */ 1647 /* item inherits donor's level (important for quezals) */
1734 item->level = donor->level; 1648 item->level = donor->level;
1735 1649
1736 /* if donor has some attacktypes, the flesh is poisonous */ 1650 /* if donor has some attacktypes, the flesh is poisonous */
1737 if(donor->attacktype&AT_POISON) 1651 if (donor->attacktype & AT_POISON)
1738 item->type=POISON; 1652 item->type = POISON;
1739 if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; 1653
1654 if (donor->attacktype & AT_ACID)
1655 item->stats.hp = -1 * item->stats.food;
1656
1740 SET_FLAG(item,FLAG_NO_STEAL); 1657 SET_FLAG (item, FLAG_NO_STEAL);
1741 } 1658 }
1742} 1659}
1743 1660
1744/* special_potion() - so that old potion code is still done right. */ 1661static void
1745
1746int special_potion (object *op) {
1747
1748 int i;
1749
1750 if(op->attacktype) return 1;
1751
1752 if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow
1753 || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1;
1754
1755 for (i=0; i<NROFATTACKS; i++)
1756 if (op->resist[i]) return 1;
1757
1758 return 0;
1759}
1760
1761void free_treasurestruct(treasure *t) 1662free_treasurestruct (treasure *t)
1762{ 1663{
1763 if (t->next) free_treasurestruct(t->next); 1664 if (t->next) free_treasurestruct (t->next);
1764 if (t->next_yes) free_treasurestruct(t->next_yes); 1665 if (t->next_yes) free_treasurestruct (t->next_yes);
1765 if (t->next_no) free_treasurestruct(t->next_no); 1666 if (t->next_no) free_treasurestruct (t->next_no);
1766 free(t);
1767}
1768 1667
1668 delete t;
1669}
1670
1671static void
1769void free_charlinks(linked_char *lc) 1672free_charlinks (linked_char *lc)
1770{ 1673{
1771 if (lc->next) free_charlinks(lc->next); 1674 if (lc->next)
1772 free(lc); 1675 free_charlinks (lc->next);
1773}
1774 1676
1677 delete lc;
1678}
1679
1680static void
1775void free_artifact(artifact *at) 1681free_artifact (artifact *at)
1776{ 1682{
1777
1778 if (at->next) free_artifact(at->next); 1683 if (at->next) free_artifact (at->next);
1779 if (at->allowed) free_charlinks(at->allowed); 1684 if (at->allowed) free_charlinks (at->allowed);
1780 if (at->item) { 1685
1781 if (at->item->name) free_string(at->item->name); 1686 at->item->destroy ();
1782 if (at->item->name_pl) free_string(at->item->name_pl); 1687
1783 if (at->item->msg) free_string(at->item->msg);
1784 if (at->item->title) free_string(at->item->title);
1785 free(at->item);
1786 }
1787 free(at); 1688 sfree (at);
1788} 1689}
1789 1690
1790void free_artifactlist(artifactlist *al)
1791{
1792 artifactlist *nextal;
1793 for (al=first_artifactlist; al!=NULL; al=nextal) {
1794 nextal=al->next;
1795 if (al->items) {
1796 free_artifact(al->items);
1797 }
1798 free(al);
1799 }
1800}
1801
1802void free_all_treasures(void) {
1803treasurelist *tl, *next;
1804
1805
1806 for (tl=first_treasurelist; tl!=NULL; tl=next) {
1807 next=tl->next;
1808 if (tl->name) free_string(tl->name);
1809 if (tl->items) free_treasurestruct(tl->items);
1810 free(tl);
1811 }
1812 free_artifactlist(first_artifactlist);
1813}

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