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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.74 by root, Mon Apr 21 23:35:24 2008 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 1.7 2006/09/03 00:18:40 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29
30#define ALLOWED_COMBINATION
31 23
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 25 * 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 26 * slows the startup some (and not actual game play), it is by default
35 * left on 27 * left on
36 */ 28 */
37#define TREASURE_DEBUG 29#define TREASURE_DEBUG
38 30
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 31/* TREASURE_VERBOSE enables copious output concerning artifact generation */
32
40/* #define TREASURE_VERBOSE */ 33//#define TREASURE_VERBOSE
41 34
42#include <global.h> 35#include <global.h>
43#include <treasure.h> 36#include <treasure.h>
44#include <funcpoint.h>
45#include <loader.h> 37#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/* 41static treasurelist *first_treasurelist;
52 * Initialize global archtype pointers:
53 */
54 42
43static void change_treasure (treasure *t, object *op); /* overrule default values */
44
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 true
52> tl_map_t;
53
54static tl_map_t tl_map;
55
56/*
57 * Searches for the given treasurelist
58 */
59treasurelist *
60treasurelist::find (const char *name)
61{
62 if (!name)
63 return 0;
64
65 auto (i, tl_map.find (name));
66
67 if (i == tl_map.end ())
68 return 0;
69
70 return i->second;
71}
72
73/*
74 * Searches for the given treasurelist in the globally linked list
75 * of treasurelists which has been built by load_treasures().
76 */
77treasurelist *
78treasurelist::get (const char *name)
79{
80 treasurelist *tl = find (name);
81
82 if (!tl)
83 {
84 tl = new treasurelist;
85
86 tl->name = name;
87 tl->next = first_treasurelist;
88 first_treasurelist = tl;
89
90 tl_map.insert (std::make_pair (tl->name, tl));
91 }
92
93 return tl;
94}
95
96//TODO: class method
55void 97void
56init_archetype_pointers () 98clear (treasurelist *tl)
57{ 99{
58 int prev_warn = warn_archetypes; 100 if (tl->items)
59 warn_archetypes = 1;
60 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring");
62 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet");
64 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff");
66 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown");
68 warn_archetypes = prev_warn;
69}
70
71/*
72 * Allocate and return the pointer to an empty treasurelist structure.
73 */
74
75static treasurelist *
76get_empty_treasurelist (void)
77{
78 return new treasurelist;
79}
80
81/*
82 * Allocate and return the pointer to an empty treasure structure.
83 */
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89
90 t->chance = 100;
91
92 return t;
93}
94
95/*
96 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists)
98 */
99
100static treasure *
101load_treasure (FILE * fp, int *line)
102{
103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure ();
105 int value;
106
107 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
110 (*line)++;
111
112 if (*buf == '#')
113 continue;
114 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0';
116 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */
118 cp++;
119
120 if (sscanf (cp, "arch %s", variable))
121 {
122 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 else if (sscanf (cp, "list %s", variable))
126 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end"))
144 return t;
145 else if (!strcmp (cp, "more"))
146 {
147 t->next = load_treasure (fp, line);
148 return t;
149 }
150 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 101 {
153 LOG (llevError, "treasure lacks 'end'.\n"); 102 free_treasurestruct (tl->items);
154 return t; 103 tl->items = 0;
104 }
105
106 tl->total_chance = 0;
155} 107}
156 108
157#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
160 */ 112 */
161static void 113static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 114check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 115{
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */ 118
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 119 if (t->next)
172 check_treasurelist (t->next, tl); 120 check_treasurelist (t->next, tl);
121
173 if (t->next_yes) 122 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 123 check_treasurelist (t->next_yes, tl);
124
175 if (t->next_no) 125 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 126 check_treasurelist (t->next_no, tl);
177} 127}
178#endif 128#endif
179 129
180/* 130/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 131 * Reads the lib/treasure file from disk, and parses the contents
132 * into an internal treasure structure (very linked lists)
133 */
134static treasure *
135read_treasure (object_thawer &f)
136{
137 treasure *t = new treasure;
138
139 f.next ();
140
141 for (;;)
142 {
143 coroapi::cede_to_tick ();
144
145 switch (f.kw)
146 {
147 case KW_arch:
148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = read_treasure (f); continue;
168
169 case KW_end:
170 f.next ();
171 return t;
172
173 case KW_more:
174 t->next = read_treasure (f);
175 return t;
176
177 default:
178 if (!f.parse_error ("treasurelist", t->name))
179 goto error;
180
181 return t;
182 }
183
184 f.next ();
185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
192}
193
194/*
182 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
183 */ 196 */
184 197treasurelist *
185void 198treasurelist::read (object_thawer &f)
186load_treasures (void)
187{ 199{
188 FILE *fp; 200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t;
192 int comp, line = 0;
193 201
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 202 bool one = f.kw == KW_treasureone;
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 203 treasurelist *tl = treasurelist::get (f.get_str ());
196 { 204 clear (tl);
197 LOG (llevError, "Can't open treasure file.\n"); 205 tl->items = read_treasure (f);
206 if (!tl->items)
198 return; 207 return 0;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205 208
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 {
208 treasurelist *tl = get_empty_treasurelist ();
209 tl->name = name;
210 if (previous == NULL)
211 first_treasurelist = tl;
212 else
213 previous->next = tl;
214 previous = tl;
215 tl->items = load_treasure (fp, &line);
216
217 /* This is a one of the many items on the list should be generated. 209 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no 210 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
220 */
221 if (!strncmp (buf, "treasureone", 11))
222 {
223 for (t = tl->items; t != NULL; t = t->next)
224 {
225#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no)
227 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n");
230 }
231#endif
232 tl->total_chance += t->chance;
233 }
234 }
235 }
236 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 }
239 close_and_delete (fp, comp);
240
241#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element.
246 */ 212 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 213 if (one)
248 check_treasurelist (previous->items, previous); 214 {
249#endif 215 for (treasure *t = tl->items; t; t = t->next)
250} 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 }
251 222
252/* 223 tl->total_chance += t->chance;
253 * Searches for the given treasurelist in the globally linked list 224 }
254 * of treasurelists which has been built by load_treasures(). 225 }
255 */
256 226
257treasurelist *
258find_treasurelist (const char *name)
259{
260 const char *tmp = shstr::find (name);
261 treasurelist *tl;
262
263 /* Special cases - randomitems of none is to override default. If
264 * first_treasurelist is null, it means we are on the first pass of
265 * of loading archetyps, so for now, just return - second pass will
266 * init these values.
267 */
268 if (!name || !*name)
269 return NULL;
270
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next)
273 if (tmp == tl->name)
274 return tl; 227 return tl;
275
276 LOG (llevError, "Couldn't find treasurelist %s\n", name);
277 return NULL;
278} 228}
279
280 229
281/* 230/*
282 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
283 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
284 * 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,
287 * being generated. 236 * being generated.
288 * 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
289 * abilities. This is used by summon spells, thus no summoned monsters 238 * abilities. This is used by summon spells, thus no summoned monsters
290 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
291 */ 240 */
292
293
294static void 241static void
295put_treasure (object * op, object * creator, int flags) 242put_treasure (object *op, object *creator, int flags)
296{ 243{
297 object *tmp; 244 if (flags & GT_ENVIRONMENT)
298 245 {
299 /* 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
300 * 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
301 * 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
302 * by another object. 249 * by another object.
303 */ 250 */
304 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
305 { 252 if (op->type == SPELL)
306 op->x = creator->x; 253 {
307 op->y = creator->y; 254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (op->blocked (creator->map, creator->x, creator->y))
261 op->destroy ();
262 else
263 {
308 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
309 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266 }
310 } 267 }
311 else 268 else
312 { 269 {
313 op = insert_ob_in_ob (op, creator); 270 op = creator->insert (op);
271
314 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
315 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
316 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 274
275 if (flags & GT_UPDATE_INV)
276 if (object *tmp = creator->in_player ())
317 esrv_send_item (tmp, op); 277 esrv_send_item (tmp, op);
318 } 278 }
319} 279}
320 280
321/* if there are change_xxx commands in the treasure, we include the changes 281/* if there are change_xxx commands in the treasure, we include the changes
322 * in the generated object 282 * in the generated object
323 */ 283 */
324static void 284static void
325change_treasure (treasure * t, object * op) 285change_treasure (treasure *t, object *op)
326{ 286{
327 /* CMD: change_name xxxx */ 287 /* CMD: change_name xxxx */
328 if (t->change_arch.name) 288 if (t->change_arch.name)
329 { 289 {
330 op->name = t->change_arch.name; 290 op->name = t->change_arch.name;
336 296
337 if (t->change_arch.slaying) 297 if (t->change_arch.slaying)
338 op->slaying = t->change_arch.slaying; 298 op->slaying = t->change_arch.slaying;
339} 299}
340 300
341void 301static void
342create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 302create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
343{ 303{
344 object *tmp;
345
346
347 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 304 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
348 { 305 {
349 if (t->name) 306 if (t->name)
350 { 307 {
351 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 308 if (difficulty >= t->magic)
352 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 309 if (treasurelist *tl = treasurelist::find (t->name))
353 } 310 create_treasure (tl, op, flag, difficulty, tries);
311 else
312 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
313 }
354 else 314 else
355 { 315 {
356 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 316 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
357 { 317 {
358 tmp = arch_to_object (t->item); 318 object *tmp = arch_to_object (t->item);
319
359 if (t->nrof && tmp->nrof <= 1) 320 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 321 tmp->nrof = rndm (t->nrof) + 1;
322
361 fix_generated_item (tmp, op, difficulty, t->magic, flag); 323 fix_generated_item (tmp, op, difficulty, t->magic, flag);
362 change_treasure (t, tmp); 324 change_treasure (t, tmp);
363 put_treasure (tmp, op, flag); 325 put_treasure (tmp, op, flag);
364 } 326 }
365 } 327 }
328
366 if (t->next_yes != NULL) 329 if (t->next_yes)
367 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 330 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
368 } 331 }
369 else if (t->next_no != NULL) 332 else if (t->next_no)
370 create_all_treasures (t->next_no, op, flag, difficulty, tries); 333 create_all_treasures (t->next_no, op, flag, difficulty, tries);
334
371 if (t->next != NULL) 335 if (t->next)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 336 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 337}
374 338
375void 339static void
376create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 340create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 341{
378 int value = RANDOM () % tl->total_chance; 342 int value = rndm (tl->total_chance);
379 treasure *t; 343 treasure *t;
380 344
381 if (tries++ > 100) 345 if (tries++ > 100)
382 { 346 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 347 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 348 return;
385 } 349 }
350
386 for (t = tl->items; t != NULL; t = t->next) 351 for (t = tl->items; t; t = t->next)
387 { 352 {
388 value -= t->chance; 353 value -= t->chance;
354
389 if (value < 0) 355 if (value < 0)
390 break; 356 break;
391 } 357 }
392 358
393 if (!t || value >= 0) 359 if (!t || value >= 0)
394 {
395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 360 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
396 abort (); 361
397 return;
398 }
399 if (t->name) 362 if (t->name)
400 { 363 {
401 if (!strcmp (t->name, "NONE"))
402 return;
403 if (difficulty >= t->magic) 364 if (difficulty >= t->magic)
404 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 365 {
366 treasurelist *tl = treasurelist::find (t->name);
367 if (tl)
368 create_treasure (tl, op, flag, difficulty, tries);
369 }
405 else if (t->nrof) 370 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 371 create_one_treasure (tl, op, flag, difficulty, tries);
407 return;
408 } 372 }
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 373 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
410 { 374 {
411 object *tmp = arch_to_object (t->item); 375 if (object *tmp = arch_to_object (t->item))
412 if (!tmp) 376 {
413 return;
414 if (t->nrof && tmp->nrof <= 1) 377 if (t->nrof && tmp->nrof <= 1)
415 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 378 tmp->nrof = rndm (t->nrof) + 1;
379
416 fix_generated_item (tmp, op, difficulty, t->magic, flag); 380 fix_generated_item (tmp, op, difficulty, t->magic, flag);
417 change_treasure (t, tmp); 381 change_treasure (t, tmp);
418 put_treasure (tmp, op, flag); 382 put_treasure (tmp, op, flag);
383 }
419 } 384 }
385}
386
387void
388object::create_treasure (treasurelist *tl, int flags)
389{
390 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
420} 391}
421 392
422/* This calls the appropriate treasure creation function. tries is passed 393/* This calls the appropriate treasure creation function. tries is passed
423 * to determine how many list transitions or attempts to create treasure 394 * to determine how many list transitions or attempts to create treasure
424 * have been made. It is really in place to prevent infinite loops with 395 * have been made. It is really in place to prevent infinite loops with
425 * list transitions, or so that excessively good treasure will not be 396 * list transitions, or so that excessively good treasure will not be
426 * created on weak maps, because it will exceed the number of allowed tries 397 * created on weak maps, because it will exceed the number of allowed tries
427 * to do that. 398 * to do that.
428 */ 399 */
429void 400void
430create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 401create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
431{ 402{
403 // empty treasurelists are legal
404 if (!tl->items)
405 return;
432 406
433 if (tries++ > 100) 407 if (tries++ > 100)
434 { 408 {
435 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 409 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
436 return; 410 return;
437 } 411 }
412
413 if (op->flag [FLAG_TREASURE_ENV])
414 {
415 // do not generate items when there already is something above the object
416 if (op->flag [FLAG_IS_FLOOR] && op->above)
417 return;
418
419 flag |= GT_ENVIRONMENT;
420 }
421
438 if (t->total_chance) 422 if (tl->total_chance)
439 create_one_treasure (t, op, flag, difficulty, tries); 423 create_one_treasure (tl, op, flag, difficulty, tries);
440 else 424 else
441 create_all_treasures (t->items, op, flag, difficulty, tries); 425 create_all_treasures (tl->items, op, flag, difficulty, tries);
442} 426}
443 427
444/* This is similar to the old generate treasure function. However, 428/* This is similar to the old generate treasure function. However,
445 * it instead takes a treasurelist. It is really just a wrapper around 429 * it instead takes a treasurelist. It is really just a wrapper around
446 * create_treasure. We create a dummy object that the treasure gets 430 * create_treasure. We create a dummy object that the treasure gets
447 * inserted into, and then return that treausre 431 * inserted into, and then return that treausre
448 */ 432 */
449object * 433object *
450generate_treasure (treasurelist * t, int difficulty) 434generate_treasure (treasurelist *tl, int difficulty)
451{ 435{
452 object *ob = get_object (), *tmp; 436 difficulty = clamp (difficulty, 1, settings.max_level);
453 437
438 object *ob = object::create ();
439
454 create_treasure (t, ob, 0, difficulty, 0); 440 create_treasure (tl, ob, 0, difficulty, 0);
455 441
456 /* Don't want to free the object we are about to return */ 442 /* Don't want to free the object we are about to return */
457 tmp = ob->inv; 443 object *tmp = ob->inv;
458 if (tmp != NULL) 444 if (tmp)
459 remove_ob (tmp); 445 tmp->remove ();
446
460 if (ob->inv) 447 if (ob->inv)
461 {
462 LOG (llevError, "In generate treasure, created multiple objects.\n"); 448 LOG (llevError, "In generate treasure, created multiple objects.\n");
463 } 449
464 free_object (ob); 450 ob->destroy ();
465 return tmp; 451 return tmp;
466} 452}
467 453
468/* 454/*
469 * This is a new way of calculating the chance for an item to have 455 * This is a new way of calculating the chance for an item to have
471 * The array has two arguments, the difficulty of the level, and the 457 * The array has two arguments, the difficulty of the level, and the
472 * magical bonus "wanted". 458 * magical bonus "wanted".
473 */ 459 */
474 460
475static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 461static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
476/*chance of magic difficulty*/ 462// chance of magic difficulty
477/* +0 +1 +2 +3 +4 */ 463// +0 +1 +2 +3 +4
478 {95, 2, 2, 1, 0}, /*1 */ 464 {95, 2, 2, 1, 0}, // 1
479 {92, 5, 2, 1, 0}, /*2 */ 465 {92, 5, 2, 1, 0}, // 2
480 {85, 10, 4, 1, 0}, /*3 */ 466 {85, 10, 4, 1, 0}, // 3
481 {80, 14, 4, 2, 0}, /*4 */ 467 {80, 14, 4, 2, 0}, // 4
482 {75, 17, 5, 2, 1}, /*5 */ 468 {75, 17, 5, 2, 1}, // 5
483 {70, 18, 8, 3, 1}, /*6 */ 469 {70, 18, 8, 3, 1}, // 6
484 {65, 21, 10, 3, 1}, /*7 */ 470 {65, 21, 10, 3, 1}, // 7
485 {60, 22, 12, 4, 2}, /*8 */ 471 {60, 22, 12, 4, 2}, // 8
486 {55, 25, 14, 4, 2}, /*9 */ 472 {55, 25, 14, 4, 2}, // 9
487 {50, 27, 16, 5, 2}, /*10 */ 473 {50, 27, 16, 5, 2}, // 10
488 {45, 28, 18, 6, 3}, /*11 */ 474 {45, 28, 18, 6, 3}, // 11
489 {42, 28, 20, 7, 3}, /*12 */ 475 {42, 28, 20, 7, 3}, // 12
490 {40, 27, 21, 8, 4}, /*13 */ 476 {40, 27, 21, 8, 4}, // 13
491 {38, 25, 22, 10, 5}, /*14 */ 477 {38, 25, 22, 10, 5}, // 14
492 {36, 23, 23, 12, 6}, /*15 */ 478 {36, 23, 23, 12, 6}, // 15
493 {33, 21, 24, 14, 8}, /*16 */ 479 {33, 21, 24, 14, 8}, // 16
494 {31, 19, 25, 16, 9}, /*17 */ 480 {31, 19, 25, 16, 9}, // 17
495 {27, 15, 30, 18, 10}, /*18 */ 481 {27, 15, 30, 18, 10}, // 18
496 {20, 12, 30, 25, 13}, /*19 */ 482 {20, 12, 30, 25, 13}, // 19
497 {15, 10, 28, 30, 17}, /*20 */ 483 {15, 10, 28, 30, 17}, // 20
498 {13, 9, 27, 28, 23}, /*21 */ 484 {13, 9, 27, 28, 23}, // 21
499 {10, 8, 25, 28, 29}, /*22 */ 485 {10, 8, 25, 28, 29}, // 22
500 {8, 7, 23, 26, 36}, /*23 */ 486 { 8, 7, 23, 26, 36}, // 23
501 {6, 6, 20, 22, 46}, /*24 */ 487 { 6, 6, 20, 22, 46}, // 24
502 {4, 5, 17, 18, 56}, /*25 */ 488 { 4, 5, 17, 18, 56}, // 25
503 {2, 4, 12, 14, 68}, /*26 */ 489 { 2, 4, 12, 14, 68}, // 26
504 {0, 3, 7, 10, 80}, /*27 */ 490 { 0, 3, 7, 10, 80}, // 27
505 {0, 0, 3, 7, 90}, /*28 */ 491 { 0, 0, 3, 7, 90}, // 28
506 {0, 0, 0, 3, 97}, /*29 */ 492 { 0, 0, 0, 3, 97}, // 29
507 {0, 0, 0, 0, 100}, /*30 */ 493 { 0, 0, 0, 0, 100}, // 30
508 {0, 0, 0, 0, 100}, /*31 */ 494 { 0, 0, 0, 0, 100}, // 31
509}; 495};
510
511 496
512/* calculate the appropriate level for wands staves and scrolls. 497/* calculate the appropriate level for wands staves and scrolls.
513 * This code presumes that op has had its spell object created (in op->inv) 498 * This code presumes that op has had its spell object created (in op->inv)
514 * 499 *
515 * elmex Wed Aug 9 17:44:59 CEST 2006: 500 * elmex Wed Aug 9 17:44:59 CEST 2006:
516 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 501 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
517 */ 502 */
518
519int 503int
520level_for_item (const object * op, int difficulty) 504level_for_item (const object *op, int difficulty)
521{ 505{
522 int mult = 0, olevel = 0;
523
524 if (!op->inv) 506 if (!op->inv)
525 { 507 {
526 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 508 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
527 return 0; 509 return 0;
528 } 510 }
529 511
530 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 512 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
531 513
532 if (olevel <= 0) 514 if (olevel <= 0)
533 olevel = rndm (1, MIN (op->inv->level, 1)); 515 olevel = rndm (1, op->inv->level);
534 516
535 if (olevel > MAXLEVEL) 517 return min (olevel, MAXLEVEL);
536 olevel = MAXLEVEL;
537
538 return olevel;
539} 518}
540 519
541/* 520/*
542 * Based upon the specified difficulty and upon the difftomagic_list array, 521 * Based upon the specified difficulty and upon the difftomagic_list array,
543 * a random magical bonus is returned. This is used when determine 522 * a random magical bonus is returned. This is used when determine
546 * elmex Thu Aug 10 18:45:44 CEST 2006: 525 * elmex Thu Aug 10 18:45:44 CEST 2006:
547 * Scaling difficulty by max_level, as difficulty is a level and not some 526 * Scaling difficulty by max_level, as difficulty is a level and not some
548 * weird integer between 1-31. 527 * weird integer between 1-31.
549 * 528 *
550 */ 529 */
551
552int 530int
553magic_from_difficulty (int difficulty) 531magic_from_difficulty (int difficulty)
554{ 532{
555 int percent = 0, magic = 0; 533 int percent = 0, magic = 0;
556 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 534 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
561 scaled_diff = 0; 539 scaled_diff = 0;
562 540
563 if (scaled_diff >= DIFFLEVELS) 541 if (scaled_diff >= DIFFLEVELS)
564 scaled_diff = DIFFLEVELS - 1; 542 scaled_diff = DIFFLEVELS - 1;
565 543
566 percent = RANDOM () % 100; 544 percent = rndm (100);
567 545
568 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 546 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
569 { 547 {
570 percent -= difftomagic_list[scaled_diff][magic]; 548 percent -= difftomagic_list[scaled_diff][magic];
571 549
572 if (percent < 0) 550 if (percent < 0)
573 break; 551 break;
574 } 552 }
575 553
576 if (magic == (MAXMAGIC + 1)) 554 if (magic == (MAXMAGIC + 1))
577 { 555 {
578 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 556 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
579 magic = 0; 557 magic = 0;
580 } 558 }
581 559
582 magic = (RANDOM () % 3) ? magic : -magic; 560 magic = (rndm (3)) ? magic : -magic;
583 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 561 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
584 562
585 return magic; 563 return magic;
586} 564}
587 565
591 * This function doesn't work properly, should add use of archetypes 569 * This function doesn't work properly, should add use of archetypes
592 * to make it truly absolute. 570 * to make it truly absolute.
593 */ 571 */
594 572
595void 573void
596set_abs_magic (object * op, int magic) 574set_abs_magic (object *op, int magic)
597{ 575{
598 if (!magic) 576 if (!magic)
599 return; 577 return;
600 578
601 op->magic = magic; 579 op->magic = magic;
602 if (op->arch) 580 if (op->arch)
603 { 581 {
604 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
605 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
606 584
607 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
608 magic = (-magic); 586 magic = (-magic);
609 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
610 } 588 }
611 else 589 else
612 { 590 {
613 if (op->type == ARMOUR) 591 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
616 magic = (-magic); 594 magic = (-magic);
617 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
618 } 596 }
619} 597}
620 598
621/* 599/*
622 * Sets a random magical bonus in the given object based upon 600 * Sets a random magical bonus in the given object based upon
623 * the given difficulty, and the given max possible bonus. 601 * the given difficulty, and the given max possible bonus.
624 */ 602 */
625 603
626static void 604static void
627set_magic (int difficulty, object * op, int max_magic, int flags) 605set_magic (int difficulty, object *op, int max_magic, int flags)
628{ 606{
629 int i; 607 int i;
608
630 i = magic_from_difficulty (difficulty); 609 i = magic_from_difficulty (difficulty);
631 if ((flags & GT_ONLY_GOOD) && i < 0) 610 if ((flags & GT_ONLY_GOOD) && i < 0)
632 i = -i; 611 i = -i;
633 if (i > max_magic) 612 if (i > max_magic)
634 i = max_magic; 613 i = max_magic;
643 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
644 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
645 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
646 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
647 */ 626 */
648
649void 627void
650set_ring_bonus (object * op, int bonus) 628set_ring_bonus (object *op, int bonus)
651{ 629{
652 630
653 int r = RANDOM () % (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
654 632
655 if (op->type == AMULET) 633 if (op->type == AMULET)
656 { 634 {
657 if (!(RANDOM () % 21)) 635 if (!(rndm (21)))
658 r = 20 + RANDOM () % 2; 636 r = 20 + rndm (2);
659 else 637 else
660 { 638 {
661 if (RANDOM () & 2) 639 if (rndm (2))
662 r = 10; 640 r = 10;
663 else 641 else
664 r = 11 + RANDOM () % 9; 642 r = 11 + rndm (9);
665 } 643 }
666 } 644 }
667 645
668 switch (r) 646 switch (r)
669 { 647 {
670 /* Redone by MSW 2000-11-26 to have much less code. Also, 648 /* Redone by MSW 2000-11-26 to have much less code. Also,
671 * bonuses and penalties will stack and add to existing values. 649 * bonuses and penalties will stack and add to existing values.
672 * of the item. 650 * of the item.
673 */ 651 */
674 case 0: 652 case 0:
675 case 1: 653 case 1:
676 case 2: 654 case 2:
677 case 3: 655 case 3:
678 case 4: 656 case 4:
679 case 5: 657 case 5:
680 case 6: 658 case 6:
681 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
682 break; 660 break;
683 661
684 case 7: 662 case 7:
685 op->stats.dam += bonus; 663 op->stats.dam += bonus;
686 break; 664 break;
687 665
688 case 8: 666 case 8:
689 op->stats.wc += bonus; 667 op->stats.wc += bonus;
690 break; 668 break;
691 669
692 case 9: 670 case 9:
693 op->stats.food += bonus; /* hunger/sustenance */ 671 op->stats.food += bonus; /* hunger/sustenance */
694 break; 672 break;
695 673
696 case 10: 674 case 10:
697 op->stats.ac += bonus; 675 op->stats.ac += bonus;
698 break; 676 break;
699 677
700 /* Item that gives protections/vulnerabilities */ 678 /* Item that gives protections/vulnerabilities */
701 case 11: 679 case 11:
702 case 12: 680 case 12:
703 case 13: 681 case 13:
704 case 14: 682 case 14:
705 case 15: 683 case 15:
706 case 16: 684 case 16:
707 case 17: 685 case 17:
708 case 18: 686 case 18:
709 case 19: 687 case 19:
710 { 688 {
711 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 689 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
712 690
713 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 691 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
714 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 692 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
715 693
716 /* Cursed items need to have higher negative values to equal out with 694 /* Cursed items need to have higher negative values to equal out with
717 * positive values for how protections work out. Put another 695 * positive values for how protections work out. Put another
718 * little random element in since that they don't always end up with 696 * little random element in since that they don't always end up with
719 * even values. 697 * even values.
720 */ 698 */
721 if (bonus < 0) 699 if (bonus < 0)
722 val = 2 * -val - RANDOM () % b; 700 val = 2 * -val - rndm (b);
723 if (val > 35) 701 if (val > 35)
724 val = 35; /* Upper limit */ 702 val = 35; /* Upper limit */
725 b = 0; 703 b = 0;
704
726 while (op->resist[resist_table[resist]] != 0 && b < 4) 705 while (op->resist[resist_table[resist]] != 0 && b < 4)
727 { 706 resist = rndm (num_resist_table);
728 resist = RANDOM () % num_resist_table; 707
729 } 708 if (b == 4)
730 if (b == 4)
731 return; /* Not able to find a free resistance */ 709 return; /* Not able to find a free resistance */
710
732 op->resist[resist_table[resist]] = val; 711 op->resist[resist_table[resist]] = val;
733 /* We should probably do something more clever here to adjust value 712 /* We should probably do something more clever here to adjust value
734 * based on how good a resistance we gave. 713 * based on how good a resistance we gave.
735 */ 714 */
736 break; 715 break;
737 } 716 }
738 case 20: 717 case 20:
739 if (op->type == AMULET) 718 if (op->type == AMULET)
740 { 719 {
741 SET_FLAG (op, FLAG_REFL_SPELL); 720 SET_FLAG (op, FLAG_REFL_SPELL);
742 op->value *= 11; 721 op->value *= 11;
743 } 722 }
744 else 723 else
745 { 724 {
746 op->stats.hp = 1; /* regenerate hit points */ 725 op->stats.hp = 1; /* regenerate hit points */
747 op->value *= 4; 726 op->value *= 4;
748 } 727 }
749 break; 728 break;
750 729
751 case 21: 730 case 21:
752 if (op->type == AMULET) 731 if (op->type == AMULET)
753 { 732 {
754 SET_FLAG (op, FLAG_REFL_MISSILE); 733 SET_FLAG (op, FLAG_REFL_MISSILE);
755 op->value *= 9; 734 op->value *= 9;
756 } 735 }
757 else 736 else
758 { 737 {
759 op->stats.sp = 1; /* regenerate spell points */ 738 op->stats.sp = 1; /* regenerate spell points */
760 op->value *= 3; 739 op->value *= 3;
761 } 740 }
762 break; 741 break;
763 742
764 case 22: 743 case 22:
765 op->stats.exp += bonus; /* Speed! */ 744 op->stats.exp += bonus; /* Speed! */
766 op->value = (op->value * 2) / 3; 745 op->value = (op->value * 2) / 3;
767 break; 746 break;
768 } 747 }
748
769 if (bonus > 0) 749 if (bonus > 0)
770 op->value *= 2 * bonus; 750 op->value *= 2 * bonus;
771 else 751 else
772 op->value = -(op->value * 2 * bonus) / 3; 752 op->value = -(op->value * 2 * bonus) / 3;
773} 753}
778 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
779 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
780 * rings and amulets. 760 * rings and amulets.
781 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
782 */ 762 */
783
784int 763int
785get_magic (int diff) 764get_magic (int diff)
786{ 765{
787 int i; 766 int i;
767
788 if (diff < 3) 768 if (diff < 3)
789 diff = 3; 769 diff = 3;
770
790 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
791 if (RANDOM () % diff) 772 if (rndm (diff))
792 return i; 773 return i;
774
793 return 4; 775 return 4;
794} 776}
795 777
796#define DICE2 (get_magic(2)==2?2:1) 778#define DICE2 (get_magic(2)==2?2:1)
797#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 779#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
798 780
799/* 781/*
800 * fix_generated_item(): This is called after an item is generated, in 782 * fix_generated_item(): This is called after an item is generated, in
801 * order to set it up right. This produced magical bonuses, puts spells 783 * order to set it up right. This produced magical bonuses, puts spells
802 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 784 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
803 */ 785 */
786
804/* 4/28/96 added creator object from which op may now inherit properties based on 787/* 4/28/96 added creator object from which op may now inherit properties based on
805 * op->type. Right now, which stuff the creator passes on is object type 788 * op->type. Right now, which stuff the creator passes on is object type
806 * dependant. I know this is a spagetti manuever, but is there a cleaner 789 * dependant. I know this is a spagetti manuever, but is there a cleaner
807 * way to do this? b.t. */ 790 * way to do this? b.t. */
791
808/* 792/*
809 * ! (flags & GT_ENVIRONMENT): 793 * ! (flags & GT_ENVIRONMENT):
810 * Automatically calls fix_flesh_item(). 794 * Automatically calls fix_flesh_item().
811 * 795 *
812 * flags: 796 * flags:
814 * value. 798 * value.
815 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 799 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
816 * a working object - don't change magic, value, etc, but set it material 800 * a working object - don't change magic, value, etc, but set it material
817 * type as appropriate, for objects that need spell objects, set those, etc 801 * type as appropriate, for objects that need spell objects, set those, etc
818 */ 802 */
819
820void 803void
821fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 804fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
822{ 805{
823 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 806 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
824 807
825 if (!creator || creator->type == op->type) 808 if (!creator || creator->type == op->type)
826 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 809 creator = op; /*safety & to prevent polymorphed objects giving attributes */
827 810
828 /* If we make an artifact, this information will be destroyed */ 811 /* If we make an artifact, this information will be destroyed */
829 save_item_power = op->item_power; 812 save_item_power = op->item_power;
830 op->item_power = 0; 813 op->item_power = 0;
831 814
832 if (op->randomitems && op->type != SPELL) 815 if (op->randomitems && op->type != SPELL)
833 { 816 {
834 create_treasure (op->randomitems, op, flags, difficulty, 0); 817 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
835 if (!op->inv)
836 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
837
838 /* So the treasure doesn't get created again */ 818 /* So the treasure doesn't get created again */
839 op->randomitems = NULL; 819 op->randomitems = 0;
840 } 820 }
841 821
842 if (difficulty < 1) 822 if (difficulty < 1)
843 difficulty = 1; 823 difficulty = 1;
844 824
825 if (INVOKE_OBJECT (ADD_BONUS, op,
826 ARG_OBJECT (creator != op ? creator : 0),
827 ARG_INT (difficulty), ARG_INT (max_magic),
828 ARG_INT (flags)))
829 return;
830
845 if (!(flags & GT_MINIMAL)) 831 if (!(flags & GT_MINIMAL))
846 { 832 {
847 if (op->arch == crown_arch) 833 if (IS_ARCH (op->arch, crown))
848 { 834 {
849 set_magic (difficulty, op, max_magic, flags); 835 set_magic (difficulty, op, max_magic, flags);
850 num_enchantments = calc_item_power (op, 1); 836 num_enchantments = calc_item_power (op, 1);
851 generate_artifact (op, difficulty); 837 generate_artifact (op, difficulty);
852 } 838 }
853 else 839 else
854 { 840 {
855 if (!op->magic && max_magic) 841 if (!op->magic && max_magic)
856 set_magic (difficulty, op, max_magic, flags); 842 set_magic (difficulty, op, max_magic, flags);
857 843
858 num_enchantments = calc_item_power (op, 1); 844 num_enchantments = calc_item_power (op, 1);
859 845
860 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 846 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
861 * used for shop_floors or treasures */ 847 || op->type == HORN
848 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
862 generate_artifact (op, difficulty); 849 generate_artifact (op, difficulty);
863 } 850 }
864 851
865 /* Object was made an artifact. Calculate its item_power rating. 852 /* Object was made an artifact. Calculate its item_power rating.
866 * the item_power in the object is what the artfiact adds. 853 * the item_power in the object is what the artfiact adds.
867 */ 854 */
868 if (op->title) 855 if (op->title)
869 { 856 {
870 /* if save_item_power is set, then most likely we started with an 857 /* if save_item_power is set, then most likely we started with an
871 * artifact and have added new abilities to it - this is rare, but 858 * artifact and have added new abilities to it - this is rare, but
872 * but I have seen things like 'strange rings of fire'. So just figure 859 * but I have seen things like 'strange rings of fire'. So just figure
873 * out the power from the base power plus what this one adds. Note 860 * out the power from the base power plus what this one adds. Note
874 * that since item_power is not quite linear, this actually ends up 861 * that since item_power is not quite linear, this actually ends up
875 * being somewhat of a bonus 862 * being somewhat of a bonus
876 */ 863 */
877 if (save_item_power) 864 if (save_item_power)
878 op->item_power = save_item_power + get_power_from_ench (op->item_power); 865 op->item_power = save_item_power + get_power_from_ench (op->item_power);
879 else 866 else
880 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 867 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
881 } 868 }
882 else if (save_item_power) 869 else if (save_item_power)
883 { 870 {
884 /* restore the item_power field to the object if we haven't changed it. 871 /* restore the item_power field to the object if we haven't changed it.
885 * we don't care about num_enchantments - that will basically just 872 * we don't care about num_enchantments - that will basically just
886 * have calculated some value from the base attributes of the archetype. 873 * have calculated some value from the base attributes of the archetype.
887 */ 874 */
888 op->item_power = save_item_power; 875 op->item_power = save_item_power;
889 } 876 }
890 else 877 else
891 { 878 {
892 /* item_power was zero. This is suspicious, as it may be because it 879 /* item_power was zero. This is suspicious, as it may be because it
893 * was never previously calculated. Let's compute a value and see if 880 * was never previously calculated. Let's compute a value and see if
894 * it is non-zero. If it indeed is, then assign it as the new 881 * it is non-zero. If it indeed is, then assign it as the new
895 * item_power value. 882 * item_power value.
896 * - gros, 21th of July 2006. 883 * - gros, 21th of July 2006.
897 */ 884 */
898 op->item_power = calc_item_power (op, 0); 885 op->item_power = calc_item_power (op, 0);
899 save_item_power = op->item_power; /* Just in case it would get used 886 save_item_power = op->item_power; /* Just in case it would get used
900 * again below */ 887 * again below */
901 } 888 }
902 } 889 }
903 890
904 /* materialtype modifications. Note we allow this on artifacts. */ 891 /* materialtype modifications. Note we allow this on artifacts. */
905 set_materialname (op, difficulty, NULL); 892 set_materialname (op, difficulty, NULL);
906 893
907 if (flags & GT_MINIMAL) 894 if (flags & GT_MINIMAL)
908 { 895 {
909 if (op->type == POTION) 896 if (op->type == POTION)
910 /* Handle healing and magic power potions */ 897 /* Handle healing and magic power potions */
911 if (op->stats.sp && !op->randomitems) 898 if (op->stats.sp && !op->randomitems)
912 { 899 {
913 object *tmp;
914
915 tmp = get_archetype (spell_mapping[op->stats.sp]); 900 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
916 insert_ob_in_ob (tmp, op); 901 insert_ob_in_ob (tmp, op);
917 op->stats.sp = 0; 902 op->stats.sp = 0;
918 } 903 }
919 } 904 }
920 else if (!op->title) /* Only modify object if not special */ 905 else if (!op->title) /* Only modify object if not special */
921 switch (op->type) 906 switch (op->type)
922 { 907 {
923 case WEAPON: 908 case WEAPON:
924 case ARMOUR: 909 case ARMOUR:
925 case SHIELD: 910 case SHIELD:
926 case HELMET: 911 case HELMET:
927 case CLOAK: 912 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 913 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
929 set_ring_bonus (op, -DICE2); 914 set_ring_bonus (op, -DICE2);
930 break; 915 break;
931 916
932 case BRACERS: 917 case BRACERS:
933 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 918 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
934 { 919 {
920 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
921 if (!QUERY_FLAG (op, FLAG_CURSED))
922 op->value *= 3;
923 }
924 break;
925
926 case POTION:
927 {
928 int too_many_tries = 0, is_special = 0;
929
930 /* Handle healing and magic power potions */
931 if (op->stats.sp && !op->randomitems)
932 {
933 object *tmp;
934
935 tmp = get_archetype (spell_mapping[op->stats.sp]);
936 insert_ob_in_ob (tmp, op);
937 op->stats.sp = 0;
938 }
939
940 while (!(is_special = special_potion (op)) && !op->inv)
941 {
942 generate_artifact (op, difficulty);
943 if (too_many_tries++ > 10)
944 break;
945 }
946
947 /* don't want to change value for healing/magic power potions,
948 * since the value set on those is already correct.
949 */
950 if (op->inv && op->randomitems)
951 {
952 /* value multiplier is same as for scrolls */
953 op->value = (op->value * op->inv->value);
954 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
955 }
956 else
957 {
958 op->name = "potion";
959 op->name_pl = "potions";
960 }
961
962 if (!(flags & GT_ONLY_GOOD) && rndm (2))
963 SET_FLAG (op, FLAG_CURSED);
964 break;
965 }
966
967 case AMULET:
968 if (IS_ARCH (op->arch, amulet))
969 op->value *= 5; /* Since it's not just decoration */
970
971 case RING:
972 if (!op->arch) // wtf? schmorp
973 {
974 op->destroy ();
975 op = 0;
976 break;
977 }
978
979 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
980 break;
981
982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
983 SET_FLAG (op, FLAG_CURSED);
984
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 985 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;
940 986
941 case POTION:
942 {
943 int too_many_tries = 0, is_special = 0;
944
945 /* Handle healing and magic power potions */
946 if (op->stats.sp && !op->randomitems)
947 {
948 object *tmp;
949
950 tmp = get_archetype (spell_mapping[op->stats.sp]);
951 insert_ob_in_ob (tmp, op);
952 op->stats.sp = 0;
953 }
954
955 while (!(is_special = special_potion (op)) && !op->inv)
956 {
957 generate_artifact (op, difficulty);
958 if (too_many_tries++ > 10)
959 break;
960 }
961
962 /* don't want to change value for healing/magic power potions,
963 * since the value set on those is already correct.
964 */
965 if (op->inv && op->randomitems)
966 {
967 /* value multiplier is same as for scrolls */
968 op->value = (op->value * op->inv->value);
969 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
970 }
971 else
972 {
973 op->name = "potion";
974 op->name_pl = "potions";
975 }
976
977 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
978 SET_FLAG (op, FLAG_CURSED);
979 break;
980 }
981
982 case AMULET:
983 if (op->arch == amulet_arch)
984 op->value *= 5; /* Since it's not just decoration */
985
986 case RING:
987 if (op->arch == NULL)
988 {
989 remove_ob (op);
990 free_object (op);
991 op = NULL;
992 break;
993 }
994
995 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
996 break;
997
998 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
999 SET_FLAG (op, FLAG_CURSED);
1000
1001 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1002
1003 if (op->type != RING) /* Amulets have only one ability */ 987 if (op->type != RING) /* Amulets have only one ability */
1004 break; 988 break;
1005 989
1006 if (!(RANDOM () % 4)) 990 if (!(rndm (4)))
1007 { 991 {
1008 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 992 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1009 993
1010 if (d > 0) 994 if (d > 0)
1011 op->value *= 3; 995 op->value *= 3;
1012 996
1013 set_ring_bonus (op, d); 997 set_ring_bonus (op, d);
1014 998
1015 if (!(RANDOM () % 4)) 999 if (!(rndm (4)))
1016 { 1000 {
1017 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1001 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 if (d > 0)
1019 op->value *= 5;
1020 set_ring_bonus (op, d);
1021 }
1022 }
1023 1002
1003 if (d > 0)
1004 op->value *= 5;
1005 set_ring_bonus (op, d);
1006 }
1007 }
1008
1024 if (GET_ANIM_ID (op)) 1009 if (GET_ANIM_ID (op))
1025 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1010 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1026 1011
1027 break; 1012 break;
1028 1013
1029 case BOOK: 1014 case BOOK:
1030 /* Is it an empty book?, if yes lets make a special· 1015 /* Is it an empty book?, if yes lets make a special·
1031 * msg for it, and tailor its properties based on the· 1016 * msg for it, and tailor its properties based on the·
1032 * creator and/or map level we found it on. 1017 * creator and/or map level we found it on.
1033 */ 1018 */
1034 if (!op->msg && RANDOM () % 10) 1019 if (!op->msg && rndm (10))
1035 { 1020 {
1036 /* set the book level properly */ 1021 /* set the book level properly */
1037 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1022 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1038 { 1023 {
1039 if (op->map && op->map->difficulty) 1024 if (op->map && op->map->difficulty)
1040 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1025 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1041 else 1026 else
1042 op->level = RANDOM () % 20 + 1; 1027 op->level = rndm (20) + 1;
1043 } 1028 }
1044 else 1029 else
1045 op->level = RANDOM () % creator->level; 1030 op->level = rndm (creator->level);
1046 1031
1047 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1032 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1048 /* books w/ info are worth more! */ 1033 /* books w/ info are worth more! */
1049 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1034 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1050 /* creator related stuff */ 1035 /* creator related stuff */
1051 1036
1052 /* for library, chained books. Note that some monsters have no_pick 1037 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case. 1038 * set - we don't want to set no pick in that case.
1054 */ 1039 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1040 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1056 SET_FLAG (op, FLAG_NO_PICK); 1041 SET_FLAG (op, FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1042 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying; 1043 op->slaying = creator->slaying;
1059 1044
1060 /* add exp so reading it gives xp (once) */ 1045 /* add exp so reading it gives xp (once) */
1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1046 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1062 } 1047 }
1063 break; 1048 break;
1064 1049
1065 case SPELLBOOK: 1050 case SPELLBOOK:
1066 op->value = op->value * op->inv->value; 1051 op->value = op->value * op->inv->value;
1067 /* add exp so learning gives xp */ 1052 /* add exp so learning gives xp */
1068 op->level = op->inv->level; 1053 op->level = op->inv->level;
1069 op->stats.exp = op->value; 1054 op->stats.exp = op->value;
1070 break; 1055 break;
1071 1056
1072 case WAND: 1057 case WAND:
1073 /* nrof in the treasure list is number of charges, 1058 /* nrof in the treasure list is number of charges,
1074 * not number of wands. So copy that into food (charges), 1059 * not number of wands. So copy that into food (charges),
1075 * and reset nrof. 1060 * and reset nrof.
1076 */ 1061 */
1077 op->stats.food = op->inv->nrof; 1062 op->stats.food = op->inv->nrof;
1078 op->nrof = 1; 1063 op->nrof = 1;
1079 /* If the spell changes by level, choose a random level 1064 /* If the spell changes by level, choose a random level
1080 * for it, and adjust price. If the spell doesn't 1065 * for it, and adjust price. If the spell doesn't
1081 * change by level, just set the wand to the level of 1066 * change by level, just set the wand to the level of
1082 * the spell, and value calculation is simpler. 1067 * the spell, and value calculation is simpler.
1083 */ 1068 */
1084 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1069 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1085 { 1070 {
1071 op->level = level_for_item (op, difficulty);
1072 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1073 }
1074 else
1075 {
1076 op->level = op->inv->level;
1077 op->value = op->value * op->inv->value;
1078 }
1079 break;
1080
1081 case ROD:
1086 op->level = level_for_item (op, difficulty); 1082 op->level = level_for_item (op, difficulty);
1083 /* Add 50 to both level an divisor to keep prices a little more
1084 * reasonable. Otherwise, a high level version of a low level
1085 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1086 * 10 time multiplier). This way, the value are a bit more reasonable.
1087 */
1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1088 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1088 } 1089 /* maxhp is used to denote how many 'charges' the rod holds before */
1089 else 1090 if (op->stats.maxhp)
1090 { 1091 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1091 op->level = op->inv->level; 1092 else
1092 op->value = op->value * op->inv->value; 1093 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1093 }
1094 break;
1095 1094
1095 op->stats.hp = op->stats.maxhp;
1096 break;
1097
1096 case ROD: 1098 case SCROLL:
1097 op->level = level_for_item (op, difficulty); 1099 op->level = level_for_item (op, difficulty);
1098 /* Add 50 to both level an divisor to keep prices a little more
1099 * reasonable. Otherwise, a high level version of a low level
1100 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1101 * 10 time multiplier). This way, the value are a bit more reasonable.
1102 */
1103 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1100 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1104 /* maxhp is used to denote how many 'charges' the rod holds before */
1105 if (op->stats.maxhp)
1106 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1107 else
1108 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1109 1101
1110 op->stats.hp = op->stats.maxhp;
1111 break;
1112
1113 case SCROLL:
1114 op->level = level_for_item (op, difficulty);
1115 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1116
1117 /* add exp so reading them properly gives xp */ 1102 /* add exp so reading them properly gives xp */
1118 op->stats.exp = op->value / 5; 1103 op->stats.exp = op->value / 5;
1119 op->nrof = op->inv->nrof; 1104 op->nrof = op->inv->nrof;
1120 break; 1105 break;
1121 1106
1122 case RUNE: 1107 case RUNE:
1123 trap_adjust (op, difficulty); 1108 trap_adjust (op, difficulty);
1124 break; 1109 break;
1125 1110
1126 case TRAP: 1111 case TRAP:
1127 trap_adjust (op, difficulty); 1112 trap_adjust (op, difficulty);
1128 break; 1113 break;
1129 } /* switch type */ 1114 } /* switch type */
1130 1115
1131 if (flags & GT_STARTEQUIP) 1116 if (flags & GT_STARTEQUIP)
1132 { 1117 {
1133 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1118 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1134 SET_FLAG (op, FLAG_STARTEQUIP); 1119 SET_FLAG (op, FLAG_STARTEQUIP);
1135 else if (op->type != MONEY) 1120 else if (op->type != MONEY)
1136 op->value = 0; 1121 op->value = 0;
1137 } 1122 }
1138 1123
1139 if (!(flags & GT_ENVIRONMENT)) 1124 if (!(flags & GT_ENVIRONMENT))
1140 fix_flesh_item (op, creator); 1125 fix_flesh_item (op, creator);
1141} 1126}
1149 */ 1134 */
1150 1135
1151/* 1136/*
1152 * Allocate and return the pointer to an empty artifactlist structure. 1137 * Allocate and return the pointer to an empty artifactlist structure.
1153 */ 1138 */
1154
1155static artifactlist * 1139static artifactlist *
1156get_empty_artifactlist (void) 1140get_empty_artifactlist (void)
1157{ 1141{
1158 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1142 return salloc0<artifactlist> ();
1159 if (tl == NULL)
1160 fatal (OUT_OF_MEMORY);
1161 tl->next = NULL;
1162 tl->items = NULL;
1163 tl->total_chance = 0;
1164 return tl;
1165} 1143}
1166 1144
1167/* 1145/*
1168 * Allocate and return the pointer to an empty artifact structure. 1146 * Allocate and return the pointer to an empty artifact structure.
1169 */ 1147 */
1170
1171static artifact * 1148static artifact *
1172get_empty_artifact (void) 1149get_empty_artifact (void)
1173{ 1150{
1174 artifact *t = (artifact *) malloc (sizeof (artifact)); 1151 return salloc0<artifact> ();
1175 if (t == NULL)
1176 fatal (OUT_OF_MEMORY);
1177 t->item = NULL;
1178 t->next = NULL;
1179 t->chance = 0;
1180 t->difficulty = 0;
1181 t->allowed = NULL;
1182 return t;
1183} 1152}
1184 1153
1185/* 1154/*
1186 * Searches the artifact lists and returns one that has the same type 1155 * Searches the artifact lists and returns one that has the same type
1187 * of objects on it. 1156 * of objects on it.
1188 */ 1157 */
1189
1190artifactlist * 1158artifactlist *
1191find_artifactlist (int type) 1159find_artifactlist (int type)
1192{ 1160{
1193 artifactlist *al;
1194
1195 for (al = first_artifactlist; al != NULL; al = al->next) 1161 for (artifactlist *al = first_artifactlist; al; al = al->next)
1196 if (al->type == type) 1162 if (al->type == type)
1197 return al; 1163 return al;
1198 return NULL;
1199}
1200 1164
1201/*
1202 * For debugging purposes. Dumps all tables.
1203 */
1204
1205void
1206dump_artifacts (void)
1207{
1208 artifactlist *al;
1209 artifact *art;
1210 linked_char *next;
1211
1212 fprintf (logfile, "\n");
1213 for (al = first_artifactlist; al != NULL; al = al->next)
1214 {
1215 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1216 for (art = al->items; art != NULL; art = art->next)
1217 {
1218 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1219 if (art->allowed != NULL)
1220 {
1221 fprintf (logfile, "\tAllowed combinations:");
1222 for (next = art->allowed; next != NULL; next = next->next)
1223 fprintf (logfile, "%s,", &next->name);
1224 fprintf (logfile, "\n");
1225 }
1226 }
1227 }
1228 fprintf (logfile, "\n");
1229}
1230
1231/*
1232 * For debugging purposes. Dumps all treasures recursively (see below).
1233 */
1234void
1235dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1236{
1237 treasurelist *tl;
1238 int i;
1239
1240 if (depth > 100)
1241 return; 1165 return 0;
1242 while (t != NULL)
1243 {
1244 if (t->name != NULL)
1245 {
1246 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " ");
1248 fprintf (logfile, "{ (list: %s)\n", &t->name);
1249 tl = find_treasurelist (t->name);
1250 dump_monster_treasure_rec (name, tl->items, depth + 2);
1251 for (i = 0; i < depth; i++)
1252 fprintf (logfile, " ");
1253 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1254 }
1255 else
1256 {
1257 for (i = 0; i < depth; i++)
1258 fprintf (logfile, " ");
1259 if (t->item->clone.type == FLESH)
1260 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1261 else
1262 fprintf (logfile, "%s\n", &t->item->clone.name);
1263 }
1264 if (t->next_yes != NULL)
1265 {
1266 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " ");
1268 fprintf (logfile, " (if yes)\n");
1269 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1270 }
1271 if (t->next_no != NULL)
1272 {
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, " (if no)\n");
1276 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1277 }
1278 t = t->next;
1279 }
1280}
1281
1282/*
1283 * For debugging purposes. Dumps all treasures for a given monster.
1284 * Created originally by Raphael Quinet for debugging the alchemy code.
1285 */
1286
1287void
1288dump_monster_treasure (const char *name)
1289{
1290 archetype *at;
1291 int found;
1292
1293 found = 0;
1294 fprintf (logfile, "\n");
1295 for (at = first_archetype; at != NULL; at = at->next)
1296 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1297 {
1298 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1299 if (at->clone.randomitems != NULL)
1300 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1301 else
1302 fprintf (logfile, "(nothing)\n");
1303 fprintf (logfile, "\n");
1304 found++;
1305 }
1306 if (found == 0)
1307 fprintf (logfile, "No objects have the name %s!\n\n", name);
1308} 1166}
1309 1167
1310/* 1168/*
1311 * Builds up the lists of artifacts from the file in the libdir. 1169 * Builds up the lists of artifacts from the file in the libdir.
1312 */ 1170 */
1313
1314void 1171void
1315init_artifacts (void) 1172init_artifacts (void)
1316{ 1173{
1317 static int has_been_inited = 0; 1174 static int has_been_inited = 0;
1318 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1175 char filename[MAX_BUF];
1319 artifact *art = NULL; 1176 artifact *art = NULL;
1320 linked_char *tmp;
1321 int value, comp;
1322 artifactlist *al; 1177 artifactlist *al;
1323 1178
1324 if (has_been_inited) 1179 if (has_been_inited)
1325 return; 1180 return;
1326 else 1181 else
1327 has_been_inited = 1; 1182 has_been_inited = 1;
1328 1183
1329 sprintf (filename, "%s/artifacts", settings.datadir); 1184 sprintf (filename, "%s/artifacts", settings.datadir);
1330 object_thawer thawer (filename); 1185 object_thawer f (filename);
1331 1186
1332 if (!thawer) 1187 if (!f)
1333 return; 1188 return;
1334 1189
1335 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1190 for (;;)
1336 {
1337 if (*buf == '#')
1338 continue;
1339 if ((cp = strchr (buf, '\n')) != NULL)
1340 *cp = '\0';
1341 cp = buf;
1342 while (*cp == ' ') /* Skip blanks */
1343 cp++;
1344 if (*cp == '\0')
1345 continue;
1346
1347 if (!strncmp (cp, "Allowed", 7))
1348 {
1349 if (art == NULL)
1350 { 1191 {
1192 switch (f.kw)
1193 {
1194 case KW_allowed:
1195 if (!art)
1351 art = get_empty_artifact (); 1196 art = get_empty_artifact ();
1352 nrofartifacts++; 1197
1198 {
1199 if (!strcmp (f.get_str (), "all"))
1200 break;
1201
1202 char *next, *cp = f.get_str ();
1203
1204 do
1205 {
1206 if ((next = strchr (cp, ',')))
1207 *next++ = '\0';
1208
1209 linked_char *tmp = new linked_char;
1210
1211 tmp->name = cp;
1212 tmp->next = art->allowed;
1213 art->allowed = tmp;
1214 }
1215 while ((cp = next));
1216 }
1217 break;
1218
1219 case KW_chance:
1220 f.get (art->chance);
1221 break;
1222
1223 case KW_difficulty:
1224 f.get (art->difficulty);
1225 break;
1226
1227 case KW_object:
1228 {
1229 art->item = object::create ();
1230 f.get (art->item->name);
1231 f.next ();
1232
1233 if (!art->item->parse_kv (f))
1234 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1235
1236 al = find_artifactlist (art->item->type);
1237
1238 if (!al)
1239 {
1240 al = get_empty_artifactlist ();
1241 al->type = art->item->type;
1242 al->next = first_artifactlist;
1243 first_artifactlist = al;
1244 }
1245
1246 art->next = al->items;
1247 al->items = art;
1248 art = 0;
1249 }
1250 continue;
1251
1252 case KW_EOF:
1253 goto done;
1254
1255 default:
1256 if (!f.parse_error ("artifacts file"))
1257 cleanup ("artifacts file required");
1258 break;
1259 }
1260
1261 f.next ();
1353 } 1262 }
1354 cp = strchr (cp, ' ') + 1;
1355 if (!strcmp (cp, "all"))
1356 continue;
1357 1263
1358 do 1264done:
1359 {
1360 nrofallowedstr++;
1361 if ((next = strchr (cp, ',')) != NULL)
1362 *(next++) = '\0';
1363 tmp = new linked_char;
1364 tmp->name = cp;
1365 tmp->next = art->allowed;
1366 art->allowed = tmp;
1367 }
1368 while ((cp = next) != NULL);
1369 }
1370 else if (sscanf (cp, "chance %d", &value))
1371 art->chance = (uint16) value;
1372 else if (sscanf (cp, "difficulty %d", &value))
1373 art->difficulty = (uint8) value;
1374 else if (!strncmp (cp, "Object", 6))
1375 {
1376 art->item = (object *) calloc (1, sizeof (object));
1377 reset_object (art->item);
1378 if (!load_object (thawer, art->item, LO_LINEMODE, 0))
1379 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1380 art->item->name = strchr (cp, ' ') + 1;
1381 al = find_artifactlist (art->item->type);
1382 if (al == NULL)
1383 {
1384 al = get_empty_artifactlist ();
1385 al->type = art->item->type;
1386 al->next = first_artifactlist;
1387 first_artifactlist = al;
1388 }
1389 art->next = al->items;
1390 al->items = art;
1391 art = NULL;
1392 }
1393 else
1394 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1395 }
1396
1397 for (al = first_artifactlist; al != NULL; al = al->next) 1265 for (al = first_artifactlist; al; al = al->next)
1398 { 1266 {
1267 al->total_chance = 0;
1268
1399 for (art = al->items; art != NULL; art = art->next) 1269 for (art = al->items; art; art = art->next)
1400 { 1270 {
1401 if (!art->chance) 1271 if (!art->chance)
1402 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1272 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1403 else 1273 else
1404 al->total_chance += art->chance; 1274 al->total_chance += art->chance;
1405 } 1275 }
1406#if 0 1276#if 0
1407 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1277 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1408#endif 1278#endif
1409 } 1279 }
1410 1280
1411 LOG (llevDebug, "done.\n"); 1281 LOG (llevDebug, "done.\n");
1412} 1282}
1413 1283
1414
1415/* 1284/*
1416 * Used in artifact generation. The bonuses of the first object 1285 * Used in artifact generation. The bonuses of the first object
1417 * is modified by the bonuses of the second object. 1286 * is modified by the bonuses of the second object.
1418 */ 1287 */
1419
1420void 1288void
1421add_abilities (object * op, object * change) 1289add_abilities (object *op, object *change)
1422{ 1290{
1423 int i, j, tmp; 1291 int i, tmp;
1424 1292
1425 if (change->face != blank_face) 1293 if (change->face != blank_face)
1426 { 1294 {
1427#ifdef TREASURE_VERBOSE 1295#ifdef TREASURE_VERBOSE
1428 LOG (llevDebug, "FACE: %d\n", change->face->number); 1296 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1429#endif 1297#endif
1430 op->face = change->face; 1298 op->face = change->face;
1431 } 1299 }
1432 1300
1433 for (i = 0; i < NUM_STATS; i++) 1301 for (i = 0; i < NUM_STATS; i++)
1434 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1435 1303
1436 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1437 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1438 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1439 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1467 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1335 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1468 { 1336 {
1469 CLEAR_FLAG (op, FLAG_ANIMATE); 1337 CLEAR_FLAG (op, FLAG_ANIMATE);
1470 /* so artifacts will join */ 1338 /* so artifacts will join */
1471 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1339 if (!QUERY_FLAG (op, FLAG_ALIVE))
1472 op->speed = 0.0; 1340 op->speed = 0.0;
1473 update_ob_speed (op); 1341
1342 op->set_speed (op->speed);
1474 } 1343 }
1475 1344
1476 if (change->nrof) 1345 if (change->nrof)
1477 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1346 op->nrof = rndm (change->nrof) + 1;
1478 1347
1479 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1480 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1481 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1482 1351
1483 if (change->other_arch) 1352 if (change->other_arch)
1484 { 1353 {
1485 /* Basically, for horns & potions, the other_arch field is the spell 1354 /* Basically, for horns & potions, the other_arch field is the spell
1486 * to cast. So convert that to into a spell and put it into 1355 * to cast. So convert that to into a spell and put it into
1487 * this object. 1356 * this object.
1488 */ 1357 */
1489 if (op->type == HORN || op->type == POTION) 1358 if (op->type == HORN || op->type == POTION)
1490 { 1359 {
1491 object *tmp_obj; 1360 object *tmp_obj;
1361
1492 /* Remove any spells this object currently has in it */ 1362 /* Remove any spells this object currently has in it */
1493 while (op->inv) 1363 while (op->inv)
1494 { 1364 op->inv->destroy ();
1495 tmp_obj = op->inv;
1496 remove_ob (tmp_obj);
1497 free_object (tmp_obj);
1498 }
1499 1365
1500 tmp_obj = arch_to_object (change->other_arch); 1366 tmp_obj = arch_to_object (change->other_arch);
1501 insert_ob_in_ob (tmp_obj, op); 1367 insert_ob_in_ob (tmp_obj, op);
1502 } 1368 }
1503 /* No harm setting this for potions/horns */ 1369 /* No harm setting this for potions/horns */
1504 op->other_arch = change->other_arch; 1370 op->other_arch = change->other_arch;
1505 } 1371 }
1506 1372
1507 if (change->stats.hp < 0) 1373 if (change->stats.hp < 0)
1540 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1406 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1541 1407
1542 op->item_power = change->item_power; 1408 op->item_power = change->item_power;
1543 1409
1544 for (i = 0; i < NROFATTACKS; i++) 1410 for (i = 0; i < NROFATTACKS; i++)
1545 {
1546 if (change->resist[i]) 1411 if (change->resist[i])
1547 {
1548 op->resist[i] += change->resist[i]; 1412 op->resist[i] += change->resist[i];
1549 }
1550 }
1551 1413
1552 if (change->stats.dam) 1414 if (change->stats.dam)
1553 { 1415 {
1554 if (change->stats.dam < 0) 1416 if (change->stats.dam < 0)
1555 op->stats.dam = (-change->stats.dam); 1417 op->stats.dam = (-change->stats.dam);
1556 else if (op->stats.dam) 1418 else if (op->stats.dam)
1557 { 1419 {
1558 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1420 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1559 if (tmp == op->stats.dam) 1421 if (tmp == op->stats.dam)
1560 { 1422 {
1561 if (change->stats.dam < 10) 1423 if (change->stats.dam < 10)
1562 op->stats.dam--; 1424 op->stats.dam--;
1425 else
1426 op->stats.dam++;
1427 }
1563 else 1428 else
1564 op->stats.dam++;
1565 }
1566 else
1567 op->stats.dam = tmp; 1429 op->stats.dam = tmp;
1568 } 1430 }
1569 } 1431 }
1570 1432
1571 if (change->weight) 1433 if (change->weight)
1572 { 1434 {
1573 if (change->weight < 0) 1435 if (change->weight < 0)
1574 op->weight = (-change->weight); 1436 op->weight = (-change->weight);
1575 else 1437 else
1576 op->weight = (op->weight * (change->weight)) / 100; 1438 op->weight = (op->weight * (change->weight)) / 100;
1577 } 1439 }
1578 1440
1579 if (change->last_sp) 1441 if (change->last_sp)
1580 { 1442 {
1581 if (change->last_sp < 0) 1443 if (change->last_sp < 0)
1582 op->last_sp = (-change->last_sp); 1444 op->last_sp = (-change->last_sp);
1583 else 1445 else
1584 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1446 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1585 } 1447 }
1586 1448
1587 if (change->gen_sp_armour) 1449 if (change->gen_sp_armour)
1588 { 1450 {
1589 if (change->gen_sp_armour < 0) 1451 if (change->gen_sp_armour < 0)
1590 op->gen_sp_armour = (-change->gen_sp_armour); 1452 op->gen_sp_armour = (-change->gen_sp_armour);
1591 else 1453 else
1592 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1454 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1593 } 1455 }
1594 1456
1595 op->value *= change->value; 1457 op->value *= change->value;
1596 1458
1597 if (change->material) 1459 if (change->materials)
1598 op->material = change->material; 1460 op->materials = change->materials;
1599 1461
1600 if (change->materialname) 1462 if (change->materialname)
1601 op->materialname = change->materialname; 1463 op->materialname = change->materialname;
1602 1464
1603 if (change->slaying) 1465 if (change->slaying)
1609 if (change->msg) 1471 if (change->msg)
1610 op->msg = change->msg; 1472 op->msg = change->msg;
1611} 1473}
1612 1474
1613static int 1475static int
1614legal_artifact_combination (object * op, artifact * art) 1476legal_artifact_combination (object *op, artifact *art)
1615{ 1477{
1616 int neg, success = 0; 1478 int neg, success = 0;
1617 linked_char *tmp; 1479 linked_char *tmp;
1618 const char *name; 1480 const char *name;
1619 1481
1620 if (art->allowed == (linked_char *) NULL) 1482 if (!art->allowed)
1621 return 1; /* Ie, "all" */ 1483 return 1; /* Ie, "all" */
1484
1622 for (tmp = art->allowed; tmp; tmp = tmp->next) 1485 for (tmp = art->allowed; tmp; tmp = tmp->next)
1623 { 1486 {
1624#ifdef TREASURE_VERBOSE 1487#ifdef TREASURE_VERBOSE
1625 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1488 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1626#endif 1489#endif
1627 if (*tmp->name == '!') 1490 if (*tmp->name == '!')
1628 name = tmp->name + 1, neg = 1; 1491 name = tmp->name + 1, neg = 1;
1629 else 1492 else
1630 name = tmp->name, neg = 0; 1493 name = tmp->name, neg = 0;
1631 1494
1632 /* If we match name, then return the opposite of 'neg' */ 1495 /* If we match name, then return the opposite of 'neg' */
1633 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1496 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1634 return !neg; 1497 return !neg;
1635 1498
1636 /* Set success as true, since if the match was an inverse, it means 1499 /* Set success as true, since if the match was an inverse, it means
1637 * everything is allowed except what we match 1500 * everything is allowed except what we match
1638 */ 1501 */
1639 else if (neg) 1502 else if (neg)
1640 success = 1; 1503 success = 1;
1641 } 1504 }
1505
1642 return success; 1506 return success;
1643} 1507}
1644 1508
1645/* 1509/*
1646 * Fixes the given object, giving it the abilities and titles 1510 * Fixes the given object, giving it the abilities and titles
1647 * it should have due to the second artifact-template. 1511 * it should have due to the second artifact-template.
1648 */ 1512 */
1649 1513
1650void 1514void
1651give_artifact_abilities (object * op, object * artifct) 1515give_artifact_abilities (object *op, object *artifct)
1652{ 1516{
1653 char new_name[MAX_BUF]; 1517 char new_name[MAX_BUF];
1654 1518
1655 sprintf (new_name, "of %s", &artifct->name); 1519 sprintf (new_name, "of %s", &artifct->name);
1656 op->title = new_name; 1520 op->title = new_name;
1657 add_abilities (op, artifct); /* Give out the bonuses */ 1521 add_abilities (op, artifct); /* Give out the bonuses */
1658 1522
1659#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1523#if 0 /* Bit verbose, but keep it here until next time I need it... */
1660 { 1524 {
1661 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1525 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1526
1662 SET_FLAG (op, FLAG_IDENTIFIED); 1527 SET_FLAG (op, FLAG_IDENTIFIED);
1663 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1528 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1664 if (!identified) 1529 if (!identified)
1665 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1530 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1666 } 1531 }
1678 1543
1679/* Give 1 re-roll attempt per artifact */ 1544/* Give 1 re-roll attempt per artifact */
1680#define ARTIFACT_TRIES 2 1545#define ARTIFACT_TRIES 2
1681 1546
1682void 1547void
1683generate_artifact (object * op, int difficulty) 1548generate_artifact (object *op, int difficulty)
1684{ 1549{
1685 artifactlist *al; 1550 artifactlist *al;
1686 artifact *art; 1551 artifact *art;
1687 int i; 1552 int i;
1688 1553
1689 al = find_artifactlist (op->type); 1554 al = find_artifactlist (op->type);
1690 1555
1691 if (al == NULL) 1556 if (al == NULL)
1692 { 1557 {
1693#if 0 /* This is too verbose, usually */ 1558#if 0 /* This is too verbose, usually */
1694 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1559 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1695#endif 1560#endif
1696 return; 1561 return;
1697 } 1562 }
1698 1563
1699 for (i = 0; i < ARTIFACT_TRIES; i++) 1564 for (i = 0; i < ARTIFACT_TRIES; i++)
1700 { 1565 {
1701 int roll = RANDOM () % al->total_chance; 1566 int roll = rndm (al->total_chance);
1702 1567
1703 for (art = al->items; art != NULL; art = art->next) 1568 for (art = al->items; art; art = art->next)
1704 { 1569 {
1705 roll -= art->chance; 1570 roll -= art->chance;
1706 if (roll < 0) 1571 if (roll < 0)
1707 break; 1572 break;
1708 } 1573 }
1709 1574
1710 if (art == NULL || roll >= 0) 1575 if (art == NULL || roll >= 0)
1711 { 1576 {
1712#if 1 1577#if 1
1713 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1578 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1714#endif 1579#endif
1715 return; 1580 return;
1716 } 1581 }
1717 if (!strcmp (art->item->name, "NONE")) 1582 if (!strcmp (art->item->name, "NONE"))
1718 return; 1583 return;
1719 if (FABS (op->magic) < art->item->magic) 1584 if (FABS (op->magic) < art->item->magic)
1720 continue; /* Not magic enough to be this item */ 1585 continue; /* Not magic enough to be this item */
1721 1586
1722 /* Map difficulty not high enough */ 1587 /* Map difficulty not high enough */
1723 if (difficulty < art->difficulty) 1588 if (difficulty < art->difficulty)
1724 continue; 1589 continue;
1725 1590
1726 if (!legal_artifact_combination (op, art)) 1591 if (!legal_artifact_combination (op, art))
1727 { 1592 {
1728#ifdef TREASURE_VERBOSE 1593#ifdef TREASURE_VERBOSE
1729 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1594 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1730#endif 1595#endif
1731 continue; 1596 continue;
1732 } 1597 }
1598
1733 give_artifact_abilities (op, art->item); 1599 give_artifact_abilities (op, art->item);
1734 return; 1600 return;
1735 } 1601 }
1736} 1602}
1737 1603
1739 * FOOD, except they inherit properties (name, food value, etc). 1605 * FOOD, except they inherit properties (name, food value, etc).
1740 * based on the original owner (or 'donor' if you like). -b.t. 1606 * based on the original owner (or 'donor' if you like). -b.t.
1741 */ 1607 */
1742 1608
1743void 1609void
1744fix_flesh_item (object * item, object * donor) 1610fix_flesh_item (object *item, object *donor)
1745{ 1611{
1746 char tmpbuf[MAX_BUF]; 1612 char tmpbuf[MAX_BUF];
1747 int i; 1613 int i;
1748 1614
1749 if (item->type == FLESH && donor) 1615 if (item->type == FLESH && donor)
1750 { 1616 {
1751 /* change the name */ 1617 /* change the name */
1752 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1618 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1619 item->name = tmpbuf;
1753 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1620 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1621 item->name_pl = tmpbuf;
1754 1622
1755 /* weight is FLESH weight/100 * donor */ 1623 /* weight is FLESH weight/100 * donor */
1756 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1624 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1757 item->weight = 1; 1625 item->weight = 1;
1758 1626
1759 /* value is multiplied by level of donor */ 1627 /* value is multiplied by level of donor */
1760 item->value *= isqrt (donor->level * 2); 1628 item->value *= isqrt (donor->level * 2);
1761 1629
1762 /* food value */ 1630 /* food value */
1764 1632
1765 /* flesh items inherit some abilities of donor, but not 1633 /* flesh items inherit some abilities of donor, but not
1766 * full effect. 1634 * full effect.
1767 */ 1635 */
1768 for (i = 0; i < NROFATTACKS; i++) 1636 for (i = 0; i < NROFATTACKS; i++)
1769 item->resist[i] = donor->resist[i] / 2; 1637 item->resist[i] = donor->resist[i] / 2;
1770 1638
1771 /* item inherits donor's level (important for quezals) */ 1639 /* item inherits donor's level (important for quezals) */
1772 item->level = donor->level; 1640 item->level = donor->level;
1773 1641
1774 /* if donor has some attacktypes, the flesh is poisonous */ 1642 /* if donor has some attacktypes, the flesh is poisonous */
1775 if (donor->attacktype & AT_POISON) 1643 if (donor->attacktype & AT_POISON)
1776 item->type = POISON; 1644 item->type = POISON;
1777 if (donor->attacktype & AT_ACID) 1645 if (donor->attacktype & AT_ACID)
1778 item->stats.hp = -1 * item->stats.food; 1646 item->stats.hp = -1 * item->stats.food;
1779 SET_FLAG (item, FLAG_NO_STEAL); 1647 SET_FLAG (item, FLAG_NO_STEAL);
1780 } 1648 }
1781} 1649}
1782 1650
1783/* special_potion() - so that old potion code is still done right. */ 1651/* special_potion() - so that old potion code is still done right. */
1784
1785int 1652int
1786special_potion (object * op) 1653special_potion (object *op)
1787{ 1654{
1788
1789 int i;
1790
1791 if (op->attacktype) 1655 if (op->attacktype)
1792 return 1; 1656 return 1;
1793 1657
1794 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1658 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1795 return 1; 1659 return 1;
1796 1660
1797 for (i = 0; i < NROFATTACKS; i++) 1661 for (int i = 0; i < NROFATTACKS; i++)
1798 if (op->resist[i]) 1662 if (op->resist[i])
1799 return 1; 1663 return 1;
1800 1664
1801 return 0; 1665 return 0;
1802} 1666}
1803 1667
1804void 1668void
1805free_treasurestruct (treasure * t) 1669free_treasurestruct (treasure *t)
1806{ 1670{
1807 if (t->next)
1808 free_treasurestruct (t->next); 1671 if (t->next) free_treasurestruct (t->next);
1809 if (t->next_yes)
1810 free_treasurestruct (t->next_yes); 1672 if (t->next_yes) free_treasurestruct (t->next_yes);
1811 if (t->next_no)
1812 free_treasurestruct (t->next_no); 1673 if (t->next_no) free_treasurestruct (t->next_no);
1813 free (t); 1674
1675 delete t;
1814} 1676}
1815 1677
1816void 1678void
1817free_charlinks (linked_char * lc) 1679free_charlinks (linked_char *lc)
1818{ 1680{
1819 if (lc->next) 1681 if (lc->next)
1820 free_charlinks (lc->next); 1682 free_charlinks (lc->next);
1821 1683
1822 delete lc; 1684 delete lc;
1823} 1685}
1824 1686
1825void 1687void
1826free_artifact (artifact * at) 1688free_artifact (artifact *at)
1827{ 1689{
1828
1829 if (at->next)
1830 free_artifact (at->next); 1690 if (at->next) free_artifact (at->next);
1831 if (at->allowed)
1832 free_charlinks (at->allowed); 1691 if (at->allowed) free_charlinks (at->allowed);
1833 1692
1834 delete at->item; 1693 at->item->destroy (1);
1835 1694
1836 delete at; 1695 sfree (at);
1837} 1696}
1838 1697
1839void 1698void
1840free_artifactlist (artifactlist * al) 1699free_artifactlist (artifactlist *al)
1841{ 1700{
1842 artifactlist *nextal; 1701 artifactlist *nextal;
1702
1843 for (al = first_artifactlist; al != NULL; al = nextal) 1703 for (al = first_artifactlist; al; al = nextal)
1844 { 1704 {
1845 nextal = al->next; 1705 nextal = al->next;
1706
1846 if (al->items) 1707 if (al->items)
1847 {
1848 free_artifact (al->items); 1708 free_artifact (al->items);
1849 } 1709
1850 free (al); 1710 sfree (al);
1851 } 1711 }
1852} 1712}
1853 1713
1854void 1714void
1855free_all_treasures (void) 1715free_all_treasures (void)
1856{ 1716{
1857 treasurelist *tl, *next; 1717 treasurelist *tl, *next;
1858 1718
1859
1860 for (tl = first_treasurelist; tl != NULL; tl = next) 1719 for (tl = first_treasurelist; tl; tl = next)
1861 { 1720 {
1721 clear (tl);
1722
1862 next = tl->next; 1723 next = tl->next;
1863 if (tl->items)
1864 free_treasurestruct (tl->items);
1865 delete tl; 1724 delete tl;
1866 } 1725 }
1726
1867 free_artifactlist (first_artifactlist); 1727 free_artifactlist (first_artifactlist);
1868} 1728}

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