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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 1.32 by pippijn, Mon Jan 15 21:06:18 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.1 2006/08/13 17:16:01 elmex Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29 24
30#define ALLOWED_COMBINATION 25#define ALLOWED_COMBINATION
31 26
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 27/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 28 * It is useful for finding bugs in the treasures file. Since it only
35 * left on 30 * left on
36 */ 31 */
37#define TREASURE_DEBUG 32#define TREASURE_DEBUG
38 33
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 34/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35
40/* #define TREASURE_VERBOSE */ 36/* #define TREASURE_VERBOSE */
41 37
42#include <global.h> 38#include <global.h>
43#include <treasure.h> 39#include <treasure.h>
44#include <funcpoint.h> 40#include <funcpoint.h>
45#include <loader.h> 41#include <loader.h>
46 42
47 43
48static void change_treasure(treasure *t, object *op); /* overrule default values */ 44static void change_treasure (treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 45extern char *spell_mapping[];
50 46
51/* 47/*
52 * Initialize global archtype pointers: 48 * Initialize global archtype pointers:
53 */ 49 */
54 50
51void
55void init_archetype_pointers() { 52init_archetype_pointers ()
53{
56 int prev_warn = warn_archetypes; 54 int prev_warn = warn_archetypes;
55
57 warn_archetypes = 1; 56 warn_archetypes = 1;
58 if (ring_arch == NULL) 57 if (ring_arch == NULL)
59 ring_arch = find_archetype("ring"); 58 ring_arch = archetype::find ("ring");
60 if (amulet_arch == NULL) 59 if (amulet_arch == NULL)
61 amulet_arch = find_archetype("amulet"); 60 amulet_arch = archetype::find ("amulet");
62 if (staff_arch == NULL) 61 if (staff_arch == NULL)
63 staff_arch = find_archetype("staff"); 62 staff_arch = archetype::find ("staff");
64 if (crown_arch == NULL) 63 if (crown_arch == NULL)
65 crown_arch = find_archetype("crown"); 64 crown_arch = archetype::find ("crown");
66 warn_archetypes = prev_warn; 65 warn_archetypes = prev_warn;
67} 66}
68 67
69/* 68/*
70 * Allocate and return the pointer to an empty treasurelist structure. 69 * Allocate and return the pointer to an empty treasurelist structure.
71 */ 70 */
72 71
73static treasurelist *get_empty_treasurelist(void) { 72static treasurelist *
74 treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); 73get_empty_treasurelist (void)
75 if(tl==NULL) 74{
76 fatal(OUT_OF_MEMORY); 75 return new treasurelist;
77 memset(tl, 0, sizeof(treasurelist));
78 return tl;
79} 76}
80 77
81/* 78/*
82 * Allocate and return the pointer to an empty treasure structure. 79 * Allocate and return the pointer to an empty treasure structure.
83 */ 80 */
81//TODO: make this a constructor
82static treasure *
83get_empty_treasure (void)
84{
85 treasure *t = new treasure;
84 86
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; 87 t->chance = 100;
95 t->magic=0; 88
96 t->nrof=0;
97 return t; 89 return t;
98} 90}
99 91
100/* 92/*
101 * Reads the lib/treasure file from disk, and parses the contents 93 * Reads the lib/treasure file from disk, and parses the contents
102 * into an internal treasure structure (very linked lists) 94 * into an internal treasure structure (very linked lists)
103 */ 95 */
104 96
97static treasure *
105static treasure *load_treasure(FILE *fp, int *line) { 98load_treasure (FILE * fp, int *line)
99{
106 char buf[MAX_BUF], *cp, variable[MAX_BUF]; 100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
107 treasure *t=get_empty_treasure(); 101 treasure *t = get_empty_treasure ();
108 int value; 102 int value;
109 103
110 nroftreasures++; 104 nroftreasures++;
111 while(fgets(buf,MAX_BUF,fp)!=NULL) { 105 while (fgets (buf, MAX_BUF, fp) != NULL)
112 (*line)++; 106 {
107 (*line)++;
113 108
114 if(*buf=='#') 109 if (*buf == '#')
115 continue; 110 continue;
116 if((cp=strchr(buf,'\n'))!=NULL) 111 if ((cp = strchr (buf, '\n')) != NULL)
117 *cp='\0'; 112 *cp = '\0';
118 cp=buf; 113 cp = buf;
119 while(isspace(*cp)) /* Skip blanks */ 114 while (isspace (*cp)) /* Skip blanks */
120 cp++; 115 cp++;
121 116
122 if(sscanf(cp,"arch %s",variable)) { 117 if (sscanf (cp, "arch %s", variable))
118 {
123 if((t->item=find_archetype(variable))==NULL) 119 if ((t->item = archetype::find (variable)) == NULL)
124 LOG(llevError,"Treasure lacks archetype: %s\n",variable); 120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 }
125 } else if (sscanf(cp, "list %s", variable)) 122 else if (sscanf (cp, "list %s", variable))
126 t->name = add_string(variable); 123 t->name = variable;
127 else if (sscanf(cp, "change_name %s", variable)) 124 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = add_string(variable); 125 t->change_arch.name = variable;
129 else if (sscanf(cp, "change_title %s", variable)) 126 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = add_string(variable); 127 t->change_arch.title = variable;
131 else if (sscanf(cp, "change_slaying %s", variable)) 128 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = add_string(variable); 129 t->change_arch.slaying = variable;
133 else if(sscanf(cp,"chance %d",&value)) 130 else if (sscanf (cp, "chance %d", &value))
134 t->chance=(uint8) value; 131 t->chance = (uint8) value;
135 else if(sscanf(cp,"nrof %d",&value)) 132 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof=(uint16) value; 133 t->nrof = (uint16) value;
137 else if(sscanf(cp,"magic %d",&value)) 134 else if (sscanf (cp, "magic %d", &value))
138 t->magic=(uint8) value; 135 t->magic = (uint8) value;
139 else if(!strcmp(cp,"yes")) 136 else if (!strcmp (cp, "yes"))
140 t->next_yes=load_treasure(fp, line); 137 t->next_yes = load_treasure (fp, line);
141 else if(!strcmp(cp,"no")) 138 else if (!strcmp (cp, "no"))
142 t->next_no=load_treasure(fp, line); 139 t->next_no = load_treasure (fp, line);
143 else if(!strcmp(cp,"end")) 140 else if (!strcmp (cp, "end"))
144 return t; 141 return t;
145 else if(!strcmp(cp,"more")) { 142 else if (!strcmp (cp, "more"))
143 {
146 t->next=load_treasure(fp, line); 144 t->next = load_treasure (fp, line);
147 return t; 145 return t;
148 } else 146 }
147 else
149 LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n", 148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
150 cp,t->name?t->name:"null", *line);
151 } 149 }
152 LOG(llevError,"treasure lacks 'end'.\n"); 150 LOG (llevError, "treasure lacks 'end'.\n");
153 return t; 151 return t;
154} 152}
155 153
156#ifdef TREASURE_DEBUG 154#ifdef TREASURE_DEBUG
155
157/* recursived checks the linked list. Treasurelist is passed only 156/* recursived checks the linked list. Treasurelist is passed only
158 * so that the treasure name can be printed out 157 * so that the treasure name can be printed out
159 */ 158 */
159static void
160static void check_treasurelist(const treasure *t, const treasurelist *tl) 160check_treasurelist (const treasure *t, const treasurelist * tl)
161{ 161{
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)) 162 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", 163 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);
167 /* find_treasurelist will print out its own error message */ 164 /* find_treasurelist will print out its own error message */
168 if (t->name && strcmp(t->name,"NONE")) 165 if (t->name && *t->name)
169 (void) find_treasurelist(t->name); 166 find_treasurelist (t->name);
167 if (t->next)
170 if (t->next) check_treasurelist(t->next, tl); 168 check_treasurelist (t->next, tl);
169 if (t->next_yes)
171 if (t->next_yes) check_treasurelist(t->next_yes,tl); 170 check_treasurelist (t->next_yes, tl);
171 if (t->next_no)
172 if (t->next_no) check_treasurelist(t->next_no, tl); 172 check_treasurelist (t->next_no, tl);
173} 173}
174#endif 174#endif
175 175
176/* 176/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 178 * Each treasure is parsed with the help of load_treasure().
179 */ 179 */
180 180
181void
181void load_treasures(void) { 182load_treasures (void)
183{
182 FILE *fp; 184 FILE *fp;
183 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; 185 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
184 treasurelist *previous=NULL; 186 treasurelist *previous = NULL;
185 treasure *t; 187 treasure *t;
186 int comp, line=0; 188 int comp, line = 0;
187 189
188 sprintf(filename,"%s/%s",settings.datadir,settings.treasures); 190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
189 if((fp=open_and_uncompress(filename,0,&comp))==NULL) { 191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
192 {
190 LOG(llevError,"Can't open treasure file.\n"); 193 LOG (llevError, "Can't open treasure file.\n");
191 return; 194 return;
192 } 195 }
193 while(fgets(buf,MAX_BUF,fp)!=NULL) { 196 while (fgets (buf, MAX_BUF, fp) != NULL)
194 line++; 197 {
195 if(*buf=='#') 198 line++;
199 if (*buf == '#')
196 continue; 200 continue;
197 201
198 if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) { 202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
203 {
199 treasurelist *tl=get_empty_treasurelist(); 204 treasurelist *tl = get_empty_treasurelist ();
200 tl->name=add_string(name); 205
206 tl->name = name;
201 if(previous==NULL) 207 if (previous == NULL)
202 first_treasurelist=tl; 208 first_treasurelist = tl;
203 else 209 else
204 previous->next=tl; 210 previous->next = tl;
205 previous=tl; 211 previous = tl;
206 tl->items=load_treasure(fp, &line); 212 tl->items = load_treasure (fp, &line);
207 213
208 /* This is a one of the many items on the list should be generated. 214 /* 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 215 * Add up the chance total, and check to make sure the yes & no
210 * fields of the treasures are not being used. 216 * fields of the treasures are not being used.
211 */ 217 */
212 if (!strncmp(buf,"treasureone",11)) { 218 if (!strncmp (buf, "treasureone", 11))
219 {
213 for (t=tl->items; t!=NULL; t=t->next) { 220 for (t = tl->items; t != NULL; t = t->next)
221 {
214#ifdef TREASURE_DEBUG 222#ifdef TREASURE_DEBUG
215 if (t->next_yes || t->next_no) { 223 if (t->next_yes || t->next_no)
216 LOG(llevError,"Treasure %s is one item, but on treasure %s\n", 224 {
217 tl->name, t->item ? t->item->name : t->name); 225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
218 LOG(llevError," the next_yes or next_no field is set\n"); 226 LOG (llevError, " the next_yes or next_no field is set\n");
219 } 227 }
220#endif 228#endif
221 tl->total_chance += t->chance; 229 tl->total_chance += t->chance;
222 } 230 }
223 } 231 }
224 } else 232 }
233 else
225 LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
226 } 235 }
227 close_and_delete(fp, comp); 236 close_and_delete (fp, comp);
228 237
229#ifdef TREASURE_DEBUG 238#ifdef TREASURE_DEBUG
230 /* Perform some checks on how valid the treasure data actually is. 239 /* Perform some checks on how valid the treasure data actually is.
231 * verify that list transitions work (ie, the list that it is supposed 240 * verify that list transitions work (ie, the list that it is supposed
232 * to transition to exists). Also, verify that at least the name 241 * to transition to exists). Also, verify that at least the name
233 * or archetype is set for each treasure element. 242 * or archetype is set for each treasure element.
234 */ 243 */
235 for (previous=first_treasurelist; previous!=NULL; previous=previous->next) 244 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
236 check_treasurelist(previous->items, previous); 245 check_treasurelist (previous->items, previous);
237#endif 246#endif
238} 247}
239 248
240/* 249/*
241 * Searches for the given treasurelist in the globally linked list 250 * Searches for the given treasurelist in the globally linked list
242 * of treasurelists which has been built by load_treasures(). 251 * of treasurelists which has been built by load_treasures().
243 */ 252 */
244 253
245treasurelist *find_treasurelist(const char *name) {
246 const char *tmp=find_string(name);
247 treasurelist *tl; 254treasurelist *
255find_treasurelist (const char *name)
256{
257 shstr_cmp name_ (name);
248 258
249 /* Special cases - randomitems of none is to override default. If 259 if (!name_)
250 * first_treasurelist is null, it means we are on the first pass of 260 return 0;
251 * of loading archetyps, so for now, just return - second pass will 261
252 * init these values.
253 */
254 if (!strcmp(name,"none") || (!first_treasurelist)) return NULL;
255 if(tmp!=NULL)
256 for(tl=first_treasurelist;tl!=NULL;tl=tl->next) 262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
257 if(tmp==tl->name) 263 if (name_ == tl->name)
258 return tl; 264 return tl;
265
266 if (first_treasurelist)
259 LOG(llevError,"Couldn't find treasurelist %s\n",name); 267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
268
260 return NULL; 269 return 0;
261} 270}
262 271
263 272
264/* 273/*
265 * Generates the objects specified by the given treasure. 274 * Generates the objects specified by the given treasure.
270 * being generated. 279 * being generated.
271 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 280 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
272 * abilities. This is used by summon spells, thus no summoned monsters 281 * abilities. This is used by summon spells, thus no summoned monsters
273 * start with equipment, but only their abilities). 282 * start with equipment, but only their abilities).
274 */ 283 */
275 284static void
276
277static void put_treasure (object *op, object *creator, int flags) 285put_treasure (object *op, object *creator, int flags)
278{ 286{
279 object *tmp; 287 object *tmp;
280 288
281 /* Bit of a hack - spells should never be put onto the map. The entire 289 /* 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 290 * 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 291 * this is the original object, or if this is an object that should be created
284 * by another object. 292 * by another object.
285 */ 293 */
286 if (flags & GT_ENVIRONMENT && op->type != SPELL) { 294 if (flags & GT_ENVIRONMENT && op->type != SPELL)
287 op->x = creator->x; 295 {
288 op->y = creator->y;
289 SET_FLAG(op, FLAG_OBJ_ORIGINAL); 296 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
290 insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); 297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
291 } else { 298 }
292 op = insert_ob_in_ob (op, creator); 299 else
300 {
301 op = creator->insert (op);
302
293 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
294 monster_check_apply(creator, op); 304 monster_check_apply (creator, op);
305
295 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
296 esrv_send_item(tmp, op); 307 esrv_send_item (tmp, op);
297 } 308 }
298} 309}
299 310
300/* if there are change_xxx commands in the treasure, we include the changes 311/* if there are change_xxx commands in the treasure, we include the changes
301 * in the generated object 312 * in the generated object
302 */ 313 */
314static void
303static void change_treasure(treasure *t, object *op) 315change_treasure (treasure *t, object *op)
304{ 316{
305 /* CMD: change_name xxxx */ 317 /* CMD: change_name xxxx */
306 if(t->change_arch.name) 318 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 }
312 319 {
320 op->name = t->change_arch.name;
321 op->name_pl = t->change_arch.name;
322 }
323
313 if(t->change_arch.title) 324 if (t->change_arch.title)
314 {
315 if(op->title)
316 free_string(op->title);
317 op->title = add_string(t->change_arch.title); 325 op->title = t->change_arch.title;
318 }
319 326
320 if(t->change_arch.slaying) 327 if (t->change_arch.slaying)
321 {
322 if(op->slaying)
323 free_string(op->slaying);
324 op->slaying = add_string(t->change_arch.slaying); 328 op->slaying = t->change_arch.slaying;
325 }
326
327} 329}
328 330
331void
329void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { 332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{
330 object *tmp; 334 object *tmp;
331 335
332
333 if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { 336 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
337 {
334 if (t->name) { 338 if (t->name)
335 if (strcmp(t->name,"NONE") && difficulty>=t->magic) 339 {
336 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); 340 if (difficulty >= t->magic)
337 } 341 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries);
345 }
346 }
338 else { 347 else
348 {
339 if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { 349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 {
340 tmp=arch_to_object(t->item); 351 tmp = arch_to_object (t->item);
352 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
354 fix_generated_item (tmp, op, difficulty, t->magic, flag);
355 change_treasure (t, tmp);
356 put_treasure (tmp, op, flag);
357 }
358 }
359
360 if (t->next_yes != NULL)
361 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
362 }
363 else if (t->next_no != NULL)
364 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365
366 if (t->next != NULL)
367 create_all_treasures (t->next, op, flag, difficulty, tries);
368}
369
370void
371create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
372{
373 int value = RANDOM () % tl->total_chance;
374 treasure *t;
375
376 if (tries++ > 100)
377 {
378 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
379 return;
380 }
381
382 for (t = tl->items; t != NULL; t = t->next)
383 {
384 value -= t->chance;
385
386 if (value < 0)
387 break;
388 }
389
390 if (!t || value >= 0)
391 {
392 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
393 abort ();
394 return;
395 }
396
397 if (t->name)
398 {
399 if (difficulty >= t->magic)
400 {
401 treasurelist *tl = find_treasurelist (t->name);
402 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries);
404 }
405 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries);
407
408 return;
409 }
410
411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
412 {
413 object *tmp = arch_to_object (t->item);
414
415 if (!tmp)
416 return;
417
341 if(t->nrof&&tmp->nrof<=1) 418 if (t->nrof && tmp->nrof <= 1)
342 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
420
343 fix_generated_item (tmp, op, difficulty, t->magic, flag); 421 fix_generated_item (tmp, op, difficulty, t->magic, flag);
344 change_treasure(t, tmp); 422 change_treasure (t, tmp);
345 put_treasure (tmp, op, flag); 423 put_treasure (tmp, op, flag);
346 }
347 }
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}
356
357void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty,
358 int tries)
359{
360 int value = RANDOM() % tl->total_chance;
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 } 424 }
394} 425}
395 426
396/* This calls the appropriate treasure creation function. tries is passed 427/* This calls the appropriate treasure creation function. tries is passed
397 * to determine how many list transitions or attempts to create treasure 428 * 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 429 * 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 430 * 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 431 * created on weak maps, because it will exceed the number of allowed tries
401 * to do that. 432 * to do that.
402 */ 433 */
434void
403void create_treasure(treasurelist *t, object *op, int flag, int difficulty, 435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
404 int tries)
405{ 436{
406 437
407 if (tries++>100) { 438 if (tries++ > 100)
439 {
408 LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); 440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
409 return; 441 return;
410 } 442 }
411 if (t->total_chance) 443 if (tl->total_chance)
412 create_one_treasure(t, op, flag,difficulty, tries); 444 create_one_treasure (tl, op, flag, difficulty, tries);
413 else 445 else
414 create_all_treasures(t->items, op, flag, difficulty, tries); 446 create_all_treasures (tl->items, op, flag, difficulty, tries);
415} 447}
416 448
417/* This is similar to the old generate treasure function. However, 449/* This is similar to the old generate treasure function. However,
418 * it instead takes a treasurelist. It is really just a wrapper around 450 * it instead takes a treasurelist. It is really just a wrapper around
419 * create_treasure. We create a dummy object that the treasure gets 451 * create_treasure. We create a dummy object that the treasure gets
420 * inserted into, and then return that treausre 452 * inserted into, and then return that treausre
421 */ 453 */
454object *
422object *generate_treasure(treasurelist *t, int difficulty) 455generate_treasure (treasurelist *tl, int difficulty)
423{ 456{
457 difficulty = clamp (difficulty, 1, settings.max_level);
458
424 object *ob = get_object(), *tmp; 459 object *ob = object::create (), *tmp;
425 460
426 create_treasure(t, ob, 0, difficulty, 0); 461 create_treasure (tl, ob, 0, difficulty, 0);
427 462
428 /* Don't want to free the object we are about to return */ 463 /* Don't want to free the object we are about to return */
429 tmp = ob->inv; 464 tmp = ob->inv;
430 if (tmp!=NULL) remove_ob(tmp); 465 if (tmp != NULL)
466 tmp->remove ();
467
431 if (ob->inv) { 468 if (ob->inv)
432 LOG(llevError,"In generate treasure, created multiple objects.\n"); 469 LOG (llevError, "In generate treasure, created multiple objects.\n");
433 } 470
434 free_object(ob); 471 ob->destroy ();
435 return tmp; 472 return tmp;
436} 473}
437 474
438/* 475/*
439 * This is a new way of calculating the chance for an item to have 476 * This is a new way of calculating the chance for an item to have
440 * a specific magical bonus. 477 * a specific magical bonus.
441 * The array has two arguments, the difficulty of the level, and the 478 * The array has two arguments, the difficulty of the level, and the
442 * magical bonus "wanted". 479 * magical bonus "wanted".
443 */ 480 */
444 481
445static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = 482static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
446{ 483
447/*chance of magic difficulty*/ 484/*chance of magic difficulty*/
485
448/* +0 +1 +2 +3 +4 */ 486/* +0 +1 +2 +3 +4 */
449 { 95, 2, 2, 1, 0 }, /*1*/ 487 {95, 2, 2, 1, 0}, /*1 */
450 { 92, 5, 2, 1, 0 }, /*2*/ 488 {92, 5, 2, 1, 0}, /*2 */
451 { 85,10, 4, 1, 0 }, /*3*/ 489 {85, 10, 4, 1, 0}, /*3 */
452 { 80,14, 4, 2, 0 }, /*4*/ 490 {80, 14, 4, 2, 0}, /*4 */
453 { 75,17, 5, 2, 1 }, /*5*/ 491 {75, 17, 5, 2, 1}, /*5 */
454 { 70,18, 8, 3, 1 }, /*6*/ 492 {70, 18, 8, 3, 1}, /*6 */
455 { 65,21,10, 3, 1 }, /*7*/ 493 {65, 21, 10, 3, 1}, /*7 */
456 { 60,22,12, 4, 2 }, /*8*/ 494 {60, 22, 12, 4, 2}, /*8 */
457 { 55,25,14, 4, 2 }, /*9*/ 495 {55, 25, 14, 4, 2}, /*9 */
458 { 50,27,16, 5, 2 }, /*10*/ 496 {50, 27, 16, 5, 2}, /*10 */
459 { 45,28,18, 6, 3 }, /*11*/ 497 {45, 28, 18, 6, 3}, /*11 */
460 { 42,28,20, 7, 3 }, /*12*/ 498 {42, 28, 20, 7, 3}, /*12 */
461 { 40,27,21, 8, 4 }, /*13*/ 499 {40, 27, 21, 8, 4}, /*13 */
462 { 38,25,22,10, 5 }, /*14*/ 500 {38, 25, 22, 10, 5}, /*14 */
463 { 36,23,23,12, 6 }, /*15*/ 501 {36, 23, 23, 12, 6}, /*15 */
464 { 33,21,24,14, 8 }, /*16*/ 502 {33, 21, 24, 14, 8}, /*16 */
465 { 31,19,25,16, 9 }, /*17*/ 503 {31, 19, 25, 16, 9}, /*17 */
466 { 27,15,30,18,10 }, /*18*/ 504 {27, 15, 30, 18, 10}, /*18 */
467 { 20,12,30,25,13 }, /*19*/ 505 {20, 12, 30, 25, 13}, /*19 */
468 { 15,10,28,30,17 }, /*20*/ 506 {15, 10, 28, 30, 17}, /*20 */
469 { 13, 9,27,28,23 }, /*21*/ 507 {13, 9, 27, 28, 23}, /*21 */
470 { 10, 8,25,28,29 }, /*22*/ 508 {10, 8, 25, 28, 29}, /*22 */
471 { 8, 7,23,26,36 }, /*23*/ 509 {8, 7, 23, 26, 36}, /*23 */
472 { 6, 6,20,22,46 }, /*24*/ 510 {6, 6, 20, 22, 46}, /*24 */
473 { 4, 5,17,18,56 }, /*25*/ 511 {4, 5, 17, 18, 56}, /*25 */
474 { 2, 4,12,14,68 }, /*26*/ 512 {2, 4, 12, 14, 68}, /*26 */
475 { 0, 3, 7,10,80 }, /*27*/ 513 {0, 3, 7, 10, 80}, /*27 */
476 { 0, 0, 3, 7,90 }, /*28*/ 514 {0, 0, 3, 7, 90}, /*28 */
477 { 0, 0, 0, 3,97 }, /*29*/ 515 {0, 0, 0, 3, 97}, /*29 */
478 { 0, 0, 0, 0,100}, /*30*/ 516 {0, 0, 0, 0, 100}, /*30 */
479 { 0, 0, 0, 0,100}, /*31*/ 517 {0, 0, 0, 0, 100}, /*31 */
480}; 518};
481 519
482 520
483/* calculate the appropriate level for wands staves and scrolls. 521/* calculate the appropriate level for wands staves and scrolls.
484 * This code presumes that op has had its spell object created (in op->inv) 522 * This code presumes that op has had its spell object created (in op->inv)
485 * 523 *
486 * elmex Wed Aug 9 17:44:59 CEST 2006: 524 * elmex Wed Aug 9 17:44:59 CEST 2006:
487 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
488 */ 526 */
489 527
528int
490int level_for_item (const object *op, int difficulty) 529level_for_item (const object *op, int difficulty)
491{ 530{
492 int mult = 0, olevel = 0; 531 int olevel = 0;
493 532
494 if (!op->inv) 533 if (!op->inv)
495 { 534 {
496 LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name); 535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
497 return 0; 536 return 0;
498 } 537 }
499 538
500 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 539 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
501 540
502 if (olevel <= 0) 541 if (olevel <= 0)
517 * Scaling difficulty by max_level, as difficulty is a level and not some 556 * Scaling difficulty by max_level, as difficulty is a level and not some
518 * weird integer between 1-31. 557 * weird integer between 1-31.
519 * 558 *
520 */ 559 */
521 560
561int
522int magic_from_difficulty(int difficulty) 562magic_from_difficulty (int difficulty)
523{ 563{
524 int percent = 0, magic = 0; 564 int percent = 0, magic = 0;
525 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
526 566
527 scaled_diff--; 567 scaled_diff--;
528 568
529 if(scaled_diff < 0) 569 if (scaled_diff < 0)
530 scaled_diff = 0; 570 scaled_diff = 0;
531 571
532 if (scaled_diff >= DIFFLEVELS) 572 if (scaled_diff >= DIFFLEVELS)
533 scaled_diff = DIFFLEVELS-1; 573 scaled_diff = DIFFLEVELS - 1;
534 574
535 percent = RANDOM()%100; 575 percent = RANDOM () % 100;
536 576
537 for(magic = 0; magic < (MAXMAGIC + 1); magic++) 577 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
538 { 578 {
539 percent -= difftomagic_list[scaled_diff][magic]; 579 percent -= difftomagic_list[scaled_diff][magic];
540 580
541 if (percent < 0) 581 if (percent < 0)
542 break; 582 break;
543 } 583 }
544 584
545 if (magic == (MAXMAGIC + 1)) 585 if (magic == (MAXMAGIC + 1))
546 { 586 {
547 LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
548 magic = 0; 588 magic = 0;
549 } 589 }
550 590
551 magic = (RANDOM() % 3) ? magic : -magic; 591 magic = (RANDOM () % 3) ? magic : -magic;
552 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
553 593
554 return magic; 594 return magic;
555} 595}
556 596
559 * the armour variable, and the effect on speed of armour. 599 * the armour variable, and the effect on speed of armour.
560 * This function doesn't work properly, should add use of archetypes 600 * This function doesn't work properly, should add use of archetypes
561 * to make it truly absolute. 601 * to make it truly absolute.
562 */ 602 */
563 603
604void
564void set_abs_magic(object *op, int magic) { 605set_abs_magic (object *op, int magic)
606{
565 if(!magic) 607 if (!magic)
566 return; 608 return;
567 609
568 op->magic=magic; 610 op->magic = magic;
569 if (op->arch) { 611 if (op->arch)
612 {
570 if (op->type == ARMOUR) 613 if (op->type == ARMOUR)
571 ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; 614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
572 615
573 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
574 magic = (-magic); 617 magic = (-magic);
575 op->weight = (op->arch->clone.weight*(100-magic*10))/100; 618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 }
576 } else { 620 else
621 {
577 if(op->type==ARMOUR) 622 if (op->type == ARMOUR)
578 ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; 623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
579 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
580 magic = (-magic); 625 magic = (-magic);
581 op->weight=(op->weight*(100-magic*10))/100; 626 op->weight = (op->weight * (100 - magic * 10)) / 100;
582 } 627 }
583} 628}
584 629
585/* 630/*
586 * Sets a random magical bonus in the given object based upon 631 * Sets a random magical bonus in the given object based upon
587 * the given difficulty, and the given max possible bonus. 632 * the given difficulty, and the given max possible bonus.
588 */ 633 */
589 634
635static void
590static void set_magic (int difficulty, object *op, int max_magic, int flags) 636set_magic (int difficulty, object *op, int max_magic, int flags)
591{ 637{
592 int i; 638 int i;
639
593 i = magic_from_difficulty(difficulty); 640 i = magic_from_difficulty (difficulty);
594 if ((flags & GT_ONLY_GOOD) && i < 0) 641 if ((flags & GT_ONLY_GOOD) && i < 0)
595 i = -i; 642 i = -i;
596 if(i > max_magic) 643 if (i > max_magic)
597 i = max_magic; 644 i = max_magic;
598 set_abs_magic(op,i); 645 set_abs_magic (op, i);
599 if (i < 0) 646 if (i < 0)
600 SET_FLAG(op, FLAG_CURSED); 647 SET_FLAG (op, FLAG_CURSED);
601} 648}
602 649
603/* 650/*
604 * Randomly adds one magical ability to the given object. 651 * Randomly adds one magical ability to the given object.
605 * Modified for Partial Resistance in many ways: 652 * Modified for Partial Resistance in many ways:
607 * is rolled again, increase it - the bonuses now stack with 654 * is rolled again, increase it - the bonuses now stack with
608 * other bonuses previously rolled and ones the item might natively have. 655 * other bonuses previously rolled and ones the item might natively have.
609 * 2) Add code to deal with new PR method. 656 * 2) Add code to deal with new PR method.
610 */ 657 */
611 658
659void
612void set_ring_bonus(object *op,int bonus) { 660set_ring_bonus (object *op, int bonus)
661{
613 662
614 int r=RANDOM()%(bonus>0?25:11); 663 int r = RANDOM () % (bonus > 0 ? 25 : 11);
615 664
616 if(op->type==AMULET) { 665 if (op->type == AMULET)
666 {
617 if(!(RANDOM()%21)) 667 if (!(RANDOM () % 21))
618 r=20+RANDOM()%2; 668 r = 20 + RANDOM () % 2;
619 else {
620 if(RANDOM()&2)
621 r=10;
622 else 669 else
623 r=11+RANDOM()%9; 670 {
624 } 671 if (RANDOM () & 2)
672 r = 10;
673 else
674 r = 11 + RANDOM () % 9;
675 }
625 } 676 }
626 677
627 switch(r) { 678 switch (r)
679 {
628 /* Redone by MSW 2000-11-26 to have much less code. Also, 680 /* Redone by MSW 2000-11-26 to have much less code. Also,
629 * bonuses and penalties will stack and add to existing values. 681 * bonuses and penalties will stack and add to existing values.
630 * of the item. 682 * of the item.
631 */ 683 */
632 case 0: 684 case 0:
633 case 1: 685 case 1:
634 case 2: 686 case 2:
635 case 3: 687 case 3:
636 case 4: 688 case 4:
637 case 5: 689 case 5:
638 case 6: 690 case 6:
639 set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); 691 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
640 break; 692 break;
641 693
642 case 7: 694 case 7:
643 op->stats.dam+=bonus; 695 op->stats.dam += bonus;
644 break; 696 break;
645 697
646 case 8: 698 case 8:
647 op->stats.wc+=bonus; 699 op->stats.wc += bonus;
648 break; 700 break;
649 701
650 case 9: 702 case 9:
651 op->stats.food+=bonus; /* hunger/sustenance */ 703 op->stats.food += bonus; /* hunger/sustenance */
652 break; 704 break;
653 705
654 case 10: 706 case 10:
655 op->stats.ac+=bonus; 707 op->stats.ac += bonus;
656 break; 708 break;
657 709
658 /* Item that gives protections/vulnerabilities */ 710 /* Item that gives protections/vulnerabilities */
659 case 11: 711 case 11:
660 case 12: 712 case 12:
661 case 13: 713 case 13:
662 case 14: 714 case 14:
663 case 15: 715 case 15:
664 case 16: 716 case 16:
665 case 17: 717 case 17:
666 case 18: 718 case 18:
667 case 19: 719 case 19:
668 { 720 {
669 int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; 721 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
670 722
671 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
672 val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; 724 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
673 725
674 /* Cursed items need to have higher negative values to equal out with 726 /* Cursed items need to have higher negative values to equal out with
675 * positive values for how protections work out. Put another 727 * positive values for how protections work out. Put another
676 * little random element in since that they don't always end up with 728 * little random element in since that they don't always end up with
677 * even values. 729 * even values.
678 */ 730 */
679 if (bonus<0) val = 2*-val - RANDOM() % b; 731 if (bonus < 0)
680 if (val>35) val=35; /* Upper limit */ 732 val = 2 * -val - RANDOM () % b;
681 b=0; 733 if (val > 35)
734 val = 35; /* Upper limit */
735 b = 0;
682 while (op->resist[resist_table[resist]]!=0 && b<4) { 736 while (op->resist[resist_table[resist]] != 0 && b < 4)
737 {
683 resist=RANDOM() % num_resist_table; 738 resist = RANDOM () % num_resist_table;
684 } 739 }
685 if (b==4) return; /* Not able to find a free resistance */ 740 if (b == 4)
741 return; /* Not able to find a free resistance */
686 op->resist[resist_table[resist]] = val; 742 op->resist[resist_table[resist]] = val;
687 /* We should probably do something more clever here to adjust value 743 /* We should probably do something more clever here to adjust value
688 * based on how good a resistance we gave. 744 * based on how good a resistance we gave.
689 */ 745 */
690 break; 746 break;
691 } 747 }
692 case 20: 748 case 20:
693 if(op->type==AMULET) { 749 if (op->type == AMULET)
750 {
694 SET_FLAG(op,FLAG_REFL_SPELL); 751 SET_FLAG (op, FLAG_REFL_SPELL);
695 op->value*=11; 752 op->value *= 11;
696 } else { 753 }
754 else
755 {
697 op->stats.hp=1; /* regenerate hit points */ 756 op->stats.hp = 1; /* regenerate hit points */
698 op->value*=4; 757 op->value *= 4;
758 }
759 break;
760
761 case 21:
762 if (op->type == AMULET)
763 {
764 SET_FLAG (op, FLAG_REFL_MISSILE);
765 op->value *= 9;
766 }
767 else
768 {
769 op->stats.sp = 1; /* regenerate spell points */
770 op->value *= 3;
771 }
772 break;
773
774 case 22:
775 op->stats.exp += bonus; /* Speed! */
776 op->value = (op->value * 2) / 3;
777 break;
699 } 778 }
700 break;
701
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) 779 if (bonus > 0)
718 op->value*=2*bonus; 780 op->value *= 2 * bonus;
719 else 781 else
720 op->value= -(op->value*2*bonus)/3; 782 op->value = -(op->value * 2 * bonus) / 3;
721} 783}
722 784
723/* 785/*
724 * get_magic(diff) will return a random number between 0 and 4. 786 * 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 787 * diff can be any value above 2. The higher the diff-variable, the
727 * It is only used in fix_generated_treasure() to set bonuses on 789 * It is only used in fix_generated_treasure() to set bonuses on
728 * rings and amulets. 790 * rings and amulets.
729 * Another scheme is used to calculate the magic of weapons and armours. 791 * Another scheme is used to calculate the magic of weapons and armours.
730 */ 792 */
731 793
794int
732int get_magic(int diff) { 795get_magic (int diff)
796{
733 int i; 797 int i;
798
734 if(diff<3) 799 if (diff < 3)
735 diff=3; 800 diff = 3;
736 for(i=0;i<4;i++) 801 for (i = 0; i < 4; i++)
737 if(RANDOM()%diff) return i; 802 if (RANDOM () % diff)
803 return i;
738 return 4; 804 return 4;
739} 805}
740 806
741#define DICE2 (get_magic(2)==2?2:1) 807#define DICE2 (get_magic(2)==2?2:1)
742#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 808#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
744/* 810/*
745 * fix_generated_item(): This is called after an item is generated, in 811 * 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 812 * order to set it up right. This produced magical bonuses, puts spells
747 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 813 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
748 */ 814 */
815
749/* 4/28/96 added creator object from which op may now inherit properties based on 816/* 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 817 * 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 818 * dependant. I know this is a spagetti manuever, but is there a cleaner
752 * way to do this? b.t. */ 819 * way to do this? b.t. */
820
753/* 821/*
754 * ! (flags & GT_ENVIRONMENT): 822 * ! (flags & GT_ENVIRONMENT):
755 * Automatically calls fix_flesh_item(). 823 * Automatically calls fix_flesh_item().
756 * 824 *
757 * flags: 825 * flags:
760 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 828 * 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 829 * 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 830 * type as appropriate, for objects that need spell objects, set those, etc
763 */ 831 */
764 832
833void
765void fix_generated_item (object * op, object * creator, int difficulty, 834fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
766 int max_magic, int flags)
767{ 835{
768 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 836 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
769 837
770 if (!creator || creator->type == op->type) 838 if (!creator || creator->type == op->type)
771 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 839 creator = op; /*safety & to prevent polymorphed objects giving attributes */
776 844
777 if (op->randomitems && op->type != SPELL) 845 if (op->randomitems && op->type != SPELL)
778 { 846 {
779 create_treasure (op->randomitems, op, flags, difficulty, 0); 847 create_treasure (op->randomitems, op, flags, difficulty, 0);
780 if (!op->inv) 848 if (!op->inv)
781 LOG (llevDebug,
782 "fix_generated_item: Unable to generate treasure for %s\n", 849 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
783 op->name);
784 850
785 /* So the treasure doesn't get created again */ 851 /* So the treasure doesn't get created again */
786 op->randomitems = NULL; 852 op->randomitems = NULL;
787 } 853 }
788 854
789 if (difficulty < 1) 855 if (difficulty < 1)
790 difficulty = 1; 856 difficulty = 1;
857
858 if (INVOKE_OBJECT (ADD_BONUS, op,
859 ARG_OBJECT (creator != op ? creator : 0),
860 ARG_INT (difficulty), ARG_INT (max_magic),
861 ARG_INT (flags)))
862 return;
791 863
792 if (!(flags & GT_MINIMAL)) 864 if (!(flags & GT_MINIMAL))
793 { 865 {
794 if (op->arch == crown_arch) 866 if (op->arch == crown_arch)
795 { 867 {
802 if (!op->magic && max_magic) 874 if (!op->magic && max_magic)
803 set_magic (difficulty, op, max_magic, flags); 875 set_magic (difficulty, op, max_magic, flags);
804 876
805 num_enchantments = calc_item_power (op, 1); 877 num_enchantments = calc_item_power (op, 1);
806 878
807 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) 879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
808 || op->type == HORN 880 * used for shop_floors or treasures */
809 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
810 * used for shop_floors or treasures */
811 generate_artifact (op, difficulty); 881 generate_artifact (op, difficulty);
812 } 882 }
813 883
814 /* Object was made an artifact. Calculate its item_power rating. 884 /* Object was made an artifact. Calculate its item_power rating.
815 * the item_power in the object is what the artfiact adds. 885 * 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 892 * 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 893 * that since item_power is not quite linear, this actually ends up
824 * being somewhat of a bonus 894 * being somewhat of a bonus
825 */ 895 */
826 if (save_item_power) 896 if (save_item_power)
827 op->item_power =
828 save_item_power + get_power_from_ench (op->item_power); 897 op->item_power = save_item_power + get_power_from_ench (op->item_power);
829 else 898 else
830 op->item_power =
831 get_power_from_ench (op->item_power + num_enchantments); 899 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
832 } 900 }
833 else if (save_item_power) 901 else if (save_item_power)
834 { 902 {
835 /* restore the item_power field to the object if we haven't changed it. 903 /* 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 904 * we don't care about num_enchantments - that will basically just
844 * was never previously calculated. Let's compute a value and see if 912 * 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 913 * it is non-zero. If it indeed is, then assign it as the new
846 * item_power value. 914 * item_power value.
847 * - gros, 21th of July 2006. 915 * - gros, 21th of July 2006.
848 */ 916 */
849 op->item_power = calc_item_power(op,0); 917 op->item_power = calc_item_power (op, 0);
850 save_item_power = op->item_power; /* Just in case it would get used 918 save_item_power = op->item_power; /* Just in case it would get used
851 * again below */ 919 * again below */
852 } 920 }
853 } 921 }
854 922
855 /* materialtype modifications. Note we allow this on artifacts. */ 923 /* materialtype modifications. Note we allow this on artifacts. */
856 set_materialname (op, difficulty, NULL); 924 set_materialname (op, difficulty, NULL);
869 } 937 }
870 } 938 }
871 else if (!op->title) /* Only modify object if not special */ 939 else if (!op->title) /* Only modify object if not special */
872 switch (op->type) 940 switch (op->type)
873 { 941 {
874 case WEAPON: 942 case WEAPON:
875 case ARMOUR: 943 case ARMOUR:
876 case SHIELD: 944 case SHIELD:
877 case HELMET: 945 case HELMET:
878 case CLOAK: 946 case CLOAK:
879 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
880 set_ring_bonus (op, -DICE2); 948 set_ring_bonus (op, -DICE2);
881 break; 949 break;
882 950
883 case BRACERS: 951 case BRACERS:
884 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
953 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3;
957 }
958 break;
959
960 case POTION:
885 { 961 {
962 int too_many_tries = 0, is_special = 0;
963
964 /* Handle healing and magic power potions */
965 if (op->stats.sp && !op->randomitems)
966 {
967 object *tmp;
968
969 tmp = get_archetype (spell_mapping[op->stats.sp]);
970 insert_ob_in_ob (tmp, op);
971 op->stats.sp = 0;
972 }
973
974 while (!(is_special = special_potion (op)) && !op->inv)
975 {
976 generate_artifact (op, difficulty);
977 if (too_many_tries++ > 10)
978 break;
979 }
980
981 /* don't want to change value for healing/magic power potions,
982 * since the value set on those is already correct.
983 */
984 if (op->inv && op->randomitems)
985 {
986 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
989 }
990 else
991 {
992 op->name = "potion";
993 op->name_pl = "potions";
994 }
995
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
997 SET_FLAG (op, FLAG_CURSED);
998 break;
999 }
1000
1001 case AMULET:
1002 if (op->arch == amulet_arch)
1003 op->value *= 5; /* Since it's not just decoration */
1004
1005 case RING:
1006 if (op->arch == NULL)
1007 {
1008 op->destroy ();
1009 op = 0;
1010 break;
1011 }
1012
1013 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1014 break;
1015
1016 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1017 SET_FLAG (op, FLAG_CURSED);
1018
886 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1019 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 1020
892 case POTION: 1021 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; 1022 break;
911 }
912
913 /* don't want to change value for healing/magic power potions,
914 * since the value set on those is already correct.
915 */
916 if (op->inv && op->randomitems)
917 {
918 /* value multiplier is same as for scrolls */
919 op->value = (op->value * op->inv->value);
920 op->level =
921 op->inv->level / 2 + RANDOM () % difficulty
922 + RANDOM () % difficulty;
923 }
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
934 case AMULET:
935 if (op->arch == amulet_arch)
936 op->value *= 5; /* Since it's not just decoration */
937
938 case RING:
939 if (op->arch == NULL)
940 {
941 remove_ob (op);
942 free_object (op);
943 op = NULL;
944 break;
945 }
946
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 1023
968 if (!(RANDOM () % 4)) 1024 if (!(RANDOM () % 4))
969 { 1025 {
970 int d = (RANDOM () % 3
971 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1026 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027
972 if (d > 0) 1028 if (d > 0)
973 op->value *= 5; 1029 op->value *= 3;
1030
974 set_ring_bonus (op, d); 1031 set_ring_bonus (op, d);
1032
1033 if (!(RANDOM () % 4))
1034 {
1035 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1036
1037 if (d > 0)
1038 op->value *= 5;
1039 set_ring_bonus (op, d);
1040 }
975 } 1041 }
976 }
977 1042
978 if (GET_ANIM_ID (op)) 1043 if (GET_ANIM_ID (op))
979 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1044 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
980 1045
981 break; 1046 break;
982 1047
983 case BOOK: 1048 case BOOK:
984 /* Is it an empty book?, if yes lets make a special· 1049 /* Is it an empty book?, if yes lets make a special·
985 * msg for it, and tailor its properties based on the· 1050 * msg for it, and tailor its properties based on the·
986 * creator and/or map level we found it on. 1051 * creator and/or map level we found it on.
987 */ 1052 */
988 if (!op->msg && RANDOM () % 10) 1053 if (!op->msg && RANDOM () % 10)
989 {
990 /* set the book level properly */
991 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
992 { 1054 {
1055 /* set the book level properly */
1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1057 {
993 if (op->map && op->map->difficulty) 1058 if (op->map && op->map->difficulty)
994 op->level =
995 RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1059 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1060 else
1061 op->level = RANDOM () % 20 + 1;
1062 }
996 else 1063 else
997 op->level = RANDOM () % 20 + 1; 1064 op->level = RANDOM () % creator->level;
1065
1066 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1067 /* books w/ info are worth more! */
1068 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1069 /* creator related stuff */
1070
1071 /* for library, chained books. Note that some monsters have no_pick
1072 * set - we don't want to set no pick in that case.
1073 */
1074 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1075 SET_FLAG (op, FLAG_NO_PICK);
1076 if (creator->slaying && !op->slaying) /* for check_inv floors */
1077 op->slaying = creator->slaying;
1078
1079 /* add exp so reading it gives xp (once) */
1080 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1081 }
1082 break;
1083
1084 case SPELLBOOK:
1085 op->value = op->value * op->inv->value;
1086 /* add exp so learning gives xp */
1087 op->level = op->inv->level;
1088 op->stats.exp = op->value;
1089 break;
1090
1091 case WAND:
1092 /* nrof in the treasure list is number of charges,
1093 * not number of wands. So copy that into food (charges),
1094 * and reset nrof.
1095 */
1096 op->stats.food = op->inv->nrof;
1097 op->nrof = 1;
1098 /* If the spell changes by level, choose a random level
1099 * for it, and adjust price. If the spell doesn't
1100 * change by level, just set the wand to the level of
1101 * the spell, and value calculation is simpler.
1102 */
1103 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1104 {
1105 op->level = level_for_item (op, difficulty);
1106 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
998 } 1107 }
999 else 1108 else
1000 op->level = RANDOM () % creator->level; 1109 {
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 + 1110 op->level = op->inv->level;
1010 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1111 op->value = op->value * op->inv->value;
1011 /* creator related stuff */ 1112 }
1113 break;
1012 1114
1013 /* for library, chained books. Note that some monsters have no_pick 1115 case ROD:
1014 * set - we don't want to set no pick in that case. 1116 op->level = level_for_item (op, difficulty);
1117 /* Add 50 to both level an divisor to keep prices a little more
1118 * reasonable. Otherwise, a high level version of a low level
1119 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1120 * 10 time multiplier). This way, the value are a bit more reasonable.
1015 */ 1121 */
1016 if (QUERY_FLAG (creator, FLAG_NO_PICK) && 1122 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1017 !QUERY_FLAG (creator, FLAG_MONSTER)) 1123 /* 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 = 1124 if (op->stats.maxhp)
1024 op->value > 10000 ? op->value / 5 : op->value / 10; 1125 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1025 } 1126 else
1127 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1128
1129 op->stats.hp = op->stats.maxhp;
1026 break; 1130 break;
1027 1131
1028 case SPELLBOOK: 1132 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); 1133 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 + 1134 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 1135
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 */ 1136 /* add exp so reading them properly gives xp */
1087 op->stats.exp = op->value / 5; 1137 op->stats.exp = op->value / 5;
1088 op->nrof = op->inv->nrof; 1138 op->nrof = op->inv->nrof;
1089 break; 1139 break;
1090 1140
1091 case RUNE: 1141 case RUNE:
1092 trap_adjust (op, difficulty); 1142 trap_adjust (op, difficulty);
1093 break; 1143 break;
1094 1144
1095 case TRAP: 1145 case TRAP:
1096 trap_adjust (op, difficulty); 1146 trap_adjust (op, difficulty);
1097 break; 1147 break;
1098 } /* switch type */ 1148 } /* switch type */
1099 1149
1100 if (flags & GT_STARTEQUIP) 1150 if (flags & GT_STARTEQUIP)
1101 { 1151 {
1102 if (op->nrof < 2 && op->type != CONTAINER 1152 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); 1153 SET_FLAG (op, FLAG_STARTEQUIP);
1105 else if (op->type != MONEY) 1154 else if (op->type != MONEY)
1106 op->value = 0; 1155 op->value = 0;
1107 } 1156 }
1108 1157
1120 1169
1121/* 1170/*
1122 * Allocate and return the pointer to an empty artifactlist structure. 1171 * Allocate and return the pointer to an empty artifactlist structure.
1123 */ 1172 */
1124 1173
1125static artifactlist *get_empty_artifactlist(void) { 1174static artifactlist *
1175get_empty_artifactlist (void)
1176{
1126 artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); 1177 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1178
1127 if(tl==NULL) 1179 if (al == NULL)
1128 fatal(OUT_OF_MEMORY); 1180 fatal (OUT_OF_MEMORY);
1129 tl->next=NULL; 1181 al->next = NULL;
1130 tl->items=NULL; 1182 al->items = NULL;
1131 tl->total_chance=0; 1183 al->total_chance = 0;
1132 return tl; 1184 return al;
1133} 1185}
1134 1186
1135/* 1187/*
1136 * Allocate and return the pointer to an empty artifact structure. 1188 * Allocate and return the pointer to an empty artifact structure.
1137 */ 1189 */
1138 1190
1139static artifact *get_empty_artifact(void) { 1191static artifact *
1192get_empty_artifact (void)
1193{
1140 artifact *t = (artifact *) malloc(sizeof(artifact)); 1194 artifact *a = (artifact *) malloc (sizeof (artifact));
1195
1141 if(t==NULL) 1196 if (a == NULL)
1142 fatal(OUT_OF_MEMORY); 1197 fatal (OUT_OF_MEMORY);
1143 t->item=NULL; 1198 a->item = NULL;
1144 t->next=NULL; 1199 a->next = NULL;
1145 t->chance=0; 1200 a->chance = 0;
1146 t->difficulty=0; 1201 a->difficulty = 0;
1147 t->allowed = NULL; 1202 a->allowed = NULL;
1148 return t; 1203 return a;
1149} 1204}
1150 1205
1151/* 1206/*
1152 * Searches the artifact lists and returns one that has the same type 1207 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1208 * of objects on it.
1154 */ 1209 */
1155 1210
1211artifactlist *
1156artifactlist *find_artifactlist(int type) { 1212find_artifactlist (int type)
1213{
1157 artifactlist *al; 1214 artifactlist *al;
1158 1215
1159 for (al=first_artifactlist; al!=NULL; al=al->next) 1216 for (al = first_artifactlist; al != NULL; al = al->next)
1160 if (al->type == type) return al; 1217 if (al->type == type)
1218 return al;
1161 return NULL; 1219 return NULL;
1162} 1220}
1163 1221
1164/* 1222/*
1165 * For debugging purposes. Dumps all tables. 1223 * For debugging purposes. Dumps all tables.
1166 */ 1224 */
1167 1225
1226void
1168void dump_artifacts(void) { 1227dump_artifacts (void)
1228{
1169 artifactlist *al; 1229 artifactlist *al;
1170 artifact *art; 1230 artifact *art;
1171 linked_char *next; 1231 linked_char *next;
1172 1232
1173 fprintf(logfile,"\n"); 1233 fprintf (logfile, "\n");
1174 for (al=first_artifactlist; al!=NULL; al=al->next) { 1234 for (al = first_artifactlist; al != NULL; al = al->next)
1235 {
1175 fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1236 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) { 1237 for (art = al->items; art != NULL; art = art->next)
1177 fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n", 1238 {
1178 art->item->name, art->difficulty, art->chance); 1239 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1179 if (art->allowed !=NULL) { 1240 if (art->allowed != NULL)
1241 {
1180 fprintf(logfile,"\tAllowed combinations:"); 1242 fprintf (logfile, "\tAllowed combinations:");
1181 for (next=art->allowed; next!=NULL; next=next->next) 1243 for (next = art->allowed; next != NULL; next = next->next)
1182 fprintf(logfile, "%s,", next->name); 1244 fprintf (logfile, "%s,", &next->name);
1183 fprintf(logfile,"\n"); 1245 fprintf (logfile, "\n");
1246 }
1184 } 1247 }
1185 }
1186 } 1248 }
1187 fprintf(logfile,"\n"); 1249 fprintf (logfile, "\n");
1188} 1250}
1189 1251
1190/* 1252/*
1191 * For debugging purposes. Dumps all treasures recursively (see below). 1253 * For debugging purposes. Dumps all treasures recursively (see below).
1192 */ 1254 */
1255void
1193void dump_monster_treasure_rec (const char *name, treasure *t, int depth) 1256dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1194{ 1257{
1195 treasurelist *tl; 1258 treasurelist *tl;
1196 int i; 1259 int i;
1197 1260
1198 if (depth > 100) 1261 if (depth > 100)
1199 return; 1262 return;
1200 while (t != NULL) 1263 while (t)
1201 { 1264 {
1202 if (t->name != NULL) 1265 if (t->name)
1203 { 1266 {
1204 for (i = 0; i < depth; i++) 1267 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " "); 1268 fprintf (logfile, " ");
1206 fprintf (logfile, "{ (list: %s)\n", t->name); 1269 fprintf (logfile, "{ (list: %s)\n", &t->name);
1207 tl = find_treasurelist (t->name); 1270 tl = find_treasurelist (t->name);
1271 if (tl)
1208 dump_monster_treasure_rec (name, tl->items, depth + 2); 1272 dump_monster_treasure_rec (name, tl->items, depth + 2);
1209 for (i = 0; i < depth; i++) 1273 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " "); 1274 fprintf (logfile, " ");
1211 fprintf (logfile, "} (end of list: %s)\n", t->name); 1275 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1212 } 1276 }
1213 else 1277 else
1214 { 1278 {
1215 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1217 if (t->item->clone.type == FLESH) 1281 if (t->item && t->item->clone.type == FLESH)
1218 fprintf (logfile, "%s's %s\n", name, t->item->clone.name); 1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1219 else 1283 else
1220 fprintf (logfile, "%s\n", t->item->clone.name); 1284 fprintf (logfile, "%s\n", &t->item->clone.name);
1221 } 1285 }
1286
1222 if (t->next_yes != NULL) 1287 if (t->next_yes)
1223 { 1288 {
1224 for (i = 0; i < depth; i++) 1289 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " "); 1290 fprintf (logfile, " ");
1226 fprintf (logfile, " (if yes)\n"); 1291 fprintf (logfile, " (if yes)\n");
1227 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1292 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1228 } 1293 }
1294
1229 if (t->next_no != NULL) 1295 if (t->next_no)
1230 { 1296 {
1231 for (i = 0; i < depth; i++) 1297 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " "); 1298 fprintf (logfile, " ");
1233 fprintf (logfile, " (if no)\n"); 1299 fprintf (logfile, " (if no)\n");
1234 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1300 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1235 } 1301 }
1302
1236 t = t->next; 1303 t = t->next;
1237 } 1304 }
1238} 1305}
1239 1306
1240/* 1307/*
1241 * For debugging purposes. Dumps all treasures for a given monster. 1308 * For debugging purposes. Dumps all treasures for a given monster.
1242 * Created originally by Raphael Quinet for debugging the alchemy code. 1309 * Created originally by Raphael Quinet for debugging the alchemy code.
1243 */ 1310 */
1244 1311
1312void
1245void dump_monster_treasure (const char *name) 1313dump_monster_treasure (const char *name)
1246{ 1314{
1247 archetype *at; 1315 archetype *at;
1248 int found; 1316 int found;
1249 1317
1250 found = 0; 1318 found = 0;
1251 fprintf (logfile, "\n"); 1319 fprintf (logfile, "\n");
1252 for (at = first_archetype; at != NULL; at = at->next) 1320 for (at = first_archetype; at != NULL; at = at->next)
1253 if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1321 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1254 { 1322 {
1255 fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name, 1323 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1256 at->name);
1257 if (at->clone.randomitems != NULL) 1324 if (at->clone.randomitems != NULL)
1258 dump_monster_treasure_rec (at->clone.name, 1325 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1259 at->clone.randomitems->items, 1); 1326 else
1260 else
1261 fprintf (logfile, "(nothing)\n"); 1327 fprintf (logfile, "(nothing)\n");
1262 fprintf (logfile, "\n"); 1328 fprintf (logfile, "\n");
1263 found++; 1329 found++;
1264 } 1330 }
1265 if (found == 0) 1331 if (found == 0)
1266 fprintf (logfile, "No objects have the name %s!\n\n", name); 1332 fprintf (logfile, "No objects have the name %s!\n\n", name);
1267} 1333}
1268 1334
1269/* 1335/*
1270 * Builds up the lists of artifacts from the file in the libdir. 1336 * Builds up the lists of artifacts from the file in the libdir.
1271 */ 1337 */
1272 1338
1339void
1273void init_artifacts(void) { 1340init_artifacts (void)
1341{
1274 static int has_been_inited=0; 1342 static int has_been_inited = 0;
1275 FILE *fp;
1276 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1343 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1277 artifact *art=NULL; 1344 artifact *art = NULL;
1278 linked_char *tmp; 1345 linked_char *tmp;
1279 int value, comp; 1346 int value;
1280 artifactlist *al; 1347 artifactlist *al;
1281 1348
1282 if (has_been_inited) return; 1349 if (has_been_inited)
1350 return;
1351 else
1283 else has_been_inited = 1; 1352 has_been_inited = 1;
1284 1353
1285 sprintf(filename, "%s/artifacts", settings.datadir); 1354 sprintf (filename, "%s/artifacts", settings.datadir);
1286 LOG(llevDebug, "Reading artifacts from %s...",filename); 1355 object_thawer thawer (filename);
1287 if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) {
1288 LOG(llevError, "Can't open %s.\n", filename);
1289 return;
1290 }
1291 1356
1357 if (!thawer)
1358 return;
1359
1292 while (fgets(buf, HUGE_BUF, fp)!=NULL) { 1360 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1293 if (*buf=='#') continue;
1294 if((cp=strchr(buf,'\n'))!=NULL)
1295 *cp='\0';
1296 cp=buf;
1297 while(*cp==' ') /* Skip blanks */
1298 cp++;
1299 if (*cp=='\0') continue;
1300 1361 {
1362 if (*buf == '#')
1363 continue;
1364 if ((cp = strchr (buf, '\n')) != NULL)
1365 *cp = '\0';
1366 cp = buf;
1367 while (*cp == ' ') /* Skip blanks */
1368 cp++;
1369 if (*cp == '\0')
1370 continue;
1371
1301 if (!strncmp(cp, "Allowed", 7)) { 1372 if (!strncmp (cp, "Allowed", 7))
1302 if (art==NULL) {
1303 art=get_empty_artifact();
1304 nrofartifacts++;
1305 } 1373 {
1374 if (art == NULL)
1375 {
1376 art = get_empty_artifact ();
1377 nrofartifacts++;
1378 }
1306 cp = strchr(cp,' ') + 1; 1379 cp = strchr (cp, ' ') + 1;
1307 if (!strcmp(cp,"all")) continue; 1380 if (!strcmp (cp, "all"))
1381 continue;
1308 1382
1309 do { 1383 do
1310 nrofallowedstr++; 1384 {
1385 nrofallowedstr++;
1311 if ((next=strchr(cp, ','))!=NULL) 1386 if ((next = strchr (cp, ',')) != NULL)
1312 *(next++) = '\0'; 1387 *(next++) = '\0';
1313 tmp = (linked_char*) malloc(sizeof(linked_char)); 1388 tmp = new linked_char;
1314 tmp->name = add_string(cp); 1389
1390 tmp->name = cp;
1315 tmp->next = art->allowed; 1391 tmp->next = art->allowed;
1316 art->allowed = tmp; 1392 art->allowed = tmp;
1393 }
1317 } while ((cp=next)!=NULL); 1394 while ((cp = next) != NULL);
1318 } 1395 }
1319 else if (sscanf(cp, "chance %d", &value)) 1396 else if (sscanf (cp, "chance %d", &value))
1320 art->chance = (uint16) value; 1397 art->chance = (uint16) value;
1321 else if (sscanf(cp, "difficulty %d", &value)) 1398 else if (sscanf (cp, "difficulty %d", &value))
1322 art->difficulty = (uint8) value; 1399 art->difficulty = (uint8) value;
1323 else if (!strncmp(cp, "Object",6)) { 1400 else if (!strncmp (cp, "Object", 6))
1324 art->item = (object *) calloc(1, sizeof(object)); 1401 {
1325 reset_object(art->item); 1402 art->item = object::create ();
1326 if (!load_object(fp, art->item,LO_LINEMODE,0)) 1403
1404 if (!load_object (thawer, art->item, 0))
1327 LOG(llevError,"Init_Artifacts: Could not load object.\n"); 1405 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1406
1328 art->item->name = add_string((strchr(cp, ' ')+1)); 1407 art->item->name = strchr (cp, ' ') + 1;
1329 al=find_artifactlist(art->item->type); 1408 al = find_artifactlist (art->item->type);
1330 if (al==NULL) { 1409 if (al == NULL)
1410 {
1331 al = get_empty_artifactlist(); 1411 al = get_empty_artifactlist ();
1332 al->type = art->item->type; 1412 al->type = art->item->type;
1333 al->next = first_artifactlist; 1413 al->next = first_artifactlist;
1334 first_artifactlist = al; 1414 first_artifactlist = al;
1335 } 1415 }
1336 art->next = al->items; 1416 art->next = al->items;
1337 al->items = art; 1417 al->items = art;
1338 art = NULL; 1418 art = NULL;
1339 } 1419 }
1340 else 1420 else
1341 LOG(llevError,"Unknown input in artifact file: %s\n", buf); 1421 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1342 } 1422 }
1343 1423
1344 close_and_delete(fp, comp);
1345
1346 for (al=first_artifactlist; al!=NULL; al=al->next) { 1424 for (al = first_artifactlist; al != NULL; al = al->next)
1425 {
1347 for (art=al->items; art!=NULL; art=art->next) { 1426 for (art = al->items; art != NULL; art = art->next)
1427 {
1348 if (!art->chance) 1428 if (!art->chance)
1349 LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); 1429 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1350 else 1430 else
1351 al->total_chance += art->chance; 1431 al->total_chance += art->chance;
1352 } 1432 }
1353#if 0 1433#if 0
1354 LOG(llevDebug,"Artifact list type %d has %d total chance\n", 1434 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1355 al->type, al->total_chance);
1356#endif 1435#endif
1357 } 1436 }
1358 1437
1359 LOG(llevDebug,"done.\n"); 1438 LOG (llevDebug, "done.\n");
1360} 1439}
1361 1440
1362 1441
1363/* 1442/*
1364 * Used in artifact generation. The bonuses of the first object 1443 * Used in artifact generation. The bonuses of the first object
1365 * is modified by the bonuses of the second object. 1444 * is modified by the bonuses of the second object.
1366 */ 1445 */
1367 1446
1447void
1368void add_abilities(object *op, object *change) { 1448add_abilities (object *op, object *change)
1449{
1369 int i,j, tmp; 1450 int i, tmp;
1370 1451
1371 if (change->face != blank_face) { 1452 if (change->face != blank_face)
1453 {
1372#ifdef TREASURE_VERBOSE 1454#ifdef TREASURE_VERBOSE
1373 LOG(llevDebug, "FACE: %d\n", change->face->number); 1455 LOG (llevDebug, "FACE: %d\n", change->face->number);
1374#endif 1456#endif
1375 op->face = change->face; 1457 op->face = change->face;
1376 } 1458 }
1459
1377 for (i = 0; i < NUM_STATS; i++) 1460 for (i = 0; i < NUM_STATS; i++)
1378 change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); 1461 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1379 1462
1380 op->attacktype |= change->attacktype; 1463 op->attacktype |= change->attacktype;
1381 op->path_attuned |= change->path_attuned; 1464 op->path_attuned |= change->path_attuned;
1382 op->path_repelled |= change->path_repelled; 1465 op->path_repelled |= change->path_repelled;
1383 op->path_denied |= change->path_denied; 1466 op->path_denied |= change->path_denied;
1384 op->move_type |= change->move_type; 1467 op->move_type |= change->move_type;
1385 op->stats.luck += change->stats.luck; 1468 op->stats.luck += change->stats.luck;
1386 1469
1387 if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); 1470 if (QUERY_FLAG (change, FLAG_CURSED))
1388 if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); 1471 SET_FLAG (op, FLAG_CURSED);
1472 if (QUERY_FLAG (change, FLAG_DAMNED))
1473 SET_FLAG (op, FLAG_DAMNED);
1389 if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) 1474 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); 1475 set_abs_magic (op, -op->magic);
1392 1476
1393 if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1477 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1394 if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1478 SET_FLAG (op, FLAG_LIFESAVE);
1395 if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1479 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1396 if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1480 SET_FLAG (op, FLAG_REFL_SPELL);
1397 if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1481 if (QUERY_FLAG (change, FLAG_STEALTH))
1398 if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1482 SET_FLAG (op, FLAG_STEALTH);
1399 if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1483 if (QUERY_FLAG (change, FLAG_XRAYS))
1400 if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); 1484 SET_FLAG (op, FLAG_XRAYS);
1485 if (QUERY_FLAG (change, FLAG_BLIND))
1486 SET_FLAG (op, FLAG_BLIND);
1487 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1488 SET_FLAG (op, FLAG_SEE_IN_DARK);
1489 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1490 SET_FLAG (op, FLAG_REFL_MISSILE);
1491 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1492 SET_FLAG (op, FLAG_MAKE_INVIS);
1401 1493
1402 if (QUERY_FLAG(change,FLAG_STAND_STILL)) { 1494 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1495 {
1403 CLEAR_FLAG(op,FLAG_ANIMATE); 1496 CLEAR_FLAG (op, FLAG_ANIMATE);
1404 /* so artifacts will join */ 1497 /* so artifacts will join */
1405 if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; 1498 if (!QUERY_FLAG (op, FLAG_ALIVE))
1406 update_ob_speed(op); 1499 op->speed = 0.0;
1500
1501 op->set_speed (op->speed);
1407 } 1502 }
1408 if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; 1503
1504 if (change->nrof)
1505 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1506
1409 op->stats.exp += change->stats.exp; /* Speed modifier */ 1507 op->stats.exp += change->stats.exp; /* Speed modifier */
1410 op->stats.wc += change->stats.wc; 1508 op->stats.wc += change->stats.wc;
1411 op->stats.ac += change->stats.ac; 1509 op->stats.ac += change->stats.ac;
1412 1510
1413 if (change->other_arch) { 1511 if (change->other_arch)
1512 {
1414 /* Basically, for horns & potions, the other_arch field is the spell 1513 /* 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 1514 * to cast. So convert that to into a spell and put it into
1416 * this object. 1515 * this object.
1417 */ 1516 */
1418 if (op->type == HORN || op->type == POTION) { 1517 if (op->type == HORN || op->type == POTION)
1518 {
1419 object *tmp_obj; 1519 object *tmp_obj;
1520
1420 /* Remove any spells this object currently has in it */ 1521 /* Remove any spells this object currently has in it */
1421 while (op->inv) { 1522 while (op->inv)
1422 tmp_obj = op->inv; 1523 op->inv->destroy ();
1423 remove_ob(tmp_obj); 1524
1424 free_object(tmp_obj);
1425 }
1426 tmp_obj = arch_to_object(change->other_arch); 1525 tmp_obj = arch_to_object (change->other_arch);
1427 insert_ob_in_ob(tmp_obj, op); 1526 insert_ob_in_ob (tmp_obj, op);
1428 } 1527 }
1429 /* No harm setting this for potions/horns */ 1528 /* No harm setting this for potions/horns */
1430 op->other_arch = change->other_arch; 1529 op->other_arch = change->other_arch;
1431 } 1530 }
1432 1531
1433 if (change->stats.hp < 0) 1532 if (change->stats.hp < 0)
1434 op->stats.hp = -change->stats.hp; 1533 op->stats.hp = -change->stats.hp;
1435 else 1534 else
1436 op->stats.hp += change->stats.hp; 1535 op->stats.hp += change->stats.hp;
1536
1437 if (change->stats.maxhp < 0) 1537 if (change->stats.maxhp < 0)
1438 op->stats.maxhp = -change->stats.maxhp; 1538 op->stats.maxhp = -change->stats.maxhp;
1439 else 1539 else
1440 op->stats.maxhp += change->stats.maxhp; 1540 op->stats.maxhp += change->stats.maxhp;
1541
1441 if (change->stats.sp < 0) 1542 if (change->stats.sp < 0)
1442 op->stats.sp = -change->stats.sp; 1543 op->stats.sp = -change->stats.sp;
1443 else 1544 else
1444 op->stats.sp += change->stats.sp; 1545 op->stats.sp += change->stats.sp;
1546
1445 if (change->stats.maxsp < 0) 1547 if (change->stats.maxsp < 0)
1446 op->stats.maxsp = -change->stats.maxsp; 1548 op->stats.maxsp = -change->stats.maxsp;
1447 else 1549 else
1448 op->stats.maxsp += change->stats.maxsp; 1550 op->stats.maxsp += change->stats.maxsp;
1551
1449 if (change->stats.food < 0) 1552 if (change->stats.food < 0)
1450 op->stats.food = -(change->stats.food); 1553 op->stats.food = -(change->stats.food);
1451 else 1554 else
1452 op->stats.food += change->stats.food; 1555 op->stats.food += change->stats.food;
1556
1453 if (change->level < 0) 1557 if (change->level < 0)
1454 op->level = -(change->level); 1558 op->level = -(change->level);
1455 else 1559 else
1456 op->level += change->level; 1560 op->level += change->level;
1457 1561
1458 if (change->gen_sp_armour < 0) 1562 if (change->gen_sp_armour < 0)
1459 op->gen_sp_armour = -(change->gen_sp_armour); 1563 op->gen_sp_armour = -(change->gen_sp_armour);
1460 else 1564 else
1461 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1565 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1462 1566
1463 op->item_power = change->item_power; 1567 op->item_power = change->item_power;
1464 1568
1465 for (i=0; i<NROFATTACKS; i++) { 1569 for (i = 0; i < NROFATTACKS; i++)
1466 if (change->resist[i]) { 1570 if (change->resist[i])
1467 op->resist[i] += change->resist[i]; 1571 op->resist[i] += change->resist[i];
1468 } 1572
1469 }
1470 if (change->stats.dam) { 1573 if (change->stats.dam)
1574 {
1471 if (change->stats.dam < 0) 1575 if (change->stats.dam < 0)
1472 op->stats.dam = (-change->stats.dam); 1576 op->stats.dam = (-change->stats.dam);
1473 else if (op->stats.dam) { 1577 else if (op->stats.dam)
1578 {
1474 tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10); 1579 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1475 if (tmp == op->stats.dam) { 1580 if (tmp == op->stats.dam)
1581 {
1476 if (change->stats.dam < 10) 1582 if (change->stats.dam < 10)
1477 op->stats.dam--; 1583 op->stats.dam--;
1478 else 1584 else
1479 op->stats.dam++; 1585 op->stats.dam++;
1586 }
1587 else
1588 op->stats.dam = tmp;
1589 }
1480 } 1590 }
1481 else 1591
1482 op->stats.dam = tmp;
1483 }
1484 }
1485 if (change->weight) { 1592 if (change->weight)
1593 {
1486 if (change->weight < 0) 1594 if (change->weight < 0)
1487 op->weight = (-change->weight); 1595 op->weight = (-change->weight);
1488 else 1596 else
1489 op->weight = (op->weight * (change->weight)) / 100; 1597 op->weight = (op->weight * (change->weight)) / 100;
1490 } 1598 }
1599
1491 if (change->last_sp) { 1600 if (change->last_sp)
1601 {
1492 if (change->last_sp < 0) 1602 if (change->last_sp < 0)
1493 op->last_sp = (-change->last_sp); 1603 op->last_sp = (-change->last_sp);
1494 else 1604 else
1495 op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100); 1605 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1496 } 1606 }
1607
1497 if (change->gen_sp_armour) { 1608 if (change->gen_sp_armour)
1609 {
1498 if (change->gen_sp_armour < 0) 1610 if (change->gen_sp_armour < 0)
1499 op->gen_sp_armour = (-change->gen_sp_armour); 1611 op->gen_sp_armour = (-change->gen_sp_armour);
1500 else 1612 else
1501 op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) 1613 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1502 / (int)100);
1503 } 1614 }
1615
1504 op->value *= change->value; 1616 op->value *= change->value;
1505 1617
1618 if (change->material)
1506 if(change->material) op->material = change->material; 1619 op->material = change->material;
1507 1620
1508 if (change->materialname) { 1621 if (change->materialname)
1509 if (op->materialname)
1510 free_string(op->materialname);
1511 op->materialname = add_refcount(change->materialname); 1622 op->materialname = change->materialname;
1512 }
1513 1623
1514 if (change->slaying) { 1624 if (change->slaying)
1515 if (op->slaying)
1516 free_string(op->slaying);
1517 op->slaying = add_refcount(change->slaying); 1625 op->slaying = change->slaying;
1518 } 1626
1519 if (change->race) { 1627 if (change->race)
1520 if (op->race) 1628 op->race = change->race;
1521 free_string(op->race); 1629
1522 op->race = add_refcount(change->race);
1523 }
1524 if (change->msg) { 1630 if (change->msg)
1525 if (op->msg) 1631 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} 1632}
1583 1633
1634static int
1584static int legal_artifact_combination(object *op, artifact *art) { 1635legal_artifact_combination (object *op, artifact * art)
1636{
1585 int neg, success = 0; 1637 int neg, success = 0;
1586 linked_char *tmp; 1638 linked_char *tmp;
1587 const char *name; 1639 const char *name;
1588 1640
1589 if (art->allowed == (linked_char *) NULL) 1641 if (art->allowed == (linked_char *) NULL)
1590 return 1; /* Ie, "all" */ 1642 return 1; /* Ie, "all" */
1591 for (tmp = art->allowed; tmp; tmp = tmp->next) { 1643 for (tmp = art->allowed; tmp; tmp = tmp->next)
1644 {
1592#ifdef TREASURE_VERBOSE 1645#ifdef TREASURE_VERBOSE
1593 LOG(llevDebug, "legal_art: %s\n", tmp->name); 1646 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1594#endif 1647#endif
1595 if (*tmp->name == '!') 1648 if (*tmp->name == '!')
1596 name = tmp->name + 1, neg = 1; 1649 name = tmp->name + 1, neg = 1;
1597 else 1650 else
1598 name = tmp->name, neg = 0; 1651 name = tmp->name, neg = 0;
1599 1652
1600 /* If we match name, then return the opposite of 'neg' */ 1653 /* If we match name, then return the opposite of 'neg' */
1601 if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) 1654 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1602 return !neg; 1655 return !neg;
1603 1656
1604 /* Set success as true, since if the match was an inverse, it means 1657 /* Set success as true, since if the match was an inverse, it means
1605 * everything is allowed except what we match 1658 * everything is allowed except what we match
1606 */ 1659 */
1607 else if (neg) 1660 else if (neg)
1608 success = 1; 1661 success = 1;
1609 } 1662 }
1610 return success; 1663 return success;
1611} 1664}
1612 1665
1613/* 1666/*
1614 * Fixes the given object, giving it the abilities and titles 1667 * Fixes the given object, giving it the abilities and titles
1615 * it should have due to the second artifact-template. 1668 * it should have due to the second artifact-template.
1616 */ 1669 */
1617 1670
1671void
1618void give_artifact_abilities(object *op, object *artifct) { 1672give_artifact_abilities (object *op, object *artifct)
1673{
1619 char new_name[MAX_BUF]; 1674 char new_name[MAX_BUF];
1620 1675
1621 sprintf(new_name, "of %s", artifct->name); 1676 sprintf (new_name, "of %s", &artifct->name);
1622 if (op->title)
1623 free_string(op->title);
1624 op->title = add_string(new_name); 1677 op->title = new_name;
1625 add_abilities(op, artifct); /* Give out the bonuses */ 1678 add_abilities (op, artifct); /* Give out the bonuses */
1626 1679
1627#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1680#if 0 /* Bit verbose, but keep it here until next time I need it... */
1628 { 1681 {
1629 char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); 1682 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1683
1630 SET_FLAG(op, FLAG_IDENTIFIED); 1684 SET_FLAG (op, FLAG_IDENTIFIED);
1631 LOG(llevDebug, "Generated artifact %s %s [%s]\n", 1685 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) 1686 if (!identified)
1634 CLEAR_FLAG(op, FLAG_IDENTIFIED); 1687 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1635 } 1688 }
1636#endif 1689#endif
1637 return; 1690 return;
1638} 1691}
1639 1692
1646 */ 1699 */
1647 1700
1648/* Give 1 re-roll attempt per artifact */ 1701/* Give 1 re-roll attempt per artifact */
1649#define ARTIFACT_TRIES 2 1702#define ARTIFACT_TRIES 2
1650 1703
1704void
1651void generate_artifact(object *op, int difficulty) { 1705generate_artifact (object *op, int difficulty)
1706{
1652 artifactlist *al; 1707 artifactlist *al;
1653 artifact *art; 1708 artifact *art;
1654 int i; 1709 int i;
1655 1710
1656 al = find_artifactlist(op->type); 1711 al = find_artifactlist (op->type);
1657 1712
1658 if (al==NULL) { 1713 if (al == NULL)
1714 {
1659#if 0 /* This is too verbose, usually */ 1715#if 0 /* This is too verbose, usually */
1660 LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1716 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 1717#endif
1678 return; 1718 return;
1679 } 1719 }
1720
1721 for (i = 0; i < ARTIFACT_TRIES; i++)
1722 {
1723 int roll = RANDOM () % al->total_chance;
1724
1725 for (art = al->items; art != NULL; art = art->next)
1726 {
1727 roll -= art->chance;
1728 if (roll < 0)
1729 break;
1730 }
1731
1732 if (art == NULL || roll >= 0)
1733 {
1734#if 1
1735 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1736#endif
1737 return;
1738 }
1680 if (!strcmp(art->item->name,"NONE")) 1739 if (!strcmp (art->item->name, "NONE"))
1681 return; 1740 return;
1682 if (FABS(op->magic) < art->item->magic) 1741 if (FABS (op->magic) < art->item->magic)
1683 continue; /* Not magic enough to be this item */ 1742 continue; /* Not magic enough to be this item */
1684 1743
1685 /* Map difficulty not high enough */ 1744 /* Map difficulty not high enough */
1686 if (difficulty<art->difficulty) 1745 if (difficulty < art->difficulty)
1687 continue; 1746 continue;
1688 1747
1689 if (!legal_artifact_combination(op, art)) { 1748 if (!legal_artifact_combination (op, art))
1749 {
1690#ifdef TREASURE_VERBOSE 1750#ifdef TREASURE_VERBOSE
1691 LOG(llevDebug, "%s of %s was not a legal combination.\n", 1751 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1692 op->name, art->item->name);
1693#endif 1752#endif
1694 continue; 1753 continue;
1695 } 1754 }
1696 give_artifact_abilities(op, art->item); 1755 give_artifact_abilities (op, art->item);
1697 return; 1756 return;
1698 } 1757 }
1699} 1758}
1700 1759
1701/* fix_flesh_item() - objects of type FLESH are similar to type 1760/* fix_flesh_item() - objects of type FLESH are similar to type
1702 * FOOD, except they inherit properties (name, food value, etc). 1761 * FOOD, except they inherit properties (name, food value, etc).
1703 * based on the original owner (or 'donor' if you like). -b.t. 1762 * based on the original owner (or 'donor' if you like). -b.t.
1704 */ 1763 */
1705 1764
1765void
1706void fix_flesh_item(object *item, object *donor) { 1766fix_flesh_item (object *item, object *donor)
1767{
1707 char tmpbuf[MAX_BUF]; 1768 char tmpbuf[MAX_BUF];
1708 int i; 1769 int i;
1709 1770
1710 if(item->type==FLESH && donor) { 1771 if (item->type == FLESH && donor)
1772 {
1711 /* change the name */ 1773 /* change the name */
1712 sprintf(tmpbuf,"%s's %s",donor->name,item->name); 1774 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1713 FREE_AND_COPY(item->name, tmpbuf); 1775 item->name = tmpbuf;
1714 sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); 1776 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1715 FREE_AND_COPY(item->name_pl, tmpbuf); 1777 item->name_pl = tmpbuf;
1716 1778
1717 /* weight is FLESH weight/100 * donor */ 1779 /* weight is FLESH weight/100 * donor */
1718 if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) 1780 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1719 item->weight=1; 1781 item->weight = 1;
1720 1782
1721 /* value is multiplied by level of donor */ 1783 /* value is multiplied by level of donor */
1722 item->value *= isqrt(donor->level*2); 1784 item->value *= isqrt (donor->level * 2);
1723 1785
1724 /* food value */ 1786 /* food value */
1725 item->stats.food += (donor->stats.hp/100) + donor->stats.Con; 1787 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1726 1788
1727 /* flesh items inherit some abilities of donor, but not 1789 /* flesh items inherit some abilities of donor, but not
1728 * full effect. 1790 * full effect.
1729 */ 1791 */
1730 for (i=0; i<NROFATTACKS; i++) 1792 for (i = 0; i < NROFATTACKS; i++)
1731 item->resist[i] = donor->resist[i]/2; 1793 item->resist[i] = donor->resist[i] / 2;
1732 1794
1733 /* item inherits donor's level (important for quezals) */ 1795 /* item inherits donor's level (important for quezals) */
1734 item->level = donor->level; 1796 item->level = donor->level;
1735 1797
1736 /* if donor has some attacktypes, the flesh is poisonous */ 1798 /* if donor has some attacktypes, the flesh is poisonous */
1737 if(donor->attacktype&AT_POISON) 1799 if (donor->attacktype & AT_POISON)
1738 item->type=POISON; 1800 item->type = POISON;
1739 if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; 1801 if (donor->attacktype & AT_ACID)
1802 item->stats.hp = -1 * item->stats.food;
1740 SET_FLAG(item,FLAG_NO_STEAL); 1803 SET_FLAG (item, FLAG_NO_STEAL);
1741 } 1804 }
1742} 1805}
1743 1806
1744/* special_potion() - so that old potion code is still done right. */ 1807/* special_potion() - so that old potion code is still done right. */
1745 1808
1809int
1746int special_potion (object *op) { 1810special_potion (object *op)
1747 1811{
1748 int i;
1749
1750 if(op->attacktype) return 1; 1812 if (op->attacktype)
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; 1813 return 1;
1759}
1760 1814
1815 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1816 return 1;
1817
1818 for (int i = 0; i < NROFATTACKS; i++)
1819 if (op->resist[i])
1820 return 1;
1821
1822 return 0;
1823}
1824
1825void
1761void free_treasurestruct(treasure *t) 1826free_treasurestruct (treasure *t)
1762{ 1827{
1828 if (t->next)
1763 if (t->next) free_treasurestruct(t->next); 1829 free_treasurestruct (t->next);
1830 if (t->next_yes)
1764 if (t->next_yes) free_treasurestruct(t->next_yes); 1831 free_treasurestruct (t->next_yes);
1832 if (t->next_no)
1765 if (t->next_no) free_treasurestruct(t->next_no); 1833 free_treasurestruct (t->next_no);
1766 free(t);
1767}
1768 1834
1835 delete t;
1836}
1837
1838void
1769void free_charlinks(linked_char *lc) 1839free_charlinks (linked_char *lc)
1770{ 1840{
1771 if (lc->next) free_charlinks(lc->next); 1841 if (lc->next)
1772 free(lc); 1842 free_charlinks (lc->next);
1773}
1774 1843
1844 delete lc;
1845}
1846
1847void
1775void free_artifact(artifact *at) 1848free_artifact (artifact * at)
1776{ 1849{
1777 1850 if (at->next)
1778 if (at->next) free_artifact(at->next); 1851 free_artifact (at->next);
1852
1853 if (at->allowed)
1779 if (at->allowed) free_charlinks(at->allowed); 1854 free_charlinks (at->allowed);
1780 if (at->item) {
1781 if (at->item->name) free_string(at->item->name);
1782 if (at->item->name_pl) free_string(at->item->name_pl);
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);
1788}
1789 1855
1856 at->item->destroy (1);
1857
1858 delete at;
1859}
1860
1861void
1790void free_artifactlist(artifactlist *al) 1862free_artifactlist (artifactlist * al)
1791{ 1863{
1792 artifactlist *nextal; 1864 artifactlist *nextal;
1865
1793 for (al=first_artifactlist; al!=NULL; al=nextal) { 1866 for (al = first_artifactlist; al; al = nextal)
1867 {
1794 nextal=al->next; 1868 nextal = al->next;
1869
1795 if (al->items) { 1870 if (al->items)
1796 free_artifact(al->items); 1871 free_artifact (al->items);
1797 }
1798 free(al);
1799 }
1800}
1801 1872
1873 free (al);
1874 }
1875}
1876
1877void
1802void free_all_treasures(void) { 1878free_all_treasures (void)
1879{
1803treasurelist *tl, *next; 1880 treasurelist *tl, *next;
1804 1881
1805 1882
1806 for (tl=first_treasurelist; tl!=NULL; tl=next) { 1883 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 } 1884 {
1885 next = tl->next;
1886 if (tl->items)
1887 free_treasurestruct (tl->items);
1888 delete tl;
1889 }
1812 free_artifactlist(first_artifactlist); 1890 free_artifactlist (first_artifactlist);
1813} 1891}

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