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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 1.80 by root, Mon Sep 29 09:04:51 2008 UTC

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

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