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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.10 by root, Sun Sep 3 22:45:55 2006 UTC vs.
Revision 1.88 by root, Fri Nov 6 12:27:05 2009 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 1.10 2006/09/03 22:45:55 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29
30#define ALLOWED_COMBINATION
31 24
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
35 * left on 28 * left on
36 */ 29 */
37#define TREASURE_DEBUG 30#define TREASURE_DEBUG
38 31
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
33
40/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
41 35
42#include <global.h> 36#include <global.h>
43#include <treasure.h> 37#include <treasure.h>
44#include <funcpoint.h>
45#include <loader.h> 38#include <loader.h>
46 39
47
48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 40extern char *spell_mapping[];
50 41
51/* 42static treasurelist *first_treasurelist;
52 * Initialize global archtype pointers:
53 */
54 43
55void 44static void change_treasure (treasure *t, object *op); /* overrule default values */
56init_archetype_pointers ()
57{
58 int prev_warn = warn_archetypes;
59 warn_archetypes = 1;
60 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring");
62 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet");
64 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff");
66 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown");
68 warn_archetypes = prev_warn;
69}
70 45
71/* 46typedef std::tr1::unordered_map<
72 * Allocate and return the pointer to an empty treasurelist structure. 47 const char *,
73 */ 48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >
52> tl_map_t;
74 53
54static tl_map_t tl_map;
55
56//TODO: class method
57static void
58clear (treasurelist *tl)
59{
60 void free_treasurestruct (treasure *t);
61
62 if (tl->items)
63 {
64 free_treasurestruct (tl->items);
65 tl->items = 0;
66 }
67
68 tl->total_chance = 0;
69}
70
71/*
72 * Searches for the given treasurelist
73 */
75static treasurelist * 74treasurelist *
76get_empty_treasurelist (void) 75treasurelist::find (const char *name)
77{ 76{
77 if (!name)
78 return 0;
79
80 auto (i, tl_map.find (name));
81
82 if (i == tl_map.end ())
83 return 0;
84
85 return i->second;
86}
87
88/*
89 * Searches for the given treasurelist in the globally linked list
90 * of treasurelists which has been built by load_treasures().
91 */
92treasurelist *
93treasurelist::get (const char *name)
94{
95 treasurelist *tl = find (name);
96
97 if (!tl)
98 {
78 return new treasurelist; 99 tl = new treasurelist;
79}
80 100
81/* 101 tl->name = name;
82 * Allocate and return the pointer to an empty treasure structure. 102 tl->next = first_treasurelist;
83 */ 103 first_treasurelist = tl;
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89 104
90 t->chance = 100; 105 tl_map.insert (std::make_pair (tl->name, tl));
106 }
91 107
92 return t; 108 return tl;
93}
94
95/*
96 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists)
98 */
99
100static treasure *
101load_treasure (FILE * fp, int *line)
102{
103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure ();
105 int value;
106
107 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
110 (*line)++;
111
112 if (*buf == '#')
113 continue;
114 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0';
116 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */
118 cp++;
119
120 if (sscanf (cp, "arch %s", variable))
121 {
122 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 else if (sscanf (cp, "list %s", variable))
126 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end"))
144 return t;
145 else if (!strcmp (cp, "more"))
146 {
147 t->next = load_treasure (fp, line);
148 return t;
149 }
150 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 }
153 LOG (llevError, "treasure lacks 'end'.\n");
154 return t;
155} 109}
156 110
157#ifdef TREASURE_DEBUG 111#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 112/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 113 * so that the treasure name can be printed out
160 */ 114 */
161static void 115static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 116check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 117{
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */ 120
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 121 if (t->next)
172 check_treasurelist (t->next, tl); 122 check_treasurelist (t->next, tl);
123
173 if (t->next_yes) 124 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 125 check_treasurelist (t->next_yes, tl);
126
175 if (t->next_no) 127 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 128 check_treasurelist (t->next_no, tl);
177} 129}
178#endif 130#endif
179 131
180/* 132/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 133 * Reads the lib/treasure file from disk, and parses the contents
134 * into an internal treasure structure (very linked lists)
135 */
136static treasure *
137read_treasure (object_thawer &f)
138{
139 treasure *t = new treasure;
140
141 f.next ();
142
143 for (;;)
144 {
145 coroapi::cede_to_tick ();
146
147 switch (f.kw)
148 {
149 case KW_arch:
150 t->item = archetype::find (f.get_str ());
151
152 if (!t->item)
153 {
154 f.parse_warn ("treasure references unknown archetype");
155 t->item = archetype::empty;
156 }
157
158 break;
159
160 case KW_list: f.get (t->name); break;
161 case KW_change_name: f.get (t->change_arch.name); break;
162 case KW_change_title: f.get (t->change_arch.title); break;
163 case KW_change_slaying: f.get (t->change_arch.slaying); break;
164 case KW_chance: f.get (t->chance); break;
165 case KW_nrof: f.get (t->nrof); break;
166 case KW_magic: f.get (t->magic); break;
167
168 case KW_yes: t->next_yes = read_treasure (f); continue;
169 case KW_no: t->next_no = read_treasure (f); continue;
170
171 case KW_end:
172 f.next ();
173 return t;
174
175 case KW_more:
176 t->next = read_treasure (f);
177 return t;
178
179 default:
180 if (!f.parse_error ("treasurelist", t->name))
181 goto error;
182
183 return t;
184 }
185
186 f.next ();
187 }
188
189 // not reached
190
191error:
192 delete t;
193 return 0;
194}
195
196/*
182 * Each treasure is parsed with the help of load_treasure(). 197 * Each treasure is parsed with the help of load_treasure().
183 */ 198 */
184 199treasurelist *
185void 200treasurelist::read (object_thawer &f)
186load_treasures (void)
187{ 201{
188 FILE *fp; 202 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t;
192 int comp, line = 0;
193 203
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 204 bool one = f.kw == KW_treasureone;
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 205 treasurelist *tl = treasurelist::get (f.get_str ());
196 { 206 clear (tl);
197 LOG (llevError, "Can't open treasure file.\n"); 207 tl->items = read_treasure (f);
208 if (!tl->items)
198 return; 209 return 0;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205 210
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 {
208 treasurelist *tl = get_empty_treasurelist ();
209 tl->name = name;
210 if (previous == NULL)
211 first_treasurelist = tl;
212 else
213 previous->next = tl;
214 previous = tl;
215 tl->items = load_treasure (fp, &line);
216
217 /* This is a one of the many items on the list should be generated. 211 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no 212 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 213 * fields of the treasures are not being used.
220 */
221 if (!strncmp (buf, "treasureone", 11))
222 {
223 for (t = tl->items; t != NULL; t = t->next)
224 {
225#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no)
227 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n");
230 }
231#endif
232 tl->total_chance += t->chance;
233 }
234 }
235 }
236 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 }
239 close_and_delete (fp, comp);
240
241#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element.
246 */ 214 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 215 if (one)
248 check_treasurelist (previous->items, previous); 216 {
249#endif 217 for (treasure *t = tl->items; t; t = t->next)
250}
251
252/*
253 * Searches for the given treasurelist in the globally linked list
254 * of treasurelists which has been built by load_treasures().
255 */
256
257treasurelist *
258find_treasurelist (const char *name)
259{
260 const char *tmp = shstr::find (name);
261 treasurelist *tl;
262
263 /* Special cases - randomitems of none is to override default. If
264 * first_treasurelist is null, it means we are on the first pass of
265 * of loading archetyps, so for now, just return - second pass will
266 * init these values.
267 */
268 if (!name || !*name)
269 return NULL;
270
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next)
273 { 218 {
274 if (tmp == tl->name) 219 if (t->next_yes || t->next_no)
275 return tl; 220 {
221 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
222 LOG (llevError, " the next_yes or next_no field is set\n");
223 }
224
225 tl->total_chance += t->chance;
276 } 226 }
227 }
277 228
278 if (first_treasurelist)
279 LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp);
280
281 return NULL; 229 return tl;
282} 230}
283
284 231
285/* 232/*
286 * Generates the objects specified by the given treasure. 233 * Generates the objects specified by the given treasure.
287 * It goes recursively through the rest of the linked list. 234 * It goes recursively through the rest of the linked list.
288 * If there is a certain percental chance for a treasure to be generated, 235 * If there is a certain percental chance for a treasure to be generated,
291 * being generated. 238 * being generated.
292 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 239 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
293 * abilities. This is used by summon spells, thus no summoned monsters 240 * abilities. This is used by summon spells, thus no summoned monsters
294 * start with equipment, but only their abilities). 241 * start with equipment, but only their abilities).
295 */ 242 */
296
297
298static void 243static void
299put_treasure (object * op, object * creator, int flags) 244put_treasure (object *op, object *creator, int flags)
300{ 245{
301 object *tmp; 246 if (flags & GT_ENVIRONMENT)
302 247 {
303 /* Bit of a hack - spells should never be put onto the map. The entire 248 /* Bit of a hack - spells should never be put onto the map. The entire
304 * treasure stuff is a problem - there is no clear idea of knowing 249 * treasure stuff is a problem - there is no clear idea of knowing
305 * this is the original object, or if this is an object that should be created 250 * this is the original object, or if this is an object that should be created
306 * by another object. 251 * by another object.
307 */ 252 */
308 if (flags & GT_ENVIRONMENT && op->type != SPELL) 253 //TODO: flag such as objects... as such (no drop, anybody?)
309 { 254 if (op->type == SPELL)
310 op->x = creator->x; 255 {
311 op->y = creator->y; 256 op->destroy ();
257 return;
258 }
259
260 op->expand_tail ();
261
262 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
263 op->destroy ();
264 else
265 {
312 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 266 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
313 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 267 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
268 }
314 } 269 }
315 else 270 else
316 { 271 {
317 op = insert_ob_in_ob (op, creator); 272 op = creator->insert (op);
273
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 274 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319 monster_check_apply (creator, op); 275 monster_check_apply (creator, op);
320 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
321 esrv_send_item (tmp, op);
322 } 276 }
323} 277}
324 278
325/* if there are change_xxx commands in the treasure, we include the changes 279/* if there are change_xxx commands in the treasure, we include the changes
326 * in the generated object 280 * in the generated object
327 */ 281 */
328static void 282static void
329change_treasure (treasure * t, object * op) 283change_treasure (treasure *t, object *op)
330{ 284{
331 /* CMD: change_name xxxx */ 285 /* CMD: change_name xxxx */
332 if (t->change_arch.name) 286 if (t->change_arch.name)
333 { 287 {
334 op->name = t->change_arch.name; 288 op->name = t->change_arch.name;
340 294
341 if (t->change_arch.slaying) 295 if (t->change_arch.slaying)
342 op->slaying = t->change_arch.slaying; 296 op->slaying = t->change_arch.slaying;
343} 297}
344 298
345void 299static void
346create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 300create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
347{ 301{
348 object *tmp;
349
350
351 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 302 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
352 { 303 {
353 if (t->name) 304 if (t->name)
354 { 305 {
355 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 306 if (difficulty >= t->magic)
356 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 307 if (treasurelist *tl = treasurelist::find (t->name))
357 } 308 create_treasure (tl, op, flag, difficulty, tries);
309 else
310 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
311 }
358 else 312 else
359 { 313 {
360 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 314 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
361 { 315 {
362 tmp = arch_to_object (t->item); 316 object *tmp = arch_to_object (t->item);
317
363 if (t->nrof && tmp->nrof <= 1) 318 if (t->nrof && tmp->nrof <= 1)
364 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 319 tmp->nrof = rndm (t->nrof) + 1;
320
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 321 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 322 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 323 put_treasure (tmp, op, flag);
368 } 324 }
369 } 325 }
326
370 if (t->next_yes != NULL) 327 if (t->next_yes)
371 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 328 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
372 } 329 }
373 else if (t->next_no != NULL) 330 else if (t->next_no)
374 create_all_treasures (t->next_no, op, flag, difficulty, tries); 331 create_all_treasures (t->next_no, op, flag, difficulty, tries);
332
375 if (t->next != NULL) 333 if (t->next)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 334 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 335}
378 336
379void 337static void
380create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 338create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
381{ 339{
382 int value = RANDOM () % tl->total_chance; 340 int value = rndm (tl->total_chance);
383 treasure *t; 341 treasure *t;
384 342
385 if (tries++ > 100) 343 if (tries++ > 100)
386 { 344 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 345 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return; 346 return;
389 } 347 }
348
390 for (t = tl->items; t != NULL; t = t->next) 349 for (t = tl->items; t; t = t->next)
391 { 350 {
392 value -= t->chance; 351 value -= t->chance;
352
393 if (value < 0) 353 if (value < 0)
394 break; 354 break;
395 } 355 }
396 356
397 if (!t || value >= 0) 357 if (!t || value >= 0)
398 {
399 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 358 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
400 abort (); 359
401 return;
402 }
403 if (t->name) 360 if (t->name)
404 { 361 {
405 if (!strcmp (t->name, "NONE"))
406 return;
407 if (difficulty >= t->magic) 362 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 363 {
364 treasurelist *tl = treasurelist::find (t->name);
365 if (tl)
366 create_treasure (tl, op, flag, difficulty, tries);
367 }
409 else if (t->nrof) 368 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 369 create_one_treasure (tl, op, flag, difficulty, tries);
411 return;
412 } 370 }
413 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 371 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
414 { 372 {
415 object *tmp = arch_to_object (t->item); 373 if (object *tmp = arch_to_object (t->item))
416 if (!tmp) 374 {
417 return;
418 if (t->nrof && tmp->nrof <= 1) 375 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 376 tmp->nrof = rndm (t->nrof) + 1;
377
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 378 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 379 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 380 put_treasure (tmp, op, flag);
381 }
423 } 382 }
383}
384
385void
386object::create_treasure (treasurelist *tl, int flags)
387{
388 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
424} 389}
425 390
426/* This calls the appropriate treasure creation function. tries is passed 391/* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure 392 * to determine how many list transitions or attempts to create treasure
428 * have been made. It is really in place to prevent infinite loops with 393 * have been made. It is really in place to prevent infinite loops with
429 * list transitions, or so that excessively good treasure will not be 394 * list transitions, or so that excessively good treasure will not be
430 * created on weak maps, because it will exceed the number of allowed tries 395 * created on weak maps, because it will exceed the number of allowed tries
431 * to do that. 396 * to do that.
432 */ 397 */
433void 398void
434create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 399create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
435{ 400{
401 // empty treasurelists are legal
402 if (!tl->items)
403 return;
436 404
437 if (tries++ > 100) 405 if (tries++ > 100)
438 { 406 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 407 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
440 return; 408 return;
441 } 409 }
410
411 if (op->flag [FLAG_TREASURE_ENV])
412 {
413 // do not generate items when there already is something above the object
414 if (op->flag [FLAG_IS_FLOOR] && op->above)
415 return;
416
417 flag |= GT_ENVIRONMENT;
418 }
419
442 if (t->total_chance) 420 if (tl->total_chance)
443 create_one_treasure (t, op, flag, difficulty, tries); 421 create_one_treasure (tl, op, flag, difficulty, tries);
444 else 422 else
445 create_all_treasures (t->items, op, flag, difficulty, tries); 423 create_all_treasures (tl->items, op, flag, difficulty, tries);
446} 424}
447 425
448/* This is similar to the old generate treasure function. However, 426/* This is similar to the old generate treasure function. However,
449 * it instead takes a treasurelist. It is really just a wrapper around 427 * it instead takes a treasurelist. It is really just a wrapper around
450 * create_treasure. We create a dummy object that the treasure gets 428 * create_treasure. We create a dummy object that the treasure gets
451 * inserted into, and then return that treausre 429 * inserted into, and then return that treausre
452 */ 430 */
453object * 431object *
454generate_treasure (treasurelist * t, int difficulty) 432generate_treasure (treasurelist *tl, int difficulty)
455{ 433{
456 object *ob = get_object (), *tmp; 434 difficulty = clamp (difficulty, 1, settings.max_level);
457 435
436 object *ob = object::create ();
437
458 create_treasure (t, ob, 0, difficulty, 0); 438 create_treasure (tl, ob, 0, difficulty, 0);
459 439
460 /* Don't want to free the object we are about to return */ 440 /* Don't want to free the object we are about to return */
461 tmp = ob->inv; 441 object *tmp = ob->inv;
462 if (tmp != NULL) 442 if (tmp)
463 remove_ob (tmp); 443 tmp->remove ();
444
464 if (ob->inv) 445 if (ob->inv)
465 {
466 LOG (llevError, "In generate treasure, created multiple objects.\n"); 446 LOG (llevError, "In generate treasure, created multiple objects.\n");
467 } 447
468 free_object (ob); 448 ob->destroy ();
449
469 return tmp; 450 return tmp;
470} 451}
471 452
472/* 453/*
473 * This is a new way of calculating the chance for an item to have 454 * This is a new way of calculating the chance for an item to have
475 * The array has two arguments, the difficulty of the level, and the 456 * The array has two arguments, the difficulty of the level, and the
476 * magical bonus "wanted". 457 * magical bonus "wanted".
477 */ 458 */
478 459
479static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 460static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
480/*chance of magic difficulty*/ 461// chance of magic difficulty
481/* +0 +1 +2 +3 +4 */ 462// +0 +1 +2 +3 +4
482 {95, 2, 2, 1, 0}, /*1 */ 463 {95, 2, 2, 1, 0}, // 1
483 {92, 5, 2, 1, 0}, /*2 */ 464 {92, 5, 2, 1, 0}, // 2
484 {85, 10, 4, 1, 0}, /*3 */ 465 {85, 10, 4, 1, 0}, // 3
485 {80, 14, 4, 2, 0}, /*4 */ 466 {80, 14, 4, 2, 0}, // 4
486 {75, 17, 5, 2, 1}, /*5 */ 467 {75, 17, 5, 2, 1}, // 5
487 {70, 18, 8, 3, 1}, /*6 */ 468 {70, 18, 8, 3, 1}, // 6
488 {65, 21, 10, 3, 1}, /*7 */ 469 {65, 21, 10, 3, 1}, // 7
489 {60, 22, 12, 4, 2}, /*8 */ 470 {60, 22, 12, 4, 2}, // 8
490 {55, 25, 14, 4, 2}, /*9 */ 471 {55, 25, 14, 4, 2}, // 9
491 {50, 27, 16, 5, 2}, /*10 */ 472 {50, 27, 16, 5, 2}, // 10
492 {45, 28, 18, 6, 3}, /*11 */ 473 {45, 28, 18, 6, 3}, // 11
493 {42, 28, 20, 7, 3}, /*12 */ 474 {42, 28, 20, 7, 3}, // 12
494 {40, 27, 21, 8, 4}, /*13 */ 475 {40, 27, 21, 8, 4}, // 13
495 {38, 25, 22, 10, 5}, /*14 */ 476 {38, 25, 22, 10, 5}, // 14
496 {36, 23, 23, 12, 6}, /*15 */ 477 {36, 23, 23, 12, 6}, // 15
497 {33, 21, 24, 14, 8}, /*16 */ 478 {33, 21, 24, 14, 8}, // 16
498 {31, 19, 25, 16, 9}, /*17 */ 479 {31, 19, 25, 16, 9}, // 17
499 {27, 15, 30, 18, 10}, /*18 */ 480 {27, 15, 30, 18, 10}, // 18
500 {20, 12, 30, 25, 13}, /*19 */ 481 {20, 12, 30, 25, 13}, // 19
501 {15, 10, 28, 30, 17}, /*20 */ 482 {15, 10, 28, 30, 17}, // 20
502 {13, 9, 27, 28, 23}, /*21 */ 483 {13, 9, 27, 28, 23}, // 21
503 {10, 8, 25, 28, 29}, /*22 */ 484 {10, 8, 25, 28, 29}, // 22
504 {8, 7, 23, 26, 36}, /*23 */ 485 { 8, 7, 23, 26, 36}, // 23
505 {6, 6, 20, 22, 46}, /*24 */ 486 { 6, 6, 20, 22, 46}, // 24
506 {4, 5, 17, 18, 56}, /*25 */ 487 { 4, 5, 17, 18, 56}, // 25
507 {2, 4, 12, 14, 68}, /*26 */ 488 { 2, 4, 12, 14, 68}, // 26
508 {0, 3, 7, 10, 80}, /*27 */ 489 { 0, 3, 7, 10, 80}, // 27
509 {0, 0, 3, 7, 90}, /*28 */ 490 { 0, 0, 3, 7, 90}, // 28
510 {0, 0, 0, 3, 97}, /*29 */ 491 { 0, 0, 0, 3, 97}, // 29
511 {0, 0, 0, 0, 100}, /*30 */ 492 { 0, 0, 0, 0, 100}, // 30
512 {0, 0, 0, 0, 100}, /*31 */ 493 { 0, 0, 0, 0, 100}, // 31
513}; 494};
514
515 495
516/* calculate the appropriate level for wands staves and scrolls. 496/* calculate the appropriate level for wands staves and scrolls.
517 * This code presumes that op has had its spell object created (in op->inv) 497 * This code presumes that op has had its spell object created (in op->inv)
518 * 498 *
519 * elmex Wed Aug 9 17:44:59 CEST 2006: 499 * elmex Wed Aug 9 17:44:59 CEST 2006:
520 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 500 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
521 */ 501 */
522
523int 502int
524level_for_item (const object * op, int difficulty) 503level_for_item (const object *op, int difficulty)
525{ 504{
526 int mult = 0, olevel = 0;
527
528 if (!op->inv) 505 if (!op->inv)
529 { 506 {
530 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 507 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
531 return 0; 508 return 0;
532 } 509 }
533 510
534 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 511 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
535 512
536 if (olevel <= 0) 513 if (olevel <= 0)
537 olevel = rndm (1, MIN (op->inv->level, 1)); 514 olevel = rndm (1, op->inv->level);
538 515
539 if (olevel > MAXLEVEL) 516 return min (olevel, MAXLEVEL);
540 olevel = MAXLEVEL;
541
542 return olevel;
543} 517}
544 518
545/* 519/*
546 * Based upon the specified difficulty and upon the difftomagic_list array, 520 * Based upon the specified difficulty and upon the difftomagic_list array,
547 * a random magical bonus is returned. This is used when determine 521 * a random magical bonus is returned. This is used when determine
550 * elmex Thu Aug 10 18:45:44 CEST 2006: 524 * elmex Thu Aug 10 18:45:44 CEST 2006:
551 * Scaling difficulty by max_level, as difficulty is a level and not some 525 * Scaling difficulty by max_level, as difficulty is a level and not some
552 * weird integer between 1-31. 526 * weird integer between 1-31.
553 * 527 *
554 */ 528 */
555
556int 529int
557magic_from_difficulty (int difficulty) 530magic_from_difficulty (int difficulty)
558{ 531{
559 int percent = 0, magic = 0; 532 int percent = 0, magic = 0;
560 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 533 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
565 scaled_diff = 0; 538 scaled_diff = 0;
566 539
567 if (scaled_diff >= DIFFLEVELS) 540 if (scaled_diff >= DIFFLEVELS)
568 scaled_diff = DIFFLEVELS - 1; 541 scaled_diff = DIFFLEVELS - 1;
569 542
570 percent = RANDOM () % 100; 543 percent = rndm (100);
571 544
572 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 545 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
573 { 546 {
574 percent -= difftomagic_list[scaled_diff][magic]; 547 percent -= difftomagic_list[scaled_diff][magic];
575 548
576 if (percent < 0) 549 if (percent < 0)
577 break; 550 break;
578 } 551 }
579 552
580 if (magic == (MAXMAGIC + 1)) 553 if (magic == (MAXMAGIC + 1))
581 { 554 {
582 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 555 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
583 magic = 0; 556 magic = 0;
584 } 557 }
585 558
586 magic = (RANDOM () % 3) ? magic : -magic; 559 magic = (rndm (3)) ? magic : -magic;
587 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 560 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
588 561
589 return magic; 562 return magic;
590} 563}
591 564
595 * This function doesn't work properly, should add use of archetypes 568 * This function doesn't work properly, should add use of archetypes
596 * to make it truly absolute. 569 * to make it truly absolute.
597 */ 570 */
598 571
599void 572void
600set_abs_magic (object * op, int magic) 573set_abs_magic (object *op, int magic)
601{ 574{
602 if (!magic) 575 if (!magic)
603 return; 576 return;
604 577
605 op->magic = magic; 578 op->magic = magic;
606 if (op->arch) 579 if (op->arch)
607 { 580 {
608 if (op->type == ARMOUR) 581 if (op->type == ARMOUR)
609 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 582 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
610 583
611 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 584 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
612 magic = (-magic); 585 magic = (-magic);
586
613 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
614 } 588 }
615 else 589 else
616 { 590 {
617 if (op->type == ARMOUR) 591 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
593
619 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 594 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
620 magic = (-magic); 595 magic = (-magic);
596
621 op->weight = (op->weight * (100 - magic * 10)) / 100; 597 op->weight = (op->weight * (100 - magic * 10)) / 100;
622 } 598 }
623} 599}
624 600
625/* 601/*
626 * Sets a random magical bonus in the given object based upon 602 * Sets a random magical bonus in the given object based upon
627 * the given difficulty, and the given max possible bonus. 603 * the given difficulty, and the given max possible bonus.
628 */ 604 */
629 605
630static void 606static void
631set_magic (int difficulty, object * op, int max_magic, int flags) 607set_magic (int difficulty, object *op, int max_magic, int flags)
632{ 608{
633 int i; 609 int i;
610
634 i = magic_from_difficulty (difficulty); 611 i = magic_from_difficulty (difficulty);
635 if ((flags & GT_ONLY_GOOD) && i < 0) 612 if ((flags & GT_ONLY_GOOD) && i < 0)
636 i = -i; 613 i = -i;
637 if (i > max_magic) 614 if (i > max_magic)
638 i = max_magic; 615 i = max_magic;
647 * 1) Since rings can have multiple bonuses, if the same bonus 624 * 1) Since rings can have multiple bonuses, if the same bonus
648 * is rolled again, increase it - the bonuses now stack with 625 * is rolled again, increase it - the bonuses now stack with
649 * other bonuses previously rolled and ones the item might natively have. 626 * other bonuses previously rolled and ones the item might natively have.
650 * 2) Add code to deal with new PR method. 627 * 2) Add code to deal with new PR method.
651 */ 628 */
652
653void 629void
654set_ring_bonus (object * op, int bonus) 630set_ring_bonus (object *op, int bonus)
655{ 631{
656 632
657 int r = RANDOM () % (bonus > 0 ? 25 : 11); 633 int r = rndm (bonus > 0 ? 25 : 11);
658 634
659 if (op->type == AMULET) 635 if (op->type == AMULET)
660 { 636 {
661 if (!(RANDOM () % 21)) 637 if (!(rndm (21)))
662 r = 20 + RANDOM () % 2; 638 r = 20 + rndm (2);
663 else 639 else
664 { 640 {
665 if (RANDOM () & 2) 641 if (rndm (2))
666 r = 10; 642 r = 10;
667 else 643 else
668 r = 11 + RANDOM () % 9; 644 r = 11 + rndm (9);
669 } 645 }
670 } 646 }
671 647
672 switch (r) 648 switch (r)
673 { 649 {
674 /* Redone by MSW 2000-11-26 to have much less code. Also, 650 /* Redone by MSW 2000-11-26 to have much less code. Also,
675 * bonuses and penalties will stack and add to existing values. 651 * bonuses and penalties will stack and add to existing values.
676 * of the item. 652 * of the item.
677 */ 653 */
678 case 0: 654 case 0:
679 case 1: 655 case 1:
680 case 2: 656 case 2:
681 case 3: 657 case 3:
682 case 4: 658 case 4:
683 case 5: 659 case 5:
684 case 6: 660 case 6:
685 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 661 op->stats.stat (r) += bonus;
686 break; 662 break;
687 663
688 case 7: 664 case 7:
689 op->stats.dam += bonus; 665 op->stats.dam += bonus;
690 break; 666 break;
691 667
692 case 8: 668 case 8:
693 op->stats.wc += bonus; 669 op->stats.wc += bonus;
694 break; 670 break;
695 671
696 case 9: 672 case 9:
697 op->stats.food += bonus; /* hunger/sustenance */ 673 op->stats.food += bonus; /* hunger/sustenance */
698 break; 674 break;
699 675
700 case 10: 676 case 10:
701 op->stats.ac += bonus; 677 op->stats.ac += bonus;
702 break; 678 break;
703 679
704 /* Item that gives protections/vulnerabilities */ 680 /* Item that gives protections/vulnerabilities */
705 case 11: 681 case 11:
706 case 12: 682 case 12:
707 case 13: 683 case 13:
708 case 14: 684 case 14:
709 case 15: 685 case 15:
710 case 16: 686 case 16:
711 case 17: 687 case 17:
712 case 18: 688 case 18:
713 case 19: 689 case 19:
714 { 690 {
715 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 691 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
716 692
717 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 693 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
718 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 694 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
719 695
720 /* Cursed items need to have higher negative values to equal out with 696 /* Cursed items need to have higher negative values to equal out with
721 * positive values for how protections work out. Put another 697 * positive values for how protections work out. Put another
722 * little random element in since that they don't always end up with 698 * little random element in since that they don't always end up with
723 * even values. 699 * even values.
724 */ 700 */
725 if (bonus < 0) 701 if (bonus < 0)
726 val = 2 * -val - RANDOM () % b; 702 val = 2 * -val - rndm (b);
727 if (val > 35) 703 if (val > 35)
728 val = 35; /* Upper limit */ 704 val = 35; /* Upper limit */
729 b = 0; 705 b = 0;
706
730 while (op->resist[resist_table[resist]] != 0 && b < 4) 707 while (op->resist[resist_table[resist]] != 0 && b < 4)
731 { 708 resist = rndm (num_resist_table);
732 resist = RANDOM () % num_resist_table; 709
733 } 710 if (b == 4)
734 if (b == 4)
735 return; /* Not able to find a free resistance */ 711 return; /* Not able to find a free resistance */
712
736 op->resist[resist_table[resist]] = val; 713 op->resist[resist_table[resist]] = val;
737 /* We should probably do something more clever here to adjust value 714 /* We should probably do something more clever here to adjust value
738 * based on how good a resistance we gave. 715 * based on how good a resistance we gave.
739 */ 716 */
740 break; 717 break;
741 } 718 }
742 case 20: 719 case 20:
743 if (op->type == AMULET) 720 if (op->type == AMULET)
744 { 721 {
745 SET_FLAG (op, FLAG_REFL_SPELL); 722 SET_FLAG (op, FLAG_REFL_SPELL);
746 op->value *= 11; 723 op->value *= 11;
747 } 724 }
748 else 725 else
749 { 726 {
750 op->stats.hp = 1; /* regenerate hit points */ 727 op->stats.hp = 1; /* regenerate hit points */
751 op->value *= 4; 728 op->value *= 4;
752 } 729 }
753 break; 730 break;
754 731
755 case 21: 732 case 21:
756 if (op->type == AMULET) 733 if (op->type == AMULET)
757 { 734 {
758 SET_FLAG (op, FLAG_REFL_MISSILE); 735 SET_FLAG (op, FLAG_REFL_MISSILE);
759 op->value *= 9; 736 op->value *= 9;
760 } 737 }
761 else 738 else
762 { 739 {
763 op->stats.sp = 1; /* regenerate spell points */ 740 op->stats.sp = 1; /* regenerate spell points */
764 op->value *= 3; 741 op->value *= 3;
765 } 742 }
766 break; 743 break;
767 744
768 case 22: 745 case 22:
769 op->stats.exp += bonus; /* Speed! */ 746 op->stats.exp += bonus; /* Speed! */
770 op->value = (op->value * 2) / 3; 747 op->value = (op->value * 2) / 3;
771 break; 748 break;
772 } 749 }
750
773 if (bonus > 0) 751 if (bonus > 0)
774 op->value *= 2 * bonus; 752 op->value *= 2 * bonus;
775 else 753 else
776 op->value = -(op->value * 2 * bonus) / 3; 754 op->value = -(op->value * 2 * bonus) / 3;
777} 755}
782 * higher is the chance of returning a low number. 760 * higher is the chance of returning a low number.
783 * It is only used in fix_generated_treasure() to set bonuses on 761 * It is only used in fix_generated_treasure() to set bonuses on
784 * rings and amulets. 762 * rings and amulets.
785 * Another scheme is used to calculate the magic of weapons and armours. 763 * Another scheme is used to calculate the magic of weapons and armours.
786 */ 764 */
787
788int 765int
789get_magic (int diff) 766get_magic (int diff)
790{ 767{
791 int i; 768 int i;
769
792 if (diff < 3) 770 if (diff < 3)
793 diff = 3; 771 diff = 3;
772
794 for (i = 0; i < 4; i++) 773 for (i = 0; i < 4; i++)
795 if (RANDOM () % diff) 774 if (rndm (diff))
796 return i; 775 return i;
776
797 return 4; 777 return 4;
798} 778}
799 779
780/* special_potion() - so that old potion code is still done right. */
781int
782special_potion (object *op)
783{
784 if (op->attacktype)
785 return 1;
786
787 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
788 return 1;
789
790 for (int i = 0; i < NROFATTACKS; i++)
791 if (op->resist[i])
792 return 1;
793
794 return 0;
795}
796
800#define DICE2 (get_magic(2)==2?2:1) 797#define DICE2 (get_magic(2)==2?2:1)
801#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 798#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
802 799
803/* 800/*
804 * fix_generated_item(): This is called after an item is generated, in 801 * fix_generated_item(): This is called after an item is generated, in
805 * order to set it up right. This produced magical bonuses, puts spells 802 * order to set it up right. This produced magical bonuses, puts spells
806 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 803 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
807 */ 804 */
805
808/* 4/28/96 added creator object from which op may now inherit properties based on 806/* 4/28/96 added creator object from which op may now inherit properties based on
809 * op->type. Right now, which stuff the creator passes on is object type 807 * op->type. Right now, which stuff the creator passes on is object type
810 * dependant. I know this is a spagetti manuever, but is there a cleaner 808 * dependant. I know this is a spagetti manuever, but is there a cleaner
811 * way to do this? b.t. */ 809 * way to do this? b.t. */
810
812/* 811/*
813 * ! (flags & GT_ENVIRONMENT): 812 * ! (flags & GT_ENVIRONMENT):
814 * Automatically calls fix_flesh_item(). 813 * Automatically calls fix_flesh_item().
815 * 814 *
816 * flags: 815 * flags:
818 * value. 817 * value.
819 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 818 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
820 * a working object - don't change magic, value, etc, but set it material 819 * a working object - don't change magic, value, etc, but set it material
821 * type as appropriate, for objects that need spell objects, set those, etc 820 * type as appropriate, for objects that need spell objects, set those, etc
822 */ 821 */
823
824void 822void
825fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 823fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
826{ 824{
827 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 825 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
828 826
829 if (!creator || creator->type == op->type) 827 if (!creator || creator->type == op->type)
830 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 828 creator = op; /*safety & to prevent polymorphed objects giving attributes */
831 829
832 /* If we make an artifact, this information will be destroyed */ 830 /* If we make an artifact, this information will be destroyed */
833 save_item_power = op->item_power; 831 save_item_power = op->item_power;
834 op->item_power = 0; 832 op->item_power = 0;
835 833
836 if (op->randomitems && op->type != SPELL) 834 if (op->randomitems && op->type != SPELL)
837 { 835 {
838 create_treasure (op->randomitems, op, flags, difficulty, 0); 836 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
839 if (!op->inv)
840 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
841
842 /* So the treasure doesn't get created again */ 837 /* So the treasure doesn't get created again */
843 op->randomitems = NULL; 838 op->randomitems = 0;
844 } 839 }
845 840
846 if (difficulty < 1) 841 if (difficulty < 1)
847 difficulty = 1; 842 difficulty = 1;
848 843
844 if (INVOKE_OBJECT (ADD_BONUS, op,
845 ARG_OBJECT (creator != op ? creator : 0),
846 ARG_INT (difficulty), ARG_INT (max_magic),
847 ARG_INT (flags)))
848 return;
849
849 if (!(flags & GT_MINIMAL)) 850 if (!(flags & GT_MINIMAL))
850 { 851 {
851 if (op->arch == crown_arch) 852 if (IS_ARCH (op->arch, crown))
852 { 853 {
853 set_magic (difficulty, op, max_magic, flags); 854 set_magic (difficulty, op, max_magic, flags);
854 num_enchantments = calc_item_power (op, 1); 855 num_enchantments = calc_item_power (op, 1);
855 generate_artifact (op, difficulty); 856 generate_artifact (op, difficulty);
856 } 857 }
857 else 858 else
858 { 859 {
859 if (!op->magic && max_magic) 860 if (!op->magic && max_magic)
860 set_magic (difficulty, op, max_magic, flags); 861 set_magic (difficulty, op, max_magic, flags);
861 862
862 num_enchantments = calc_item_power (op, 1); 863 num_enchantments = calc_item_power (op, 1);
863 864
864 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 865 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
865 * used for shop_floors or treasures */ 866 || op->type == HORN
867 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
866 generate_artifact (op, difficulty); 868 generate_artifact (op, difficulty);
867 } 869 }
868 870
869 /* Object was made an artifact. Calculate its item_power rating. 871 /* Object was made an artifact. Calculate its item_power rating.
870 * the item_power in the object is what the artfiact adds. 872 * the item_power in the object is what the artfiact adds.
871 */ 873 */
872 if (op->title) 874 if (op->title)
873 { 875 {
874 /* if save_item_power is set, then most likely we started with an 876 /* if save_item_power is set, then most likely we started with an
875 * artifact and have added new abilities to it - this is rare, but 877 * artifact and have added new abilities to it - this is rare, but
876 * but I have seen things like 'strange rings of fire'. So just figure 878 * but I have seen things like 'strange rings of fire'. So just figure
877 * out the power from the base power plus what this one adds. Note 879 * out the power from the base power plus what this one adds. Note
878 * that since item_power is not quite linear, this actually ends up 880 * that since item_power is not quite linear, this actually ends up
879 * being somewhat of a bonus 881 * being somewhat of a bonus
880 */ 882 */
881 if (save_item_power) 883 if (save_item_power)
882 op->item_power = save_item_power + get_power_from_ench (op->item_power); 884 op->item_power = save_item_power + get_power_from_ench (op->item_power);
883 else 885 else
884 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 886 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
885 } 887 }
886 else if (save_item_power) 888 else if (save_item_power)
887 { 889 {
888 /* restore the item_power field to the object if we haven't changed it. 890 /* restore the item_power field to the object if we haven't changed it.
889 * we don't care about num_enchantments - that will basically just 891 * we don't care about num_enchantments - that will basically just
890 * have calculated some value from the base attributes of the archetype. 892 * have calculated some value from the base attributes of the archetype.
891 */ 893 */
892 op->item_power = save_item_power; 894 op->item_power = save_item_power;
893 } 895 }
894 else 896 else
895 { 897 {
896 /* item_power was zero. This is suspicious, as it may be because it 898 /* item_power was zero. This is suspicious, as it may be because it
897 * was never previously calculated. Let's compute a value and see if 899 * was never previously calculated. Let's compute a value and see if
898 * it is non-zero. If it indeed is, then assign it as the new 900 * it is non-zero. If it indeed is, then assign it as the new
899 * item_power value. 901 * item_power value.
900 * - gros, 21th of July 2006. 902 * - gros, 21th of July 2006.
901 */ 903 */
902 op->item_power = calc_item_power (op, 0); 904 op->item_power = calc_item_power (op, 0);
903 save_item_power = op->item_power; /* Just in case it would get used 905 save_item_power = op->item_power; /* Just in case it would get used
904 * again below */ 906 * again below */
905 } 907 }
906 } 908 }
907 909
908 /* materialtype modifications. Note we allow this on artifacts. */ 910 /* materialtype modifications. Note we allow this on artifacts. */
909 set_materialname (op, difficulty, NULL); 911 set_materialname (op, difficulty, NULL);
910 912
911 if (flags & GT_MINIMAL) 913 if (flags & GT_MINIMAL)
912 { 914 {
913 if (op->type == POTION) 915 if (op->type == POTION)
914 /* Handle healing and magic power potions */ 916 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems) 917 if (op->stats.sp && !op->randomitems)
916 { 918 {
917 object *tmp;
918
919 tmp = get_archetype (spell_mapping[op->stats.sp]); 919 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
920 insert_ob_in_ob (tmp, op); 920 insert_ob_in_ob (tmp, op);
921 op->stats.sp = 0; 921 op->stats.sp = 0;
922 } 922 }
923 } 923 }
924 else if (!op->title) /* Only modify object if not special */ 924 else if (!op->title) /* Only modify object if not special */
925 switch (op->type) 925 switch (op->type)
926 { 926 {
927 case WEAPON: 927 case WEAPON:
928 case ARMOUR: 928 case ARMOUR:
929 case SHIELD: 929 case SHIELD:
930 case HELMET: 930 case HELMET:
931 case CLOAK: 931 case CLOAK:
932 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 932 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
933 set_ring_bonus (op, -DICE2); 933 set_ring_bonus (op, -DICE2);
934 break; 934 break;
935 935
936 case BRACERS: 936 case BRACERS:
937 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 937 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
938 { 938 {
939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
940 if (!QUERY_FLAG (op, FLAG_CURSED))
941 op->value *= 3;
942 }
943 break;
944
945 case POTION:
946 {
947 int too_many_tries = 0, is_special = 0;
948
949 /* Handle healing and magic power potions */
950 if (op->stats.sp && !op->randomitems)
951 {
952 object *tmp;
953
954 tmp = get_archetype (spell_mapping[op->stats.sp]);
955 insert_ob_in_ob (tmp, op);
956 op->stats.sp = 0;
957 }
958
959 while (!(is_special = special_potion (op)) && !op->inv)
960 {
961 generate_artifact (op, difficulty);
962 if (too_many_tries++ > 10)
963 break;
964 }
965
966 /* don't want to change value for healing/magic power potions,
967 * since the value set on those is already correct.
968 */
969 if (op->inv && op->randomitems)
970 {
971 /* value multiplier is same as for scrolls */
972 op->value = (op->value * op->inv->value);
973 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
974 }
975 else
976 {
977 op->name = "potion";
978 op->name_pl = "potions";
979 }
980
981 if (!(flags & GT_ONLY_GOOD) && rndm (2))
982 SET_FLAG (op, FLAG_CURSED);
983 break;
984 }
985
986 case AMULET:
987 if (IS_ARCH (op->arch, amulet))
988 op->value *= 5; /* Since it's not just decoration */
989
990 case RING:
991 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
992 break;
993
994 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
995 SET_FLAG (op, FLAG_CURSED);
996
939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 997 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
940 if (!QUERY_FLAG (op, FLAG_CURSED))
941 op->value *= 3;
942 }
943 break;
944 998
945 case POTION:
946 {
947 int too_many_tries = 0, is_special = 0;
948
949 /* Handle healing and magic power potions */
950 if (op->stats.sp && !op->randomitems)
951 {
952 object *tmp;
953
954 tmp = get_archetype (spell_mapping[op->stats.sp]);
955 insert_ob_in_ob (tmp, op);
956 op->stats.sp = 0;
957 }
958
959 while (!(is_special = special_potion (op)) && !op->inv)
960 {
961 generate_artifact (op, difficulty);
962 if (too_many_tries++ > 10)
963 break;
964 }
965
966 /* don't want to change value for healing/magic power potions,
967 * since the value set on those is already correct.
968 */
969 if (op->inv && op->randomitems)
970 {
971 /* value multiplier is same as for scrolls */
972 op->value = (op->value * op->inv->value);
973 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
974 }
975 else
976 {
977 op->name = "potion";
978 op->name_pl = "potions";
979 }
980
981 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
982 SET_FLAG (op, FLAG_CURSED);
983 break;
984 }
985
986 case AMULET:
987 if (op->arch == amulet_arch)
988 op->value *= 5; /* Since it's not just decoration */
989
990 case RING:
991 if (op->arch == NULL)
992 {
993 remove_ob (op);
994 free_object (op);
995 op = NULL;
996 break;
997 }
998
999 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1000 break;
1001
1002 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1003 SET_FLAG (op, FLAG_CURSED);
1004
1005 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1006
1007 if (op->type != RING) /* Amulets have only one ability */ 999 if (op->type != RING) /* Amulets have only one ability */
1008 break; 1000 break;
1009 1001
1010 if (!(RANDOM () % 4)) 1002 if (!(rndm (4)))
1011 { 1003 {
1012 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1004 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1013 1005
1014 if (d > 0) 1006 if (d > 0)
1015 op->value *= 3; 1007 op->value *= 3;
1016 1008
1017 set_ring_bonus (op, d); 1009 set_ring_bonus (op, d);
1018 1010
1019 if (!(RANDOM () % 4)) 1011 if (!(rndm (4)))
1020 { 1012 {
1021 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1013 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1022 if (d > 0)
1023 op->value *= 5;
1024 set_ring_bonus (op, d);
1025 }
1026 }
1027 1014
1028 if (GET_ANIM_ID (op)) 1015 if (d > 0)
1029 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1016 op->value *= 5;
1017 set_ring_bonus (op, d);
1018 }
1019 }
1030 1020
1031 break; 1021 if (op->animation_id)
1022 op->set_anim_frame (rndm (op->anim_frames ()));
1032 1023
1024 break;
1025
1033 case BOOK: 1026 case BOOK:
1034 /* Is it an empty book?, if yes lets make a special· 1027 /* Is it an empty book?, if yes lets make a special·
1035 * msg for it, and tailor its properties based on the· 1028 * msg for it, and tailor its properties based on the·
1036 * creator and/or map level we found it on. 1029 * creator and/or map level we found it on.
1037 */ 1030 */
1038 if (!op->msg && RANDOM () % 10) 1031 if (!op->msg && rndm (10))
1039 { 1032 {
1040 /* set the book level properly */ 1033 /* set the book level properly */
1041 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1034 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1042 { 1035 {
1043 if (op->map && op->map->difficulty) 1036 if (op->map && op->map->difficulty)
1044 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1037 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1045 else 1038 else
1046 op->level = RANDOM () % 20 + 1; 1039 op->level = rndm (20) + 1;
1047 } 1040 }
1048 else 1041 else
1049 op->level = RANDOM () % creator->level; 1042 op->level = rndm (creator->level);
1050 1043
1051 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1044 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1052 /* books w/ info are worth more! */ 1045 /* books w/ info are worth more! */
1053 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1046 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1047
1048 /* add exp so reading it gives xp (once) */
1049 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1050 }
1051
1054 /* creator related stuff */ 1052 /* creator related stuff */
1055 1053
1056 /* for library, chained books. Note that some monsters have no_pick 1054 /* for library, chained books. Note that some monsters have no_pick
1057 * set - we don't want to set no pick in that case. 1055 * set - we don't want to set no pick in that case.
1058 */ 1056 */
1059 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1057 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1060 SET_FLAG (op, FLAG_NO_PICK); 1058 SET_FLAG (op, FLAG_NO_PICK);
1061 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1059 if (creator->slaying && !op->slaying) /* for check_inv floors */
1062 op->slaying = creator->slaying; 1060 op->slaying = creator->slaying;
1061 break;
1063 1062
1064 /* add exp so reading it gives xp (once) */
1065 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1066 }
1067 break;
1068
1069 case SPELLBOOK: 1063 case SPELLBOOK:
1070 op->value = op->value * op->inv->value; 1064 op->value = op->value * op->inv->value;
1071 /* add exp so learning gives xp */ 1065 /* add exp so learning gives xp */
1072 op->level = op->inv->level; 1066 op->level = op->inv->level;
1073 op->stats.exp = op->value; 1067 op->stats.exp = op->value;
1074 break; 1068 break;
1075 1069
1076 case WAND: 1070 case WAND:
1077 /* nrof in the treasure list is number of charges, 1071 /* nrof in the treasure list is number of charges,
1078 * not number of wands. So copy that into food (charges), 1072 * not number of wands. So copy that into food (charges),
1079 * and reset nrof. 1073 * and reset nrof.
1080 */ 1074 */
1081 op->stats.food = op->inv->nrof; 1075 op->stats.food = op->inv->nrof;
1082 op->nrof = 1; 1076 op->nrof = 1;
1083 /* If the spell changes by level, choose a random level 1077 /* If the spell changes by level, choose a random level
1084 * for it, and adjust price. If the spell doesn't 1078 * for it, and adjust price. If the spell doesn't
1085 * change by level, just set the wand to the level of 1079 * change by level, just set the wand to the level of
1086 * the spell, and value calculation is simpler. 1080 * the spell, and value calculation is simpler.
1087 */ 1081 */
1088 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1082 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1089 { 1083 {
1084 op->level = level_for_item (op, difficulty);
1085 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1086 }
1087 else
1088 {
1089 op->level = op->inv->level;
1090 op->value = op->value * op->inv->value;
1091 }
1092 break;
1093
1094 case ROD:
1090 op->level = level_for_item (op, difficulty); 1095 op->level = level_for_item (op, difficulty);
1096 /* Add 50 to both level an divisor to keep prices a little more
1097 * reasonable. Otherwise, a high level version of a low level
1098 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1099 * 10 time multiplier). This way, the value are a bit more reasonable.
1100 */
1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1101 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1092 } 1102 /* maxhp is used to denote how many 'charges' the rod holds before */
1093 else 1103 if (op->stats.maxhp)
1094 { 1104 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1095 op->level = op->inv->level; 1105 else
1096 op->value = op->value * op->inv->value; 1106 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1097 }
1098 break;
1099 1107
1108 op->stats.hp = op->stats.maxhp;
1109 break;
1110
1100 case ROD: 1111 case SCROLL:
1101 op->level = level_for_item (op, difficulty); 1112 op->level = level_for_item (op, difficulty);
1102 /* Add 50 to both level an divisor to keep prices a little more
1103 * reasonable. Otherwise, a high level version of a low level
1104 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1105 * 10 time multiplier). This way, the value are a bit more reasonable.
1106 */
1107 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1113 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1108 /* maxhp is used to denote how many 'charges' the rod holds before */
1109 if (op->stats.maxhp)
1110 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1111 else
1112 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1113 1114
1114 op->stats.hp = op->stats.maxhp;
1115 break;
1116
1117 case SCROLL:
1118 op->level = level_for_item (op, difficulty);
1119 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1120
1121 /* add exp so reading them properly gives xp */ 1115 /* add exp so reading them properly gives xp */
1122 op->stats.exp = op->value / 5; 1116 op->stats.exp = op->value / 5;
1123 op->nrof = op->inv->nrof; 1117 op->nrof = op->inv->nrof;
1124 break; 1118 break;
1125 1119
1126 case RUNE: 1120 case RUNE:
1127 trap_adjust (op, difficulty); 1121 trap_adjust (op, difficulty);
1128 break; 1122 break;
1129 1123
1130 case TRAP: 1124 case TRAP:
1131 trap_adjust (op, difficulty); 1125 trap_adjust (op, difficulty);
1132 break; 1126 break;
1133 } /* switch type */ 1127 } /* switch type */
1134 1128
1135 if (flags & GT_STARTEQUIP) 1129 if (flags & GT_STARTEQUIP)
1136 { 1130 {
1137 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1131 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1138 SET_FLAG (op, FLAG_STARTEQUIP); 1132 SET_FLAG (op, FLAG_STARTEQUIP);
1139 else if (op->type != MONEY) 1133 else if (op->type != MONEY)
1140 op->value = 0; 1134 op->value = 0;
1141 } 1135 }
1142 1136
1143 if (!(flags & GT_ENVIRONMENT)) 1137 if (!(flags & GT_ENVIRONMENT))
1144 fix_flesh_item (op, creator); 1138 fix_flesh_item (op, creator);
1145} 1139}
1153 */ 1147 */
1154 1148
1155/* 1149/*
1156 * Allocate and return the pointer to an empty artifactlist structure. 1150 * Allocate and return the pointer to an empty artifactlist structure.
1157 */ 1151 */
1158
1159static artifactlist * 1152static artifactlist *
1160get_empty_artifactlist (void) 1153get_empty_artifactlist (void)
1161{ 1154{
1162 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1155 return salloc0<artifactlist> ();
1163 if (tl == NULL)
1164 fatal (OUT_OF_MEMORY);
1165 tl->next = NULL;
1166 tl->items = NULL;
1167 tl->total_chance = 0;
1168 return tl;
1169} 1156}
1170 1157
1171/* 1158/*
1172 * Allocate and return the pointer to an empty artifact structure. 1159 * Allocate and return the pointer to an empty artifact structure.
1173 */ 1160 */
1174
1175static artifact * 1161static artifact *
1176get_empty_artifact (void) 1162get_empty_artifact (void)
1177{ 1163{
1178 artifact *t = (artifact *) malloc (sizeof (artifact)); 1164 return salloc0<artifact> ();
1179 if (t == NULL)
1180 fatal (OUT_OF_MEMORY);
1181 t->item = NULL;
1182 t->next = NULL;
1183 t->chance = 0;
1184 t->difficulty = 0;
1185 t->allowed = NULL;
1186 return t;
1187} 1165}
1188 1166
1189/* 1167/*
1190 * Searches the artifact lists and returns one that has the same type 1168 * Searches the artifact lists and returns one that has the same type
1191 * of objects on it. 1169 * of objects on it.
1192 */ 1170 */
1193
1194artifactlist * 1171artifactlist *
1195find_artifactlist (int type) 1172find_artifactlist (int type)
1196{ 1173{
1197 artifactlist *al;
1198
1199 for (al = first_artifactlist; al != NULL; al = al->next) 1174 for (artifactlist *al = first_artifactlist; al; al = al->next)
1200 if (al->type == type) 1175 if (al->type == type)
1201 return al; 1176 return al;
1202 return NULL;
1203}
1204 1177
1205/*
1206 * For debugging purposes. Dumps all tables.
1207 */
1208
1209void
1210dump_artifacts (void)
1211{
1212 artifactlist *al;
1213 artifact *art;
1214 linked_char *next;
1215
1216 fprintf (logfile, "\n");
1217 for (al = first_artifactlist; al != NULL; al = al->next)
1218 {
1219 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1220 for (art = al->items; art != NULL; art = art->next)
1221 {
1222 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1223 if (art->allowed != NULL)
1224 {
1225 fprintf (logfile, "\tAllowed combinations:");
1226 for (next = art->allowed; next != NULL; next = next->next)
1227 fprintf (logfile, "%s,", &next->name);
1228 fprintf (logfile, "\n");
1229 }
1230 }
1231 }
1232 fprintf (logfile, "\n");
1233}
1234
1235/*
1236 * For debugging purposes. Dumps all treasures recursively (see below).
1237 */
1238void
1239dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1240{
1241 treasurelist *tl;
1242 int i;
1243
1244 if (depth > 100)
1245 return; 1178 return 0;
1246 while (t != NULL)
1247 {
1248 if (t->name != NULL)
1249 {
1250 for (i = 0; i < depth; i++)
1251 fprintf (logfile, " ");
1252 fprintf (logfile, "{ (list: %s)\n", &t->name);
1253 tl = find_treasurelist (t->name);
1254 dump_monster_treasure_rec (name, tl->items, depth + 2);
1255 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " ");
1257 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1258 }
1259 else
1260 {
1261 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " ");
1263 if (t->item->clone.type == FLESH)
1264 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1265 else
1266 fprintf (logfile, "%s\n", &t->item->clone.name);
1267 }
1268 if (t->next_yes != NULL)
1269 {
1270 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " ");
1272 fprintf (logfile, " (if yes)\n");
1273 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1274 }
1275 if (t->next_no != NULL)
1276 {
1277 for (i = 0; i < depth; i++)
1278 fprintf (logfile, " ");
1279 fprintf (logfile, " (if no)\n");
1280 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1281 }
1282 t = t->next;
1283 }
1284}
1285
1286/*
1287 * For debugging purposes. Dumps all treasures for a given monster.
1288 * Created originally by Raphael Quinet for debugging the alchemy code.
1289 */
1290
1291void
1292dump_monster_treasure (const char *name)
1293{
1294 archetype *at;
1295 int found;
1296
1297 found = 0;
1298 fprintf (logfile, "\n");
1299 for (at = first_archetype; at != NULL; at = at->next)
1300 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1301 {
1302 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1303 if (at->clone.randomitems != NULL)
1304 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1305 else
1306 fprintf (logfile, "(nothing)\n");
1307 fprintf (logfile, "\n");
1308 found++;
1309 }
1310 if (found == 0)
1311 fprintf (logfile, "No objects have the name %s!\n\n", name);
1312} 1179}
1313 1180
1314/* 1181/*
1315 * Builds up the lists of artifacts from the file in the libdir. 1182 * Builds up the lists of artifacts from the file in the libdir.
1316 */ 1183 */
1317
1318void 1184void
1319init_artifacts (void) 1185init_artifacts (void)
1320{ 1186{
1321 static int has_been_inited = 0; 1187 static int has_been_inited = 0;
1322 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1188 char filename[MAX_BUF];
1323 artifact *art = NULL; 1189 artifact *art = NULL;
1324 linked_char *tmp;
1325 int value, comp;
1326 artifactlist *al; 1190 artifactlist *al;
1327 1191
1328 if (has_been_inited) 1192 if (has_been_inited)
1329 return; 1193 return;
1330 else 1194 else
1331 has_been_inited = 1; 1195 has_been_inited = 1;
1332 1196
1333 sprintf (filename, "%s/artifacts", settings.datadir); 1197 sprintf (filename, "%s/artifacts", settings.datadir);
1334 object_thawer thawer (filename); 1198 object_thawer f (filename);
1335 1199
1336 if (!thawer) 1200 if (!f)
1337 return; 1201 return;
1338 1202
1339 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1203 for (;;)
1340 {
1341 if (*buf == '#')
1342 continue;
1343 if ((cp = strchr (buf, '\n')) != NULL)
1344 *cp = '\0';
1345 cp = buf;
1346 while (*cp == ' ') /* Skip blanks */
1347 cp++;
1348 if (*cp == '\0')
1349 continue;
1350
1351 if (!strncmp (cp, "Allowed", 7))
1352 {
1353 if (art == NULL)
1354 { 1204 {
1205 switch (f.kw)
1206 {
1207 case KW_allowed:
1208 if (!art)
1355 art = get_empty_artifact (); 1209 art = get_empty_artifact ();
1356 nrofartifacts++; 1210
1211 {
1212 if (!strcmp (f.get_str (), "all"))
1213 break;
1214
1215 char *next, *cp = f.get_str ();
1216
1217 do
1218 {
1219 if ((next = strchr (cp, ',')))
1220 *next++ = '\0';
1221
1222 linked_char *tmp = new linked_char;
1223
1224 tmp->name = cp;
1225 tmp->next = art->allowed;
1226 art->allowed = tmp;
1227 }
1228 while ((cp = next));
1229 }
1230 break;
1231
1232 case KW_chance:
1233 f.get (art->chance);
1234 break;
1235
1236 case KW_difficulty:
1237 f.get (art->difficulty);
1238 break;
1239
1240 case KW_object:
1241 {
1242 art->item = object::create ();
1243 f.get (art->item->name);
1244 f.next ();
1245
1246 if (!art->item->parse_kv (f))
1247 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1248
1249 al = find_artifactlist (art->item->type);
1250
1251 if (!al)
1252 {
1253 al = get_empty_artifactlist ();
1254 al->type = art->item->type;
1255 al->next = first_artifactlist;
1256 first_artifactlist = al;
1257 }
1258
1259 art->next = al->items;
1260 al->items = art;
1261 art = 0;
1262 }
1263 continue;
1264
1265 case KW_EOF:
1266 goto done;
1267
1268 default:
1269 if (!f.parse_error ("artifacts file"))
1270 cleanup ("artifacts file required");
1271 break;
1272 }
1273
1274 f.next ();
1357 } 1275 }
1358 cp = strchr (cp, ' ') + 1;
1359 if (!strcmp (cp, "all"))
1360 continue;
1361 1276
1362 do 1277done:
1363 {
1364 nrofallowedstr++;
1365 if ((next = strchr (cp, ',')) != NULL)
1366 *(next++) = '\0';
1367 tmp = new linked_char;
1368 tmp->name = cp;
1369 tmp->next = art->allowed;
1370 art->allowed = tmp;
1371 }
1372 while ((cp = next) != NULL);
1373 }
1374 else if (sscanf (cp, "chance %d", &value))
1375 art->chance = (uint16) value;
1376 else if (sscanf (cp, "difficulty %d", &value))
1377 art->difficulty = (uint8) value;
1378 else if (!strncmp (cp, "Object", 6))
1379 {
1380 art->item = (object *) calloc (1, sizeof (object));
1381 reset_object (art->item);
1382
1383 if (!load_object (thawer, art->item, 0))
1384 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1385
1386 art->item->name = strchr (cp, ' ') + 1;
1387 al = find_artifactlist (art->item->type);
1388 if (al == NULL)
1389 {
1390 al = get_empty_artifactlist ();
1391 al->type = art->item->type;
1392 al->next = first_artifactlist;
1393 first_artifactlist = al;
1394 }
1395 art->next = al->items;
1396 al->items = art;
1397 art = NULL;
1398 }
1399 else
1400 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1401 }
1402
1403 for (al = first_artifactlist; al != NULL; al = al->next) 1278 for (al = first_artifactlist; al; al = al->next)
1404 { 1279 {
1280 al->total_chance = 0;
1281
1405 for (art = al->items; art != NULL; art = art->next) 1282 for (art = al->items; art; art = art->next)
1406 { 1283 {
1407 if (!art->chance) 1284 if (!art->chance)
1408 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1285 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1409 else 1286 else
1410 al->total_chance += art->chance; 1287 al->total_chance += art->chance;
1411 } 1288 }
1412#if 0 1289#if 0
1413 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1290 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1414#endif 1291#endif
1415 } 1292 }
1416 1293
1417 LOG (llevDebug, "done.\n"); 1294 LOG (llevDebug, "done.\n");
1418} 1295}
1419 1296
1420
1421/* 1297/*
1422 * Used in artifact generation. The bonuses of the first object 1298 * Used in artifact generation. The bonuses of the first object
1423 * is modified by the bonuses of the second object. 1299 * is modified by the bonuses of the second object.
1424 */ 1300 */
1425
1426void 1301void
1427add_abilities (object * op, object * change) 1302add_abilities (object *op, object *change)
1428{ 1303{
1429 int i, j, tmp; 1304 int i, tmp;
1430 1305
1431 if (change->face != blank_face) 1306 if (change->face != blank_face)
1432 { 1307 {
1433#ifdef TREASURE_VERBOSE 1308#ifdef TREASURE_VERBOSE
1434 LOG (llevDebug, "FACE: %d\n", change->face->number); 1309 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1435#endif 1310#endif
1436 op->face = change->face; 1311 op->face = change->face;
1437 } 1312 }
1438 1313
1439 for (i = 0; i < NUM_STATS; i++) 1314 for (i = 0; i < NUM_STATS; i++)
1440 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1315 change_attr_value (&(op->stats), i, change->stats.stat (i));
1441 1316
1442 op->attacktype |= change->attacktype; 1317 op->attacktype |= change->attacktype;
1443 op->path_attuned |= change->path_attuned; 1318 op->path_attuned |= change->path_attuned;
1444 op->path_repelled |= change->path_repelled; 1319 op->path_repelled |= change->path_repelled;
1445 op->path_denied |= change->path_denied; 1320 op->path_denied |= change->path_denied;
1473 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1348 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1474 { 1349 {
1475 CLEAR_FLAG (op, FLAG_ANIMATE); 1350 CLEAR_FLAG (op, FLAG_ANIMATE);
1476 /* so artifacts will join */ 1351 /* so artifacts will join */
1477 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1352 if (!QUERY_FLAG (op, FLAG_ALIVE))
1478 op->speed = 0.0; 1353 op->speed = 0.0;
1479 update_ob_speed (op); 1354
1355 op->set_speed (op->speed);
1480 } 1356 }
1481 1357
1482 if (change->nrof) 1358 if (change->nrof)
1483 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1359 op->nrof = rndm (change->nrof) + 1;
1484 1360
1485 op->stats.exp += change->stats.exp; /* Speed modifier */ 1361 op->stats.exp += change->stats.exp; /* Speed modifier */
1486 op->stats.wc += change->stats.wc; 1362 op->stats.wc += change->stats.wc;
1487 op->stats.ac += change->stats.ac; 1363 op->stats.ac += change->stats.ac;
1488 1364
1489 if (change->other_arch) 1365 if (change->other_arch)
1490 { 1366 {
1491 /* Basically, for horns & potions, the other_arch field is the spell 1367 /* Basically, for horns & potions, the other_arch field is the spell
1492 * to cast. So convert that to into a spell and put it into 1368 * to cast. So convert that to into a spell and put it into
1493 * this object. 1369 * this object.
1494 */ 1370 */
1495 if (op->type == HORN || op->type == POTION) 1371 if (op->type == HORN || op->type == POTION)
1496 { 1372 {
1497 object *tmp_obj;
1498 /* Remove any spells this object currently has in it */ 1373 /* Remove any spells this object currently has in it */
1499 while (op->inv) 1374 op->destroy_inv (false);
1500 {
1501 tmp_obj = op->inv;
1502 remove_ob (tmp_obj);
1503 free_object (tmp_obj);
1504 }
1505 1375
1506 tmp_obj = arch_to_object (change->other_arch); 1376 object *tmp = arch_to_object (change->other_arch);
1507 insert_ob_in_ob (tmp_obj, op); 1377 insert_ob_in_ob (tmp, op);
1508 } 1378 }
1509 /* No harm setting this for potions/horns */ 1379 /* No harm setting this for potions/horns */
1510 op->other_arch = change->other_arch; 1380 op->other_arch = change->other_arch;
1511 } 1381 }
1512 1382
1513 if (change->stats.hp < 0) 1383 if (change->stats.hp < 0)
1546 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1416 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1547 1417
1548 op->item_power = change->item_power; 1418 op->item_power = change->item_power;
1549 1419
1550 for (i = 0; i < NROFATTACKS; i++) 1420 for (i = 0; i < NROFATTACKS; i++)
1551 {
1552 if (change->resist[i]) 1421 if (change->resist[i])
1553 {
1554 op->resist[i] += change->resist[i]; 1422 op->resist[i] += change->resist[i];
1555 }
1556 }
1557 1423
1558 if (change->stats.dam) 1424 if (change->stats.dam)
1559 { 1425 {
1560 if (change->stats.dam < 0) 1426 if (change->stats.dam < 0)
1561 op->stats.dam = (-change->stats.dam); 1427 op->stats.dam = (-change->stats.dam);
1562 else if (op->stats.dam) 1428 else if (op->stats.dam)
1563 { 1429 {
1564 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1430 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1565 if (tmp == op->stats.dam) 1431 if (tmp == op->stats.dam)
1566 { 1432 {
1567 if (change->stats.dam < 10) 1433 if (change->stats.dam < 10)
1568 op->stats.dam--; 1434 op->stats.dam--;
1435 else
1436 op->stats.dam++;
1437 }
1569 else 1438 else
1570 op->stats.dam++;
1571 }
1572 else
1573 op->stats.dam = tmp; 1439 op->stats.dam = tmp;
1574 } 1440 }
1575 } 1441 }
1576 1442
1577 if (change->weight) 1443 if (change->weight)
1578 { 1444 {
1579 if (change->weight < 0) 1445 if (change->weight < 0)
1580 op->weight = (-change->weight); 1446 op->weight = (-change->weight);
1581 else 1447 else
1582 op->weight = (op->weight * (change->weight)) / 100; 1448 op->weight = (op->weight * (change->weight)) / 100;
1583 } 1449 }
1584 1450
1585 if (change->last_sp) 1451 if (change->last_sp)
1586 { 1452 {
1587 if (change->last_sp < 0) 1453 if (change->last_sp < 0)
1588 op->last_sp = (-change->last_sp); 1454 op->last_sp = (-change->last_sp);
1589 else 1455 else
1590 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1456 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1591 } 1457 }
1592 1458
1593 if (change->gen_sp_armour) 1459 if (change->gen_sp_armour)
1594 { 1460 {
1595 if (change->gen_sp_armour < 0) 1461 if (change->gen_sp_armour < 0)
1596 op->gen_sp_armour = (-change->gen_sp_armour); 1462 op->gen_sp_armour = (-change->gen_sp_armour);
1597 else 1463 else
1598 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1464 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1599 } 1465 }
1600 1466
1601 op->value *= change->value; 1467 op->value *= change->value;
1602 1468
1603 if (change->material) 1469 if (change->materials)
1604 op->material = change->material; 1470 op->materials = change->materials;
1605 1471
1606 if (change->materialname) 1472 if (change->materialname)
1607 op->materialname = change->materialname; 1473 op->materialname = change->materialname;
1608 1474
1609 if (change->slaying) 1475 if (change->slaying)
1615 if (change->msg) 1481 if (change->msg)
1616 op->msg = change->msg; 1482 op->msg = change->msg;
1617} 1483}
1618 1484
1619static int 1485static int
1620legal_artifact_combination (object * op, artifact * art) 1486legal_artifact_combination (object *op, artifact *art)
1621{ 1487{
1622 int neg, success = 0; 1488 int neg, success = 0;
1623 linked_char *tmp; 1489 linked_char *tmp;
1624 const char *name; 1490 const char *name;
1625 1491
1626 if (art->allowed == (linked_char *) NULL) 1492 if (!art->allowed)
1627 return 1; /* Ie, "all" */ 1493 return 1; /* Ie, "all" */
1494
1628 for (tmp = art->allowed; tmp; tmp = tmp->next) 1495 for (tmp = art->allowed; tmp; tmp = tmp->next)
1629 { 1496 {
1630#ifdef TREASURE_VERBOSE 1497#ifdef TREASURE_VERBOSE
1631 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1498 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1632#endif 1499#endif
1633 if (*tmp->name == '!') 1500 if (*tmp->name == '!')
1634 name = tmp->name + 1, neg = 1; 1501 name = tmp->name + 1, neg = 1;
1635 else 1502 else
1636 name = tmp->name, neg = 0; 1503 name = tmp->name, neg = 0;
1637 1504
1638 /* If we match name, then return the opposite of 'neg' */ 1505 /* If we match name, then return the opposite of 'neg' */
1639 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1506 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1640 return !neg; 1507 return !neg;
1641 1508
1642 /* Set success as true, since if the match was an inverse, it means 1509 /* Set success as true, since if the match was an inverse, it means
1643 * everything is allowed except what we match 1510 * everything is allowed except what we match
1644 */ 1511 */
1645 else if (neg) 1512 else if (neg)
1646 success = 1; 1513 success = 1;
1647 } 1514 }
1515
1648 return success; 1516 return success;
1649} 1517}
1650 1518
1651/* 1519/*
1652 * Fixes the given object, giving it the abilities and titles 1520 * Fixes the given object, giving it the abilities and titles
1653 * it should have due to the second artifact-template. 1521 * it should have due to the second artifact-template.
1654 */ 1522 */
1655 1523
1656void 1524void
1657give_artifact_abilities (object * op, object * artifct) 1525give_artifact_abilities (object *op, object *artifct)
1658{ 1526{
1659 char new_name[MAX_BUF]; 1527 char new_name[MAX_BUF];
1660 1528
1661 sprintf (new_name, "of %s", &artifct->name); 1529 sprintf (new_name, "of %s", &artifct->name);
1662 op->title = new_name; 1530 op->title = new_name;
1663 add_abilities (op, artifct); /* Give out the bonuses */ 1531 add_abilities (op, artifct); /* Give out the bonuses */
1664 1532
1665#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1533#if 0 /* Bit verbose, but keep it here until next time I need it... */
1666 { 1534 {
1667 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1535 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1536
1668 SET_FLAG (op, FLAG_IDENTIFIED); 1537 SET_FLAG (op, FLAG_IDENTIFIED);
1669 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1538 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1670 if (!identified) 1539 if (!identified)
1671 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1540 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1672 } 1541 }
1684 1553
1685/* Give 1 re-roll attempt per artifact */ 1554/* Give 1 re-roll attempt per artifact */
1686#define ARTIFACT_TRIES 2 1555#define ARTIFACT_TRIES 2
1687 1556
1688void 1557void
1689generate_artifact (object * op, int difficulty) 1558generate_artifact (object *op, int difficulty)
1690{ 1559{
1691 artifactlist *al; 1560 artifactlist *al;
1692 artifact *art; 1561 artifact *art;
1693 int i; 1562 int i;
1694 1563
1695 al = find_artifactlist (op->type); 1564 al = find_artifactlist (op->type);
1696 1565
1697 if (al == NULL) 1566 if (al == NULL)
1698 { 1567 {
1699#if 0 /* This is too verbose, usually */ 1568#if 0 /* This is too verbose, usually */
1700 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1569 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1701#endif 1570#endif
1702 return; 1571 return;
1703 } 1572 }
1704 1573
1705 for (i = 0; i < ARTIFACT_TRIES; i++) 1574 for (i = 0; i < ARTIFACT_TRIES; i++)
1706 { 1575 {
1707 int roll = RANDOM () % al->total_chance; 1576 int roll = rndm (al->total_chance);
1708 1577
1709 for (art = al->items; art != NULL; art = art->next) 1578 for (art = al->items; art; art = art->next)
1710 { 1579 {
1711 roll -= art->chance; 1580 roll -= art->chance;
1712 if (roll < 0) 1581 if (roll < 0)
1713 break; 1582 break;
1714 } 1583 }
1715 1584
1716 if (art == NULL || roll >= 0) 1585 if (art == NULL || roll >= 0)
1717 { 1586 {
1718#if 1 1587#if 1
1719 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1588 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1720#endif 1589#endif
1721 return; 1590 return;
1722 } 1591 }
1723 if (!strcmp (art->item->name, "NONE")) 1592
1724 return; 1593 if (art->item->name == shstr_NONE)
1594 return;
1595
1725 if (FABS (op->magic) < art->item->magic) 1596 if (fabs (op->magic) < art->item->magic)
1726 continue; /* Not magic enough to be this item */ 1597 continue; /* Not magic enough to be this item */
1727 1598
1728 /* Map difficulty not high enough */ 1599 /* Map difficulty not high enough */
1729 if (difficulty < art->difficulty) 1600 if (difficulty < art->difficulty)
1730 continue; 1601 continue;
1731 1602
1732 if (!legal_artifact_combination (op, art)) 1603 if (!legal_artifact_combination (op, art))
1733 { 1604 {
1734#ifdef TREASURE_VERBOSE 1605#ifdef TREASURE_VERBOSE
1735 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1606 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1736#endif 1607#endif
1737 continue; 1608 continue;
1738 } 1609 }
1610
1739 give_artifact_abilities (op, art->item); 1611 give_artifact_abilities (op, art->item);
1740 return; 1612 return;
1741 } 1613 }
1742} 1614}
1743 1615
1745 * FOOD, except they inherit properties (name, food value, etc). 1617 * FOOD, except they inherit properties (name, food value, etc).
1746 * based on the original owner (or 'donor' if you like). -b.t. 1618 * based on the original owner (or 'donor' if you like). -b.t.
1747 */ 1619 */
1748 1620
1749void 1621void
1750fix_flesh_item (object * item, object * donor) 1622fix_flesh_item (object *item, object *donor)
1751{ 1623{
1752 char tmpbuf[MAX_BUF]; 1624 char tmpbuf[MAX_BUF];
1753 int i; 1625 int i;
1754 1626
1755 if (item->type == FLESH && donor) 1627 if (item->type == FLESH && donor)
1756 { 1628 {
1757 /* change the name */ 1629 /* change the name */
1758 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1630 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1631 item->name = tmpbuf;
1759 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1632 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1633 item->name_pl = tmpbuf;
1760 1634
1761 /* weight is FLESH weight/100 * donor */ 1635 /* weight is FLESH weight/100 * donor */
1762 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1636 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1763 item->weight = 1; 1637 item->weight = 1;
1764 1638
1765 /* value is multiplied by level of donor */ 1639 /* value is multiplied by level of donor */
1766 item->value *= isqrt (donor->level * 2); 1640 item->value *= isqrt (donor->level * 2);
1767 1641
1768 /* food value */ 1642 /* food value */
1770 1644
1771 /* flesh items inherit some abilities of donor, but not 1645 /* flesh items inherit some abilities of donor, but not
1772 * full effect. 1646 * full effect.
1773 */ 1647 */
1774 for (i = 0; i < NROFATTACKS; i++) 1648 for (i = 0; i < NROFATTACKS; i++)
1775 item->resist[i] = donor->resist[i] / 2; 1649 item->resist[i] = donor->resist[i] / 2;
1776 1650
1777 /* item inherits donor's level (important for quezals) */ 1651 /* item inherits donor's level (important for quezals) */
1778 item->level = donor->level; 1652 item->level = donor->level;
1779 1653
1780 /* if donor has some attacktypes, the flesh is poisonous */ 1654 /* if donor has some attacktypes, the flesh is poisonous */
1781 if (donor->attacktype & AT_POISON) 1655 if (donor->attacktype & AT_POISON)
1782 item->type = POISON; 1656 item->type = POISON;
1657
1783 if (donor->attacktype & AT_ACID) 1658 if (donor->attacktype & AT_ACID)
1784 item->stats.hp = -1 * item->stats.food; 1659 item->stats.hp = -1 * item->stats.food;
1660
1785 SET_FLAG (item, FLAG_NO_STEAL); 1661 SET_FLAG (item, FLAG_NO_STEAL);
1786 } 1662 }
1787} 1663}
1788 1664
1789/* special_potion() - so that old potion code is still done right. */
1790
1791int
1792special_potion (object * op)
1793{
1794
1795 int i;
1796
1797 if (op->attacktype)
1798 return 1;
1799
1800 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1801 return 1;
1802
1803 for (i = 0; i < NROFATTACKS; i++)
1804 if (op->resist[i])
1805 return 1;
1806
1807 return 0;
1808}
1809
1810void 1665void
1811free_treasurestruct (treasure * t) 1666free_treasurestruct (treasure *t)
1812{ 1667{
1813 if (t->next)
1814 free_treasurestruct (t->next); 1668 if (t->next) free_treasurestruct (t->next);
1815 if (t->next_yes)
1816 free_treasurestruct (t->next_yes); 1669 if (t->next_yes) free_treasurestruct (t->next_yes);
1817 if (t->next_no)
1818 free_treasurestruct (t->next_no); 1670 if (t->next_no) free_treasurestruct (t->next_no);
1819 1671
1820 delete t; 1672 delete t;
1821} 1673}
1822 1674
1823void 1675void
1824free_charlinks (linked_char * lc) 1676free_charlinks (linked_char *lc)
1825{ 1677{
1826 if (lc->next) 1678 if (lc->next)
1827 free_charlinks (lc->next); 1679 free_charlinks (lc->next);
1828 1680
1829 delete lc; 1681 delete lc;
1830} 1682}
1831 1683
1832void 1684void
1833free_artifact (artifact * at) 1685free_artifact (artifact *at)
1834{ 1686{
1835
1836 if (at->next)
1837 free_artifact (at->next); 1687 if (at->next) free_artifact (at->next);
1838 if (at->allowed)
1839 free_charlinks (at->allowed); 1688 if (at->allowed) free_charlinks (at->allowed);
1840 1689
1841 delete at->item; 1690 at->item->destroy ();
1842 1691
1843 delete at; 1692 sfree (at);
1844} 1693}
1845 1694
1846void 1695void
1847free_artifactlist (artifactlist * al) 1696free_artifactlist (artifactlist *al)
1848{ 1697{
1849 artifactlist *nextal; 1698 artifactlist *nextal;
1699
1850 for (al = first_artifactlist; al != NULL; al = nextal) 1700 for (al = first_artifactlist; al; al = nextal)
1851 { 1701 {
1852 nextal = al->next; 1702 nextal = al->next;
1703
1853 if (al->items) 1704 if (al->items)
1854 {
1855 free_artifact (al->items); 1705 free_artifact (al->items);
1856 } 1706
1857 free (al); 1707 sfree (al);
1858 } 1708 }
1859} 1709}
1860 1710
1861void 1711void
1862free_all_treasures (void) 1712free_all_treasures (void)
1863{ 1713{
1864 treasurelist *tl, *next; 1714 treasurelist *tl, *next;
1865 1715
1866
1867 for (tl = first_treasurelist; tl != NULL; tl = next) 1716 for (tl = first_treasurelist; tl; tl = next)
1868 { 1717 {
1718 clear (tl);
1719
1869 next = tl->next; 1720 next = tl->next;
1870 if (tl->items)
1871 free_treasurestruct (tl->items);
1872 delete tl; 1721 delete tl;
1873 } 1722 }
1723
1874 free_artifactlist (first_artifactlist); 1724 free_artifactlist (first_artifactlist);
1875} 1725}

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