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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.17 by root, Tue Sep 12 18:15:34 2006 UTC vs.
Revision 1.106 by elmex, Wed Apr 21 09:30:07 2010 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.17 2006/09/12 18:15:34 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29
30#define ALLOWED_COMBINATION
31 24
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
35 * left on 28 * left on
36 */ 29 */
37#define TREASURE_DEBUG 30#define TREASURE_DEBUG
38 31
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
40 33
41/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
42 35
43#include <global.h> 36#include <global.h>
44#include <treasure.h> 37#include <treasure.h>
45#include <funcpoint.h>
46#include <loader.h>
47 38
39extern char *spell_mapping[];
40
41static treasurelist *first_treasurelist;
48 42
49static void change_treasure (treasure *t, object *op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
50extern char *spell_mapping[];
51 44
52/* 45typedef std::tr1::unordered_map<
53 * Initialize global archtype pointers: 46 const char *,
54 */ 47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t;
55 52
56void 53static tl_map_t tl_map;
57init_archetype_pointers ()
58{
59 int prev_warn = warn_archetypes;
60 54
61 warn_archetypes = 1; 55//TODO: class method
62 if (ring_arch == NULL) 56static void free_treasurestruct (treasure *t); // bleh desu
63 ring_arch = find_archetype ("ring"); 57static void
64 if (amulet_arch == NULL) 58clear (treasurelist *tl)
65 amulet_arch = find_archetype ("amulet"); 59{
66 if (staff_arch == NULL) 60 if (tl->items)
67 staff_arch = find_archetype ("staff"); 61 {
68 if (crown_arch == NULL) 62 free_treasurestruct (tl->items);
69 crown_arch = find_archetype ("crown"); 63 tl->items = 0;
70 warn_archetypes = prev_warn; 64 }
71}
72 65
73/* 66 tl->total_chance = 0;
74 * Allocate and return the pointer to an empty treasurelist structure. 67}
75 */
76 68
69/*
70 * Searches for the given treasurelist
71 */
77static treasurelist * 72treasurelist *
78get_empty_treasurelist (void) 73treasurelist::find (const char *name)
79{ 74{
75 if (!name)
76 return 0;
77
78 auto (i, tl_map.find (name));
79
80 if (i == tl_map.end ())
81 return 0;
82
83 return i->second;
84}
85
86/*
87 * Searches for the given treasurelist in the globally linked list
88 * of treasurelists which has been built by load_treasures().
89 */
90treasurelist *
91treasurelist::get (const char *name)
92{
93 treasurelist *tl = find (name);
94
95 if (!tl)
96 {
80 return new treasurelist; 97 tl = new treasurelist;
81}
82 98
83/* 99 tl->name = name;
84 * Allocate and return the pointer to an empty treasure structure. 100 tl->next = first_treasurelist;
85 */ 101 first_treasurelist = tl;
86//TODO: make this a constructor
87static treasure *
88get_empty_treasure (void)
89{
90 treasure *t = new treasure;
91 102
92 t->chance = 100; 103 tl_map.insert (std::make_pair (tl->name, tl));
104 }
93 105
94 return t; 106 return tl;
95} 107}
108
109#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out
112 */
113static void
114check_treasurelist (const treasure *t, const treasurelist * tl)
115{
116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
118
119 if (t->next)
120 check_treasurelist (t->next, tl);
121
122 if (t->next_yes)
123 check_treasurelist (t->next_yes, tl);
124
125 if (t->next_no)
126 check_treasurelist (t->next_no, tl);
127}
128#endif
96 129
97/* 130/*
98 * Reads the lib/treasure file from disk, and parses the contents 131 * Reads the lib/treasure file from disk, and parses the contents
99 * into an internal treasure structure (very linked lists) 132 * into an internal treasure structure (very linked lists)
100 */ 133 */
101
102static treasure * 134static treasure *
103load_treasure (FILE * fp, int *line) 135read_treasure (object_thawer &f)
104{ 136{
105 char buf[MAX_BUF], *cp, variable[MAX_BUF];
106 treasure *t = get_empty_treasure (); 137 treasure *t = new treasure;
107 int value;
108 138
109 nroftreasures++; 139 f.next ();
110 while (fgets (buf, MAX_BUF, fp) != NULL)
111 {
112 (*line)++;
113 140
114 if (*buf == '#') 141 for (;;)
115 continue; 142 {
116 if ((cp = strchr (buf, '\n')) != NULL) 143 coroapi::cede_to_tick ();
117 *cp = '\0';
118 cp = buf;
119 while (isspace (*cp)) /* Skip blanks */
120 cp++;
121 144
122 if (sscanf (cp, "arch %s", variable)) 145 switch (f.kw)
123 {
124 if ((t->item = find_archetype (variable)) == NULL)
125 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
126 } 146 {
127 else if (sscanf (cp, "list %s", variable)) 147 case KW_arch:
128 t->name = variable; 148 t->item = archetype::find (f.get_str ());
129 else if (sscanf (cp, "change_name %s", variable)) 149
130 t->change_arch.name = variable; 150 if (!t->item)
131 else if (sscanf (cp, "change_title %s", variable))
132 t->change_arch.title = variable;
133 else if (sscanf (cp, "change_slaying %s", variable))
134 t->change_arch.slaying = variable;
135 else if (sscanf (cp, "chance %d", &value))
136 t->chance = (uint8) value;
137 else if (sscanf (cp, "nrof %d", &value))
138 t->nrof = (uint16) value;
139 else if (sscanf (cp, "magic %d", &value))
140 t->magic = (uint8) value;
141 else if (!strcmp (cp, "yes"))
142 t->next_yes = load_treasure (fp, line);
143 else if (!strcmp (cp, "no"))
144 t->next_no = load_treasure (fp, line);
145 else if (!strcmp (cp, "end"))
146 return t;
147 else if (!strcmp (cp, "more"))
148 { 151 {
149 t->next = load_treasure (fp, line); 152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = read_treasure (f); continue;
168
169 case KW_end:
170 f.next ();
150 return t; 171 return t;
172
173 case KW_more:
174 t->next = read_treasure (f);
175 return t;
176
177 default:
178 if (!f.parse_error ("treasurelist", t->name))
179 goto error;
180
181 return t;
151 } 182 }
152 else 183
153 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 184 f.next ();
154 } 185 }
155 LOG (llevError, "treasure lacks 'end'.\n"); 186
187 // not reached
188
189error:
190 delete t;
156 return t; 191 return 0;
157} 192}
158 193
159#ifdef TREASURE_DEBUG
160
161/* recursived checks the linked list. Treasurelist is passed only
162 * so that the treasure name can be printed out
163 */
164static void
165check_treasurelist (const treasure *t, const treasurelist * tl)
166{
167 if (t->item == NULL && t->name == NULL)
168 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
169 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
170 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
171 /* find_treasurelist will print out its own error message */
172 if (t->name && *t->name)
173 (void) find_treasurelist (t->name);
174 if (t->next)
175 check_treasurelist (t->next, tl);
176 if (t->next_yes)
177 check_treasurelist (t->next_yes, tl);
178 if (t->next_no)
179 check_treasurelist (t->next_no, tl);
180}
181#endif
182
183/* 194/*
184 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
185 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
186 */ 196 */
187 197treasurelist *
188void 198treasurelist::read (object_thawer &f)
189load_treasures (void)
190{ 199{
191 FILE *fp; 200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
192 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
193 treasurelist *previous = NULL;
194 treasure *t;
195 int comp, line = 0;
196 201
197 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 202 bool one = f.kw == KW_treasureone;
198 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 203 treasurelist *tl = treasurelist::get (f.get_str ());
199 { 204 clear (tl);
200 LOG (llevError, "Can't open treasure file.\n"); 205 tl->items = read_treasure (f);
206 if (!tl->items)
201 return; 207 return 0;
202 }
203 while (fgets (buf, MAX_BUF, fp) != NULL)
204 {
205 line++;
206 if (*buf == '#')
207 continue;
208 208
209 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
210 {
211 treasurelist *tl = get_empty_treasurelist ();
212
213 tl->name = name;
214 if (previous == NULL)
215 first_treasurelist = tl;
216 else
217 previous->next = tl;
218 previous = tl;
219 tl->items = load_treasure (fp, &line);
220
221 /* This is a one of the many items on the list should be generated. 209 /* This is a one of the many items on the list should be generated.
222 * Add up the chance total, and check to make sure the yes & no 210 * Add up the chance total, and check to make sure the yes & no
223 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
224 */ 212 */
225 if (!strncmp (buf, "treasureone", 11)) 213 if (one)
214 {
215 for (treasure *t = tl->items; t; t = t->next)
216 {
217 if (t->next_yes || t->next_no)
226 { 218 {
227 for (t = tl->items; t != NULL; t = t->next)
228 {
229#ifdef TREASURE_DEBUG
230 if (t->next_yes || t->next_no)
231 {
232 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
233 LOG (llevError, " the next_yes or next_no field is set\n"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
234 }
235#endif
236 tl->total_chance += t->chance;
237 }
238 } 221 }
239 }
240 else
241 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
242 }
243 close_and_delete (fp, comp);
244 222
245#ifdef TREASURE_DEBUG 223 tl->total_chance += t->chance;
246 /* Perform some checks on how valid the treasure data actually is. 224 }
247 * verify that list transitions work (ie, the list that it is supposed 225 }
248 * to transition to exists). Also, verify that at least the name
249 * or archetype is set for each treasure element.
250 */
251 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
252 check_treasurelist (previous->items, previous);
253#endif
254}
255 226
256/*
257 * Searches for the given treasurelist in the globally linked list
258 * of treasurelists which has been built by load_treasures().
259 */
260
261treasurelist *
262find_treasurelist (const char *name)
263{
264 shstr_cmp name_ (name);
265
266 if (!name_)
267 return 0;
268
269 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
270 if (name_ == tl->name)
271 return tl;
272
273 if (first_treasurelist)
274 LOG (llevError, "Couldn't find treasurelist %s\n", name);
275
276 return 0; 227 return tl;
277} 228}
278
279 229
280/* 230/*
281 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
282 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
283 * If there is a certain percental chance for a treasure to be generated, 233 * If there is a certain percental chance for a treasure to be generated,
286 * being generated. 236 * being generated.
287 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 237 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
288 * abilities. This is used by summon spells, thus no summoned monsters 238 * abilities. This is used by summon spells, thus no summoned monsters
289 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
290 */ 240 */
291
292
293static void 241static void
294put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
295{ 243{
296 object *tmp; 244 if (flags & GT_ENVIRONMENT)
297 245 {
298 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
299 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
300 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
301 * by another object. 249 * by another object.
302 */ 250 */
303 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
304 { 252 if (op->type == SPELL)
305 op->x = creator->x; 253 {
306 op->y = creator->y; 254 op->destroy ();
307 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!creator->is_on_map ()
261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
262 op->destroy ();
263 else
264 {
265 op->flag [FLAG_OBJ_ORIGINAL] = true;
308 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 }
309 } 268 }
310 else 269 else
311 { 270 {
312 op = insert_ob_in_ob (op, creator); 271 op = creator->insert (op);
272
313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
314 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
316 esrv_send_item (tmp, op);
317 } 275 }
318} 276}
319 277
320/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
321 * in the generated object 279 * in the generated object
335 293
336 if (t->change_arch.slaying) 294 if (t->change_arch.slaying)
337 op->slaying = t->change_arch.slaying; 295 op->slaying = t->change_arch.slaying;
338} 296}
339 297
340void 298static void
341create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 299create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
342{ 300{
343 object *tmp;
344
345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 301 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
346 { 302 {
347 if (t->name) 303 if (t->name)
348 { 304 {
349 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 305 if (difficulty >= t->magic)
306 if (treasurelist *tl = treasurelist::find (t->name))
350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 307 create_treasure (tl, op, flag, difficulty, tries);
308 else
309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
351 } 310 }
352 else 311 else
353 { 312 {
354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
355 { 314 {
356 tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
316
357 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
319
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 321 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 322 put_treasure (tmp, op, flag);
362 } 323 }
363 } 324 }
364 325
365 if (t->next_yes != NULL) 326 if (t->next_yes)
366 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 327 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 } 328 }
368 else if (t->next_no != NULL) 329 else if (t->next_no)
369 create_all_treasures (t->next_no, op, flag, difficulty, tries); 330 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370 331
371 if (t->next != NULL) 332 if (t->next)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 333 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 334}
374 335
375void 336static void
376create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 337create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 338{
378 int value = RANDOM () % tl->total_chance; 339 int value = rndm (tl->total_chance);
379 treasure *t; 340 treasure *t;
380 341
381 if (tries++ > 100) 342 if (tries++ > 100)
382 { 343 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 344 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 345 return;
385 } 346 }
386 347
387 for (t = tl->items; t != NULL; t = t->next) 348 for (t = tl->items; t; t = t->next)
388 { 349 {
389 value -= t->chance; 350 value -= t->chance;
390 351
391 if (value < 0) 352 if (value < 0)
392 break; 353 break;
393 } 354 }
394 355
395 if (!t || value >= 0) 356 if (!t || value >= 0)
396 {
397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 357 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
398 abort ();
399 return;
400 }
401 358
402 if (t->name) 359 if (t->name)
403 { 360 {
404 if (!strcmp (t->name, "NONE"))
405 return;
406
407 if (difficulty >= t->magic) 361 if (difficulty >= t->magic)
362 {
363 treasurelist *tl = treasurelist::find (t->name);
364 if (tl)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
366 }
409 else if (t->nrof) 367 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
411
412 return;
413 } 369 }
414
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
416 { 371 {
417 object *tmp = arch_to_object (t->item); 372 if (object *tmp = t->item->instance ())
418 373 {
419 if (!tmp)
420 return;
421
422 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
424 376
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 378 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
380 }
428 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
429} 388}
430 389
431/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
432 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
433 * have been made. It is really in place to prevent infinite loops with 392 * have been made. It is really in place to prevent infinite loops with
434 * list transitions, or so that excessively good treasure will not be 393 * list transitions, or so that excessively good treasure will not be
435 * created on weak maps, because it will exceed the number of allowed tries 394 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 395 * to do that.
437 */ 396 */
438void 397void
439create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 398create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 399{
400 // empty treasurelists are legal
401 if (!tl->items)
402 return;
441 403
442 if (tries++ > 100) 404 if (tries++ > 100)
443 { 405 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return; 407 return;
446 } 408 }
409
410 if (op->flag [FLAG_TREASURE_ENV])
411 {
412 // do not generate items when there already is something above the object
413 if (op->flag [FLAG_IS_FLOOR] && op->above)
414 return;
415
416 flag |= GT_ENVIRONMENT;
417 }
418
447 if (t->total_chance) 419 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 421 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 423}
452 424
453/* This is similar to the old generate treasure function. However, 425/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 426 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 427 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 428 * inserted into, and then return that treausre
457 */ 429 */
458object * 430object *
459generate_treasure (treasurelist * t, int difficulty) 431generate_treasure (treasurelist *tl, int difficulty)
460{ 432{
461 object *ob = get_object (), *tmp; 433 difficulty = clamp (difficulty, 1, settings.max_level);
462 434
435 object *ob = object::create ();
436
463 create_treasure (t, ob, 0, difficulty, 0); 437 create_treasure (tl, ob, 0, difficulty, 0);
464 438
465 /* Don't want to free the object we are about to return */ 439 /* Don't want to free the object we are about to return */
466 tmp = ob->inv; 440 object *tmp = ob->inv;
467 if (tmp != NULL) 441 if (tmp)
468 remove_ob (tmp); 442 tmp->remove ();
443
469 if (ob->inv) 444 if (ob->inv)
470 {
471 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
472 } 446
473 free_object (ob); 447 ob->destroy ();
448
474 return tmp; 449 return tmp;
475} 450}
476 451
477/* 452/*
478 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
480 * The array has two arguments, the difficulty of the level, and the 455 * The array has two arguments, the difficulty of the level, and the
481 * magical bonus "wanted". 456 * magical bonus "wanted".
482 */ 457 */
483 458
484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 459static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
485
486/*chance of magic difficulty*/ 460// chance of magic difficulty
487
488/* +0 +1 +2 +3 +4 */ 461// +0 +1 +2 +3 +4
489 {95, 2, 2, 1, 0}, /*1 */ 462 {95, 2, 2, 1, 0}, // 1
490 {92, 5, 2, 1, 0}, /*2 */ 463 {92, 5, 2, 1, 0}, // 2
491 {85, 10, 4, 1, 0}, /*3 */ 464 {85, 10, 4, 1, 0}, // 3
492 {80, 14, 4, 2, 0}, /*4 */ 465 {80, 14, 4, 2, 0}, // 4
493 {75, 17, 5, 2, 1}, /*5 */ 466 {75, 17, 5, 2, 1}, // 5
494 {70, 18, 8, 3, 1}, /*6 */ 467 {70, 18, 8, 3, 1}, // 6
495 {65, 21, 10, 3, 1}, /*7 */ 468 {65, 21, 10, 3, 1}, // 7
496 {60, 22, 12, 4, 2}, /*8 */ 469 {60, 22, 12, 4, 2}, // 8
497 {55, 25, 14, 4, 2}, /*9 */ 470 {55, 25, 14, 4, 2}, // 9
498 {50, 27, 16, 5, 2}, /*10 */ 471 {50, 27, 16, 5, 2}, // 10
499 {45, 28, 18, 6, 3}, /*11 */ 472 {45, 28, 18, 6, 3}, // 11
500 {42, 28, 20, 7, 3}, /*12 */ 473 {42, 28, 20, 7, 3}, // 12
501 {40, 27, 21, 8, 4}, /*13 */ 474 {40, 27, 21, 8, 4}, // 13
502 {38, 25, 22, 10, 5}, /*14 */ 475 {38, 25, 22, 10, 5}, // 14
503 {36, 23, 23, 12, 6}, /*15 */ 476 {36, 23, 23, 12, 6}, // 15
504 {33, 21, 24, 14, 8}, /*16 */ 477 {33, 21, 24, 14, 8}, // 16
505 {31, 19, 25, 16, 9}, /*17 */ 478 {31, 19, 25, 16, 9}, // 17
506 {27, 15, 30, 18, 10}, /*18 */ 479 {27, 15, 30, 18, 10}, // 18
507 {20, 12, 30, 25, 13}, /*19 */ 480 {20, 12, 30, 25, 13}, // 19
508 {15, 10, 28, 30, 17}, /*20 */ 481 {15, 10, 28, 30, 17}, // 20
509 {13, 9, 27, 28, 23}, /*21 */ 482 {13, 9, 27, 28, 23}, // 21
510 {10, 8, 25, 28, 29}, /*22 */ 483 {10, 8, 25, 28, 29}, // 22
511 {8, 7, 23, 26, 36}, /*23 */ 484 { 8, 7, 23, 26, 36}, // 23
512 {6, 6, 20, 22, 46}, /*24 */ 485 { 6, 6, 20, 22, 46}, // 24
513 {4, 5, 17, 18, 56}, /*25 */ 486 { 4, 5, 17, 18, 56}, // 25
514 {2, 4, 12, 14, 68}, /*26 */ 487 { 2, 4, 12, 14, 68}, // 26
515 {0, 3, 7, 10, 80}, /*27 */ 488 { 0, 3, 7, 10, 80}, // 27
516 {0, 0, 3, 7, 90}, /*28 */ 489 { 0, 0, 3, 7, 90}, // 28
517 {0, 0, 0, 3, 97}, /*29 */ 490 { 0, 0, 0, 3, 97}, // 29
518 {0, 0, 0, 0, 100}, /*30 */ 491 { 0, 0, 0, 0, 100}, // 30
519 {0, 0, 0, 0, 100}, /*31 */ 492 { 0, 0, 0, 0, 100}, // 31
520}; 493};
521
522 494
523/* calculate the appropriate level for wands staves and scrolls. 495/* calculate the appropriate level for wands staves and scrolls.
524 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
525 * 497 *
526 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
527 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
528 */ 500 */
529 501static int
530int
531level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
532{ 503{
533 int olevel = 0;
534
535 if (!op->inv) 504 if (!op->inv)
536 { 505 {
537 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
538 return 0; 507 return 0;
539 } 508 }
540 509
541 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
542 511
543 if (olevel <= 0) 512 if (olevel <= 0)
544 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
545 514
546 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL_TREASURE);
547 olevel = MAXLEVEL;
548
549 return olevel;
550} 516}
551 517
552/* 518/*
553 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
554 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
557 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
558 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
559 * weird integer between 1-31. 525 * weird integer between 1-31.
560 * 526 *
561 */ 527 */
562 528static int
563int
564magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
565{ 530{
566 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
567 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
568 533
572 scaled_diff = 0; 537 scaled_diff = 0;
573 538
574 if (scaled_diff >= DIFFLEVELS) 539 if (scaled_diff >= DIFFLEVELS)
575 scaled_diff = DIFFLEVELS - 1; 540 scaled_diff = DIFFLEVELS - 1;
576 541
577 percent = RANDOM () % 100; 542 percent = rndm (100);
578 543
579 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 544 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
580 { 545 {
581 percent -= difftomagic_list[scaled_diff][magic]; 546 percent -= difftomagic_list[scaled_diff][magic];
582 547
588 { 553 {
589 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 554 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
590 magic = 0; 555 magic = 0;
591 } 556 }
592 557
593 magic = (RANDOM () % 3) ? magic : -magic; 558 magic = (rndm (3)) ? magic : -magic;
594 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 559 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
595 560
596 return magic; 561 return magic;
597} 562}
598 563
611 576
612 op->magic = magic; 577 op->magic = magic;
613 if (op->arch) 578 if (op->arch)
614 { 579 {
615 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
617 582
618 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 583 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
619 magic = (-magic); 584 magic = (-magic);
585
620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
621 } 587 }
622 else 588 else
623 { 589 {
624 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
626 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
627 magic = (-magic); 594 magic = (-magic);
595
628 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
629 } 597 }
630} 598}
631 599
632/* 600/*
644 i = -i; 612 i = -i;
645 if (i > max_magic) 613 if (i > max_magic)
646 i = max_magic; 614 i = max_magic;
647 set_abs_magic (op, i); 615 set_abs_magic (op, i);
648 if (i < 0) 616 if (i < 0)
649 SET_FLAG (op, FLAG_CURSED); 617 op->set_flag (FLAG_CURSED);
650} 618}
651 619
652/* 620/*
653 * Randomly adds one magical ability to the given object. 621 * Randomly adds one magical ability to the given object.
654 * Modified for Partial Resistance in many ways: 622 * Modified for Partial Resistance in many ways:
655 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
656 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
657 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
658 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
659 */ 627 */
660 628static void
661void
662set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
663{ 630{
664
665 int r = RANDOM () % (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
666 632
667 if (op->type == AMULET) 633 if (op->type == AMULET)
668 { 634 {
669 if (!(RANDOM () % 21)) 635 if (!(rndm (21)))
670 r = 20 + RANDOM () % 2; 636 r = 20 + rndm (2);
671 else 637 else
672 { 638 {
673 if (RANDOM () & 2) 639 if (rndm (2))
674 r = 10; 640 r = 10;
675 else 641 else
676 r = 11 + RANDOM () % 9; 642 r = 11 + rndm (9);
677 } 643 }
678 } 644 }
679 645
680 switch (r) 646 switch (r)
681 { 647 {
688 case 2: 654 case 2:
689 case 3: 655 case 3:
690 case 4: 656 case 4:
691 case 5: 657 case 5:
692 case 6: 658 case 6:
693 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
694 break; 660 break;
695 661
696 case 7: 662 case 7:
697 op->stats.dam += bonus; 663 op->stats.dam += bonus;
698 break; 664 break;
718 case 16: 684 case 16:
719 case 17: 685 case 17:
720 case 18: 686 case 18:
721 case 19: 687 case 19:
722 { 688 {
723 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 689 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
724 690
725 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 691 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
726 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 692 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
727 693
728 /* Cursed items need to have higher negative values to equal out with 694 /* Cursed items need to have higher negative values to equal out with
729 * positive values for how protections work out. Put another 695 * positive values for how protections work out. Put another
730 * little random element in since that they don't always end up with 696 * little random element in since that they don't always end up with
731 * even values. 697 * even values.
732 */ 698 */
733 if (bonus < 0) 699 if (bonus < 0)
734 val = 2 * -val - RANDOM () % b; 700 val = 2 * -val - rndm (b);
735 if (val > 35) 701 if (val > 35)
736 val = 35; /* Upper limit */ 702 val = 35; /* Upper limit */
737 b = 0; 703 b = 0;
704
738 while (op->resist[resist_table[resist]] != 0 && b < 4) 705 while (op->resist[resist_table[resist]] != 0 && b < 4)
739 {
740 resist = RANDOM () % num_resist_table; 706 resist = rndm (num_resist_table);
741 } 707
742 if (b == 4) 708 if (b == 4)
743 return; /* Not able to find a free resistance */ 709 return; /* Not able to find a free resistance */
710
744 op->resist[resist_table[resist]] = val; 711 op->resist[resist_table[resist]] = val;
745 /* We should probably do something more clever here to adjust value 712 /* We should probably do something more clever here to adjust value
746 * based on how good a resistance we gave. 713 * based on how good a resistance we gave.
747 */ 714 */
748 break; 715 break;
749 } 716 }
750 case 20: 717 case 20:
751 if (op->type == AMULET) 718 if (op->type == AMULET)
752 { 719 {
753 SET_FLAG (op, FLAG_REFL_SPELL); 720 op->set_flag (FLAG_REFL_SPELL);
754 op->value *= 11; 721 op->value *= 11;
755 } 722 }
756 else 723 else
757 { 724 {
758 op->stats.hp = 1; /* regenerate hit points */ 725 op->stats.hp = 1; /* regenerate hit points */
761 break; 728 break;
762 729
763 case 21: 730 case 21:
764 if (op->type == AMULET) 731 if (op->type == AMULET)
765 { 732 {
766 SET_FLAG (op, FLAG_REFL_MISSILE); 733 op->set_flag (FLAG_REFL_MISSILE);
767 op->value *= 9; 734 op->value *= 9;
768 } 735 }
769 else 736 else
770 { 737 {
771 op->stats.sp = 1; /* regenerate spell points */ 738 op->stats.sp = 1; /* regenerate spell points */
776 case 22: 743 case 22:
777 op->stats.exp += bonus; /* Speed! */ 744 op->stats.exp += bonus; /* Speed! */
778 op->value = (op->value * 2) / 3; 745 op->value = (op->value * 2) / 3;
779 break; 746 break;
780 } 747 }
748
781 if (bonus > 0) 749 if (bonus > 0)
782 op->value *= 2 * bonus; 750 op->value *= 2 * bonus;
783 else 751 else
784 op->value = -(op->value * 2 * bonus) / 3; 752 op->value = -(op->value * 2 * bonus) / 3;
785} 753}
790 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
791 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
792 * rings and amulets. 760 * rings and amulets.
793 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
794 */ 762 */
795 763static int
796int
797get_magic (int diff) 764get_magic (int diff)
798{ 765{
799 int i; 766 int i;
800 767
801 if (diff < 3) 768 if (diff < 3)
802 diff = 3; 769 diff = 3;
770
803 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
804 if (RANDOM () % diff) 772 if (rndm (diff))
805 return i; 773 return i;
774
806 return 4; 775 return 4;
807} 776}
808 777
778/* special_potion() - so that old potion code is still done right. */
779static int
780special_potion (object *op)
781{
782 if (op->attacktype)
783 return 1;
784
785 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
786 return 1;
787
788 for (int i = 0; i < NROFATTACKS; i++)
789 if (op->resist[i])
790 return 1;
791
792 return 0;
793}
794
809#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
810#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
811 797
812/* 798/*
813 * fix_generated_item(): This is called after an item is generated, in 799 * fix_generated_item(): This is called after an item is generated, in
814 * order to set it up right. This produced magical bonuses, puts spells 800 * order to set it up right. This produced magical bonuses, puts spells
815 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 801 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
829 * value. 815 * value.
830 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 816 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
831 * a working object - don't change magic, value, etc, but set it material 817 * a working object - don't change magic, value, etc, but set it material
832 * type as appropriate, for objects that need spell objects, set those, etc 818 * type as appropriate, for objects that need spell objects, set those, etc
833 */ 819 */
834
835void 820void
836fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 821fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
837{ 822{
838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 823 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
839 824
844 save_item_power = op->item_power; 829 save_item_power = op->item_power;
845 op->item_power = 0; 830 op->item_power = 0;
846 831
847 if (op->randomitems && op->type != SPELL) 832 if (op->randomitems && op->type != SPELL)
848 { 833 {
849 create_treasure (op->randomitems, op, flags, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
850 if (!op->inv)
851 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
852
853 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
854 op->randomitems = NULL; 836 op->randomitems = 0;
855 } 837 }
856 838
857 if (difficulty < 1) 839 max_it (difficulty, 1);
858 difficulty = 1; 840
841 if (INVOKE_OBJECT (ADD_BONUS, op,
842 ARG_OBJECT (creator != op ? creator : 0),
843 ARG_INT (difficulty), ARG_INT (max_magic),
844 ARG_INT (flags)))
845 return;
859 846
860 if (!(flags & GT_MINIMAL)) 847 if (!(flags & GT_MINIMAL))
861 { 848 {
862 if (op->arch == crown_arch) 849 if (IS_ARCH (op->arch, crown))
863 { 850 {
864 set_magic (difficulty, op, max_magic, flags); 851 set_magic (difficulty, op, max_magic, flags);
865 num_enchantments = calc_item_power (op, 1); 852 num_enchantments = calc_item_power (op, 1);
866 generate_artifact (op, difficulty); 853 generate_artifact (op, difficulty);
867 } 854 }
870 if (!op->magic && max_magic) 857 if (!op->magic && max_magic)
871 set_magic (difficulty, op, max_magic, flags); 858 set_magic (difficulty, op, max_magic, flags);
872 859
873 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
874 861
875 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 862 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
876 * used for shop_floors or treasures */ 863 || op->type == HORN
864 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
877 generate_artifact (op, difficulty); 865 generate_artifact (op, difficulty);
878 } 866 }
879 867
880 /* Object was made an artifact. Calculate its item_power rating. 868 /* Object was made an artifact. Calculate its item_power rating.
881 * the item_power in the object is what the artfiact adds. 869 * the item_power in the object is what the artfiact adds.
915 * again below */ 903 * again below */
916 } 904 }
917 } 905 }
918 906
919 /* materialtype modifications. Note we allow this on artifacts. */ 907 /* materialtype modifications. Note we allow this on artifacts. */
920 set_materialname (op, difficulty, NULL); 908 select_material (op, difficulty);
921 909
922 if (flags & GT_MINIMAL) 910 if (flags & GT_MINIMAL)
923 { 911 {
924 if (op->type == POTION) 912 if (op->type == POTION)
925 /* Handle healing and magic power potions */ 913 /* Handle healing and magic power potions */
926 if (op->stats.sp && !op->randomitems) 914 if (op->stats.sp && !op->randomitems)
927 { 915 {
928 object *tmp;
929
930 tmp = get_archetype (spell_mapping[op->stats.sp]); 916 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
931 insert_ob_in_ob (tmp, op); 917 insert_ob_in_ob (tmp, op);
932 op->stats.sp = 0; 918 op->stats.sp = 0;
933 } 919 }
934 } 920 }
935 else if (!op->title) /* Only modify object if not special */ 921 else if (!op->title) /* Only modify object if not special */
938 case WEAPON: 924 case WEAPON:
939 case ARMOUR: 925 case ARMOUR:
940 case SHIELD: 926 case SHIELD:
941 case HELMET: 927 case HELMET:
942 case CLOAK: 928 case CLOAK:
943 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 929 if (op->flag [FLAG_CURSED] && !(rndm (4)))
944 set_ring_bonus (op, -DICE2); 930 set_ring_bonus (op, -DICE2);
945 break; 931 break;
946 932
947 case BRACERS: 933 case BRACERS:
948 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 934 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
949 { 935 {
950 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 936 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
951 if (!QUERY_FLAG (op, FLAG_CURSED)) 937 if (!op->flag [FLAG_CURSED])
952 op->value *= 3; 938 op->value *= 3;
953 } 939 }
954 break; 940 break;
955 941
956 case POTION: 942 case POTION:
958 int too_many_tries = 0, is_special = 0; 944 int too_many_tries = 0, is_special = 0;
959 945
960 /* Handle healing and magic power potions */ 946 /* Handle healing and magic power potions */
961 if (op->stats.sp && !op->randomitems) 947 if (op->stats.sp && !op->randomitems)
962 { 948 {
963 object *tmp;
964
965 tmp = get_archetype (spell_mapping[op->stats.sp]); 949 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
966 insert_ob_in_ob (tmp, op); 950 insert_ob_in_ob (tmp, op);
967 op->stats.sp = 0; 951 op->stats.sp = 0;
968 } 952 }
969 953
970 while (!(is_special = special_potion (op)) && !op->inv) 954 while (!(is_special = special_potion (op)) && !op->inv)
978 * since the value set on those is already correct. 962 * since the value set on those is already correct.
979 */ 963 */
980 if (op->inv && op->randomitems) 964 if (op->inv && op->randomitems)
981 { 965 {
982 /* value multiplier is same as for scrolls */ 966 /* value multiplier is same as for scrolls */
983 op->value = (op->value * op->inv->value); 967 op->value *= op->inv->value;
984 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
985 } 969 }
986 else 970 else
987 { 971 {
988 op->name = "potion"; 972 op->name = "potion";
989 op->name_pl = "potions"; 973 op->name_pl = "potions";
990 } 974 }
991 975
992 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 976 if (!(flags & GT_ONLY_GOOD) && rndm (2))
993 SET_FLAG (op, FLAG_CURSED); 977 op->set_flag (FLAG_CURSED);
978
994 break; 979 break;
995 } 980 }
996 981
997 case AMULET: 982 case AMULET:
998 if (op->arch == amulet_arch) 983 if (IS_ARCH (op->arch, amulet))
999 op->value *= 5; /* Since it's not just decoration */ 984 op->value *= 5; /* Since it's not just decoration */
1000 985
1001 case RING: 986 case RING:
1002 if (op->arch == NULL)
1003 {
1004 remove_ob (op);
1005 free_object (op);
1006 op = NULL;
1007 break;
1008 }
1009
1010 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 987 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1011 break; 988 break;
1012 989
1013 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 990 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1014 SET_FLAG (op, FLAG_CURSED); 991 op->set_flag (FLAG_CURSED);
1015 992
1016 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 993 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1017 994
1018 if (op->type != RING) /* Amulets have only one ability */ 995 if (op->type != RING) /* Amulets have only one ability */
1019 break; 996 break;
1020 997
1021 if (!(RANDOM () % 4)) 998 if (!(rndm (4)))
1022 { 999 {
1023 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1000 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1024 1001
1025 if (d > 0) 1002 if (d > 0)
1026 op->value *= 3; 1003 op->value *= 3;
1027 1004
1028 set_ring_bonus (op, d); 1005 set_ring_bonus (op, d);
1029 1006
1030 if (!(RANDOM () % 4)) 1007 if (!(rndm (4)))
1031 { 1008 {
1032 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1009 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1033 1010
1034 if (d > 0) 1011 if (d > 0)
1035 op->value *= 5; 1012 op->value *= 5;
1036 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
1037 } 1014 }
1038 } 1015 }
1039 1016
1040 if (GET_ANIM_ID (op)) 1017 if (op->animation_id)
1041 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1018 op->set_anim_frame (rndm (op->anim_frames ()));
1042 1019
1043 break; 1020 break;
1044 1021
1045 case BOOK: 1022 case BOOK:
1046 /* Is it an empty book?, if yes lets make a special· 1023 /* Is it an empty book?, if yes lets make a special·
1047 * msg for it, and tailor its properties based on the· 1024 * msg for it, and tailor its properties based on the·
1048 * creator and/or map level we found it on. 1025 * creator and/or map level we found it on.
1049 */ 1026 */
1050 if (!op->msg && RANDOM () % 10) 1027 if (!op->msg && rndm (10))
1051 { 1028 {
1052 /* set the book level properly */ 1029 /* set the book level properly */
1053 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1030 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1054 { 1031 {
1055 if (op->map && op->map->difficulty) 1032 if (op->map && op->map->difficulty)
1056 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1033 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1057 else 1034 else
1058 op->level = RANDOM () % 20 + 1; 1035 op->level = rndm (20) + 1;
1059 } 1036 }
1060 else 1037 else
1061 op->level = RANDOM () % creator->level; 1038 op->level = rndm (creator->level);
1062 1039
1063 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1040 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1064 /* books w/ info are worth more! */ 1041 /* books w/ info are worth more! */
1065 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1042 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1066 /* creator related stuff */
1067
1068 /* for library, chained books. Note that some monsters have no_pick
1069 * set - we don't want to set no pick in that case.
1070 */
1071 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1072 SET_FLAG (op, FLAG_NO_PICK);
1073 if (creator->slaying && !op->slaying) /* for check_inv floors */
1074 op->slaying = creator->slaying;
1075 1043
1076 /* add exp so reading it gives xp (once) */ 1044 /* add exp so reading it gives xp (once) */
1077 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1045 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1078 } 1046 }
1047
1048 /* creator related stuff */
1049
1050 /* for library, chained books. Note that some monsters have no_pick
1051 * set - we don't want to set no pick in that case.
1052 */
1053 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1054 op->set_flag (FLAG_NO_PICK);
1055 if (creator->slaying && !op->slaying) /* for check_inv floors */
1056 op->slaying = creator->slaying;
1079 break; 1057 break;
1080 1058
1081 case SPELLBOOK: 1059 case SPELLBOOK:
1082 op->value = op->value * op->inv->value; 1060 op->value *=
1061 pow ((op->inv->value > 0 ? op->inv->value : 1)
1062 * op->inv->level,
1063 1.5);
1083 /* add exp so learning gives xp */ 1064 /* add exp so learning gives xp */
1084 op->level = op->inv->level; 1065 op->level = op->inv->level;
1085 op->stats.exp = op->value; 1066 op->stats.exp = op->value;
1086 break; 1067 break;
1087 1068
1117 * 10 time multiplier). This way, the value are a bit more reasonable. 1098 * 10 time multiplier). This way, the value are a bit more reasonable.
1118 */ 1099 */
1119 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1100 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1120 /* maxhp is used to denote how many 'charges' the rod holds before */ 1101 /* maxhp is used to denote how many 'charges' the rod holds before */
1121 if (op->stats.maxhp) 1102 if (op->stats.maxhp)
1122 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1103 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1123 else 1104 else
1124 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1105 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1125 1106
1126 op->stats.hp = op->stats.maxhp; 1107 op->stats.hp = op->stats.maxhp;
1127 break; 1108 break;
1128 1109
1129 case SCROLL: 1110 case SCROLL:
1144 break; 1125 break;
1145 } /* switch type */ 1126 } /* switch type */
1146 1127
1147 if (flags & GT_STARTEQUIP) 1128 if (flags & GT_STARTEQUIP)
1148 { 1129 {
1149 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1130 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1150 SET_FLAG (op, FLAG_STARTEQUIP); 1131 op->set_flag (FLAG_STARTEQUIP);
1151 else if (op->type != MONEY) 1132 else if (op->type != MONEY)
1152 op->value = 0; 1133 op->value = 0;
1153 } 1134 }
1154 1135
1155 if (!(flags & GT_ENVIRONMENT)) 1136 if (!(flags & GT_ENVIRONMENT))
1165 */ 1146 */
1166 1147
1167/* 1148/*
1168 * Allocate and return the pointer to an empty artifactlist structure. 1149 * Allocate and return the pointer to an empty artifactlist structure.
1169 */ 1150 */
1170
1171static artifactlist * 1151static artifactlist *
1172get_empty_artifactlist (void) 1152get_empty_artifactlist ()
1173{ 1153{
1174 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1154 return salloc0<artifactlist> ();
1175
1176 if (tl == NULL)
1177 fatal (OUT_OF_MEMORY);
1178 tl->next = NULL;
1179 tl->items = NULL;
1180 tl->total_chance = 0;
1181 return tl;
1182} 1155}
1183 1156
1184/* 1157/*
1185 * Allocate and return the pointer to an empty artifact structure. 1158 * Allocate and return the pointer to an empty artifact structure.
1186 */ 1159 */
1187
1188static artifact * 1160static artifact *
1189get_empty_artifact (void) 1161get_empty_artifact ()
1190{ 1162{
1191 artifact *t = (artifact *) malloc (sizeof (artifact)); 1163 return salloc0<artifact> ();
1192
1193 if (t == NULL)
1194 fatal (OUT_OF_MEMORY);
1195 t->item = NULL;
1196 t->next = NULL;
1197 t->chance = 0;
1198 t->difficulty = 0;
1199 t->allowed = NULL;
1200 return t;
1201} 1164}
1202 1165
1203/* 1166/*
1204 * Searches the artifact lists and returns one that has the same type 1167 * Searches the artifact lists and returns one that has the same type
1205 * of objects on it. 1168 * of objects on it.
1206 */ 1169 */
1207
1208artifactlist * 1170artifactlist *
1209find_artifactlist (int type) 1171find_artifactlist (int type)
1210{ 1172{
1211 artifactlist *al;
1212
1213 for (al = first_artifactlist; al != NULL; al = al->next) 1173 for (artifactlist *al = first_artifactlist; al; al = al->next)
1214 if (al->type == type) 1174 if (al->type == type)
1215 return al; 1175 return al;
1176
1216 return NULL; 1177 return 0;
1217} 1178}
1218 1179
1219/* 1180/*
1220 * For debugging purposes. Dumps all tables. 1181 * Builds up the lists of artifacts from the file in the libdir.
1221 */ 1182 */
1222
1223void 1183void
1224dump_artifacts (void)
1225{
1226 artifactlist *al;
1227 artifact *art;
1228 linked_char *next;
1229
1230 fprintf (logfile, "\n");
1231 for (al = first_artifactlist; al != NULL; al = al->next)
1232 {
1233 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1234 for (art = al->items; art != NULL; art = art->next)
1235 {
1236 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1237 if (art->allowed != NULL)
1238 {
1239 fprintf (logfile, "\tAllowed combinations:");
1240 for (next = art->allowed; next != NULL; next = next->next)
1241 fprintf (logfile, "%s,", &next->name);
1242 fprintf (logfile, "\n");
1243 }
1244 }
1245 }
1246 fprintf (logfile, "\n");
1247}
1248
1249/*
1250 * For debugging purposes. Dumps all treasures recursively (see below).
1251 */
1252void
1253dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1254{
1255 treasurelist *tl;
1256 int i;
1257
1258 if (depth > 100)
1259 return;
1260 while (t != NULL)
1261 {
1262 if (t->name != NULL)
1263 {
1264 for (i = 0; i < depth; i++)
1265 fprintf (logfile, " ");
1266 fprintf (logfile, "{ (list: %s)\n", &t->name);
1267 tl = find_treasurelist (t->name);
1268 dump_monster_treasure_rec (name, tl->items, depth + 2);
1269 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " ");
1271 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1272 }
1273 else
1274 {
1275 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " ");
1277 if (t->item->clone.type == FLESH)
1278 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1279 else
1280 fprintf (logfile, "%s\n", &t->item->clone.name);
1281 }
1282 if (t->next_yes != NULL)
1283 {
1284 for (i = 0; i < depth; i++)
1285 fprintf (logfile, " ");
1286 fprintf (logfile, " (if yes)\n");
1287 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1288 }
1289 if (t->next_no != NULL)
1290 {
1291 for (i = 0; i < depth; i++)
1292 fprintf (logfile, " ");
1293 fprintf (logfile, " (if no)\n");
1294 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1295 }
1296 t = t->next;
1297 }
1298}
1299
1300/*
1301 * For debugging purposes. Dumps all treasures for a given monster.
1302 * Created originally by Raphael Quinet for debugging the alchemy code.
1303 */
1304
1305void
1306dump_monster_treasure (const char *name)
1307{
1308 archetype *at;
1309 int found;
1310
1311 found = 0;
1312 fprintf (logfile, "\n");
1313 for (at = first_archetype; at != NULL; at = at->next)
1314 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1315 {
1316 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1317 if (at->clone.randomitems != NULL)
1318 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1319 else
1320 fprintf (logfile, "(nothing)\n");
1321 fprintf (logfile, "\n");
1322 found++;
1323 }
1324 if (found == 0)
1325 fprintf (logfile, "No objects have the name %s!\n\n", name);
1326}
1327
1328/*
1329 * Builds up the lists of artifacts from the file in the libdir.
1330 */
1331
1332void
1333init_artifacts (void) 1184init_artifacts ()
1334{ 1185{
1335 static int has_been_inited = 0; 1186 static int has_been_inited = 0;
1336 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1187 char filename[MAX_BUF];
1337 artifact *art = NULL; 1188 artifact *art = NULL;
1338 linked_char *tmp;
1339 int value;
1340 artifactlist *al; 1189 artifactlist *al;
1341 1190
1342 if (has_been_inited) 1191 if (has_been_inited)
1343 return; 1192 return;
1344 else 1193 else
1345 has_been_inited = 1; 1194 has_been_inited = 1;
1346 1195
1347 sprintf (filename, "%s/artifacts", settings.datadir); 1196 sprintf (filename, "%s/artifacts", settings.datadir);
1348 object_thawer thawer (filename); 1197 object_thawer f (filename);
1349 1198
1350 if (!thawer) 1199 if (!f)
1351 return; 1200 return;
1352 1201
1353 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1202 for (;;)
1354 { 1203 {
1355 if (*buf == '#') 1204 switch (f.kw)
1356 continue;
1357 if ((cp = strchr (buf, '\n')) != NULL)
1358 *cp = '\0';
1359 cp = buf;
1360 while (*cp == ' ') /* Skip blanks */
1361 cp++;
1362 if (*cp == '\0')
1363 continue;
1364
1365 if (!strncmp (cp, "Allowed", 7))
1366 { 1205 {
1206 case KW_allowed:
1367 if (art == NULL) 1207 if (!art)
1208 art = get_empty_artifact ();
1209
1368 { 1210 {
1369 art = get_empty_artifact (); 1211 if (!strcmp (f.get_str (), "all"))
1370 nrofartifacts++; 1212 break;
1213
1214 const char *cp = f.get_str ();
1215 char *next;
1216 do
1217 {
1218 if ((next = (char *)strchr (cp, ',')))
1219 *next++ = '\0';
1220
1221 linked_char *tmp = new linked_char;
1222
1223 tmp->name = cp;
1224 tmp->next = art->allowed;
1225 art->allowed = tmp;
1226 }
1227 while ((cp = next));
1371 } 1228 }
1372 cp = strchr (cp, ' ') + 1; 1229 break;
1373 if (!strcmp (cp, "all")) 1230
1231 case KW_chance:
1232 f.get (art->chance);
1233 break;
1234
1235 case KW_difficulty:
1236 f.get (art->difficulty);
1237 break;
1238
1239 case KW_object:
1240 {
1241 art->item = object::create ();
1242 f.get (art->item->name);
1243 f.next ();
1244
1245 if (!art->item->parse_kv (f))
1246 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1247
1248 al = find_artifactlist (art->item->type);
1249
1250 if (!al)
1251 {
1252 al = get_empty_artifactlist ();
1253 al->type = art->item->type;
1254 al->next = first_artifactlist;
1255 first_artifactlist = al;
1256 }
1257
1258 art->next = al->items;
1259 al->items = art;
1260 art = 0;
1261 }
1374 continue; 1262 continue;
1375 1263
1376 do 1264 case KW_EOF:
1265 goto done;
1266
1267 default:
1268 if (!f.parse_error ("artifacts file"))
1269 cleanup ("artifacts file required");
1377 { 1270 break;
1378 nrofallowedstr++;
1379 if ((next = strchr (cp, ',')) != NULL)
1380 *(next++) = '\0';
1381 tmp = new linked_char;
1382
1383 tmp->name = cp;
1384 tmp->next = art->allowed;
1385 art->allowed = tmp;
1386 }
1387 while ((cp = next) != NULL);
1388 }
1389 else if (sscanf (cp, "chance %d", &value))
1390 art->chance = (uint16) value;
1391 else if (sscanf (cp, "difficulty %d", &value))
1392 art->difficulty = (uint8) value;
1393 else if (!strncmp (cp, "Object", 6))
1394 { 1271 }
1395 art->item = get_object ();
1396 1272
1397 if (!load_object (thawer, art->item, 0)) 1273 f.next ();
1398 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1399
1400 art->item->name = strchr (cp, ' ') + 1;
1401 al = find_artifactlist (art->item->type);
1402 if (al == NULL)
1403 {
1404 al = get_empty_artifactlist ();
1405 al->type = art->item->type;
1406 al->next = first_artifactlist;
1407 first_artifactlist = al;
1408 }
1409 art->next = al->items;
1410 al->items = art;
1411 art = NULL;
1412 }
1413 else
1414 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1415 } 1274 }
1416 1275
1276done:
1417 for (al = first_artifactlist; al != NULL; al = al->next) 1277 for (al = first_artifactlist; al; al = al->next)
1418 { 1278 {
1279 al->total_chance = 0;
1280
1419 for (art = al->items; art != NULL; art = art->next) 1281 for (art = al->items; art; art = art->next)
1420 { 1282 {
1421 if (!art->chance) 1283 if (!art->chance)
1422 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1284 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1423 else 1285 else
1424 al->total_chance += art->chance; 1286 al->total_chance += art->chance;
1429 } 1291 }
1430 1292
1431 LOG (llevDebug, "done.\n"); 1293 LOG (llevDebug, "done.\n");
1432} 1294}
1433 1295
1434
1435/* 1296/*
1436 * Used in artifact generation. The bonuses of the first object 1297 * Used in artifact generation. The bonuses of the first object
1437 * is modified by the bonuses of the second object. 1298 * is modified by the bonuses of the second object.
1438 */ 1299 */
1439
1440void 1300void
1441add_abilities (object *op, object *change) 1301add_abilities (object *op, object *change)
1442{ 1302{
1443 int i, tmp; 1303 int i, tmp;
1444 1304
1445 if (change->face != blank_face) 1305 if (change->face != blank_face)
1446 { 1306 {
1447#ifdef TREASURE_VERBOSE 1307#ifdef TREASURE_VERBOSE
1448 LOG (llevDebug, "FACE: %d\n", change->face->number); 1308 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1449#endif 1309#endif
1450 op->face = change->face; 1310 op->face = change->face;
1451 } 1311 }
1452 1312
1453 for (i = 0; i < NUM_STATS; i++) 1313 for (i = 0; i < NUM_STATS; i++)
1454 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1314 change_attr_value (&(op->stats), i, change->stats.stat (i));
1455 1315
1456 op->attacktype |= change->attacktype; 1316 op->attacktype |= change->attacktype;
1457 op->path_attuned |= change->path_attuned; 1317 op->path_attuned |= change->path_attuned;
1458 op->path_repelled |= change->path_repelled; 1318 op->path_repelled |= change->path_repelled;
1459 op->path_denied |= change->path_denied; 1319 op->path_denied |= change->path_denied;
1460 op->move_type |= change->move_type; 1320 op->move_type |= change->move_type;
1461 op->stats.luck += change->stats.luck; 1321 op->stats.luck += change->stats.luck;
1462 1322
1463 if (QUERY_FLAG (change, FLAG_CURSED)) 1323 if (change->flag [FLAG_CURSED])
1464 SET_FLAG (op, FLAG_CURSED); 1324 op->set_flag (FLAG_CURSED);
1465 if (QUERY_FLAG (change, FLAG_DAMNED)) 1325 if (change->flag [FLAG_DAMNED])
1466 SET_FLAG (op, FLAG_DAMNED); 1326 op->set_flag (FLAG_DAMNED);
1467 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1327 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1468 set_abs_magic (op, -op->magic); 1328 set_abs_magic (op, -op->magic);
1469 1329
1470 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1330 if (change->flag [FLAG_LIFESAVE])
1471 SET_FLAG (op, FLAG_LIFESAVE); 1331 op->set_flag (FLAG_LIFESAVE);
1472 if (QUERY_FLAG (change, FLAG_REFL_SPELL)) 1332 if (change->flag [FLAG_REFL_SPELL])
1473 SET_FLAG (op, FLAG_REFL_SPELL); 1333 op->set_flag (FLAG_REFL_SPELL);
1474 if (QUERY_FLAG (change, FLAG_STEALTH)) 1334 if (change->flag [FLAG_STEALTH])
1475 SET_FLAG (op, FLAG_STEALTH); 1335 op->set_flag (FLAG_STEALTH);
1476 if (QUERY_FLAG (change, FLAG_XRAYS)) 1336 if (change->flag [FLAG_XRAYS])
1477 SET_FLAG (op, FLAG_XRAYS); 1337 op->set_flag (FLAG_XRAYS);
1478 if (QUERY_FLAG (change, FLAG_BLIND)) 1338 if (change->flag [FLAG_BLIND])
1479 SET_FLAG (op, FLAG_BLIND); 1339 op->set_flag (FLAG_BLIND);
1480 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) 1340 if (change->flag [FLAG_SEE_IN_DARK])
1481 SET_FLAG (op, FLAG_SEE_IN_DARK); 1341 op->set_flag (FLAG_SEE_IN_DARK);
1482 if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) 1342 if (change->flag [FLAG_REFL_MISSILE])
1483 SET_FLAG (op, FLAG_REFL_MISSILE); 1343 op->set_flag (FLAG_REFL_MISSILE);
1484 if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) 1344 if (change->flag [FLAG_MAKE_INVIS])
1485 SET_FLAG (op, FLAG_MAKE_INVIS); 1345 op->set_flag (FLAG_MAKE_INVIS);
1486 1346
1487 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1347 if (change->flag [FLAG_STAND_STILL])
1488 { 1348 {
1489 CLEAR_FLAG (op, FLAG_ANIMATE); 1349 op->clr_flag (FLAG_ANIMATE);
1490 /* so artifacts will join */ 1350 /* so artifacts will join */
1491 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1351 if (!op->flag [FLAG_ALIVE])
1492 op->speed = 0.0; 1352 op->speed = 0.0;
1493 1353
1494 update_ob_speed (op); 1354 op->set_speed (op->speed);
1495 } 1355 }
1496 1356
1497 if (change->nrof) 1357 if (change->nrof)
1498 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1358 op->nrof = rndm (change->nrof) + 1;
1499 1359
1500 op->stats.exp += change->stats.exp; /* Speed modifier */ 1360 op->stats.exp += change->stats.exp; /* Speed modifier */
1501 op->stats.wc += change->stats.wc; 1361 op->stats.wc += change->stats.wc;
1502 op->stats.ac += change->stats.ac; 1362 op->stats.ac += change->stats.ac;
1503 1363
1507 * to cast. So convert that to into a spell and put it into 1367 * to cast. So convert that to into a spell and put it into
1508 * this object. 1368 * this object.
1509 */ 1369 */
1510 if (op->type == HORN || op->type == POTION) 1370 if (op->type == HORN || op->type == POTION)
1511 { 1371 {
1512 object *tmp_obj;
1513
1514 /* Remove any spells this object currently has in it */ 1372 /* Remove any spells this object currently has in it */
1515 while (op->inv) 1373 op->destroy_inv (false);
1516 {
1517 tmp_obj = op->inv;
1518 remove_ob (tmp_obj);
1519 free_object (tmp_obj);
1520 }
1521 1374
1522 tmp_obj = arch_to_object (change->other_arch); 1375 object *tmp = change->other_arch->instance ();
1523 insert_ob_in_ob (tmp_obj, op); 1376 insert_ob_in_ob (tmp, op);
1524 } 1377 }
1378
1525 /* No harm setting this for potions/horns */ 1379 /* No harm setting this for potions/horns */
1526 op->other_arch = change->other_arch; 1380 op->other_arch = change->other_arch;
1527 } 1381 }
1528 1382
1529 if (change->stats.hp < 0) 1383 if (change->stats.hp < 0)
1562 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;
1563 1417
1564 op->item_power = change->item_power; 1418 op->item_power = change->item_power;
1565 1419
1566 for (i = 0; i < NROFATTACKS; i++) 1420 for (i = 0; i < NROFATTACKS; i++)
1567 {
1568 if (change->resist[i]) 1421 if (change->resist[i])
1569 {
1570 op->resist[i] += change->resist[i]; 1422 op->resist[i] += change->resist[i];
1571 }
1572 }
1573 1423
1574 if (change->stats.dam) 1424 if (change->stats.dam)
1575 { 1425 {
1576 if (change->stats.dam < 0) 1426 if (change->stats.dam < 0)
1577 op->stats.dam = (-change->stats.dam); 1427 op->stats.dam = (-change->stats.dam);
1614 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);
1615 } 1465 }
1616 1466
1617 op->value *= change->value; 1467 op->value *= change->value;
1618 1468
1619 if (change->material) 1469 if (change->materials)
1470 op->materials = change->materials;
1471
1472 if (change->material != MATERIAL_NULL)
1620 op->material = change->material; 1473 op->material = change->material;
1621
1622 if (change->materialname)
1623 op->materialname = change->materialname;
1624 1474
1625 if (change->slaying) 1475 if (change->slaying)
1626 op->slaying = change->slaying; 1476 op->slaying = change->slaying;
1627 1477
1628 if (change->race) 1478 if (change->race)
1631 if (change->msg) 1481 if (change->msg)
1632 op->msg = change->msg; 1482 op->msg = change->msg;
1633} 1483}
1634 1484
1635static int 1485static int
1636legal_artifact_combination (object *op, artifact * art) 1486legal_artifact_combination (object *op, artifact *art)
1637{ 1487{
1638 int neg, success = 0; 1488 int neg, success = 0;
1639 linked_char *tmp; 1489 linked_char *tmp;
1640 const char *name; 1490 const char *name;
1641 1491
1642 if (art->allowed == (linked_char *) NULL) 1492 if (!art->allowed)
1643 return 1; /* Ie, "all" */ 1493 return 1; /* Ie, "all" */
1494
1644 for (tmp = art->allowed; tmp; tmp = tmp->next) 1495 for (tmp = art->allowed; tmp; tmp = tmp->next)
1645 { 1496 {
1646#ifdef TREASURE_VERBOSE 1497#ifdef TREASURE_VERBOSE
1647 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1498 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1648#endif 1499#endif
1649 if (*tmp->name == '!') 1500 if (*tmp->name == '!')
1650 name = tmp->name + 1, neg = 1; 1501 name = tmp->name + 1, neg = 1;
1651 else 1502 else
1652 name = tmp->name, neg = 0; 1503 name = tmp->name, neg = 0;
1653 1504
1654 /* If we match name, then return the opposite of 'neg' */ 1505 /* If we match name, then return the opposite of 'neg' */
1655 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)))
1656 return !neg; 1507 return !neg;
1657 1508
1658 /* 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
1659 * everything is allowed except what we match 1510 * everything is allowed except what we match
1660 */ 1511 */
1661 else if (neg) 1512 else if (neg)
1662 success = 1; 1513 success = 1;
1663 } 1514 }
1515
1664 return success; 1516 return success;
1665} 1517}
1666 1518
1667/* 1519/*
1668 * Fixes the given object, giving it the abilities and titles 1520 * Fixes the given object, giving it the abilities and titles
1678 op->title = new_name; 1530 op->title = new_name;
1679 add_abilities (op, artifct); /* Give out the bonuses */ 1531 add_abilities (op, artifct); /* Give out the bonuses */
1680 1532
1681#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... */
1682 { 1534 {
1683 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1535 char identified = op->flag [FLAG_IDENTIFIED];
1684 1536
1685 SET_FLAG (op, FLAG_IDENTIFIED); 1537 op->set_flag (FLAG_IDENTIFIED);
1686 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));
1687 if (!identified) 1539 if (!identified)
1688 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1540 op->clr_flag (FLAG_IDENTIFIED);
1689 } 1541 }
1690#endif 1542#endif
1691 return; 1543 return;
1692} 1544}
1693 1545
1719 return; 1571 return;
1720 } 1572 }
1721 1573
1722 for (i = 0; i < ARTIFACT_TRIES; i++) 1574 for (i = 0; i < ARTIFACT_TRIES; i++)
1723 { 1575 {
1724 int roll = RANDOM () % al->total_chance; 1576 int roll = rndm (al->total_chance);
1725 1577
1726 for (art = al->items; art != NULL; art = art->next) 1578 for (art = al->items; art; art = art->next)
1727 { 1579 {
1728 roll -= art->chance; 1580 roll -= art->chance;
1729 if (roll < 0) 1581 if (roll < 0)
1730 break; 1582 break;
1731 } 1583 }
1735#if 1 1587#if 1
1736 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);
1737#endif 1589#endif
1738 return; 1590 return;
1739 } 1591 }
1740 if (!strcmp (art->item->name, "NONE")) 1592
1593 if (art->item->name == shstr_NONE)
1741 return; 1594 return;
1595
1742 if (FABS (op->magic) < art->item->magic) 1596 if (fabs (op->magic) < art->item->magic)
1743 continue; /* Not magic enough to be this item */ 1597 continue; /* Not magic enough to be this item */
1744 1598
1745 /* Map difficulty not high enough */ 1599 /* Map difficulty not high enough */
1746 if (difficulty < art->difficulty) 1600 if (difficulty < art->difficulty)
1747 continue; 1601 continue;
1748 1602
1749 if (!legal_artifact_combination (op, art)) 1603 if (!legal_artifact_combination (op, art))
1750 { 1604 {
1751#ifdef TREASURE_VERBOSE 1605#ifdef TREASURE_VERBOSE
1752 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);
1753#endif 1607#endif
1754 continue; 1608 continue;
1755 } 1609 }
1610
1756 give_artifact_abilities (op, art->item); 1611 give_artifact_abilities (op, art->item);
1757 return; 1612 return;
1758 } 1613 }
1759} 1614}
1760 1615
1797 item->level = donor->level; 1652 item->level = donor->level;
1798 1653
1799 /* if donor has some attacktypes, the flesh is poisonous */ 1654 /* if donor has some attacktypes, the flesh is poisonous */
1800 if (donor->attacktype & AT_POISON) 1655 if (donor->attacktype & AT_POISON)
1801 item->type = POISON; 1656 item->type = POISON;
1657
1802 if (donor->attacktype & AT_ACID) 1658 if (donor->attacktype & AT_ACID)
1803 item->stats.hp = -1 * item->stats.food; 1659 item->stats.hp = -1 * item->stats.food;
1804 SET_FLAG (item, FLAG_NO_STEAL);
1805 }
1806}
1807 1660
1808/* special_potion() - so that old potion code is still done right. */ 1661 item->set_flag (FLAG_NO_STEAL);
1809 1662 }
1810int
1811special_potion (object *op)
1812{
1813
1814 int i;
1815
1816 if (op->attacktype)
1817 return 1;
1818
1819 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1820 return 1;
1821
1822 for (i = 0; i < NROFATTACKS; i++)
1823 if (op->resist[i])
1824 return 1;
1825
1826 return 0;
1827} 1663}
1828 1664
1829void 1665static void
1830free_treasurestruct (treasure *t) 1666free_treasurestruct (treasure *t)
1831{ 1667{
1832 if (t->next)
1833 free_treasurestruct (t->next); 1668 if (t->next) free_treasurestruct (t->next);
1834 if (t->next_yes)
1835 free_treasurestruct (t->next_yes); 1669 if (t->next_yes) free_treasurestruct (t->next_yes);
1836 if (t->next_no)
1837 free_treasurestruct (t->next_no); 1670 if (t->next_no) free_treasurestruct (t->next_no);
1838 1671
1839 delete t; 1672 delete t;
1840} 1673}
1841 1674
1842void 1675static void
1843free_charlinks (linked_char *lc) 1676free_charlinks (linked_char *lc)
1844{ 1677{
1845 if (lc->next) 1678 if (lc->next)
1846 free_charlinks (lc->next); 1679 free_charlinks (lc->next);
1847 1680
1848 delete lc; 1681 delete lc;
1849} 1682}
1850 1683
1851void 1684static void
1852free_artifact (artifact * at) 1685free_artifact (artifact *at)
1853{ 1686{
1854 if (at->next)
1855 free_artifact (at->next); 1687 if (at->next) free_artifact (at->next);
1856
1857 if (at->allowed)
1858 free_charlinks (at->allowed); 1688 if (at->allowed) free_charlinks (at->allowed);
1859 1689
1860 at->item->free (1); 1690 at->item->destroy ();
1861 1691
1862 delete at;
1863}
1864
1865void
1866free_artifactlist (artifactlist * al)
1867{
1868 artifactlist *nextal;
1869
1870 for (al = first_artifactlist; al != NULL; al = nextal)
1871 {
1872 nextal = al->next;
1873
1874 if (al->items)
1875 free_artifact (al->items);
1876
1877 free (al); 1692 sfree (at);
1878 }
1879} 1693}
1880 1694
1881void
1882free_all_treasures (void)
1883{
1884 treasurelist *tl, *next;
1885
1886
1887 for (tl = first_treasurelist; tl != NULL; tl = next)
1888 {
1889 next = tl->next;
1890 if (tl->items)
1891 free_treasurestruct (tl->items);
1892 delete tl;
1893 }
1894 free_artifactlist (first_artifactlist);
1895}

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