ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
(Generate patch)

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:01 2006 UTC vs.
Revision 1.115 by root, Fri Feb 3 02:04:11 2012 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.1 2006/08/13 17:16:01 elmex Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 */
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>
46 38
47
48static void change_treasure(treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 39extern char *spell_mapping[];
50 40
51/*
52 * Initialize global archtype pointers:
53 */
54
55void init_archetype_pointers() {
56 int prev_warn = warn_archetypes;
57 warn_archetypes = 1;
58 if (ring_arch == NULL)
59 ring_arch = find_archetype("ring");
60 if (amulet_arch == NULL)
61 amulet_arch = find_archetype("amulet");
62 if (staff_arch == NULL)
63 staff_arch = find_archetype("staff");
64 if (crown_arch == NULL)
65 crown_arch = find_archetype("crown");
66 warn_archetypes = prev_warn;
67}
68
69/*
70 * Allocate and return the pointer to an empty treasurelist structure.
71 */
72
73static treasurelist *get_empty_treasurelist(void) { 41static treasurelist *first_treasurelist;
74 treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); 42
75 if(tl==NULL) 43static void change_treasure (treasure *t, object *op); /* overrule default values */
76 fatal(OUT_OF_MEMORY); 44
77 memset(tl, 0, sizeof(treasurelist)); 45typedef std::tr1::unordered_map<
46 const char *,
47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t;
52
53static tl_map_t tl_map;
54
55//TODO: class method
56static void free_treasurestruct (treasure *t); // bleh desu
57static void
58clear (treasurelist *tl)
59{
60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65
66 tl->total_chance = 0;
67}
68
69/*
70 * Searches for the given treasurelist
71 */
72treasurelist *
73treasurelist::find (const char *name)
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 {
97 tl = new treasurelist;
98
99 tl->name = name;
100 tl->next = first_treasurelist;
101 first_treasurelist = tl;
102
103 tl_map.insert (std::make_pair (tl->name, tl));
104 }
105
78 return tl; 106 return tl;
79}
80
81/*
82 * Allocate and return the pointer to an empty treasure structure.
83 */
84
85static treasure *get_empty_treasure(void) {
86 treasure *t = (treasure *) calloc(1,sizeof(treasure));
87 if(t==NULL)
88 fatal(OUT_OF_MEMORY);
89 t->item=NULL;
90 t->name=NULL;
91 t->next=NULL;
92 t->next_yes=NULL;
93 t->next_no=NULL;
94 t->chance=100;
95 t->magic=0;
96 t->nrof=0;
97 return t;
98}
99
100/*
101 * Reads the lib/treasure file from disk, and parses the contents
102 * into an internal treasure structure (very linked lists)
103 */
104
105static treasure *load_treasure(FILE *fp, int *line) {
106 char buf[MAX_BUF], *cp, variable[MAX_BUF];
107 treasure *t=get_empty_treasure();
108 int value;
109
110 nroftreasures++;
111 while(fgets(buf,MAX_BUF,fp)!=NULL) {
112 (*line)++;
113
114 if(*buf=='#')
115 continue;
116 if((cp=strchr(buf,'\n'))!=NULL)
117 *cp='\0';
118 cp=buf;
119 while(isspace(*cp)) /* Skip blanks */
120 cp++;
121
122 if(sscanf(cp,"arch %s",variable)) {
123 if((t->item=find_archetype(variable))==NULL)
124 LOG(llevError,"Treasure lacks archetype: %s\n",variable);
125 } else if (sscanf(cp, "list %s", variable))
126 t->name = add_string(variable);
127 else if (sscanf(cp, "change_name %s", variable))
128 t->change_arch.name = add_string(variable);
129 else if (sscanf(cp, "change_title %s", variable))
130 t->change_arch.title = add_string(variable);
131 else if (sscanf(cp, "change_slaying %s", variable))
132 t->change_arch.slaying = add_string(variable);
133 else if(sscanf(cp,"chance %d",&value))
134 t->chance=(uint8) value;
135 else if(sscanf(cp,"nrof %d",&value))
136 t->nrof=(uint16) value;
137 else if(sscanf(cp,"magic %d",&value))
138 t->magic=(uint8) value;
139 else if(!strcmp(cp,"yes"))
140 t->next_yes=load_treasure(fp, line);
141 else if(!strcmp(cp,"no"))
142 t->next_no=load_treasure(fp, line);
143 else if(!strcmp(cp,"end"))
144 return t;
145 else if(!strcmp(cp,"more")) {
146 t->next=load_treasure(fp, line);
147 return t;
148 } else
149 LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n",
150 cp,t->name?t->name:"null", *line);
151 }
152 LOG(llevError,"treasure lacks 'end'.\n");
153 return t;
154} 107}
155 108
156#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
157/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
158 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
159 */ 112 */
113static void
160static void check_treasurelist(const treasure *t, const treasurelist *tl) 114check_treasurelist (const treasure *t, const treasurelist * tl)
161{ 115{
162 if (t->item==NULL && t->name==NULL)
163 LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name);
164 if (t->chance>=100 && t->next_yes && (t->next || t->next_no)) 116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
165 LOG(llevError,"Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", 117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
166 tl->name); 118
167 /* find_treasurelist will print out its own error message */ 119 if (t->next)
168 if (t->name && strcmp(t->name,"NONE"))
169 (void) find_treasurelist(t->name);
170 if (t->next) check_treasurelist(t->next, tl); 120 check_treasurelist (t->next, tl);
121
122 if (t->next_yes)
171 if (t->next_yes) check_treasurelist(t->next_yes,tl); 123 check_treasurelist (t->next_yes, tl);
124
125 if (t->next_no)
172 if (t->next_no) check_treasurelist(t->next_no, tl); 126 check_treasurelist (t->next_no, tl);
173} 127}
174#endif 128#endif
175 129
176/* 130/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 131 * Reads the lib/treasure file from disk, and parses the contents
132 * into an internal treasure structure (very linked lists)
133 */
134static treasure *
135read_treasure (object_thawer &f)
136{
137 treasure *t = new treasure;
138
139 f.next ();
140
141 for (;;)
142 {
143 coroapi::cede_to_tick ();
144
145 switch (f.kw)
146 {
147 case KW_arch:
148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = read_treasure (f); continue;
168
169 case KW_end:
170 f.next ();
171 return t;
172
173 case KW_more:
174 t->next = read_treasure (f);
175 return t;
176
177 default:
178 if (!f.parse_error ("treasurelist", t->name))
179 goto error;
180
181 return t;
182 }
183
184 f.next ();
185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
192}
193
194/*
178 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
179 */ 196 */
197treasurelist *
198treasurelist::read (object_thawer &f)
199{
200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
180 201
181void load_treasures(void) { 202 bool one = f.kw == KW_treasureone;
182 FILE *fp; 203 treasurelist *tl = treasurelist::get (f.get_str ());
183 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; 204 clear (tl);
184 treasurelist *previous=NULL;
185 treasure *t;
186 int comp, line=0;
187
188 sprintf(filename,"%s/%s",settings.datadir,settings.treasures);
189 if((fp=open_and_uncompress(filename,0,&comp))==NULL) {
190 LOG(llevError,"Can't open treasure file.\n");
191 return;
192 }
193 while(fgets(buf,MAX_BUF,fp)!=NULL) {
194 line++;
195 if(*buf=='#')
196 continue;
197
198 if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) {
199 treasurelist *tl=get_empty_treasurelist();
200 tl->name=add_string(name);
201 if(previous==NULL)
202 first_treasurelist=tl;
203 else
204 previous->next=tl;
205 previous=tl;
206 tl->items=load_treasure(fp, &line); 205 tl->items = read_treasure (f);
206 if (!tl->items)
207 return 0;
207 208
208 /* 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.
209 * 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
210 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
211 */
212 if (!strncmp(buf,"treasureone",11)) {
213 for (t=tl->items; t!=NULL; t=t->next) {
214#ifdef TREASURE_DEBUG
215 if (t->next_yes || t->next_no) {
216 LOG(llevError,"Treasure %s is one item, but on treasure %s\n",
217 tl->name, t->item ? t->item->name : t->name);
218 LOG(llevError," the next_yes or next_no field is set\n");
219 }
220#endif
221 tl->total_chance += t->chance;
222 }
223 }
224 } else
225 LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
226 }
227 close_and_delete(fp, comp);
228
229#ifdef TREASURE_DEBUG
230 /* Perform some checks on how valid the treasure data actually is.
231 * verify that list transitions work (ie, the list that it is supposed
232 * to transition to exists). Also, verify that at least the name
233 * or archetype is set for each treasure element.
234 */
235 for (previous=first_treasurelist; previous!=NULL; previous=previous->next)
236 check_treasurelist(previous->items, previous);
237#endif
238}
239
240/*
241 * Searches for the given treasurelist in the globally linked list
242 * of treasurelists which has been built by load_treasures().
243 */
244
245treasurelist *find_treasurelist(const char *name) {
246 const char *tmp=find_string(name);
247 treasurelist *tl;
248
249 /* Special cases - randomitems of none is to override default. If
250 * first_treasurelist is null, it means we are on the first pass of
251 * of loading archetyps, so for now, just return - second pass will
252 * init these values.
253 */ 212 */
254 if (!strcmp(name,"none") || (!first_treasurelist)) return NULL; 213 if (one)
255 if(tmp!=NULL) 214 {
256 for(tl=first_treasurelist;tl!=NULL;tl=tl->next) 215 for (treasure *t = tl->items; t; t = t->next)
257 if(tmp==tl->name) 216 {
217 if (t->next_yes || t->next_no)
218 {
219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
220 LOG (llevError, " the next_yes or next_no field is set\n");
221 }
222
223 tl->total_chance += t->chance;
224 }
225 }
226
258 return tl; 227 return tl;
259 LOG(llevError,"Couldn't find treasurelist %s\n",name);
260 return NULL;
261} 228}
262
263 229
264/* 230/*
265 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
266 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
267 * 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,
270 * being generated. 236 * being generated.
271 * 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
272 * abilities. This is used by summon spells, thus no summoned monsters 238 * abilities. This is used by summon spells, thus no summoned monsters
273 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
274 */ 240 */
275 241static void
276
277static void put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
278{ 243{
279 object *tmp; 244 if (flags & GT_ENVIRONMENT)
280 245 {
281 /* 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
282 * 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
283 * 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
284 * by another object. 249 * by another object.
285 */ 250 */
286 if (flags & GT_ENVIRONMENT && op->type != SPELL) { 251 //TODO: flag such as objects... as such (no drop, anybody?)
287 op->x = creator->x; 252 if (op->type == SPELL)
288 op->y = creator->y; 253 {
289 SET_FLAG(op, FLAG_OBJ_ORIGINAL); 254 op->destroy ();
290 insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); 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 ();
291 } else { 263 else
292 op = insert_ob_in_ob (op, creator); 264 {
265 op->flag [FLAG_OBJ_ORIGINAL] = true;
266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 }
268 }
269 else
270 {
271 op = creator->insert (op);
272
293 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
294 monster_check_apply(creator, op); 274 monster_check_apply (creator, op);
295 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
296 esrv_send_item(tmp, op);
297 } 275 }
298} 276}
299 277
300/* 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
301 * in the generated object 279 * in the generated object
302 */ 280 */
281static void
303static void change_treasure(treasure *t, object *op) 282change_treasure (treasure *t, object *op)
304{ 283{
305 /* CMD: change_name xxxx */ 284 /* CMD: change_name xxxx */
306 if(t->change_arch.name) 285 if (t->change_arch.name)
307 {
308 FREE_AND_COPY(op->name, t->change_arch.name);
309 /* not great, but better than something that is completely wrong */
310 FREE_AND_COPY(op->name_pl, t->change_arch.name);
311 }
312 286 {
287 op->name = t->change_arch.name;
288 op->name_pl = t->change_arch.name;
289 }
290
313 if(t->change_arch.title) 291 if (t->change_arch.title)
314 {
315 if(op->title)
316 free_string(op->title);
317 op->title = add_string(t->change_arch.title); 292 op->title = t->change_arch.title;
318 }
319 293
320 if(t->change_arch.slaying) 294 if (t->change_arch.slaying)
321 {
322 if(op->slaying)
323 free_string(op->slaying);
324 op->slaying = add_string(t->change_arch.slaying); 295 op->slaying = t->change_arch.slaying;
325 }
326
327} 296}
328 297
298static void
329void create_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)
330 object *tmp; 300{
331
332
333 if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { 301 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
302 {
334 if (t->name) { 303 if (t->name)
335 if (strcmp(t->name,"NONE") && difficulty>=t->magic) 304 {
336 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); 305 if (difficulty >= t->magic)
337 } 306 if (treasurelist *tl = treasurelist::find (t->name))
307 create_treasure (tl, op, flag, difficulty, tries);
308 else
309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
310 }
338 else { 311 else
312 {
339 if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
340 tmp=arch_to_object(t->item); 314 {
315 object *tmp = t->item->instance ();
316
317 if (t->nrof && tmp->nrof <= 1)
318 tmp->nrof = rndm (t->nrof) + 1;
319
320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
321 change_treasure (t, tmp);
322 put_treasure (tmp, op, flag);
323 }
324 }
325
326 if (t->next_yes)
327 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
328 }
329 else if (t->next_no)
330 create_all_treasures (t->next_no, op, flag, difficulty, tries);
331
332 if (t->next)
333 create_all_treasures (t->next, op, flag, difficulty, tries);
334}
335
336static void
337create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
338{
339 int value = rndm (tl->total_chance);
340 treasure *t;
341
342 if (tries++ > 100)
343 {
344 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
345 return;
346 }
347
348 for (t = tl->items; t; t = t->next)
349 {
350 value -= t->chance;
351
352 if (value < 0)
353 break;
354 }
355
356 if (!t || value >= 0)
357 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
358
359 if (t->name)
360 {
361 if (difficulty >= t->magic)
362 {
363 treasurelist *tl = treasurelist::find (t->name);
364 if (tl)
365 create_treasure (tl, op, flag, difficulty, tries);
366 }
367 else if (t->nrof)
368 create_one_treasure (tl, op, flag, difficulty, tries);
369 }
370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
371 {
372 if (object *tmp = t->item->instance ())
373 {
341 if(t->nrof&&tmp->nrof<=1) 374 if (t->nrof && tmp->nrof <= 1)
342 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
376
343 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
344 change_treasure(t, tmp); 378 change_treasure (t, tmp);
345 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
346 } 380 }
347 } 381 }
348 if(t->next_yes!=NULL)
349 create_all_treasures(t->next_yes,op,flag,difficulty, tries);
350 } else
351 if(t->next_no!=NULL)
352 create_all_treasures(t->next_no,op,flag,difficulty,tries);
353 if(t->next!=NULL)
354 create_all_treasures(t->next,op,flag,difficulty, tries);
355} 382}
356 383
357void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty, 384void
358 int tries) 385object::create_treasure (treasurelist *tl, int flags)
359{ 386{
360 int value = RANDOM() % tl->total_chance; 387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
361 treasure *t;
362
363 if (tries++>100) {
364 LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n");
365 return;
366 }
367 for (t=tl->items; t!=NULL; t=t->next) {
368 value -= t->chance;
369 if (value<0) break;
370 }
371
372 if (!t || value>=0) {
373 LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n");
374 abort();
375 return;
376 }
377 if (t->name) {
378 if (!strcmp(t->name,"NONE")) return;
379 if (difficulty>=t->magic)
380 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
381 else if (t->nrof)
382 create_one_treasure(tl, op, flag, difficulty, tries);
383 return;
384 }
385 if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) {
386 object *tmp=arch_to_object(t->item);
387 if (!tmp) return;
388 if(t->nrof && tmp->nrof<=1)
389 tmp->nrof = RANDOM()%((int) t->nrof) + 1;
390 fix_generated_item (tmp, op, difficulty, t->magic, flag);
391 change_treasure(t, tmp);
392 put_treasure (tmp, op, flag);
393 }
394} 388}
395 389
396/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
397 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
398 * have been made. It is really in place to prevent infinite loops with 392 * have been made. It is really in place to prevent infinite loops with
399 * list transitions, or so that excessively good treasure will not be 393 * list transitions, or so that excessively good treasure will not be
400 * created on weak maps, because it will exceed the number of allowed tries 394 * created on weak maps, because it will exceed the number of allowed tries
401 * to do that. 395 * to do that.
402 */ 396 */
397void
403void create_treasure(treasurelist *t, object *op, int flag, int difficulty, 398create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
404 int tries)
405{ 399{
400 // empty treasurelists are legal
401 if (!tl->items)
402 return;
406 403
407 if (tries++>100) { 404 if (tries++ > 100)
405 {
408 LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
409 return; 407 return;
408 }
409
410 if (op->flag [FLAG_TREASURE_ENV])
410 } 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
411 if (t->total_chance) 419 if (tl->total_chance)
412 create_one_treasure(t, op, flag,difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
413 else 421 else
414 create_all_treasures(t->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
415} 423}
416 424
417/* This is similar to the old generate treasure function. However, 425/* This is similar to the old generate treasure function. However,
418 * 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
419 * create_treasure. We create a dummy object that the treasure gets 427 * create_treasure. We create a dummy object that the treasure gets
420 * inserted into, and then return that treausre 428 * inserted into, and then return that treausre
421 */ 429 */
430object *
422object *generate_treasure(treasurelist *t, int difficulty) 431generate_treasure (treasurelist *tl, int difficulty)
423{ 432{
424 object *ob = get_object(), *tmp; 433 difficulty = clamp (difficulty, 1, settings.max_level);
425 434
435 object *ob = object::create ();
436
426 create_treasure(t, ob, 0, difficulty, 0); 437 create_treasure (tl, ob, 0, difficulty, 0);
427 438
428 /* 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 */
429 tmp = ob->inv; 440 object *tmp = ob->inv;
430 if (tmp!=NULL) remove_ob(tmp); 441 if (tmp)
442 tmp->remove ();
443
431 if (ob->inv) { 444 if (ob->inv)
432 LOG(llevError,"In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
433 } 446
434 free_object(ob); 447 ob->destroy ();
448
435 return tmp; 449 return tmp;
436} 450}
437 451
438/* 452/*
439 * 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
440 * a specific magical bonus. 454 * a specific magical bonus.
441 * 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
442 * magical bonus "wanted". 456 * magical bonus "wanted".
443 */ 457 */
444 458
445static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = 459static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
446{
447/*chance of magic difficulty*/ 460// chance of magic difficulty
448/* +0 +1 +2 +3 +4 */ 461// +0 +1 +2 +3 +4
449 { 95, 2, 2, 1, 0 }, /*1*/ 462 {95, 2, 2, 1, 0}, // 1
450 { 92, 5, 2, 1, 0 }, /*2*/ 463 {92, 5, 2, 1, 0}, // 2
451 { 85,10, 4, 1, 0 }, /*3*/ 464 {85, 10, 4, 1, 0}, // 3
452 { 80,14, 4, 2, 0 }, /*4*/ 465 {80, 14, 4, 2, 0}, // 4
453 { 75,17, 5, 2, 1 }, /*5*/ 466 {75, 17, 5, 2, 1}, // 5
454 { 70,18, 8, 3, 1 }, /*6*/ 467 {70, 18, 8, 3, 1}, // 6
455 { 65,21,10, 3, 1 }, /*7*/ 468 {65, 21, 10, 3, 1}, // 7
456 { 60,22,12, 4, 2 }, /*8*/ 469 {60, 22, 12, 4, 2}, // 8
457 { 55,25,14, 4, 2 }, /*9*/ 470 {55, 25, 14, 4, 2}, // 9
458 { 50,27,16, 5, 2 }, /*10*/ 471 {50, 27, 16, 5, 2}, // 10
459 { 45,28,18, 6, 3 }, /*11*/ 472 {45, 28, 18, 6, 3}, // 11
460 { 42,28,20, 7, 3 }, /*12*/ 473 {42, 28, 20, 7, 3}, // 12
461 { 40,27,21, 8, 4 }, /*13*/ 474 {40, 27, 21, 8, 4}, // 13
462 { 38,25,22,10, 5 }, /*14*/ 475 {38, 25, 22, 10, 5}, // 14
463 { 36,23,23,12, 6 }, /*15*/ 476 {36, 23, 23, 12, 6}, // 15
464 { 33,21,24,14, 8 }, /*16*/ 477 {33, 21, 24, 14, 8}, // 16
465 { 31,19,25,16, 9 }, /*17*/ 478 {31, 19, 25, 16, 9}, // 17
466 { 27,15,30,18,10 }, /*18*/ 479 {27, 15, 30, 18, 10}, // 18
467 { 20,12,30,25,13 }, /*19*/ 480 {20, 12, 30, 25, 13}, // 19
468 { 15,10,28,30,17 }, /*20*/ 481 {15, 10, 28, 30, 17}, // 20
469 { 13, 9,27,28,23 }, /*21*/ 482 {13, 9, 27, 28, 23}, // 21
470 { 10, 8,25,28,29 }, /*22*/ 483 {10, 8, 25, 28, 29}, // 22
471 { 8, 7,23,26,36 }, /*23*/ 484 { 8, 7, 23, 26, 36}, // 23
472 { 6, 6,20,22,46 }, /*24*/ 485 { 6, 6, 20, 22, 46}, // 24
473 { 4, 5,17,18,56 }, /*25*/ 486 { 4, 5, 17, 18, 56}, // 25
474 { 2, 4,12,14,68 }, /*26*/ 487 { 2, 4, 12, 14, 68}, // 26
475 { 0, 3, 7,10,80 }, /*27*/ 488 { 0, 3, 7, 10, 80}, // 27
476 { 0, 0, 3, 7,90 }, /*28*/ 489 { 0, 0, 3, 7, 90}, // 28
477 { 0, 0, 0, 3,97 }, /*29*/ 490 { 0, 0, 0, 3, 97}, // 29
478 { 0, 0, 0, 0,100}, /*30*/ 491 { 0, 0, 0, 0, 100}, // 30
479 { 0, 0, 0, 0,100}, /*31*/ 492 { 0, 0, 0, 0, 100}, // 31
480}; 493};
481
482 494
483/* calculate the appropriate level for wands staves and scrolls. 495/* calculate the appropriate level for wands staves and scrolls.
484 * 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)
485 * 497 *
486 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
487 * 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.
488 */ 500 */
489 501static int
490int level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
491{ 503{
492 int mult = 0, olevel = 0;
493
494 if (!op->inv) 504 if (!op->inv)
495 { 505 {
496 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);
497 return 0; 507 return 0;
498 } 508 }
499 509
500 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
501 511
502 if (olevel <= 0) 512 if (olevel <= 0)
503 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
504 514
505 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL_TREASURE);
506 olevel = MAXLEVEL;
507
508 return olevel;
509} 516}
510 517
511/* 518/*
512 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
513 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
516 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
517 * 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
518 * weird integer between 1-31. 525 * weird integer between 1-31.
519 * 526 *
520 */ 527 */
521 528static int
522int magic_from_difficulty(int difficulty) 529magic_from_difficulty (int difficulty)
523{ 530{
524 int percent = 0, magic = 0;
525 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
532 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
526 533
527 scaled_diff--; 534 int percent = rndm (100);
535 int magic;
528 536
529 if(scaled_diff < 0)
530 scaled_diff = 0;
531
532 if (scaled_diff >= DIFFLEVELS)
533 scaled_diff = DIFFLEVELS-1;
534
535 percent = RANDOM()%100;
536
537 for(magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
538 { 538 {
539 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
540 540
541 if (percent < 0) 541 if (percent < 0)
542 break; 542 break;
543 } 543 }
544 544
545 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
546 { 546 {
547 LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 547 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
548 magic = 0; 548 magic = 0;
549 } 549 }
550 550
551 magic = (RANDOM() % 3) ? magic : -magic; 551 magic = (rndm (3)) ? magic : -magic;
552 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 552 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
553 553
554 return magic; 554 return magic;
555} 555}
556 556
558 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
559 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
560 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
561 * to make it truly absolute. 561 * to make it truly absolute.
562 */ 562 */
563 563void
564void set_abs_magic(object *op, int magic) { 564set_abs_magic (object *op, int magic)
565{
565 if(!magic) 566 if (!magic)
566 return; 567 return;
567 568
568 op->magic=magic; 569 op->magic = magic;
569 if (op->arch) { 570 if (op->arch)
571 {
570 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
571 ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572 574
573 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 575 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
574 magic = (-magic); 576 magic = (-magic);
577
575 op->weight = (op->arch->clone.weight*(100-magic*10))/100; 578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
579 }
576 } else { 580 else
581 {
577 if(op->type==ARMOUR) 582 if (op->type == ARMOUR)
578 ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
579 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
580 magic = (-magic); 586 magic = (-magic);
587
581 op->weight=(op->weight*(100-magic*10))/100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
582 } 589 }
583} 590}
584 591
585/* 592/*
586 * Sets a random magical bonus in the given object based upon 593 * Sets a random magical bonus in the given object based upon
587 * the given difficulty, and the given max possible bonus. 594 * the given difficulty, and the given max possible bonus.
588 */ 595 */
589 596
597static void
590static void set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
591{ 599{
592 int i;
593 i = magic_from_difficulty(difficulty); 600 int i = magic_from_difficulty (difficulty);
601
594 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
595 i = -i; 603 i = -i;
596 if(i > max_magic) 604
597 i = max_magic; 605 i = min (i, max_magic);
606
598 set_abs_magic(op,i); 607 set_abs_magic (op, i);
599 if (i < 0) 608 if (i < 0)
600 SET_FLAG(op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
601} 610}
602 611
603/* 612/*
604 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
605 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
606 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
607 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
608 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
609 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
610 */ 619 */
611 620static void
612void set_ring_bonus(object *op,int bonus) { 621set_ring_bonus (object *op, int bonus)
622{
623 int r = rndm (bonus > 0 ? 25 : 11);
613 624
614 int r=RANDOM()%(bonus>0?25:11);
615
616 if(op->type==AMULET) { 625 if (op->type == AMULET)
617 if(!(RANDOM()%21)) 626 if (!rndm (21))
618 r=20+RANDOM()%2; 627 r = 20 + rndm (2);
619 else { 628 else if (rndm (2))
620 if(RANDOM()&2) 629 r = 10;
621 r=10;
622 else
623 r=11+RANDOM()%9;
624 }
625 }
626
627 switch(r) {
628 /* Redone by MSW 2000-11-26 to have much less code. Also,
629 * bonuses and penalties will stack and add to existing values.
630 * of the item.
631 */
632 case 0:
633 case 1:
634 case 2:
635 case 3:
636 case 4:
637 case 5:
638 case 6:
639 set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r)));
640 break;
641
642 case 7:
643 op->stats.dam+=bonus;
644 break;
645
646 case 8:
647 op->stats.wc+=bonus;
648 break;
649
650 case 9:
651 op->stats.food+=bonus; /* hunger/sustenance */
652 break;
653
654 case 10:
655 op->stats.ac+=bonus;
656 break;
657
658 /* Item that gives protections/vulnerabilities */
659 case 11:
660 case 12:
661 case 13:
662 case 14:
663 case 15:
664 case 16:
665 case 17:
666 case 18:
667 case 19:
668 {
669 int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table;
670
671 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
672 val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b;
673
674 /* Cursed items need to have higher negative values to equal out with
675 * positive values for how protections work out. Put another
676 * little random element in since that they don't always end up with
677 * even values.
678 */
679 if (bonus<0) val = 2*-val - RANDOM() % b;
680 if (val>35) val=35; /* Upper limit */
681 b=0;
682 while (op->resist[resist_table[resist]]!=0 && b<4) {
683 resist=RANDOM() % num_resist_table;
684 }
685 if (b==4) return; /* Not able to find a free resistance */
686 op->resist[resist_table[resist]] = val;
687 /* We should probably do something more clever here to adjust value
688 * based on how good a resistance we gave.
689 */
690 break;
691 }
692 case 20:
693 if(op->type==AMULET) {
694 SET_FLAG(op,FLAG_REFL_SPELL);
695 op->value*=11;
696 } else {
697 op->stats.hp=1; /* regenerate hit points */
698 op->value*=4;
699 }
700 break;
701
702 case 21:
703 if(op->type==AMULET) {
704 SET_FLAG(op,FLAG_REFL_MISSILE);
705 op->value*=9;
706 } else {
707 op->stats.sp=1; /* regenerate spell points */
708 op->value*=3;
709 }
710 break;
711
712 case 22:
713 op->stats.exp+=bonus; /* Speed! */
714 op->value=(op->value*2)/3;
715 break;
716 }
717 if(bonus>0)
718 op->value*=2*bonus;
719 else 630 else
631 r = 11 + rndm (9);
632
633 switch (r)
634 {
635 /* Redone by MSW 2000-11-26 to have much less code. Also,
636 * bonuses and penalties will stack and add to existing values.
637 * of the item.
638 */
639 case 0:
640 case 1:
641 case 2:
642 case 3:
643 case 4:
644 case 5:
645 case 6:
646 op->stats.stat (r) += bonus;
647 break;
648
649 case 7:
650 op->stats.dam += bonus;
651 break;
652
653 case 8:
654 op->stats.wc += bonus;
655 break;
656
657 case 9:
658 op->stats.food += bonus; /* hunger/sustenance */
659 break;
660
661 case 10:
662 op->stats.ac += bonus;
663 break;
664
665 /* Item that gives protections/vulnerabilities */
666 case 11:
667 case 12:
668 case 13:
669 case 14:
670 case 15:
671 case 16:
672 case 17:
673 case 18:
674 case 19:
675 {
676 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
677
678 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
679 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
680
681 /* Cursed items need to have higher negative values to equal out with
682 * positive values for how protections work out. Put another
683 * little random element in since that they don't always end up with
684 * even values.
685 */
686 if (bonus < 0)
687 val = 2 * -val - rndm (b);
688
689 val = min (35, val); /* Upper limit */
690
691 b = 0;
692
693 while (op->resist[resist_table[resist]] != 0 && b < 4)
694 resist = rndm (num_resist_table);
695
696 if (b == 4)
697 return; /* Not able to find a free resistance */
698
699 op->resist[resist_table[resist]] = val;
700 /* We should probably do something more clever here to adjust value
701 * based on how good a resistance we gave.
702 */
703 break;
704 }
705 case 20:
706 if (op->type == AMULET)
707 {
708 op->set_flag (FLAG_REFL_SPELL);
709 op->value *= 11;
710 }
711 else
712 {
713 op->stats.hp = 1; /* regenerate hit points */
714 op->value *= 4;
715 }
716 break;
717
718 case 21:
719 if (op->type == AMULET)
720 {
721 op->set_flag (FLAG_REFL_MISSILE);
722 op->value *= 9;
723 }
724 else
725 {
726 op->stats.sp = 1; /* regenerate spell points */
727 op->value *= 3;
728 }
729 break;
730
731 case 22:
732 op->stats.exp += bonus; /* Speed! */
733 op->value = op->value * 2 / 3;
734 break;
735 }
736
737 if (bonus > 0)
738 op->value = 2 * op->value * bonus;
739 else
720 op->value= -(op->value*2*bonus)/3; 740 op->value = -2 * op->value * bonus / 3;
721} 741}
722 742
723/* 743/*
724 * get_magic(diff) will return a random number between 0 and 4. 744 * get_magic(diff) will return a random number between 0 and 4.
725 * diff can be any value above 2. The higher the diff-variable, the 745 * diff can be any value above 2. The higher the diff-variable, the
726 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
727 * It is only used in fix_generated_treasure() to set bonuses on 747 * It is only used in fix_generated_treasure() to set bonuses on
728 * rings and amulets. 748 * rings and amulets.
729 * Another scheme is used to calculate the magic of weapons and armours. 749 * Another scheme is used to calculate the magic of weapons and armours.
730 */ 750 */
731 751static int
732int get_magic(int diff) { 752get_magic (int diff)
733 int i; 753{
734 if(diff<3) 754 diff = min (3, diff);
735 diff=3; 755
736 for(i=0;i<4;i++) 756 for (int i = 0; i < 4; i++)
737 if(RANDOM()%diff) return i; 757 if (rndm (diff))
758 return i;
759
738 return 4; 760 return 4;
739} 761}
740 762
763/* special_potion() - so that old potion code is still done right. */
764static int
765special_potion (object *op)
766{
767 if (op->attacktype)
768 return 1;
769
770 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
771 return 1;
772
773 for (int i = 0; i < NROFATTACKS; i++)
774 if (op->resist[i])
775 return 1;
776
777 return 0;
778}
779
780static double
781value_factor_from_spell_item (object *spell, object *item)
782{
783 double factor =
784 pow ((spell->value > 0 ? spell->value : 1)
785 * spell->level, 1.5);
786
787 if (item) // this if for: wands/staffs/rods:
788 {
789 /* Old crossfire comment ahead:
790 * Add 50 to both level an divisor to keep prices a little more
791 * reasonable. Otherwise, a high level version of a low level
792 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
793 * 10 time multiplier). This way, the value are a bit more reasonable.
794 */
795
796 factor *= item->level + 50;
797 factor /= item->inv->level + 50;
798 }
799
800 return factor;
801}
802
741#define DICE2 (get_magic(2)==2?2:1) 803#define DICE2 (get_magic(2) == 2 ? 2 : 1)
742#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 804#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
743 805
744/* 806/*
745 * fix_generated_item(): This is called after an item is generated, in 807 * fix_generated_item(): This is called after an item is generated, in
746 * order to set it up right. This produced magical bonuses, puts spells 808 * order to set it up right. This produced magical bonuses, puts spells
747 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 809 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
748 */ 810 */
811
749/* 4/28/96 added creator object from which op may now inherit properties based on 812/* 4/28/96 added creator object from which op may now inherit properties based on
750 * op->type. Right now, which stuff the creator passes on is object type 813 * op->type. Right now, which stuff the creator passes on is object type
751 * dependant. I know this is a spagetti manuever, but is there a cleaner 814 * dependant. I know this is a spagetti manuever, but is there a cleaner
752 * way to do this? b.t. */ 815 * way to do this? b.t. */
816
753/* 817/*
754 * ! (flags & GT_ENVIRONMENT): 818 * ! (flags & GT_ENVIRONMENT):
755 * Automatically calls fix_flesh_item(). 819 * Automatically calls fix_flesh_item().
756 * 820 *
757 * flags: 821 * flags:
759 * value. 823 * value.
760 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
761 * a working object - don't change magic, value, etc, but set it material 825 * a working object - don't change magic, value, etc, but set it material
762 * type as appropriate, for objects that need spell objects, set those, etc 826 * type as appropriate, for objects that need spell objects, set those, etc
763 */ 827 */
764 828void
765void fix_generated_item (object * op, object * creator, int difficulty, 829fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
766 int max_magic, int flags)
767{ 830{
768 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 831 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
769 832
770 if (!creator || creator->type == op->type) 833 if (!creator || creator->type == op->type)
771 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 834 creator = op; /*safety & to prevent polymorphed objects giving attributes */
774 save_item_power = op->item_power; 837 save_item_power = op->item_power;
775 op->item_power = 0; 838 op->item_power = 0;
776 839
777 if (op->randomitems && op->type != SPELL) 840 if (op->randomitems && op->type != SPELL)
778 { 841 {
779 create_treasure (op->randomitems, op, flags, difficulty, 0); 842 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
780 if (!op->inv)
781 LOG (llevDebug,
782 "fix_generated_item: Unable to generate treasure for %s\n",
783 op->name);
784
785 /* So the treasure doesn't get created again */ 843 /* So the treasure doesn't get created again */
786 op->randomitems = NULL; 844 op->randomitems = 0;
787 } 845 }
788 846
789 if (difficulty < 1) 847 max_it (difficulty, 1);
790 difficulty = 1; 848
849 if (INVOKE_OBJECT (ADD_BONUS, op,
850 ARG_OBJECT (creator != op ? creator : 0),
851 ARG_INT (difficulty), ARG_INT (max_magic),
852 ARG_INT (flags)))
853 return;
791 854
792 if (!(flags & GT_MINIMAL)) 855 if (!(flags & GT_MINIMAL))
793 { 856 {
794 if (op->arch == crown_arch) 857 if (IS_ARCH (op->arch, crown))
795 { 858 {
796 set_magic (difficulty, op, max_magic, flags); 859 set_magic (difficulty, op, max_magic, flags);
797 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
798 generate_artifact (op, difficulty); 861 generate_artifact (op, difficulty);
799 } 862 }
802 if (!op->magic && max_magic) 865 if (!op->magic && max_magic)
803 set_magic (difficulty, op, max_magic, flags); 866 set_magic (difficulty, op, max_magic, flags);
804 867
805 num_enchantments = calc_item_power (op, 1); 868 num_enchantments = calc_item_power (op, 1);
806 869
807 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) 870 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
808 || op->type == HORN 871 || op->type == HORN
809 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 872 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
810 * used for shop_floors or treasures */
811 generate_artifact (op, difficulty); 873 generate_artifact (op, difficulty);
812 } 874 }
813 875
814 /* Object was made an artifact. Calculate its item_power rating. 876 /* Object was made an artifact. Calculate its item_power rating.
815 * the item_power in the object is what the artfiact adds. 877 * the item_power in the object is what the artfiact adds.
822 * out the power from the base power plus what this one adds. Note 884 * out the power from the base power plus what this one adds. Note
823 * that since item_power is not quite linear, this actually ends up 885 * that since item_power is not quite linear, this actually ends up
824 * being somewhat of a bonus 886 * being somewhat of a bonus
825 */ 887 */
826 if (save_item_power) 888 if (save_item_power)
827 op->item_power =
828 save_item_power + get_power_from_ench (op->item_power); 889 op->item_power = save_item_power + get_power_from_ench (op->item_power);
829 else 890 else
830 op->item_power =
831 get_power_from_ench (op->item_power + num_enchantments); 891 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
832 } 892 }
833 else if (save_item_power) 893 else if (save_item_power)
834 { 894 {
835 /* restore the item_power field to the object if we haven't changed it. 895 /* restore the item_power field to the object if we haven't changed it.
836 * we don't care about num_enchantments - that will basically just 896 * we don't care about num_enchantments - that will basically just
844 * was never previously calculated. Let's compute a value and see if 904 * was never previously calculated. Let's compute a value and see if
845 * it is non-zero. If it indeed is, then assign it as the new 905 * it is non-zero. If it indeed is, then assign it as the new
846 * item_power value. 906 * item_power value.
847 * - gros, 21th of July 2006. 907 * - gros, 21th of July 2006.
848 */ 908 */
849 op->item_power = calc_item_power(op,0); 909 op->item_power = calc_item_power (op, 0);
850 save_item_power = op->item_power; /* Just in case it would get used 910 save_item_power = op->item_power; /* Just in case it would get used
851 * again below */ 911 * again below */
852 } 912 }
853 } 913 }
854 914
855 /* materialtype modifications. Note we allow this on artifacts. */ 915 /* materialtype modifications. Note we allow this on artifacts. */
856 set_materialname (op, difficulty, NULL); 916 select_material (op, difficulty);
857 917
858 if (flags & GT_MINIMAL) 918 if (flags & GT_MINIMAL)
859 { 919 {
860 if (op->type == POTION) 920 if (op->type == POTION)
861 /* Handle healing and magic power potions */ 921 /* Handle healing and magic power potions */
862 if (op->stats.sp && !op->randomitems) 922 if (op->stats.sp && !op->randomitems)
863 { 923 {
864 object *tmp;
865
866 tmp = get_archetype (spell_mapping[op->stats.sp]); 924 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
867 insert_ob_in_ob (tmp, op); 925 insert_ob_in_ob (tmp, op);
868 op->stats.sp = 0; 926 op->stats.sp = 0;
869 } 927 }
870 } 928 }
871 else if (!op->title) /* Only modify object if not special */ 929 else if (!op->title) /* Only modify object if not special */
872 switch (op->type) 930 switch (op->type)
873 { 931 {
874 case WEAPON: 932 case WEAPON:
875 case ARMOUR: 933 case ARMOUR:
876 case SHIELD: 934 case SHIELD:
877 case HELMET: 935 case HELMET:
878 case CLOAK: 936 case CLOAK:
879 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 937 if (op->flag [FLAG_CURSED] && !(rndm (4)))
880 set_ring_bonus (op, -DICE2); 938 set_ring_bonus (op, -DICE2);
881 break; 939 break;
882 940
883 case BRACERS: 941 case BRACERS:
884 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 942 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
885 { 943 {
886 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 944 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
887 if (!QUERY_FLAG (op, FLAG_CURSED)) 945 if (!op->flag [FLAG_CURSED])
888 op->value *= 3; 946 op->value *= 3;
889 } 947 }
890 break; 948 break;
891 949
892 case POTION: 950 case POTION:
893 {
894 int too_many_tries = 0, is_special = 0;
895
896 /* Handle healing and magic power potions */
897 if (op->stats.sp && !op->randomitems)
898 { 951 {
899 object *tmp; 952 int too_many_tries = 0;
900 953
954 /* Handle healing and magic power potions */
955 if (op->stats.sp && !op->randomitems)
956 {
901 tmp = get_archetype (spell_mapping[op->stats.sp]); 957 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
902 insert_ob_in_ob (tmp, op); 958 insert_ob_in_ob (tmp, op);
903 op->stats.sp = 0; 959 op->stats.sp = 0;
960 }
961
962 while (!special_potion (op) && !op->inv)
963 {
964 generate_artifact (op, difficulty);
965 if (too_many_tries++ > 10)
966 break;
967 }
968
969 /* don't want to change value for healing/magic power potions,
970 * since the value set on those is already correct.
971 */
972 if (op->inv && op->randomitems)
973 {
974 /* value multiplier is same as for scrolls */
975 op->value *= op->inv->value;
976 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
977 }
978 else
979 {
980 op->name = shstr_potion;
981 op->name_pl = shstr_potions;
982 }
983
984 if (!(flags & GT_ONLY_GOOD) && rndm (2))
985 op->set_flag (FLAG_CURSED);
986
987 break;
904 } 988 }
905 989
906 while (!(is_special = special_potion (op)) && !op->inv) 990 case AMULET:
907 { 991 if (IS_ARCH (op->arch, amulet))
908 generate_artifact (op, difficulty); 992 op->value *= 5; /* Since it's not just decoration */
909 if (too_many_tries++ > 10) 993
994 case RING:
995 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
910 break; 996 break;
911 }
912 997
913 /* don't want to change value for healing/magic power potions, 998 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
914 * since the value set on those is already correct. 999 op->set_flag (FLAG_CURSED);
915 */ 1000
916 if (op->inv && op->randomitems) 1001 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1002
1003 if (op->type != RING) /* Amulets have only one ability */
1004 break;
1005
1006 if (!rndm (4))
917 { 1007 {
918 /* value multiplier is same as for scrolls */ 1008 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
919 op->value = (op->value * op->inv->value); 1009
920 op->level = 1010 if (d > 0)
921 op->inv->level / 2 + RANDOM () % difficulty 1011 op->value *= 3;
922 + RANDOM () % difficulty; 1012
1013 set_ring_bonus (op, d);
1014
1015 if (!rndm (4))
1016 {
1017 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1018
1019 if (d > 0)
1020 op->value *= 5;
1021
1022 set_ring_bonus (op, d);
1023 }
923 } 1024 }
924 else
925 {
926 FREE_AND_COPY (op->name, "potion");
927 FREE_AND_COPY (op->name_pl, "potions");
928 }
929 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
930 SET_FLAG (op, FLAG_CURSED);
931 break;
932 }
933 1025
934 case AMULET: 1026 if (op->animation_id)
935 if (op->arch == amulet_arch) 1027 op->set_anim_frame (rndm (op->anim_frames ()));
936 op->value *= 5; /* Since it's not just decoration */
937 1028
938 case RING:
939 if (op->arch == NULL)
940 {
941 remove_ob (op);
942 free_object (op);
943 op = NULL;
944 break; 1029 break;
1030
1031 case BOOK:
1032 /* Is it an empty book?, if yes lets make a special·
1033 * msg for it, and tailor its properties based on the·
1034 * creator and/or map level we found it on.
945 } 1035 */
946 1036 if (!op->msg && rndm (10))
947 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
948 break;
949
950 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
951 SET_FLAG (op, FLAG_CURSED);
952
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
954
955 if (op->type != RING) /* Amulets have only one ability */
956 break;
957
958 if (!(RANDOM () % 4))
959 {
960 int d = (RANDOM () % 2
961 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
962
963 if (d > 0)
964 op->value *= 3;
965
966 set_ring_bonus (op, d);
967
968 if (!(RANDOM () % 4))
969 { 1037 {
970 int d = (RANDOM () % 3 1038 /* set the book level properly */
971 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1039 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
972 if (d > 0) 1040 {
973 op->value *= 5; 1041 if (op->map && op->map->difficulty)
974 set_ring_bonus (op, d); 1042 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1043 else
1044 op->level = rndm (20) + 1;
1045 }
1046 else
1047 op->level = rndm (creator->level);
1048
1049 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1050 /* books w/ info are worth more! */
1051 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1052
1053 /* add exp so reading it gives xp (once) */
1054 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
975 } 1055 }
976 }
977 1056
978 if (GET_ANIM_ID (op)) 1057 /* creator related stuff */
979 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
980 1058
981 break; 1059 /* for library, chained books. Note that some monsters have no_pick
982 1060 * set - we don't want to set no pick in that case.
983 case BOOK:
984 /* Is it an empty book?, if yes lets make a special·
985 * msg for it, and tailor its properties based on the·
986 * creator and/or map level we found it on.
987 */
988 if (!op->msg && RANDOM () % 10)
989 {
990 /* set the book level properly */
991 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
992 { 1061 */
993 if (op->map && op->map->difficulty) 1062 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
994 op->level = 1063 op->set_flag (FLAG_NO_PICK);
995 RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1064 if (creator->slaying && !op->slaying) /* for check_inv floors */
996 else 1065 op->slaying = creator->slaying;
997 op->level = RANDOM () % 20 + 1; 1066 break;
1067
1068 case SPELLBOOK:
1069 op->value *= value_factor_from_spell_item (op->inv, 0);
1070
1071 /* add exp so learning gives xp */
1072 op->level = op->inv->level;
1073 op->stats.exp = op->value;
1074 break;
1075
1076 case WAND:
1077 /* nrof in the treasure list is number of charges,
1078 * not number of wands. So copy that into food (charges),
1079 * and reset nrof.
998 } 1080 */
1081 op->stats.food = op->inv->nrof;
1082 op->nrof = 1;
1083 /* If the spell changes by level, choose a random level
1084 * for it.
1085 */
1086 if (op->inv->duration_modifier
1087 || op->inv->dam_modifier
1088 || op->inv->range_modifier)
1089 op->level = level_for_item (op, difficulty);
999 else 1090 else
1000 op->level = RANDOM () % creator->level;
1001
1002 tailor_readable_ob (op,
1003 (creator
1004 && creator->stats.sp) ? creator->stats.
1005 sp : -1);
1006 /* books w/ info are worth more! */
1007 op->value *=
1008 ((op->level >
1009 10 ? op->level : (op->level +
1010 1) / 2) * ((strlen (op->msg) / 250) + 1));
1011 /* creator related stuff */
1012
1013 /* for library, chained books. Note that some monsters have no_pick
1014 * set - we don't want to set no pick in that case.
1015 */
1016 if (QUERY_FLAG (creator, FLAG_NO_PICK) &&
1017 !QUERY_FLAG (creator, FLAG_MONSTER))
1018 SET_FLAG (op, FLAG_NO_PICK);
1019 if (creator->slaying && !op->slaying) /* for check_inv floors */
1020 op->slaying = add_string (creator->slaying);
1021
1022 /* add exp so reading it gives xp (once) */
1023 op->stats.exp =
1024 op->value > 10000 ? op->value / 5 : op->value / 10;
1025 }
1026 break;
1027
1028 case SPELLBOOK:
1029 op->value = op->value * op->inv->value;
1030 /* add exp so learning gives xp */
1031 op->level = op->inv->level; 1091 op->level = op->inv->level;
1032 op->stats.exp = op->value; 1092
1093 op->value *= value_factor_from_spell_item (op->inv, op);
1033 break; 1094 break;
1034 1095
1035 case WAND: 1096 case ROD:
1036 /* nrof in the treasure list is number of charges,
1037 * not number of wands. So copy that into food (charges),
1038 * and reset nrof.
1039 */
1040 op->stats.food = op->inv->nrof;
1041 op->nrof = 1;
1042 /* If the spell changes by level, choose a random level
1043 * for it, and adjust price. If the spell doesn't
1044 * change by level, just set the wand to the level of
1045 * the spell, and value calculation is simpler.
1046 */
1047 if (op->inv->duration_modifier || op->inv->dam_modifier ||
1048 op->inv->range_modifier)
1049 {
1050 op->level = level_for_item (op, difficulty); 1097 op->level = level_for_item (op, difficulty);
1051 op->value = op->value * op->inv->value * (op->level + 50) / 1098 op->value *= value_factor_from_spell_item (op->inv, op);
1052 (op->inv->level + 50);
1053 }
1054 else
1055 {
1056 op->level = op->inv->level;
1057 op->value = op->value * op->inv->value;
1058 }
1059 break;
1060 1099
1061 case ROD:
1062 op->level = level_for_item (op, difficulty);
1063 /* Add 50 to both level an divisor to keep prices a little more
1064 * reasonable. Otherwise, a high level version of a low level
1065 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1066 * 10 time multiplier). This way, the value are a bit more reasonable.
1067 */
1068 op->value =
1069 op->value * op->inv->value * (op->level + 50) / (op->inv->level +
1070 50);
1071 /* maxhp is used to denote how many 'charges' the rod holds before */ 1100 /* maxhp is used to denote how many 'charges' the rod holds before */
1072 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1073 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1074 else 1103 else
1075 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1076 1105
1077 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1078 break; 1107 break;
1079 1108
1080 case SCROLL: 1109 case SCROLL:
1081 op->level = level_for_item (op, difficulty); 1110 op->level = level_for_item (op, difficulty);
1082 op->value = 1111 op->value *= value_factor_from_spell_item (op->inv, op);
1083 op->value * op->inv->value
1084 * (op->level + 50) / (op->inv->level + 50);
1085 1112
1086 /* add exp so reading them properly gives xp */ 1113 /* add exp so reading them properly gives xp */
1087 op->stats.exp = op->value / 5; 1114 op->stats.exp = op->value / 5;
1088 op->nrof = op->inv->nrof; 1115 op->nrof = op->inv->nrof;
1089 break; 1116 break;
1090 1117
1091 case RUNE: 1118 case RUNE:
1092 trap_adjust (op, difficulty); 1119 trap_adjust (op, difficulty);
1093 break; 1120 break;
1094 1121
1095 case TRAP: 1122 case TRAP:
1096 trap_adjust (op, difficulty); 1123 trap_adjust (op, difficulty);
1097 break; 1124 break;
1098 } /* switch type */ 1125 } /* switch type */
1099 1126
1100 if (flags & GT_STARTEQUIP) 1127 if (flags & GT_STARTEQUIP)
1101 { 1128 {
1102 if (op->nrof < 2 && op->type != CONTAINER 1129 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1103 && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1130 op->set_flag (FLAG_STARTEQUIP);
1104 SET_FLAG (op, FLAG_STARTEQUIP);
1105 else if (op->type != MONEY) 1131 else if (op->type != MONEY)
1106 op->value = 0; 1132 op->value = 0;
1107 } 1133 }
1108 1134
1109 if (!(flags & GT_ENVIRONMENT)) 1135 if (!(flags & GT_ENVIRONMENT))
1119 */ 1145 */
1120 1146
1121/* 1147/*
1122 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1123 */ 1149 */
1124 1150static artifactlist *
1125static artifactlist *get_empty_artifactlist(void) { 1151get_empty_artifactlist ()
1126 artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); 1152{
1127 if(tl==NULL) 1153 return salloc0<artifactlist> ();
1128 fatal(OUT_OF_MEMORY);
1129 tl->next=NULL;
1130 tl->items=NULL;
1131 tl->total_chance=0;
1132 return tl;
1133} 1154}
1134 1155
1135/* 1156/*
1136 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1137 */ 1158 */
1138 1159static artifact *
1139static artifact *get_empty_artifact(void) { 1160get_empty_artifact ()
1140 artifact *t = (artifact *) malloc(sizeof(artifact)); 1161{
1141 if(t==NULL) 1162 return salloc0<artifact> ();
1142 fatal(OUT_OF_MEMORY);
1143 t->item=NULL;
1144 t->next=NULL;
1145 t->chance=0;
1146 t->difficulty=0;
1147 t->allowed = NULL;
1148 return t;
1149} 1163}
1150 1164
1151/* 1165/*
1152 * Searches the artifact lists and returns one that has the same type 1166 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1167 * of objects on it.
1154 */ 1168 */
1155 1169artifactlist *
1156artifactlist *find_artifactlist(int type) { 1170find_artifactlist (int type)
1171{
1172 for (artifactlist *al = first_artifactlist; al; al = al->next)
1173 if (al->type == type)
1174 return al;
1175
1176 return 0;
1177}
1178
1179/*
1180 * Builds up the lists of artifacts from the file in the libdir.
1181 */
1182void
1183init_artifacts ()
1184{
1185 static int has_been_inited = 0;
1186 artifact *art = NULL;
1157 artifactlist *al; 1187 artifactlist *al;
1158 1188
1159 for (al=first_artifactlist; al!=NULL; al=al->next) 1189 if (has_been_inited)
1160 if (al->type == type) return al;
1161 return NULL;
1162}
1163
1164/*
1165 * For debugging purposes. Dumps all tables.
1166 */
1167
1168void dump_artifacts(void) {
1169 artifactlist *al;
1170 artifact *art;
1171 linked_char *next;
1172
1173 fprintf(logfile,"\n");
1174 for (al=first_artifactlist; al!=NULL; al=al->next) {
1175 fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1176 for (art=al->items; art!=NULL; art=art->next) {
1177 fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n",
1178 art->item->name, art->difficulty, art->chance);
1179 if (art->allowed !=NULL) {
1180 fprintf(logfile,"\tAllowed combinations:");
1181 for (next=art->allowed; next!=NULL; next=next->next)
1182 fprintf(logfile, "%s,", next->name);
1183 fprintf(logfile,"\n");
1184 }
1185 }
1186 }
1187 fprintf(logfile,"\n");
1188}
1189
1190/*
1191 * For debugging purposes. Dumps all treasures recursively (see below).
1192 */
1193void dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1194{
1195 treasurelist *tl;
1196 int i;
1197
1198 if (depth > 100)
1199 return; 1190 return;
1200 while (t != NULL)
1201 {
1202 if (t->name != NULL)
1203 {
1204 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " ");
1206 fprintf (logfile, "{ (list: %s)\n", t->name);
1207 tl = find_treasurelist (t->name);
1208 dump_monster_treasure_rec (name, tl->items, depth + 2);
1209 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " ");
1211 fprintf (logfile, "} (end of list: %s)\n", t->name);
1212 }
1213 else
1214 {
1215 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " ");
1217 if (t->item->clone.type == FLESH)
1218 fprintf (logfile, "%s's %s\n", name, t->item->clone.name);
1219 else 1191 else
1220 fprintf (logfile, "%s\n", t->item->clone.name);
1221 }
1222 if (t->next_yes != NULL)
1223 {
1224 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " ");
1226 fprintf (logfile, " (if yes)\n");
1227 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1228 }
1229 if (t->next_no != NULL)
1230 {
1231 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " ");
1233 fprintf (logfile, " (if no)\n");
1234 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1235 }
1236 t = t->next;
1237 }
1238}
1239
1240/*
1241 * For debugging purposes. Dumps all treasures for a given monster.
1242 * Created originally by Raphael Quinet for debugging the alchemy code.
1243 */
1244
1245void dump_monster_treasure (const char *name)
1246{
1247 archetype *at;
1248 int found;
1249
1250 found = 0;
1251 fprintf (logfile, "\n");
1252 for (at = first_archetype; at != NULL; at = at->next)
1253 if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1254 {
1255 fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name,
1256 at->name);
1257 if (at->clone.randomitems != NULL)
1258 dump_monster_treasure_rec (at->clone.name,
1259 at->clone.randomitems->items, 1);
1260 else
1261 fprintf (logfile, "(nothing)\n");
1262 fprintf (logfile, "\n");
1263 found++;
1264 }
1265 if (found == 0)
1266 fprintf (logfile, "No objects have the name %s!\n\n", name);
1267}
1268
1269/*
1270 * Builds up the lists of artifacts from the file in the libdir.
1271 */
1272
1273void init_artifacts(void) {
1274 static int has_been_inited=0;
1275 FILE *fp;
1276 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1277 artifact *art=NULL;
1278 linked_char *tmp;
1279 int value, comp;
1280 artifactlist *al;
1281
1282 if (has_been_inited) return;
1283 else has_been_inited = 1; 1192 has_been_inited = 1;
1284 1193
1285 sprintf(filename, "%s/artifacts", settings.datadir); 1194 object_thawer f (settings.datadir, "artifacts");
1286 LOG(llevDebug, "Reading artifacts from %s...",filename);
1287 if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) {
1288 LOG(llevError, "Can't open %s.\n", filename);
1289 return;
1290 }
1291 1195
1292 while (fgets(buf, HUGE_BUF, fp)!=NULL) { 1196 if (!f)
1293 if (*buf=='#') continue; 1197 return;
1294 if((cp=strchr(buf,'\n'))!=NULL) 1198
1295 *cp='\0'; 1199 for (;;)
1296 cp=buf;
1297 while(*cp==' ') /* Skip blanks */
1298 cp++;
1299 if (*cp=='\0') continue;
1300 1200 {
1301 if (!strncmp(cp, "Allowed", 7)) { 1201 switch (f.kw)
1302 if (art==NULL) {
1303 art=get_empty_artifact();
1304 nrofartifacts++;
1305 } 1202 {
1306 cp = strchr(cp,' ') + 1; 1203 case KW_allowed:
1307 if (!strcmp(cp,"all")) continue; 1204 if (!art)
1205 art = get_empty_artifact ();
1308 1206
1309 do { 1207 {
1310 nrofallowedstr++; 1208 if (!strcmp (f.get_str (), "all"))
1311 if ((next=strchr(cp, ','))!=NULL) 1209 break;
1312 *(next++) = '\0'; 1210
1313 tmp = (linked_char*) malloc(sizeof(linked_char)); 1211 const char *cp = f.get_str ();
1314 tmp->name = add_string(cp); 1212 char *next;
1315 tmp->next = art->allowed; 1213 do
1316 art->allowed = tmp; 1214 {
1317 } while ((cp=next)!=NULL); 1215 if ((next = (char *)strchr (cp, ',')))
1318 } 1216 *next++ = '\0';
1319 else if (sscanf(cp, "chance %d", &value)) 1217
1320 art->chance = (uint16) value; 1218 linked_char *tmp = new linked_char;
1321 else if (sscanf(cp, "difficulty %d", &value)) 1219
1322 art->difficulty = (uint8) value; 1220 tmp->name = cp;
1323 else if (!strncmp(cp, "Object",6)) { 1221 tmp->next = art->allowed;
1324 art->item = (object *) calloc(1, sizeof(object)); 1222 art->allowed = tmp;
1325 reset_object(art->item); 1223 }
1326 if (!load_object(fp, art->item,LO_LINEMODE,0)) 1224 while ((cp = next));
1225 }
1226 break;
1227
1228 case KW_chance:
1229 f.get (art->chance);
1230 break;
1231
1232 case KW_difficulty:
1233 f.get (art->difficulty);
1234 break;
1235
1236 case KW_object:
1237 {
1238 art->item = object::create ();
1239 f.get (art->item->name);
1240 f.next ();
1241
1242 if (!art->item->parse_kv (f))
1327 LOG(llevError,"Init_Artifacts: Could not load object.\n"); 1243 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1328 art->item->name = add_string((strchr(cp, ' ')+1)); 1244
1329 al=find_artifactlist(art->item->type); 1245 al = find_artifactlist (art->item->type);
1330 if (al==NULL) { 1246
1331 al = get_empty_artifactlist(); 1247 if (!al)
1332 al->type = art->item->type; 1248 {
1249 al = get_empty_artifactlist ();
1250 al->type = art->item->type;
1333 al->next = first_artifactlist; 1251 al->next = first_artifactlist;
1334 first_artifactlist = al; 1252 first_artifactlist = al;
1253 }
1254
1255 art->next = al->items;
1256 al->items = art;
1257 art = 0;
1258 }
1259 continue;
1260
1261 case KW_EOF:
1262 goto done;
1263
1264 default:
1265 if (!f.parse_error ("artifacts file"))
1266 cleanup ("artifacts file required");
1267 break;
1268 }
1269
1270 f.next ();
1335 } 1271 }
1336 art->next = al->items;
1337 al->items = art;
1338 art = NULL;
1339 }
1340 else
1341 LOG(llevError,"Unknown input in artifact file: %s\n", buf);
1342 }
1343 1272
1344 close_and_delete(fp, comp); 1273done:
1345
1346 for (al=first_artifactlist; al!=NULL; al=al->next) { 1274 for (al = first_artifactlist; al; al = al->next)
1275 {
1276 al->total_chance = 0;
1277
1347 for (art=al->items; art!=NULL; art=art->next) { 1278 for (art = al->items; art; art = art->next)
1279 {
1348 if (!art->chance) 1280 if (!art->chance)
1349 LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); 1281 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1350 else 1282 else
1351 al->total_chance += art->chance; 1283 al->total_chance += art->chance;
1352 } 1284 }
1353#if 0 1285#if 0
1354 LOG(llevDebug,"Artifact list type %d has %d total chance\n", 1286 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1355 al->type, al->total_chance);
1356#endif 1287#endif
1357 } 1288 }
1358
1359 LOG(llevDebug,"done.\n");
1360} 1289}
1361
1362 1290
1363/* 1291/*
1364 * Used in artifact generation. The bonuses of the first object 1292 * Used in artifact generation. The bonuses of the first object
1365 * is modified by the bonuses of the second object. 1293 * is modified by the bonuses of the second object.
1366 */ 1294 */
1367 1295void
1368void add_abilities(object *op, object *change) { 1296add_abilities (object *op, object *change)
1369 int i,j, tmp; 1297{
1370
1371 if (change->face != blank_face) { 1298 if (change->face != blank_face)
1372#ifdef TREASURE_VERBOSE
1373 LOG(llevDebug, "FACE: %d\n", change->face->number);
1374#endif
1375 op->face = change->face; 1299 op->face = change->face;
1376 } 1300
1377 for (i = 0; i < NUM_STATS; i++) 1301 for (int i = 0; i < NUM_STATS; i++)
1378 change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1379 1303
1380 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1381 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1382 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1383 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1384 op->move_type |= change->move_type; 1308 op->move_type |= change->move_type;
1385 op->stats.luck += change->stats.luck; 1309 op->stats.luck += change->stats.luck;
1386 1310
1387 if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); 1311 static const struct copyflags : object::flags_t
1388 if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); 1312 {
1389 if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) 1313 copyflags ()
1390 && op->magic > 0) 1314 {
1315 set (FLAG_CURSED);
1316 set (FLAG_DAMNED);
1317 set (FLAG_LIFESAVE);
1318 set (FLAG_REFL_SPELL);
1319 set (FLAG_STEALTH);
1320 set (FLAG_XRAYS);
1321 set (FLAG_BLIND);
1322 set (FLAG_SEE_IN_DARK);
1323 set (FLAG_REFL_MISSILE);
1324 set (FLAG_MAKE_INVIS);
1325 }
1326 } copyflags;
1327
1328 // we might want to just copy, but or'ing is what the original code did
1329 op->flag |= change->flag & copyflags;
1330
1331 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1391 set_abs_magic(op, -op->magic); 1332 set_abs_magic (op, -op->magic);
1392 1333
1393 if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1334 if (change->flag [FLAG_STAND_STILL])
1394 if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1335 {
1395 if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1336 op->clr_flag (FLAG_ANIMATE);
1396 if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
1397 if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
1398 if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
1399 if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
1400 if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS);
1401 1337
1402 if (QUERY_FLAG(change,FLAG_STAND_STILL)) {
1403 CLEAR_FLAG(op,FLAG_ANIMATE);
1404 /* so artifacts will join */ 1338 /* so artifacts will join */
1405 if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; 1339 if (!op->flag [FLAG_ALIVE])
1406 update_ob_speed(op); 1340 op->speed = 0.;
1341
1342 op->set_speed (op->speed);
1407 } 1343 }
1408 if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; 1344
1345 if (change->nrof)
1346 op->nrof = rndm (change->nrof) + 1;
1347
1409 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1410 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1411 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1412 1351
1413 if (change->other_arch) { 1352 if (change->other_arch)
1353 {
1414 /* Basically, for horns & potions, the other_arch field is the spell 1354 /* Basically, for horns & potions, the other_arch field is the spell
1415 * to cast. So convert that to into a spell and put it into 1355 * to cast. So convert that to into a spell and put it into
1416 * this object. 1356 * this object.
1417 */ 1357 */
1418 if (op->type == HORN || op->type == POTION) { 1358 if (op->type == HORN || op->type == POTION)
1419 object *tmp_obj; 1359 {
1420 /* Remove any spells this object currently has in it */ 1360 /* Remove any spells this object currently has in it */
1421 while (op->inv) { 1361 op->destroy_inv (false);
1422 tmp_obj = op->inv; 1362
1423 remove_ob(tmp_obj); 1363 object *tmp = change->other_arch->instance ();
1424 free_object(tmp_obj);
1425 }
1426 tmp_obj = arch_to_object(change->other_arch);
1427 insert_ob_in_ob(tmp_obj, op); 1364 insert_ob_in_ob (tmp, op);
1428 } 1365 }
1366
1429 /* No harm setting this for potions/horns */ 1367 /* No harm setting this for potions/horns */
1430 op->other_arch = change->other_arch; 1368 op->other_arch = change->other_arch;
1431 } 1369 }
1432 1370
1433 if (change->stats.hp < 0) 1371 if (change->stats.hp < 0)
1434 op->stats.hp = -change->stats.hp; 1372 op->stats.hp = -change->stats.hp;
1435 else 1373 else
1436 op->stats.hp += change->stats.hp; 1374 op->stats.hp += change->stats.hp;
1375
1437 if (change->stats.maxhp < 0) 1376 if (change->stats.maxhp < 0)
1438 op->stats.maxhp = -change->stats.maxhp; 1377 op->stats.maxhp = -change->stats.maxhp;
1439 else 1378 else
1440 op->stats.maxhp += change->stats.maxhp; 1379 op->stats.maxhp += change->stats.maxhp;
1380
1441 if (change->stats.sp < 0) 1381 if (change->stats.sp < 0)
1442 op->stats.sp = -change->stats.sp; 1382 op->stats.sp = -change->stats.sp;
1443 else 1383 else
1444 op->stats.sp += change->stats.sp; 1384 op->stats.sp += change->stats.sp;
1385
1445 if (change->stats.maxsp < 0) 1386 if (change->stats.maxsp < 0)
1446 op->stats.maxsp = -change->stats.maxsp; 1387 op->stats.maxsp = -change->stats.maxsp;
1447 else 1388 else
1448 op->stats.maxsp += change->stats.maxsp; 1389 op->stats.maxsp += change->stats.maxsp;
1390
1449 if (change->stats.food < 0) 1391 if (change->stats.food < 0)
1450 op->stats.food = -(change->stats.food); 1392 op->stats.food = -change->stats.food;
1451 else 1393 else
1452 op->stats.food += change->stats.food; 1394 op->stats.food += change->stats.food;
1395
1453 if (change->level < 0) 1396 if (change->level < 0)
1454 op->level = -(change->level); 1397 op->level = -change->level;
1455 else 1398 else
1456 op->level += change->level; 1399 op->level += change->level;
1457 1400
1458 if (change->gen_sp_armour < 0) 1401 if (change->gen_sp_armour < 0)
1459 op->gen_sp_armour = -(change->gen_sp_armour); 1402 op->gen_sp_armour = -change->gen_sp_armour;
1460 else 1403 else
1461 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1404 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1462 1405
1463 op->item_power = change->item_power; 1406 op->item_power = change->item_power;
1464 1407
1465 for (i=0; i<NROFATTACKS; i++) { 1408 for (int i = 0; i < NROFATTACKS; i++)
1466 if (change->resist[i]) {
1467 op->resist[i] += change->resist[i]; 1409 op->resist[i] += change->resist[i];
1468 } 1410
1469 }
1470 if (change->stats.dam) { 1411 if (change->stats.dam)
1412 {
1471 if (change->stats.dam < 0) 1413 if (change->stats.dam < 0)
1472 op->stats.dam = (-change->stats.dam); 1414 op->stats.dam = -change->stats.dam;
1473 else if (op->stats.dam) { 1415 else if (op->stats.dam)
1474 tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10); 1416 {
1417 int tmp = op->stats.dam * change->stats.dam / 10;
1418
1475 if (tmp == op->stats.dam) { 1419 if (tmp == op->stats.dam)
1420 {
1476 if (change->stats.dam < 10) 1421 if (change->stats.dam < 10)
1477 op->stats.dam--; 1422 op->stats.dam--;
1478 else 1423 else
1479 op->stats.dam++; 1424 op->stats.dam++;
1425 }
1426 else
1427 op->stats.dam = tmp;
1428 }
1480 } 1429 }
1481 else 1430
1482 op->stats.dam = tmp;
1483 }
1484 }
1485 if (change->weight) { 1431 if (change->weight)
1432 {
1486 if (change->weight < 0) 1433 if (change->weight < 0)
1487 op->weight = (-change->weight); 1434 op->weight = -change->weight;
1488 else 1435 else
1489 op->weight = (op->weight * (change->weight)) / 100; 1436 op->weight = op->weight * change->weight / 100;
1490 } 1437 }
1438
1491 if (change->last_sp) { 1439 if (change->last_sp)
1440 {
1492 if (change->last_sp < 0) 1441 if (change->last_sp < 0)
1493 op->last_sp = (-change->last_sp); 1442 op->last_sp = -change->last_sp;
1494 else 1443 else
1495 op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100); 1444 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1496 } 1445 }
1446
1497 if (change->gen_sp_armour) { 1447 if (change->gen_sp_armour)
1448 {
1498 if (change->gen_sp_armour < 0) 1449 if (change->gen_sp_armour < 0)
1499 op->gen_sp_armour = (-change->gen_sp_armour); 1450 op->gen_sp_armour = -change->gen_sp_armour;
1500 else 1451 else
1501 op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) 1452 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1502 / (int)100);
1503 } 1453 }
1454
1504 op->value *= change->value; 1455 op->value *= change->value;
1505 1456
1506 if(change->material) op->material = change->material;
1507
1508 if (change->materialname) { 1457 if (change->materials)
1509 if (op->materialname) 1458 op->materials = change->materials;
1510 free_string(op->materialname);
1511 op->materialname = add_refcount(change->materialname);
1512 }
1513 1459
1460 if (change->material != MATERIAL_NULL)
1461 op->material = change->material;
1462
1514 if (change->slaying) { 1463 if (change->slaying)
1515 if (op->slaying)
1516 free_string(op->slaying);
1517 op->slaying = add_refcount(change->slaying); 1464 op->slaying = change->slaying;
1518 } 1465
1519 if (change->race) { 1466 if (change->race)
1520 if (op->race) 1467 op->race = change->race;
1521 free_string(op->race); 1468
1522 op->race = add_refcount(change->race);
1523 }
1524 if (change->msg) { 1469 if (change->msg)
1525 if (op->msg) 1470 op->msg = change->msg;
1526 free_string(op->msg);
1527 op->msg = add_refcount(change->msg);
1528 }
1529 /* GROS: Added support for event_... in artifact file */
1530 for(j=0;j<NR_EVENTS;j++) {
1531 event *evt;
1532 event *evt2;
1533 event *evtn;
1534 event *evtp;
1535
1536 evt = find_event(change,j);
1537 evt2= find_event(op,j);
1538
1539 if ((evt) && (evt->hook)) {
1540 if ((evt2)&&(evt2->hook)) {
1541 free_string(evt2->hook);
1542 free_string(evt2->plugin);
1543 free_string(evt2->options);
1544 evtp = NULL;
1545 evtn = evt2->next;
1546 if (evt2 == op->events) {
1547 free(evt2);
1548 op->events = evtn;
1549 }
1550 else {
1551 evtp = op->events;
1552 while (evtp->next != evt2)
1553 evtp = evtp->next;
1554 free(evt2);
1555 evtp->next = evtn;
1556 }
1557 }
1558 else if (evt2 == NULL) {
1559 if (op->events == NULL) {
1560 evt2 = (event *)malloc(sizeof(event));
1561 op->events = evt2;
1562 }
1563 else {
1564 evtp = op->events;
1565 while (evtp->next != NULL)
1566 evtp = evtp->next;
1567 evtp->next = (event *)malloc(sizeof(event));
1568 evt2 = evtp->next;
1569 }
1570 }
1571 evt2->next = NULL;
1572 evt2->hook = add_refcount(evt->hook);
1573 evt2->plugin = add_refcount(evt->plugin);
1574 evt2->type = j;
1575
1576 if (evt->options)
1577 evt2->options = add_refcount(evt->options);
1578 else
1579 evt2->options = NULL;
1580 }
1581 }
1582} 1471}
1583 1472
1473static int
1584static int legal_artifact_combination(object *op, artifact *art) { 1474legal_artifact_combination (object *op, artifact *art)
1475{
1585 int neg, success = 0; 1476 int neg, success = 0;
1586 linked_char *tmp; 1477 linked_char *tmp;
1587 const char *name; 1478 const char *name;
1588 1479
1589 if (art->allowed == (linked_char *) NULL) 1480 if (!art->allowed)
1590 return 1; /* Ie, "all" */ 1481 return 1; /* Ie, "all" */
1482
1591 for (tmp = art->allowed; tmp; tmp = tmp->next) { 1483 for (tmp = art->allowed; tmp; tmp = tmp->next)
1484 {
1592#ifdef TREASURE_VERBOSE 1485#ifdef TREASURE_VERBOSE
1593 LOG(llevDebug, "legal_art: %s\n", tmp->name); 1486 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1594#endif 1487#endif
1595 if (*tmp->name == '!') 1488 if (*tmp->name == '!')
1596 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1597 else 1490 else
1598 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1599 1492
1600 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1601 if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) 1494 if (!strcmp (name, op->arch->archname))
1602 return !neg; 1495 return !neg;
1603 1496
1604 /* Set success as true, since if the match was an inverse, it means 1497 /* Set success as true, since if the match was an inverse, it means
1605 * everything is allowed except what we match 1498 * everything is allowed except what we match
1606 */ 1499 */
1607 else if (neg) 1500 else if (neg)
1608 success = 1; 1501 success = 1;
1609 } 1502 }
1503
1610 return success; 1504 return success;
1611} 1505}
1612 1506
1613/* 1507/*
1614 * Fixes the given object, giving it the abilities and titles 1508 * Fixes the given object, giving it the abilities and titles
1615 * it should have due to the second artifact-template. 1509 * it should have due to the second artifact-template.
1616 */ 1510 */
1617 1511
1512void
1618void give_artifact_abilities(object *op, object *artifct) { 1513give_artifact_abilities (object *op, object *artifct)
1619 char new_name[MAX_BUF]; 1514{
1515 op->title = format ("of %s", &artifct->name);
1620 1516
1621 sprintf(new_name, "of %s", artifct->name);
1622 if (op->title)
1623 free_string(op->title);
1624 op->title = add_string(new_name);
1625 add_abilities(op, artifct); /* Give out the bonuses */ 1517 add_abilities (op, artifct); /* Give out the bonuses */
1626 1518
1627#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1519#if 0 /* Bit verbose, but keep it here until next time I need it... */
1628 { 1520 {
1629 char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); 1521 char identified = op->flag [FLAG_IDENTIFIED];
1630 SET_FLAG(op, FLAG_IDENTIFIED); 1522
1631 LOG(llevDebug, "Generated artifact %s %s [%s]\n", 1523 op->set_flag (FLAG_IDENTIFIED);
1632 op->name, op->title, describe_item(op, NULL)); 1524 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1633 if (!identified) 1525 if (!identified)
1634 CLEAR_FLAG(op, FLAG_IDENTIFIED); 1526 op->clr_flag (FLAG_IDENTIFIED);
1635 } 1527 }
1636#endif 1528#endif
1637 return; 1529 return;
1638} 1530}
1639 1531
1646 */ 1538 */
1647 1539
1648/* Give 1 re-roll attempt per artifact */ 1540/* Give 1 re-roll attempt per artifact */
1649#define ARTIFACT_TRIES 2 1541#define ARTIFACT_TRIES 2
1650 1542
1543void
1651void generate_artifact(object *op, int difficulty) { 1544generate_artifact (object *op, int difficulty)
1652 artifactlist *al; 1545{
1653 artifact *art; 1546 artifact *art;
1654 int i;
1655 1547
1656 al = find_artifactlist(op->type); 1548 artifactlist *al = find_artifactlist (op->type);
1657 1549
1658 if (al==NULL) { 1550 if (al == NULL)
1551 {
1659#if 0 /* This is too verbose, usually */ 1552#if 0 /* This is too verbose, usually */
1660 LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1553 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1661#endif
1662 return;
1663 }
1664
1665 for (i = 0; i < ARTIFACT_TRIES; i++) {
1666 int roll = RANDOM()% al->total_chance;
1667
1668 for (art=al->items; art!=NULL; art=art->next) {
1669 roll -= art->chance;
1670 if (roll<0) break;
1671 }
1672
1673 if (art == NULL || roll>=0) {
1674#if 1
1675 LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n",
1676 op->type);
1677#endif 1554#endif
1678 return; 1555 return;
1679 } 1556 }
1680 if (!strcmp(art->item->name,"NONE")) 1557
1681 return; 1558 for (int i = 0; i < ARTIFACT_TRIES; i++)
1559 {
1560 int roll = rndm (al->total_chance);
1561
1562 for (art = al->items; art; art = art->next)
1563 {
1564 roll -= art->chance;
1565 if (roll < 0)
1566 break;
1567 }
1568
1569 if (art == NULL || roll >= 0)
1570 {
1571#if 1
1572 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1573#endif
1574 return;
1575 }
1576
1577 if (art->item->name == shstr_NONE)
1578 return;
1579
1682 if (FABS(op->magic) < art->item->magic) 1580 if (fabs (op->magic) < art->item->magic)
1683 continue; /* Not magic enough to be this item */ 1581 continue; /* Not magic enough to be this item */
1684 1582
1685 /* Map difficulty not high enough */ 1583 /* Map difficulty not high enough */
1686 if (difficulty<art->difficulty) 1584 if (difficulty < art->difficulty)
1687 continue; 1585 continue;
1688 1586
1689 if (!legal_artifact_combination(op, art)) { 1587 if (!legal_artifact_combination (op, art))
1588 {
1690#ifdef TREASURE_VERBOSE 1589#ifdef TREASURE_VERBOSE
1691 LOG(llevDebug, "%s of %s was not a legal combination.\n", 1590 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1692 op->name, art->item->name);
1693#endif 1591#endif
1694 continue; 1592 continue;
1695 } 1593 }
1594
1696 give_artifact_abilities(op, art->item); 1595 give_artifact_abilities (op, art->item);
1697 return; 1596 return;
1698 } 1597 }
1699} 1598}
1700 1599
1701/* fix_flesh_item() - objects of type FLESH are similar to type 1600/* fix_flesh_item() - objects of type FLESH are similar to type
1702 * FOOD, except they inherit properties (name, food value, etc). 1601 * FOOD, except they inherit properties (name, food value, etc).
1703 * based on the original owner (or 'donor' if you like). -b.t. 1602 * based on the original owner (or 'donor' if you like). -b.t.
1704 */ 1603 */
1705 1604
1605void
1706void fix_flesh_item(object *item, object *donor) { 1606fix_flesh_item (object *item, object *donor)
1707 char tmpbuf[MAX_BUF]; 1607{
1708 int i;
1709
1710 if(item->type==FLESH && donor) { 1608 if (item->type == FLESH && donor)
1609 {
1711 /* change the name */ 1610 /* change the name */
1712 sprintf(tmpbuf,"%s's %s",donor->name,item->name); 1611 item->name = format ("%s's %s", &donor->name, &item->name);
1713 FREE_AND_COPY(item->name, tmpbuf); 1612 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1714 sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl);
1715 FREE_AND_COPY(item->name_pl, tmpbuf);
1716 1613
1717 /* weight is FLESH weight/100 * donor */ 1614 /* weight is FLESH weight/100 * donor */
1718 if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) 1615 item->weight = max (1, item->weight * donor->weight / 100);
1719 item->weight=1;
1720 1616
1721 /* value is multiplied by level of donor */ 1617 /* value is multiplied by level of donor */
1722 item->value *= isqrt(donor->level*2); 1618 item->value *= isqrt (donor->level * 2);
1723 1619
1724 /* food value */ 1620 /* food value */
1725 item->stats.food += (donor->stats.hp/100) + donor->stats.Con; 1621 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1726 1622
1727 /* flesh items inherit some abilities of donor, but not 1623 /* flesh items inherit some abilities of donor, but not
1728 * full effect. 1624 * full effect.
1729 */ 1625 */
1730 for (i=0; i<NROFATTACKS; i++) 1626 for (int i = 0; i < NROFATTACKS; i++)
1731 item->resist[i] = donor->resist[i]/2; 1627 item->resist[i] = donor->resist[i] / 2;
1732 1628
1733 /* item inherits donor's level (important for quezals) */ 1629 /* item inherits donor's level (important for quezals) */
1734 item->level = donor->level; 1630 item->level = donor->level;
1735 1631
1736 /* if donor has some attacktypes, the flesh is poisonous */ 1632 /* if donor has some attacktypes, the flesh is poisonous */
1737 if(donor->attacktype&AT_POISON) 1633 if (donor->attacktype & AT_POISON)
1738 item->type=POISON; 1634 item->type = POISON;
1739 if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food;
1740 SET_FLAG(item,FLAG_NO_STEAL);
1741 }
1742}
1743 1635
1744/* special_potion() - so that old potion code is still done right. */ 1636 if (donor->attacktype & AT_ACID)
1637 item->stats.hp = -item->stats.food;
1745 1638
1746int special_potion (object *op) { 1639 item->set_flag (FLAG_NO_STEAL);
1747 1640 }
1748 int i;
1749
1750 if(op->attacktype) return 1;
1751
1752 if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow
1753 || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1;
1754
1755 for (i=0; i<NROFATTACKS; i++)
1756 if (op->resist[i]) return 1;
1757
1758 return 0;
1759} 1641}
1760 1642
1643static void
1761void free_treasurestruct(treasure *t) 1644free_treasurestruct (treasure *t)
1762{ 1645{
1763 if (t->next) free_treasurestruct(t->next); 1646 if (t->next) free_treasurestruct (t->next);
1764 if (t->next_yes) free_treasurestruct(t->next_yes); 1647 if (t->next_yes) free_treasurestruct (t->next_yes);
1765 if (t->next_no) free_treasurestruct(t->next_no); 1648 if (t->next_no) free_treasurestruct (t->next_no);
1766 free(t);
1767}
1768 1649
1650 delete t;
1651}
1652
1653static void
1769void free_charlinks(linked_char *lc) 1654free_charlinks (linked_char *lc)
1770{ 1655{
1771 if (lc->next) free_charlinks(lc->next); 1656 if (lc->next)
1772 free(lc); 1657 free_charlinks (lc->next);
1773}
1774 1658
1659 delete lc;
1660}
1661
1662static void
1775void free_artifact(artifact *at) 1663free_artifact (artifact *at)
1776{ 1664{
1777
1778 if (at->next) free_artifact(at->next); 1665 if (at->next) free_artifact (at->next);
1779 if (at->allowed) free_charlinks(at->allowed); 1666 if (at->allowed) free_charlinks (at->allowed);
1780 if (at->item) { 1667
1781 if (at->item->name) free_string(at->item->name); 1668 at->item->destroy ();
1782 if (at->item->name_pl) free_string(at->item->name_pl); 1669
1783 if (at->item->msg) free_string(at->item->msg);
1784 if (at->item->title) free_string(at->item->title);
1785 free(at->item);
1786 }
1787 free(at); 1670 sfree (at);
1788} 1671}
1789 1672
1790void free_artifactlist(artifactlist *al)
1791{
1792 artifactlist *nextal;
1793 for (al=first_artifactlist; al!=NULL; al=nextal) {
1794 nextal=al->next;
1795 if (al->items) {
1796 free_artifact(al->items);
1797 }
1798 free(al);
1799 }
1800}
1801
1802void free_all_treasures(void) {
1803treasurelist *tl, *next;
1804
1805
1806 for (tl=first_treasurelist; tl!=NULL; tl=next) {
1807 next=tl->next;
1808 if (tl->name) free_string(tl->name);
1809 if (tl->items) free_treasurestruct(tl->items);
1810 free(tl);
1811 }
1812 free_artifactlist(first_artifactlist);
1813}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines