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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.12 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.43 by root, Mon Apr 16 11:09:30 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.12 2006/09/04 13:55:54 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29
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> 38#include <funcpoint.h>
45#include <loader.h> 39#include <loader.h>
46 40
47
48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 41extern char *spell_mapping[];
50 42
43static treasurelist *first_treasurelist;
44
45static void change_treasure (treasure *t, object *op); /* overrule default values */
46
47typedef std::tr1::unordered_map<
48 const char *,
49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
55
56static tl_map_t tl_map;
57
51/* 58/*
52 * Initialize global archtype pointers: 59 * Initialize global archtype pointers:
53 */ 60 */
54
55void 61void
56init_archetype_pointers () 62init_archetype_pointers ()
57{ 63{
58 int prev_warn = warn_archetypes; 64 int prev_warn = warn_archetypes;
65
59 warn_archetypes = 1; 66 warn_archetypes = 1;
67
60 if (ring_arch == NULL) 68 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring"); 69 ring_arch = archetype::find ("ring");
62 if (amulet_arch == NULL) 70 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet"); 71 amulet_arch = archetype::find ("amulet");
64 if (staff_arch == NULL) 72 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff"); 73 staff_arch = archetype::find ("staff");
66 if (crown_arch == NULL) 74 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown"); 75 crown_arch = archetype::find ("crown");
76
68 warn_archetypes = prev_warn; 77 warn_archetypes = prev_warn;
69} 78}
70 79
71/* 80/*
72 * Allocate and return the pointer to an empty treasurelist structure. 81 * Searches for the given treasurelist in the globally linked list
82 * of treasurelists which has been built by load_treasures().
73 */ 83 */
74
75static treasurelist * 84treasurelist *
76get_empty_treasurelist (void) 85treasurelist::find (const char *name)
77{ 86{
87 if (!name)
88 return 0;
89
90 AUTODECL (i, tl_map.find (name));
91
92 if (i == tl_map.end ())
93 return 0;
94
95 return i->second;
96}
97
98/*
99 * Searches for the given treasurelist in the globally linked list
100 * of treasurelists which has been built by load_treasures().
101 */
102treasurelist *
103treasurelist::get (const char *name)
104{
105 treasurelist *tl = find (name);
106
107 if (!tl)
108 {
78 return new treasurelist; 109 tl = new treasurelist;
79}
80 110
81/* 111 tl->name = name;
82 * Allocate and return the pointer to an empty treasure structure. 112 tl->next = first_treasurelist;
83 */ 113 first_treasurelist = tl;
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89 114
90 t->chance = 100; 115 tl_map.insert (std::make_pair (tl->name, tl));
116 }
91 117
92 return t; 118 return tl;
119}
120
121//TODO: class method
122void
123clear (treasurelist *tl)
124{
125 if (tl->items)
126 {
127 free_treasurestruct (tl->items);
128 tl->items = 0;
129 }
93} 130}
94 131
95/* 132/*
96 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
98 */ 135 */
99
100static treasure * 136static treasure *
101load_treasure (FILE * fp, int *line) 137load_treasure (object_thawer &f)
102{ 138{
103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
105 int value; 140 int value;
106 141
107 nroftreasures++; 142 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
110 (*line)++;
111 143
112 if (*buf == '#') 144 for (;;)
113 continue;
114 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0';
116 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */
118 cp++;
119
120 if (sscanf (cp, "arch %s", variable))
121 {
122 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 else if (sscanf (cp, "list %s", variable))
126 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end"))
144 return t;
145 else if (!strcmp (cp, "more"))
146 {
147 t->next = load_treasure (fp, line);
148 return t;
149 }
150 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 145 {
153 LOG (llevError, "treasure lacks 'end'.\n"); 146 coroapi::cede_every (10);
154 return t; 147
148 f.next ();
149
150 switch (f.kw)
151 {
152 case KW_arch:
153 if (!(t->item = archetype::find (f.get_str ())))
154 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
155 break;
156
157 case KW_list: f.get (t->name); break;
158 case KW_change_name: f.get (t->change_arch.name); break;
159 case KW_change_title: f.get (t->change_arch.title); break;
160 case KW_change_slaying: f.get (t->change_arch.slaying); break;
161 case KW_chance: f.get (t->chance); break;
162 case KW_nrof: f.get (t->nrof); break;
163 case KW_magic: f.get (t->magic); break;
164
165 case KW_yes: t->next_yes = load_treasure (f); break;
166 case KW_no: t->next_no = load_treasure (f); break;
167
168 case KW_end:
169 return t;
170
171 case KW_more:
172 t->next = load_treasure (f);
173 return t;
174
175 default:
176 if (!f.parse_error ("treasure list"))
177 return t; // error
178
179 return t;
180 }
181 }
155} 182}
156 183
157#ifdef TREASURE_DEBUG 184#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 185/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 186 * so that the treasure name can be printed out
160 */ 187 */
161static void 188static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 189check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 190{
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 191 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 192 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */ 193
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 194 if (t->next)
172 check_treasurelist (t->next, tl); 195 check_treasurelist (t->next, tl);
196
173 if (t->next_yes) 197 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 198 check_treasurelist (t->next_yes, tl);
199
175 if (t->next_no) 200 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 201 check_treasurelist (t->next_no, tl);
177} 202}
178#endif 203#endif
179 204
180/* 205/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 206 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
182 * Each treasure is parsed with the help of load_treasure(). 207 * Each treasure is parsed with the help of load_treasure().
183 */ 208 */
184 209bool
185void 210load_treasure_file (const char *filename)
186load_treasures (void)
187{ 211{
188 FILE *fp;
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t; 212 treasure *t;
192 int comp, line = 0; 213 int comp, line = 0;
193 214
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 215 object_thawer f (filename);
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 216
217 if (!f)
196 { 218 {
197 LOG (llevError, "Can't open treasure file.\n"); 219 LOG (llevError, "Can't open treasure file.\n");
198 return; 220 return false;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 { 221 }
202 line++;
203 if (*buf == '#')
204 continue;
205 222
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 223 f.next ();
207 { 224
208 treasurelist *tl = get_empty_treasurelist (); 225 for (;;)
209 tl->name = name; 226 {
210 if (previous == NULL) 227 switch (f.kw)
211 first_treasurelist = tl; 228 {
212 else 229 case KW_treasure:
213 previous->next = tl; 230 case KW_treasureone:
214 previous = tl; 231 {
232 bool one = f.kw == KW_treasureone;
233 treasurelist *tl = treasurelist::get (f.get_str ());
234
235 clear (tl);
215 tl->items = load_treasure (fp, &line); 236 tl->items = load_treasure (f);
216 237
238 if (!tl->items)
239 return false;
240
217 /* This is a one of the many items on the list should be generated. 241 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no 242 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 243 * fields of the treasures are not being used.
220 */ 244 */
221 if (!strncmp (buf, "treasureone", 11)) 245 if (one)
222 { 246 {
223 for (t = tl->items; t != NULL; t = t->next) 247 for (t = tl->items; t; t = t->next)
224 { 248 {
225#ifdef TREASURE_DEBUG 249#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no) 250 if (t->next_yes || t->next_no)
227 { 251 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 252 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n"); 253 LOG (llevError, " the next_yes or next_no field is set\n");
230 } 254 }
231#endif 255#endif
232 tl->total_chance += t->chance; 256 tl->total_chance += t->chance;
233 } 257 }
234 } 258 }
235 } 259 }
236 else 260 break;
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 }
239 close_and_delete (fp, comp);
240 261
262 case KW_EOF:
241#ifdef TREASURE_DEBUG 263#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is. 264 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed 265 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name 266 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element. 267 * or archetype is set for each treasure element.
246 */ 268 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 269 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
248 check_treasurelist (previous->items, previous); 270 check_treasurelist (tl->items, tl);
249#endif 271#endif
250}
251
252/*
253 * Searches for the given treasurelist in the globally linked list
254 * of treasurelists which has been built by load_treasures().
255 */
256
257treasurelist *
258find_treasurelist (const char *name)
259{
260 /* Special cases - randomitems of NULL is to override default. If
261 * first_treasurelist is null, it means we are on the first pass of
262 * of loading archetypes, so for now, just return - second pass will
263 * init these values.
264 */
265 if (!name)
266 return 0;
267
268 if (const char *tmp = shstr::find (name))
269 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
270 if (tmp == tl->name)
271 return tl; 272 return true;
272 273
273 if (first_treasurelist) 274 default:
274 LOG (llevError, "Couldn't find treasurelist %s\n", name); 275 if (!f.parse_error ("treasure lists"))
276 return false;
275 277
276 return 0; 278 break;
277} 279 }
278 280
281 f.next ();
282 }
283}
279 284
280/* 285/*
281 * Generates the objects specified by the given treasure. 286 * Generates the objects specified by the given treasure.
282 * It goes recursively through the rest of the linked list. 287 * It goes recursively through the rest of the linked list.
283 * If there is a certain percental chance for a treasure to be generated, 288 * If there is a certain percental chance for a treasure to be generated,
286 * being generated. 291 * being generated.
287 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 292 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
288 * abilities. This is used by summon spells, thus no summoned monsters 293 * abilities. This is used by summon spells, thus no summoned monsters
289 * start with equipment, but only their abilities). 294 * start with equipment, but only their abilities).
290 */ 295 */
291
292
293static void 296static void
294put_treasure (object * op, object * creator, int flags) 297put_treasure (object *op, object *creator, int flags)
295{ 298{
296 object *tmp; 299 object *tmp;
297 300
298 /* Bit of a hack - spells should never be put onto the map. The entire 301 /* Bit of a hack - spells should never be put onto the map. The entire
299 * treasure stuff is a problem - there is no clear idea of knowing 302 * treasure stuff is a problem - there is no clear idea of knowing
300 * this is the original object, or if this is an object that should be created 303 * this is the original object, or if this is an object that should be created
301 * by another object. 304 * by another object.
302 */ 305 */
303 if (flags & GT_ENVIRONMENT && op->type != SPELL) 306 if (flags & GT_ENVIRONMENT && op->type != SPELL)
304 { 307 {
305 op->x = creator->x;
306 op->y = creator->y;
307 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 308 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
308 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 309 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
309 } 310 }
310 else 311 else
311 { 312 {
312 op = insert_ob_in_ob (op, creator); 313 op = creator->insert (op);
314
313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 315 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
314 monster_check_apply (creator, op); 316 monster_check_apply (creator, op);
317
315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 318 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
316 esrv_send_item (tmp, op); 319 esrv_send_item (tmp, op);
317 } 320 }
318} 321}
319 322
320/* if there are change_xxx commands in the treasure, we include the changes 323/* if there are change_xxx commands in the treasure, we include the changes
321 * in the generated object 324 * in the generated object
335 338
336 if (t->change_arch.slaying) 339 if (t->change_arch.slaying)
337 op->slaying = t->change_arch.slaying; 340 op->slaying = t->change_arch.slaying;
338} 341}
339 342
340void 343static void
341create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 344create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
342{ 345{
343 object *tmp;
344
345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 346 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
346 { 347 {
347 if (t->name) 348 if (t->name)
348 { 349 {
349 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 350 if (difficulty >= t->magic)
350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 351 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries);
351 } 352 }
352 else 353 else
353 { 354 {
354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 355 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
355 { 356 {
356 tmp = arch_to_object (t->item); 357 object *tmp = arch_to_object (t->item);
358
357 if (t->nrof && tmp->nrof <= 1) 359 if (t->nrof && tmp->nrof <= 1)
358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 360 tmp->nrof = rndm (t->nrof) + 1;
361
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 362 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 363 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 364 put_treasure (tmp, op, flag);
362 } 365 }
363 } 366 }
364 367
365 if (t->next_yes != NULL) 368 if (t->next_yes)
366 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 369 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 } 370 }
368 else if (t->next_no != NULL) 371 else if (t->next_no)
369 create_all_treasures (t->next_no, op, flag, difficulty, tries); 372 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370 373
371 if (t->next != NULL) 374 if (t->next)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 375 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 376}
374 377
375void 378static void
376create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries) 379create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 380{
378 int value = RANDOM () % tl->total_chance; 381 int value = rndm (tl->total_chance);
379 treasure *t; 382 treasure *t;
380 383
381 if (tries++ > 100) 384 if (tries++ > 100)
382 { 385 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 386 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 387 return;
385 } 388 }
386 389
387 for (t = tl->items; t != NULL; t = t->next) 390 for (t = tl->items; t; t = t->next)
388 { 391 {
389 value -= t->chance; 392 value -= t->chance;
390 393
391 if (value < 0) 394 if (value < 0)
392 break; 395 break;
393 } 396 }
394 397
395 if (!t || value >= 0) 398 if (!t || value >= 0)
396 {
397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 399 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
398 abort ();
399 return;
400 }
401 400
402 if (t->name) 401 if (t->name)
403 { 402 {
404 if (!strcmp (t->name, "NONE"))
405 return;
406
407 if (difficulty >= t->magic) 403 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 404 {
405 treasurelist *tl = treasurelist::find (t->name);
406 if (tl)
407 create_treasure (tl, op, flag, difficulty, tries);
408 }
409 else if (t->nrof) 409 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 410 create_one_treasure (tl, op, flag, difficulty, tries);
411
412 return;
413 } 411 }
414
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 412 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
416 { 413 {
417 object *tmp = arch_to_object (t->item); 414 if (object *tmp = arch_to_object (t->item))
418 415 {
419 if (!tmp)
420 return;
421
422 if (t->nrof && tmp->nrof <= 1) 416 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 417 tmp->nrof = rndm (t->nrof) + 1;
424 418
425// fix_generated_item (tmp, op, difficulty, t->magic, flag); 419 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426// change_treasure (t, tmp); 420 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 421 put_treasure (tmp, op, flag);
422 }
428 } 423 }
429} 424}
430 425
431/* This calls the appropriate treasure creation function. tries is passed 426/* This calls the appropriate treasure creation function. tries is passed
432 * to determine how many list transitions or attempts to create treasure 427 * to determine how many list transitions or attempts to create treasure
434 * list transitions, or so that excessively good treasure will not be 429 * list transitions, or so that excessively good treasure will not be
435 * created on weak maps, because it will exceed the number of allowed tries 430 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 431 * to do that.
437 */ 432 */
438void 433void
439create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 434create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 435{
436 // empty treasurelists are legal
437 if (!tl->items)
438 return;
441 439
442 if (tries++ > 100) 440 if (tries++ > 100)
443 { 441 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 442 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return; 443 return;
446 } 444 }
445
447 if (t->total_chance) 446 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 447 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 448 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 449 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 450}
452 451
453/* This is similar to the old generate treasure function. However, 452/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 453 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 454 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 455 * inserted into, and then return that treausre
457 */ 456 */
458object * 457object *
459generate_treasure (treasurelist * t, int difficulty) 458generate_treasure (treasurelist *tl, int difficulty)
460{ 459{
460 difficulty = clamp (difficulty, 1, settings.max_level);
461
461 object *ob = get_object (), *tmp; 462 object *ob = object::create (), *tmp;
462 463
463 create_treasure (t, ob, 0, difficulty, 0); 464 create_treasure (tl, ob, 0, difficulty, 0);
464 465
465 /* Don't want to free the object we are about to return */ 466 /* Don't want to free the object we are about to return */
466 tmp = ob->inv; 467 tmp = ob->inv;
467 if (tmp != NULL) 468 if (tmp != NULL)
468 remove_ob (tmp); 469 tmp->remove ();
470
469 if (ob->inv) 471 if (ob->inv)
470 {
471 LOG (llevError, "In generate treasure, created multiple objects.\n"); 472 LOG (llevError, "In generate treasure, created multiple objects.\n");
472 } 473
473 free_object (ob); 474 ob->destroy ();
474 return tmp; 475 return tmp;
475} 476}
476 477
477/* 478/*
478 * This is a new way of calculating the chance for an item to have 479 * This is a new way of calculating the chance for an item to have
480 * The array has two arguments, the difficulty of the level, and the 481 * The array has two arguments, the difficulty of the level, and the
481 * magical bonus "wanted". 482 * magical bonus "wanted".
482 */ 483 */
483 484
484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 485static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
486
485/*chance of magic difficulty*/ 487// chance of magic difficulty
486/* +0 +1 +2 +3 +4 */ 488// +0 +1 +2 +3 +4
487 {95, 2, 2, 1, 0}, /*1 */ 489 {95, 2, 2, 1, 0}, // 1
488 {92, 5, 2, 1, 0}, /*2 */ 490 {92, 5, 2, 1, 0}, // 2
489 {85, 10, 4, 1, 0}, /*3 */ 491 {85, 10, 4, 1, 0}, // 3
490 {80, 14, 4, 2, 0}, /*4 */ 492 {80, 14, 4, 2, 0}, // 4
491 {75, 17, 5, 2, 1}, /*5 */ 493 {75, 17, 5, 2, 1}, // 5
492 {70, 18, 8, 3, 1}, /*6 */ 494 {70, 18, 8, 3, 1}, // 6
493 {65, 21, 10, 3, 1}, /*7 */ 495 {65, 21, 10, 3, 1}, // 7
494 {60, 22, 12, 4, 2}, /*8 */ 496 {60, 22, 12, 4, 2}, // 8
495 {55, 25, 14, 4, 2}, /*9 */ 497 {55, 25, 14, 4, 2}, // 9
496 {50, 27, 16, 5, 2}, /*10 */ 498 {50, 27, 16, 5, 2}, // 10
497 {45, 28, 18, 6, 3}, /*11 */ 499 {45, 28, 18, 6, 3}, // 11
498 {42, 28, 20, 7, 3}, /*12 */ 500 {42, 28, 20, 7, 3}, // 12
499 {40, 27, 21, 8, 4}, /*13 */ 501 {40, 27, 21, 8, 4}, // 13
500 {38, 25, 22, 10, 5}, /*14 */ 502 {38, 25, 22, 10, 5}, // 14
501 {36, 23, 23, 12, 6}, /*15 */ 503 {36, 23, 23, 12, 6}, // 15
502 {33, 21, 24, 14, 8}, /*16 */ 504 {33, 21, 24, 14, 8}, // 16
503 {31, 19, 25, 16, 9}, /*17 */ 505 {31, 19, 25, 16, 9}, // 17
504 {27, 15, 30, 18, 10}, /*18 */ 506 {27, 15, 30, 18, 10}, // 18
505 {20, 12, 30, 25, 13}, /*19 */ 507 {20, 12, 30, 25, 13}, // 19
506 {15, 10, 28, 30, 17}, /*20 */ 508 {15, 10, 28, 30, 17}, // 20
507 {13, 9, 27, 28, 23}, /*21 */ 509 {13, 9, 27, 28, 23}, // 21
508 {10, 8, 25, 28, 29}, /*22 */ 510 {10, 8, 25, 28, 29}, // 22
509 {8, 7, 23, 26, 36}, /*23 */ 511 { 8, 7, 23, 26, 36}, // 23
510 {6, 6, 20, 22, 46}, /*24 */ 512 { 6, 6, 20, 22, 46}, // 24
511 {4, 5, 17, 18, 56}, /*25 */ 513 { 4, 5, 17, 18, 56}, // 25
512 {2, 4, 12, 14, 68}, /*26 */ 514 { 2, 4, 12, 14, 68}, // 26
513 {0, 3, 7, 10, 80}, /*27 */ 515 { 0, 3, 7, 10, 80}, // 27
514 {0, 0, 3, 7, 90}, /*28 */ 516 { 0, 0, 3, 7, 90}, // 28
515 {0, 0, 0, 3, 97}, /*29 */ 517 { 0, 0, 0, 3, 97}, // 29
516 {0, 0, 0, 0, 100}, /*30 */ 518 { 0, 0, 0, 0, 100}, // 30
517 {0, 0, 0, 0, 100}, /*31 */ 519 { 0, 0, 0, 0, 100}, // 31
518}; 520};
519 521
520 522
521/* calculate the appropriate level for wands staves and scrolls. 523/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 524 * This code presumes that op has had its spell object created (in op->inv)
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 526 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 527 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 528 */
527 529
528int 530int
529level_for_item (const object * op, int difficulty) 531level_for_item (const object *op, int difficulty)
530{ 532{
531 int mult = 0, olevel = 0; 533 int olevel = 0;
532 534
533 if (!op->inv) 535 if (!op->inv)
534 { 536 {
535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 537 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536 return 0; 538 return 0;
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 557 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some 558 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31. 559 * weird integer between 1-31.
558 * 560 *
559 */ 561 */
560
561int 562int
562magic_from_difficulty (int difficulty) 563magic_from_difficulty (int difficulty)
563{ 564{
564 int percent = 0, magic = 0; 565 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 566 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
570 scaled_diff = 0; 571 scaled_diff = 0;
571 572
572 if (scaled_diff >= DIFFLEVELS) 573 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1; 574 scaled_diff = DIFFLEVELS - 1;
574 575
575 percent = RANDOM () % 100; 576 percent = rndm (100);
576 577
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 578 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 579 {
579 percent -= difftomagic_list[scaled_diff][magic]; 580 percent -= difftomagic_list[scaled_diff][magic];
580 581
581 if (percent < 0) 582 if (percent < 0)
582 break; 583 break;
583 } 584 }
584 585
585 if (magic == (MAXMAGIC + 1)) 586 if (magic == (MAXMAGIC + 1))
586 { 587 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 588 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 magic = 0; 589 magic = 0;
589 } 590 }
590 591
591 magic = (RANDOM () % 3) ? magic : -magic; 592 magic = (rndm (3)) ? magic : -magic;
592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 593 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593 594
594 return magic; 595 return magic;
595} 596}
596 597
600 * This function doesn't work properly, should add use of archetypes 601 * This function doesn't work properly, should add use of archetypes
601 * to make it truly absolute. 602 * to make it truly absolute.
602 */ 603 */
603 604
604void 605void
605set_abs_magic (object * op, int magic) 606set_abs_magic (object *op, int magic)
606{ 607{
607 if (!magic) 608 if (!magic)
608 return; 609 return;
609 610
610 op->magic = magic; 611 op->magic = magic;
611 if (op->arch) 612 if (op->arch)
612 { 613 {
613 if (op->type == ARMOUR) 614 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 615 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615 616
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 617 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 618 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 } 620 }
620 else 621 else
621 { 622 {
622 if (op->type == ARMOUR) 623 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 625 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 626 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 627 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 628 }
628} 629}
629 630
630/* 631/*
631 * Sets a random magical bonus in the given object based upon 632 * Sets a random magical bonus in the given object based upon
632 * the given difficulty, and the given max possible bonus. 633 * the given difficulty, and the given max possible bonus.
633 */ 634 */
634 635
635static void 636static void
636set_magic (int difficulty, object * op, int max_magic, int flags) 637set_magic (int difficulty, object *op, int max_magic, int flags)
637{ 638{
638 int i; 639 int i;
640
639 i = magic_from_difficulty (difficulty); 641 i = magic_from_difficulty (difficulty);
640 if ((flags & GT_ONLY_GOOD) && i < 0) 642 if ((flags & GT_ONLY_GOOD) && i < 0)
641 i = -i; 643 i = -i;
642 if (i > max_magic) 644 if (i > max_magic)
643 i = max_magic; 645 i = max_magic;
652 * 1) Since rings can have multiple bonuses, if the same bonus 654 * 1) Since rings can have multiple bonuses, if the same bonus
653 * is rolled again, increase it - the bonuses now stack with 655 * is rolled again, increase it - the bonuses now stack with
654 * other bonuses previously rolled and ones the item might natively have. 656 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method. 657 * 2) Add code to deal with new PR method.
656 */ 658 */
657
658void 659void
659set_ring_bonus (object * op, int bonus) 660set_ring_bonus (object *op, int bonus)
660{ 661{
661 662
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 663 int r = rndm (bonus > 0 ? 25 : 11);
663 664
664 if (op->type == AMULET) 665 if (op->type == AMULET)
665 { 666 {
666 if (!(RANDOM () % 21)) 667 if (!(rndm (21)))
667 r = 20 + RANDOM () % 2; 668 r = 20 + rndm (2);
668 else 669 else
669 { 670 {
670 if (RANDOM () & 2) 671 if (rndm (2))
671 r = 10; 672 r = 10;
672 else 673 else
673 r = 11 + RANDOM () % 9; 674 r = 11 + rndm (9);
674 } 675 }
675 } 676 }
676 677
677 switch (r) 678 switch (r)
678 { 679 {
679 /* Redone by MSW 2000-11-26 to have much less code. Also, 680 /* Redone by MSW 2000-11-26 to have much less code. Also,
680 * bonuses and penalties will stack and add to existing values. 681 * bonuses and penalties will stack and add to existing values.
681 * of the item. 682 * of the item.
682 */ 683 */
683 case 0: 684 case 0:
684 case 1: 685 case 1:
685 case 2: 686 case 2:
686 case 3: 687 case 3:
687 case 4: 688 case 4:
688 case 5: 689 case 5:
689 case 6: 690 case 6:
690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 691 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
691 break; 692 break;
692 693
693 case 7: 694 case 7:
694 op->stats.dam += bonus; 695 op->stats.dam += bonus;
695 break; 696 break;
696 697
697 case 8: 698 case 8:
698 op->stats.wc += bonus; 699 op->stats.wc += bonus;
699 break; 700 break;
700 701
701 case 9: 702 case 9:
702 op->stats.food += bonus; /* hunger/sustenance */ 703 op->stats.food += bonus; /* hunger/sustenance */
703 break; 704 break;
704 705
705 case 10: 706 case 10:
706 op->stats.ac += bonus; 707 op->stats.ac += bonus;
707 break; 708 break;
708 709
709 /* Item that gives protections/vulnerabilities */ 710 /* Item that gives protections/vulnerabilities */
710 case 11: 711 case 11:
711 case 12: 712 case 12:
712 case 13: 713 case 13:
713 case 14: 714 case 14:
714 case 15: 715 case 15:
715 case 16: 716 case 16:
716 case 17: 717 case 17:
717 case 18: 718 case 18:
718 case 19: 719 case 19:
719 { 720 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 721 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
721 722
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 724 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
724 725
725 /* Cursed items need to have higher negative values to equal out with 726 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another 727 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with 728 * little random element in since that they don't always end up with
728 * even values. 729 * even values.
729 */ 730 */
730 if (bonus < 0) 731 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 732 val = 2 * -val - rndm (b);
732 if (val > 35) 733 if (val > 35)
733 val = 35; /* Upper limit */ 734 val = 35; /* Upper limit */
734 b = 0; 735 b = 0;
736
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 737 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 { 738 resist = rndm (num_resist_table);
737 resist = RANDOM () % num_resist_table; 739
738 } 740 if (b == 4)
739 if (b == 4)
740 return; /* Not able to find a free resistance */ 741 return; /* Not able to find a free resistance */
742
741 op->resist[resist_table[resist]] = val; 743 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 744 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 745 * based on how good a resistance we gave.
744 */ 746 */
745 break; 747 break;
746 } 748 }
747 case 20: 749 case 20:
748 if (op->type == AMULET) 750 if (op->type == AMULET)
749 { 751 {
750 SET_FLAG (op, FLAG_REFL_SPELL); 752 SET_FLAG (op, FLAG_REFL_SPELL);
751 op->value *= 11; 753 op->value *= 11;
752 } 754 }
753 else 755 else
754 { 756 {
755 op->stats.hp = 1; /* regenerate hit points */ 757 op->stats.hp = 1; /* regenerate hit points */
756 op->value *= 4; 758 op->value *= 4;
757 } 759 }
758 break; 760 break;
759 761
760 case 21: 762 case 21:
761 if (op->type == AMULET) 763 if (op->type == AMULET)
762 { 764 {
763 SET_FLAG (op, FLAG_REFL_MISSILE); 765 SET_FLAG (op, FLAG_REFL_MISSILE);
764 op->value *= 9; 766 op->value *= 9;
765 } 767 }
766 else 768 else
767 { 769 {
768 op->stats.sp = 1; /* regenerate spell points */ 770 op->stats.sp = 1; /* regenerate spell points */
769 op->value *= 3; 771 op->value *= 3;
770 } 772 }
771 break; 773 break;
772 774
773 case 22: 775 case 22:
774 op->stats.exp += bonus; /* Speed! */ 776 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 777 op->value = (op->value * 2) / 3;
776 break; 778 break;
777 } 779 }
780
778 if (bonus > 0) 781 if (bonus > 0)
779 op->value *= 2 * bonus; 782 op->value *= 2 * bonus;
780 else 783 else
781 op->value = -(op->value * 2 * bonus) / 3; 784 op->value = -(op->value * 2 * bonus) / 3;
782} 785}
787 * higher is the chance of returning a low number. 790 * higher is the chance of returning a low number.
788 * It is only used in fix_generated_treasure() to set bonuses on 791 * It is only used in fix_generated_treasure() to set bonuses on
789 * rings and amulets. 792 * rings and amulets.
790 * Another scheme is used to calculate the magic of weapons and armours. 793 * Another scheme is used to calculate the magic of weapons and armours.
791 */ 794 */
792
793int 795int
794get_magic (int diff) 796get_magic (int diff)
795{ 797{
796 int i; 798 int i;
799
797 if (diff < 3) 800 if (diff < 3)
798 diff = 3; 801 diff = 3;
802
799 for (i = 0; i < 4; i++) 803 for (i = 0; i < 4; i++)
800 if (RANDOM () % diff) 804 if (rndm (diff))
801 return i; 805 return i;
806
802 return 4; 807 return 4;
803} 808}
804 809
805#define DICE2 (get_magic(2)==2?2:1) 810#define DICE2 (get_magic(2)==2?2:1)
806#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 811#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
807 812
808/* 813/*
809 * fix_generated_item(): This is called after an item is generated, in 814 * fix_generated_item(): This is called after an item is generated, in
810 * order to set it up right. This produced magical bonuses, puts spells 815 * order to set it up right. This produced magical bonuses, puts spells
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 816 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
812 */ 817 */
818
813/* 4/28/96 added creator object from which op may now inherit properties based on 819/* 4/28/96 added creator object from which op may now inherit properties based on
814 * op->type. Right now, which stuff the creator passes on is object type 820 * op->type. Right now, which stuff the creator passes on is object type
815 * dependant. I know this is a spagetti manuever, but is there a cleaner 821 * dependant. I know this is a spagetti manuever, but is there a cleaner
816 * way to do this? b.t. */ 822 * way to do this? b.t. */
823
817/* 824/*
818 * ! (flags & GT_ENVIRONMENT): 825 * ! (flags & GT_ENVIRONMENT):
819 * Automatically calls fix_flesh_item(). 826 * Automatically calls fix_flesh_item().
820 * 827 *
821 * flags: 828 * flags:
823 * value. 830 * value.
824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 831 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
825 * a working object - don't change magic, value, etc, but set it material 832 * a working object - don't change magic, value, etc, but set it material
826 * type as appropriate, for objects that need spell objects, set those, etc 833 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 834 */
828
829void 835void
830fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 836fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 837{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 839
834 if (!creator || creator->type == op->type) 840 if (!creator || creator->type == op->type)
835 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 841 creator = op; /*safety & to prevent polymorphed objects giving attributes */
836 842
837 /* If we make an artifact, this information will be destroyed */ 843 /* If we make an artifact, this information will be destroyed */
838 save_item_power = op->item_power; 844 save_item_power = op->item_power;
839 op->item_power = 0; 845 op->item_power = 0;
840 846
841 if (op->randomitems && op->type != SPELL) 847 if (op->randomitems && op->type != SPELL)
842 { 848 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 849 create_treasure (op->randomitems, op, flags, difficulty, 0);
844 if (!op->inv) 850 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 851 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
846 852
847 /* So the treasure doesn't get created again */ 853 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 854 op->randomitems = 0;
849 } 855 }
850 856
851 if (difficulty < 1) 857 if (difficulty < 1)
852 difficulty = 1; 858 difficulty = 1;
853 859
860 if (INVOKE_OBJECT (ADD_BONUS, op,
861 ARG_OBJECT (creator != op ? creator : 0),
862 ARG_INT (difficulty), ARG_INT (max_magic),
863 ARG_INT (flags)))
864 return;
865
854 if (!(flags & GT_MINIMAL)) 866 if (!(flags & GT_MINIMAL))
855 { 867 {
856 if (op->arch == crown_arch) 868 if (op->arch == crown_arch)
857 { 869 {
858 set_magic (difficulty, op, max_magic, flags); 870 set_magic (difficulty, op, max_magic, flags);
859 num_enchantments = calc_item_power (op, 1); 871 num_enchantments = calc_item_power (op, 1);
860 generate_artifact (op, difficulty); 872 generate_artifact (op, difficulty);
861 } 873 }
862 else 874 else
863 { 875 {
864 if (!op->magic && max_magic) 876 if (!op->magic && max_magic)
865 set_magic (difficulty, op, max_magic, flags); 877 set_magic (difficulty, op, max_magic, flags);
866 878
867 num_enchantments = calc_item_power (op, 1); 879 num_enchantments = calc_item_power (op, 1);
868 880
869 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 881 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
870 * used for shop_floors or treasures */ 882 || op->type == HORN
883 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
884 * used for shop_floors or treasures */
871 generate_artifact (op, difficulty); 885 generate_artifact (op, difficulty);
872 } 886 }
873 887
874 /* Object was made an artifact. Calculate its item_power rating. 888 /* Object was made an artifact. Calculate its item_power rating.
875 * the item_power in the object is what the artfiact adds. 889 * the item_power in the object is what the artfiact adds.
876 */ 890 */
877 if (op->title) 891 if (op->title)
878 { 892 {
879 /* if save_item_power is set, then most likely we started with an 893 /* if save_item_power is set, then most likely we started with an
880 * artifact and have added new abilities to it - this is rare, but 894 * artifact and have added new abilities to it - this is rare, but
881 * but I have seen things like 'strange rings of fire'. So just figure 895 * but I have seen things like 'strange rings of fire'. So just figure
882 * out the power from the base power plus what this one adds. Note 896 * out the power from the base power plus what this one adds. Note
883 * that since item_power is not quite linear, this actually ends up 897 * that since item_power is not quite linear, this actually ends up
884 * being somewhat of a bonus 898 * being somewhat of a bonus
885 */ 899 */
886 if (save_item_power) 900 if (save_item_power)
887 op->item_power = save_item_power + get_power_from_ench (op->item_power); 901 op->item_power = save_item_power + get_power_from_ench (op->item_power);
888 else 902 else
889 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 903 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
890 } 904 }
891 else if (save_item_power) 905 else if (save_item_power)
892 { 906 {
893 /* restore the item_power field to the object if we haven't changed it. 907 /* restore the item_power field to the object if we haven't changed it.
894 * we don't care about num_enchantments - that will basically just 908 * we don't care about num_enchantments - that will basically just
895 * have calculated some value from the base attributes of the archetype. 909 * have calculated some value from the base attributes of the archetype.
896 */ 910 */
897 op->item_power = save_item_power; 911 op->item_power = save_item_power;
898 } 912 }
899 else 913 else
900 { 914 {
901 /* item_power was zero. This is suspicious, as it may be because it 915 /* item_power was zero. This is suspicious, as it may be because it
902 * was never previously calculated. Let's compute a value and see if 916 * was never previously calculated. Let's compute a value and see if
903 * it is non-zero. If it indeed is, then assign it as the new 917 * it is non-zero. If it indeed is, then assign it as the new
904 * item_power value. 918 * item_power value.
905 * - gros, 21th of July 2006. 919 * - gros, 21th of July 2006.
906 */ 920 */
907 op->item_power = calc_item_power (op, 0); 921 op->item_power = calc_item_power (op, 0);
908 save_item_power = op->item_power; /* Just in case it would get used 922 save_item_power = op->item_power; /* Just in case it would get used
909 * again below */ 923 * again below */
910 } 924 }
911 } 925 }
912 926
913 /* materialtype modifications. Note we allow this on artifacts. */ 927 /* materialtype modifications. Note we allow this on artifacts. */
914 set_materialname (op, difficulty, NULL); 928 set_materialname (op, difficulty, NULL);
915 929
916 if (flags & GT_MINIMAL) 930 if (flags & GT_MINIMAL)
917 { 931 {
918 if (op->type == POTION) 932 if (op->type == POTION)
919 /* Handle healing and magic power potions */ 933 /* Handle healing and magic power potions */
920 if (op->stats.sp && !op->randomitems) 934 if (op->stats.sp && !op->randomitems)
921 { 935 {
922 object *tmp; 936 object *tmp;
923 937
924 tmp = get_archetype (spell_mapping[op->stats.sp]); 938 tmp = get_archetype (spell_mapping[op->stats.sp]);
925 insert_ob_in_ob (tmp, op); 939 insert_ob_in_ob (tmp, op);
926 op->stats.sp = 0; 940 op->stats.sp = 0;
927 } 941 }
928 } 942 }
929 else if (!op->title) /* Only modify object if not special */ 943 else if (!op->title) /* Only modify object if not special */
930 switch (op->type) 944 switch (op->type)
931 { 945 {
932 case WEAPON: 946 case WEAPON:
933 case ARMOUR: 947 case ARMOUR:
934 case SHIELD: 948 case SHIELD:
935 case HELMET: 949 case HELMET:
936 case CLOAK: 950 case CLOAK:
937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 951 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
938 set_ring_bonus (op, -DICE2); 952 set_ring_bonus (op, -DICE2);
939 break; 953 break;
940 954
941 case BRACERS: 955 case BRACERS:
942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 956 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
943 { 957 {
958 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
959 if (!QUERY_FLAG (op, FLAG_CURSED))
960 op->value *= 3;
961 }
962 break;
963
964 case POTION:
965 {
966 int too_many_tries = 0, is_special = 0;
967
968 /* Handle healing and magic power potions */
969 if (op->stats.sp && !op->randomitems)
970 {
971 object *tmp;
972
973 tmp = get_archetype (spell_mapping[op->stats.sp]);
974 insert_ob_in_ob (tmp, op);
975 op->stats.sp = 0;
976 }
977
978 while (!(is_special = special_potion (op)) && !op->inv)
979 {
980 generate_artifact (op, difficulty);
981 if (too_many_tries++ > 10)
982 break;
983 }
984
985 /* don't want to change value for healing/magic power potions,
986 * since the value set on those is already correct.
987 */
988 if (op->inv && op->randomitems)
989 {
990 /* value multiplier is same as for scrolls */
991 op->value = (op->value * op->inv->value);
992 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
993 }
994 else
995 {
996 op->name = "potion";
997 op->name_pl = "potions";
998 }
999
1000 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1001 SET_FLAG (op, FLAG_CURSED);
1002 break;
1003 }
1004
1005 case AMULET:
1006 if (op->arch == amulet_arch)
1007 op->value *= 5; /* Since it's not just decoration */
1008
1009 case RING:
1010 if (op->arch == NULL)
1011 {
1012 op->destroy ();
1013 op = 0;
1014 break;
1015 }
1016
1017 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1018 break;
1019
1020 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1021 SET_FLAG (op, FLAG_CURSED);
1022
944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1023 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
945 if (!QUERY_FLAG (op, FLAG_CURSED))
946 op->value *= 3;
947 }
948 break;
949 1024
950 case POTION:
951 {
952 int too_many_tries = 0, is_special = 0;
953
954 /* Handle healing and magic power potions */
955 if (op->stats.sp && !op->randomitems)
956 {
957 object *tmp;
958
959 tmp = get_archetype (spell_mapping[op->stats.sp]);
960 insert_ob_in_ob (tmp, op);
961 op->stats.sp = 0;
962 }
963
964 while (!(is_special = special_potion (op)) && !op->inv)
965 {
966 generate_artifact (op, difficulty);
967 if (too_many_tries++ > 10)
968 break;
969 }
970
971 /* don't want to change value for healing/magic power potions,
972 * since the value set on those is already correct.
973 */
974 if (op->inv && op->randomitems)
975 {
976 /* value multiplier is same as for scrolls */
977 op->value = (op->value * op->inv->value);
978 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
979 }
980 else
981 {
982 op->name = "potion";
983 op->name_pl = "potions";
984 }
985
986 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
987 SET_FLAG (op, FLAG_CURSED);
988 break;
989 }
990
991 case AMULET:
992 if (op->arch == amulet_arch)
993 op->value *= 5; /* Since it's not just decoration */
994
995 case RING:
996 if (op->arch == NULL)
997 {
998 remove_ob (op);
999 free_object (op);
1000 op = NULL;
1001 break;
1002 }
1003
1004 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1005 break;
1006
1007 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1008 SET_FLAG (op, FLAG_CURSED);
1009
1010 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1011
1012 if (op->type != RING) /* Amulets have only one ability */ 1025 if (op->type != RING) /* Amulets have only one ability */
1013 break; 1026 break;
1014 1027
1015 if (!(RANDOM () % 4)) 1028 if (!(rndm (4)))
1016 { 1029 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1030 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 1031
1019 if (d > 0) 1032 if (d > 0)
1020 op->value *= 3; 1033 op->value *= 3;
1021 1034
1022 set_ring_bonus (op, d); 1035 set_ring_bonus (op, d);
1023 1036
1024 if (!(RANDOM () % 4)) 1037 if (!(rndm (4)))
1025 { 1038 {
1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1039 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 if (d > 0)
1028 op->value *= 5;
1029 set_ring_bonus (op, d);
1030 }
1031 }
1032 1040
1041 if (d > 0)
1042 op->value *= 5;
1043 set_ring_bonus (op, d);
1044 }
1045 }
1046
1033 if (GET_ANIM_ID (op)) 1047 if (GET_ANIM_ID (op))
1034 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1048 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1035 1049
1036 break; 1050 break;
1037 1051
1038 case BOOK: 1052 case BOOK:
1039 /* Is it an empty book?, if yes lets make a special· 1053 /* Is it an empty book?, if yes lets make a special·
1040 * msg for it, and tailor its properties based on the· 1054 * msg for it, and tailor its properties based on the·
1041 * creator and/or map level we found it on. 1055 * creator and/or map level we found it on.
1042 */ 1056 */
1043 if (!op->msg && RANDOM () % 10) 1057 if (!op->msg && rndm (10))
1044 { 1058 {
1045 /* set the book level properly */ 1059 /* set the book level properly */
1046 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1060 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1047 { 1061 {
1048 if (op->map && op->map->difficulty) 1062 if (op->map && op->map->difficulty)
1049 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1063 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1050 else 1064 else
1051 op->level = RANDOM () % 20 + 1; 1065 op->level = rndm (20) + 1;
1052 } 1066 }
1053 else 1067 else
1054 op->level = RANDOM () % creator->level; 1068 op->level = rndm (creator->level);
1055 1069
1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1070 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1057 /* books w/ info are worth more! */ 1071 /* books w/ info are worth more! */
1058 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1072 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1059 /* creator related stuff */ 1073 /* creator related stuff */
1060 1074
1061 /* for library, chained books. Note that some monsters have no_pick 1075 /* for library, chained books. Note that some monsters have no_pick
1062 * set - we don't want to set no pick in that case. 1076 * set - we don't want to set no pick in that case.
1063 */ 1077 */
1064 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1078 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1065 SET_FLAG (op, FLAG_NO_PICK); 1079 SET_FLAG (op, FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1080 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying; 1081 op->slaying = creator->slaying;
1068 1082
1069 /* add exp so reading it gives xp (once) */ 1083 /* add exp so reading it gives xp (once) */
1070 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1084 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1071 } 1085 }
1072 break; 1086 break;
1073 1087
1074 case SPELLBOOK: 1088 case SPELLBOOK:
1075 op->value = op->value * op->inv->value; 1089 op->value = op->value * op->inv->value;
1076 /* add exp so learning gives xp */ 1090 /* add exp so learning gives xp */
1077 op->level = op->inv->level; 1091 op->level = op->inv->level;
1078 op->stats.exp = op->value; 1092 op->stats.exp = op->value;
1079 break; 1093 break;
1080 1094
1081 case WAND: 1095 case WAND:
1082 /* nrof in the treasure list is number of charges, 1096 /* nrof in the treasure list is number of charges,
1083 * not number of wands. So copy that into food (charges), 1097 * not number of wands. So copy that into food (charges),
1084 * and reset nrof. 1098 * and reset nrof.
1085 */ 1099 */
1086 op->stats.food = op->inv->nrof; 1100 op->stats.food = op->inv->nrof;
1087 op->nrof = 1; 1101 op->nrof = 1;
1088 /* If the spell changes by level, choose a random level 1102 /* If the spell changes by level, choose a random level
1089 * for it, and adjust price. If the spell doesn't 1103 * for it, and adjust price. If the spell doesn't
1090 * change by level, just set the wand to the level of 1104 * change by level, just set the wand to the level of
1091 * the spell, and value calculation is simpler. 1105 * the spell, and value calculation is simpler.
1092 */ 1106 */
1093 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1107 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1094 { 1108 {
1109 op->level = level_for_item (op, difficulty);
1110 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1111 }
1112 else
1113 {
1114 op->level = op->inv->level;
1115 op->value = op->value * op->inv->value;
1116 }
1117 break;
1118
1119 case ROD:
1095 op->level = level_for_item (op, difficulty); 1120 op->level = level_for_item (op, difficulty);
1121 /* Add 50 to both level an divisor to keep prices a little more
1122 * reasonable. Otherwise, a high level version of a low level
1123 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1124 * 10 time multiplier). This way, the value are a bit more reasonable.
1125 */
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1126 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097 } 1127 /* maxhp is used to denote how many 'charges' the rod holds before */
1098 else 1128 if (op->stats.maxhp)
1099 { 1129 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1100 op->level = op->inv->level; 1130 else
1101 op->value = op->value * op->inv->value; 1131 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1102 }
1103 break;
1104 1132
1133 op->stats.hp = op->stats.maxhp;
1134 break;
1135
1105 case ROD: 1136 case SCROLL:
1106 op->level = level_for_item (op, difficulty); 1137 op->level = level_for_item (op, difficulty);
1107 /* Add 50 to both level an divisor to keep prices a little more
1108 * reasonable. Otherwise, a high level version of a low level
1109 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1110 * 10 time multiplier). This way, the value are a bit more reasonable.
1111 */
1112 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1138 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1113 /* maxhp is used to denote how many 'charges' the rod holds before */
1114 if (op->stats.maxhp)
1115 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1116 else
1117 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1118 1139
1119 op->stats.hp = op->stats.maxhp;
1120 break;
1121
1122 case SCROLL:
1123 op->level = level_for_item (op, difficulty);
1124 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1125
1126 /* add exp so reading them properly gives xp */ 1140 /* add exp so reading them properly gives xp */
1127 op->stats.exp = op->value / 5; 1141 op->stats.exp = op->value / 5;
1128 op->nrof = op->inv->nrof; 1142 op->nrof = op->inv->nrof;
1129 break; 1143 break;
1130 1144
1131 case RUNE: 1145 case RUNE:
1132 trap_adjust (op, difficulty); 1146 trap_adjust (op, difficulty);
1133 break; 1147 break;
1134 1148
1135 case TRAP: 1149 case TRAP:
1136 trap_adjust (op, difficulty); 1150 trap_adjust (op, difficulty);
1137 break; 1151 break;
1138 } /* switch type */ 1152 } /* switch type */
1139 1153
1140 if (flags & GT_STARTEQUIP) 1154 if (flags & GT_STARTEQUIP)
1141 { 1155 {
1142 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1156 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1143 SET_FLAG (op, FLAG_STARTEQUIP); 1157 SET_FLAG (op, FLAG_STARTEQUIP);
1144 else if (op->type != MONEY) 1158 else if (op->type != MONEY)
1145 op->value = 0; 1159 op->value = 0;
1146 } 1160 }
1147 1161
1148 if (!(flags & GT_ENVIRONMENT)) 1162 if (!(flags & GT_ENVIRONMENT))
1149 fix_flesh_item (op, creator); 1163 fix_flesh_item (op, creator);
1150} 1164}
1158 */ 1172 */
1159 1173
1160/* 1174/*
1161 * Allocate and return the pointer to an empty artifactlist structure. 1175 * Allocate and return the pointer to an empty artifactlist structure.
1162 */ 1176 */
1163
1164static artifactlist * 1177static artifactlist *
1165get_empty_artifactlist (void) 1178get_empty_artifactlist (void)
1166{ 1179{
1167 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1180 return salloc0 <artifactlist> ();
1168 if (tl == NULL)
1169 fatal (OUT_OF_MEMORY);
1170 tl->next = NULL;
1171 tl->items = NULL;
1172 tl->total_chance = 0;
1173 return tl;
1174} 1181}
1175 1182
1176/* 1183/*
1177 * Allocate and return the pointer to an empty artifact structure. 1184 * Allocate and return the pointer to an empty artifact structure.
1178 */ 1185 */
1179
1180static artifact * 1186static artifact *
1181get_empty_artifact (void) 1187get_empty_artifact (void)
1182{ 1188{
1183 artifact *t = (artifact *) malloc (sizeof (artifact)); 1189 return salloc0 <artifact> ();
1184 if (t == NULL)
1185 fatal (OUT_OF_MEMORY);
1186 t->item = NULL;
1187 t->next = NULL;
1188 t->chance = 0;
1189 t->difficulty = 0;
1190 t->allowed = NULL;
1191 return t;
1192} 1190}
1193 1191
1194/* 1192/*
1195 * Searches the artifact lists and returns one that has the same type 1193 * Searches the artifact lists and returns one that has the same type
1196 * of objects on it. 1194 * of objects on it.
1197 */ 1195 */
1198
1199artifactlist * 1196artifactlist *
1200find_artifactlist (int type) 1197find_artifactlist (int type)
1201{ 1198{
1202 artifactlist *al;
1203
1204 for (al = first_artifactlist; al != NULL; al = al->next) 1199 for (artifactlist *al = first_artifactlist; al; al = al->next)
1205 if (al->type == type) 1200 if (al->type == type)
1206 return al; 1201 return al;
1202
1207 return NULL; 1203 return 0;
1208} 1204}
1209 1205
1210/* 1206/*
1211 * For debugging purposes. Dumps all tables. 1207 * For debugging purposes. Dumps all tables.
1212 */ 1208 */
1213
1214void 1209void
1215dump_artifacts (void) 1210dump_artifacts (void)
1216{ 1211{
1217 artifactlist *al; 1212 artifactlist *al;
1218 artifact *art; 1213 artifact *art;
1221 fprintf (logfile, "\n"); 1216 fprintf (logfile, "\n");
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1217 for (al = first_artifactlist; al != NULL; al = al->next)
1223 { 1218 {
1224 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1219 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1225 for (art = al->items; art != NULL; art = art->next) 1220 for (art = al->items; art != NULL; art = art->next)
1226 { 1221 {
1227 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1222 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1228 if (art->allowed != NULL) 1223 if (art->allowed != NULL)
1229 { 1224 {
1230 fprintf (logfile, "\tAllowed combinations:"); 1225 fprintf (logfile, "\tallowed combinations:");
1231 for (next = art->allowed; next != NULL; next = next->next) 1226 for (next = art->allowed; next != NULL; next = next->next)
1232 fprintf (logfile, "%s,", &next->name); 1227 fprintf (logfile, "%s,", &next->name);
1233 fprintf (logfile, "\n"); 1228 fprintf (logfile, "\n");
1234 } 1229 }
1235 } 1230 }
1236 } 1231 }
1237 fprintf (logfile, "\n"); 1232 fprintf (logfile, "\n");
1238} 1233}
1239 1234
1240/* 1235/*
1241 * For debugging purposes. Dumps all treasures recursively (see below). 1236 * For debugging purposes. Dumps all treasures recursively (see below).
1242 */ 1237 */
1243void 1238void
1244dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1239dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1245{ 1240{
1246 treasurelist *tl; 1241 treasurelist *tl;
1247 int i; 1242 int i;
1248 1243
1249 if (depth > 100) 1244 if (depth > 100)
1250 return; 1245 return;
1251 while (t != NULL) 1246
1247 while (t)
1252 { 1248 {
1253 if (t->name != NULL) 1249 if (t->name)
1254 { 1250 {
1255 for (i = 0; i < depth; i++) 1251 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " "); 1252 fprintf (logfile, " ");
1253
1257 fprintf (logfile, "{ (list: %s)\n", &t->name); 1254 fprintf (logfile, "{ (list: %s)\n", &t->name);
1255
1258 tl = find_treasurelist (t->name); 1256 tl = treasurelist::find (t->name);
1257 if (tl)
1259 dump_monster_treasure_rec (name, tl->items, depth + 2); 1258 dump_monster_treasure_rec (name, tl->items, depth + 2);
1259
1260 for (i = 0; i < depth; i++) 1260 for (i = 0; i < depth; i++)
1261 fprintf (logfile, " "); 1261 fprintf (logfile, " ");
1262
1262 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1263 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1263 } 1264 }
1264 else 1265 else
1265 { 1266 {
1266 for (i = 0; i < depth; i++) 1267 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1268 fprintf (logfile, " ");
1269
1268 if (t->item->clone.type == FLESH) 1270 if (t->item && t->item->clone.type == FLESH)
1269 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1271 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1270 else 1272 else
1271 fprintf (logfile, "%s\n", &t->item->clone.name); 1273 fprintf (logfile, "%s\n", &t->item->clone.name);
1272 } 1274 }
1275
1273 if (t->next_yes != NULL) 1276 if (t->next_yes)
1274 { 1277 {
1275 for (i = 0; i < depth; i++) 1278 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1279 fprintf (logfile, " ");
1280
1277 fprintf (logfile, " (if yes)\n"); 1281 fprintf (logfile, " (if yes)\n");
1278 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1282 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1279 } 1283 }
1284
1280 if (t->next_no != NULL) 1285 if (t->next_no)
1281 { 1286 {
1282 for (i = 0; i < depth; i++) 1287 for (i = 0; i < depth; i++)
1283 fprintf (logfile, " "); 1288 fprintf (logfile, " ");
1289
1284 fprintf (logfile, " (if no)\n"); 1290 fprintf (logfile, " (if no)\n");
1285 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1291 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1286 } 1292 }
1293
1287 t = t->next; 1294 t = t->next;
1288 } 1295 }
1289} 1296}
1290 1297
1291/* 1298/*
1292 * For debugging purposes. Dumps all treasures for a given monster. 1299 * For debugging purposes. Dumps all treasures for a given monster.
1293 * Created originally by Raphael Quinet for debugging the alchemy code. 1300 * Created originally by Raphael Quinet for debugging the alchemy code.
1294 */ 1301 */
1295
1296void 1302void
1297dump_monster_treasure (const char *name) 1303dump_monster_treasure (const char *name)
1298{ 1304{
1299 archetype *at; 1305 archetype *at;
1300 int found; 1306 int found;
1301 1307
1302 found = 0; 1308 found = 0;
1303 fprintf (logfile, "\n"); 1309 fprintf (logfile, "\n");
1310
1304 for (at = first_archetype; at != NULL; at = at->next) 1311 for (at = first_archetype; at != NULL; at = at->next)
1305 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1312 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1306 { 1313 {
1307 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1314 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1308 if (at->clone.randomitems != NULL) 1315 if (at->clone.randomitems != NULL)
1309 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1316 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1310 else 1317 else
1311 fprintf (logfile, "(nothing)\n"); 1318 fprintf (logfile, "(nothing)\n");
1319
1312 fprintf (logfile, "\n"); 1320 fprintf (logfile, "\n");
1313 found++; 1321 found++;
1314 } 1322 }
1323
1315 if (found == 0) 1324 if (found == 0)
1316 fprintf (logfile, "No objects have the name %s!\n\n", name); 1325 fprintf (logfile, "No objects have the name %s!\n\n", name);
1317} 1326}
1318 1327
1319/* 1328/*
1320 * Builds up the lists of artifacts from the file in the libdir. 1329 * Builds up the lists of artifacts from the file in the libdir.
1321 */ 1330 */
1322
1323void 1331void
1324init_artifacts (void) 1332init_artifacts (void)
1325{ 1333{
1326 static int has_been_inited = 0; 1334 static int has_been_inited = 0;
1327 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1335 char filename[MAX_BUF];
1328 artifact *art = NULL; 1336 artifact *art = NULL;
1329 linked_char *tmp;
1330 int value, comp;
1331 artifactlist *al; 1337 artifactlist *al;
1332 1338
1333 if (has_been_inited) 1339 if (has_been_inited)
1334 return; 1340 return;
1335 else 1341 else
1336 has_been_inited = 1; 1342 has_been_inited = 1;
1337 1343
1338 sprintf (filename, "%s/artifacts", settings.datadir); 1344 sprintf (filename, "%s/artifacts", settings.datadir);
1339 object_thawer thawer (filename); 1345 object_thawer f (filename);
1340 1346
1341 if (!thawer) 1347 if (!f)
1342 return; 1348 return;
1343 1349
1344 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1350 f.next ();
1345 {
1346 if (*buf == '#')
1347 continue;
1348 if ((cp = strchr (buf, '\n')) != NULL)
1349 *cp = '\0';
1350 cp = buf;
1351 while (*cp == ' ') /* Skip blanks */
1352 cp++;
1353 if (*cp == '\0')
1354 continue;
1355 1351
1356 if (!strncmp (cp, "Allowed", 7)) 1352 for (;;)
1357 {
1358 if (art == NULL)
1359 { 1353 {
1354 switch (f.kw)
1355 {
1356 case KW_allowed:
1357 if (!art)
1358 {
1360 art = get_empty_artifact (); 1359 art = get_empty_artifact ();
1361 nrofartifacts++; 1360 nrofartifacts++;
1361 }
1362
1363 {
1364 if (!strcmp (f.get_str (), "all"))
1365 break;
1366
1367 char *next, *cp = f.get_str ();
1368
1369 do
1370 {
1371 nrofallowedstr++;
1372
1373 if ((next = strchr (cp, ',')))
1374 *next++ = '\0';
1375
1376 linked_char *tmp = new linked_char;
1377
1378 tmp->name = cp;
1379 tmp->next = art->allowed;
1380 art->allowed = tmp;
1381 }
1382 while ((cp = next));
1383 }
1384 break;
1385
1386 case KW_chance:
1387 f.get (art->chance);
1388 break;
1389
1390 case KW_difficulty:
1391 f.get (art->difficulty);
1392 break;
1393
1394 case KW_object:
1395 {
1396 art->item = object::create ();
1397
1398 if (!art->item->parse_kv (f))
1399 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1400
1401 al = find_artifactlist (art->item->type);
1402
1403 if (!al)
1404 {
1405 al = get_empty_artifactlist ();
1406 al->type = art->item->type;
1407 al->next = first_artifactlist;
1408 first_artifactlist = al;
1409 }
1410
1411 art->next = al->items;
1412 al->items = art;
1413 art = 0;
1414 }
1415 continue;
1416
1417 case KW_EOF:
1418 goto done;
1419
1420 default:
1421 if (!f.parse_error ("artifacts file"))
1422 cleanup ("artifacts file required");
1423 break;
1424 }
1425
1426 f.next ();
1362 } 1427 }
1363 cp = strchr (cp, ' ') + 1;
1364 if (!strcmp (cp, "all"))
1365 continue;
1366 1428
1367 do 1429done:
1368 {
1369 nrofallowedstr++;
1370 if ((next = strchr (cp, ',')) != NULL)
1371 *(next++) = '\0';
1372 tmp = new linked_char;
1373 tmp->name = cp;
1374 tmp->next = art->allowed;
1375 art->allowed = tmp;
1376 }
1377 while ((cp = next) != NULL);
1378 }
1379 else if (sscanf (cp, "chance %d", &value))
1380 art->chance = (uint16) value;
1381 else if (sscanf (cp, "difficulty %d", &value))
1382 art->difficulty = (uint8) value;
1383 else if (!strncmp (cp, "Object", 6))
1384 {
1385 art->item = get_object ();
1386
1387 if (!load_object (thawer, art->item, 0))
1388 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1389
1390 art->item->name = strchr (cp, ' ') + 1;
1391 al = find_artifactlist (art->item->type);
1392 if (al == NULL)
1393 {
1394 al = get_empty_artifactlist ();
1395 al->type = art->item->type;
1396 al->next = first_artifactlist;
1397 first_artifactlist = al;
1398 }
1399 art->next = al->items;
1400 al->items = art;
1401 art = NULL;
1402 }
1403 else
1404 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1405 }
1406
1407 for (al = first_artifactlist; al != NULL; al = al->next) 1430 for (al = first_artifactlist; al; al = al->next)
1408 { 1431 {
1409 for (art = al->items; art != NULL; art = art->next) 1432 for (art = al->items; art; art = art->next)
1410 { 1433 {
1411 if (!art->chance) 1434 if (!art->chance)
1412 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1435 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1413 else 1436 else
1414 al->total_chance += art->chance; 1437 al->total_chance += art->chance;
1415 } 1438 }
1416#if 0 1439#if 0
1417 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1440 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1418#endif 1441#endif
1419 } 1442 }
1420 1443
1426 * Used in artifact generation. The bonuses of the first object 1449 * Used in artifact generation. The bonuses of the first object
1427 * is modified by the bonuses of the second object. 1450 * is modified by the bonuses of the second object.
1428 */ 1451 */
1429 1452
1430void 1453void
1431add_abilities (object * op, object * change) 1454add_abilities (object *op, object *change)
1432{ 1455{
1433 int i, j, tmp; 1456 int i, tmp;
1434 1457
1435 if (change->face != blank_face) 1458 if (change->face != blank_face)
1436 { 1459 {
1437#ifdef TREASURE_VERBOSE 1460#ifdef TREASURE_VERBOSE
1438 LOG (llevDebug, "FACE: %d\n", change->face->number); 1461 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1439#endif 1462#endif
1440 op->face = change->face; 1463 op->face = change->face;
1441 } 1464 }
1442 1465
1443 for (i = 0; i < NUM_STATS; i++) 1466 for (i = 0; i < NUM_STATS; i++)
1477 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1500 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1478 { 1501 {
1479 CLEAR_FLAG (op, FLAG_ANIMATE); 1502 CLEAR_FLAG (op, FLAG_ANIMATE);
1480 /* so artifacts will join */ 1503 /* so artifacts will join */
1481 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1504 if (!QUERY_FLAG (op, FLAG_ALIVE))
1482 op->speed = 0.0; 1505 op->speed = 0.0;
1483 1506
1484 update_ob_speed (op); 1507 op->set_speed (op->speed);
1485 } 1508 }
1486 1509
1487 if (change->nrof) 1510 if (change->nrof)
1488 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1511 op->nrof = rndm (change->nrof) + 1;
1489 1512
1490 op->stats.exp += change->stats.exp; /* Speed modifier */ 1513 op->stats.exp += change->stats.exp; /* Speed modifier */
1491 op->stats.wc += change->stats.wc; 1514 op->stats.wc += change->stats.wc;
1492 op->stats.ac += change->stats.ac; 1515 op->stats.ac += change->stats.ac;
1493 1516
1494 if (change->other_arch) 1517 if (change->other_arch)
1495 { 1518 {
1496 /* Basically, for horns & potions, the other_arch field is the spell 1519 /* Basically, for horns & potions, the other_arch field is the spell
1497 * to cast. So convert that to into a spell and put it into 1520 * to cast. So convert that to into a spell and put it into
1498 * this object. 1521 * this object.
1499 */ 1522 */
1500 if (op->type == HORN || op->type == POTION) 1523 if (op->type == HORN || op->type == POTION)
1501 { 1524 {
1502 object *tmp_obj; 1525 object *tmp_obj;
1526
1503 /* Remove any spells this object currently has in it */ 1527 /* Remove any spells this object currently has in it */
1504 while (op->inv) 1528 while (op->inv)
1505 { 1529 op->inv->destroy ();
1506 tmp_obj = op->inv;
1507 remove_ob (tmp_obj);
1508 free_object (tmp_obj);
1509 }
1510 1530
1511 tmp_obj = arch_to_object (change->other_arch); 1531 tmp_obj = arch_to_object (change->other_arch);
1512 insert_ob_in_ob (tmp_obj, op); 1532 insert_ob_in_ob (tmp_obj, op);
1513 } 1533 }
1514 /* No harm setting this for potions/horns */ 1534 /* No harm setting this for potions/horns */
1515 op->other_arch = change->other_arch; 1535 op->other_arch = change->other_arch;
1516 } 1536 }
1517 1537
1518 if (change->stats.hp < 0) 1538 if (change->stats.hp < 0)
1551 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1571 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1552 1572
1553 op->item_power = change->item_power; 1573 op->item_power = change->item_power;
1554 1574
1555 for (i = 0; i < NROFATTACKS; i++) 1575 for (i = 0; i < NROFATTACKS; i++)
1556 {
1557 if (change->resist[i]) 1576 if (change->resist[i])
1558 {
1559 op->resist[i] += change->resist[i]; 1577 op->resist[i] += change->resist[i];
1560 }
1561 }
1562 1578
1563 if (change->stats.dam) 1579 if (change->stats.dam)
1564 { 1580 {
1565 if (change->stats.dam < 0) 1581 if (change->stats.dam < 0)
1566 op->stats.dam = (-change->stats.dam); 1582 op->stats.dam = (-change->stats.dam);
1567 else if (op->stats.dam) 1583 else if (op->stats.dam)
1568 { 1584 {
1569 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1585 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1570 if (tmp == op->stats.dam) 1586 if (tmp == op->stats.dam)
1571 { 1587 {
1572 if (change->stats.dam < 10) 1588 if (change->stats.dam < 10)
1573 op->stats.dam--; 1589 op->stats.dam--;
1590 else
1591 op->stats.dam++;
1592 }
1574 else 1593 else
1575 op->stats.dam++;
1576 }
1577 else
1578 op->stats.dam = tmp; 1594 op->stats.dam = tmp;
1579 } 1595 }
1580 } 1596 }
1581 1597
1582 if (change->weight) 1598 if (change->weight)
1583 { 1599 {
1584 if (change->weight < 0) 1600 if (change->weight < 0)
1585 op->weight = (-change->weight); 1601 op->weight = (-change->weight);
1586 else 1602 else
1587 op->weight = (op->weight * (change->weight)) / 100; 1603 op->weight = (op->weight * (change->weight)) / 100;
1588 } 1604 }
1589 1605
1590 if (change->last_sp) 1606 if (change->last_sp)
1591 { 1607 {
1592 if (change->last_sp < 0) 1608 if (change->last_sp < 0)
1593 op->last_sp = (-change->last_sp); 1609 op->last_sp = (-change->last_sp);
1594 else 1610 else
1595 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1611 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1596 } 1612 }
1597 1613
1598 if (change->gen_sp_armour) 1614 if (change->gen_sp_armour)
1599 { 1615 {
1600 if (change->gen_sp_armour < 0) 1616 if (change->gen_sp_armour < 0)
1601 op->gen_sp_armour = (-change->gen_sp_armour); 1617 op->gen_sp_armour = (-change->gen_sp_armour);
1602 else 1618 else
1603 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1619 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1604 } 1620 }
1605 1621
1606 op->value *= change->value; 1622 op->value *= change->value;
1607 1623
1608 if (change->material) 1624 if (change->materials)
1609 op->material = change->material; 1625 op->materials = change->materials;
1610 1626
1611 if (change->materialname) 1627 if (change->materialname)
1612 op->materialname = change->materialname; 1628 op->materialname = change->materialname;
1613 1629
1614 if (change->slaying) 1630 if (change->slaying)
1620 if (change->msg) 1636 if (change->msg)
1621 op->msg = change->msg; 1637 op->msg = change->msg;
1622} 1638}
1623 1639
1624static int 1640static int
1625legal_artifact_combination (object * op, artifact * art) 1641legal_artifact_combination (object *op, artifact * art)
1626{ 1642{
1627 int neg, success = 0; 1643 int neg, success = 0;
1628 linked_char *tmp; 1644 linked_char *tmp;
1629 const char *name; 1645 const char *name;
1630 1646
1631 if (art->allowed == (linked_char *) NULL) 1647 if (art->allowed == (linked_char *) NULL)
1632 return 1; /* Ie, "all" */ 1648 return 1; /* Ie, "all" */
1633 for (tmp = art->allowed; tmp; tmp = tmp->next) 1649 for (tmp = art->allowed; tmp; tmp = tmp->next)
1634 { 1650 {
1635#ifdef TREASURE_VERBOSE 1651#ifdef TREASURE_VERBOSE
1636 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1652 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1637#endif 1653#endif
1638 if (*tmp->name == '!') 1654 if (*tmp->name == '!')
1639 name = tmp->name + 1, neg = 1; 1655 name = tmp->name + 1, neg = 1;
1640 else 1656 else
1641 name = tmp->name, neg = 0; 1657 name = tmp->name, neg = 0;
1642 1658
1643 /* If we match name, then return the opposite of 'neg' */ 1659 /* If we match name, then return the opposite of 'neg' */
1644 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1660 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1645 return !neg; 1661 return !neg;
1646 1662
1647 /* Set success as true, since if the match was an inverse, it means 1663 /* Set success as true, since if the match was an inverse, it means
1648 * everything is allowed except what we match 1664 * everything is allowed except what we match
1649 */ 1665 */
1650 else if (neg) 1666 else if (neg)
1651 success = 1; 1667 success = 1;
1652 } 1668 }
1653 return success; 1669 return success;
1654} 1670}
1655 1671
1656/* 1672/*
1663{ 1679{
1664 char new_name[MAX_BUF]; 1680 char new_name[MAX_BUF];
1665 1681
1666 sprintf (new_name, "of %s", &artifct->name); 1682 sprintf (new_name, "of %s", &artifct->name);
1667 op->title = new_name; 1683 op->title = new_name;
1668 add_abilities (op, artifct); /* Give out the bonuses */ 1684 add_abilities (op, artifct); /* Give out the bonuses */
1669 1685
1670#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1686#if 0 /* Bit verbose, but keep it here until next time I need it... */
1671 { 1687 {
1672 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1688 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1689
1673 SET_FLAG (op, FLAG_IDENTIFIED); 1690 SET_FLAG (op, FLAG_IDENTIFIED);
1674 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1691 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1675 if (!identified) 1692 if (!identified)
1676 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1693 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1677 } 1694 }
1689 1706
1690/* Give 1 re-roll attempt per artifact */ 1707/* Give 1 re-roll attempt per artifact */
1691#define ARTIFACT_TRIES 2 1708#define ARTIFACT_TRIES 2
1692 1709
1693void 1710void
1694generate_artifact (object * op, int difficulty) 1711generate_artifact (object *op, int difficulty)
1695{ 1712{
1696 artifactlist *al; 1713 artifactlist *al;
1697 artifact *art; 1714 artifact *art;
1698 int i; 1715 int i;
1699 1716
1700 al = find_artifactlist (op->type); 1717 al = find_artifactlist (op->type);
1701 1718
1702 if (al == NULL) 1719 if (al == NULL)
1703 { 1720 {
1704#if 0 /* This is too verbose, usually */ 1721#if 0 /* This is too verbose, usually */
1705 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1722 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1706#endif 1723#endif
1707 return; 1724 return;
1708 } 1725 }
1709 1726
1710 for (i = 0; i < ARTIFACT_TRIES; i++) 1727 for (i = 0; i < ARTIFACT_TRIES; i++)
1711 { 1728 {
1712 int roll = RANDOM () % al->total_chance; 1729 int roll = rndm (al->total_chance);
1713 1730
1714 for (art = al->items; art != NULL; art = art->next) 1731 for (art = al->items; art; art = art->next)
1715 { 1732 {
1716 roll -= art->chance; 1733 roll -= art->chance;
1717 if (roll < 0) 1734 if (roll < 0)
1718 break; 1735 break;
1719 } 1736 }
1720 1737
1721 if (art == NULL || roll >= 0) 1738 if (art == NULL || roll >= 0)
1722 { 1739 {
1723#if 1 1740#if 1
1724 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1741 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1725#endif 1742#endif
1726 return; 1743 return;
1727 } 1744 }
1728 if (!strcmp (art->item->name, "NONE")) 1745 if (!strcmp (art->item->name, "NONE"))
1729 return; 1746 return;
1730 if (FABS (op->magic) < art->item->magic) 1747 if (FABS (op->magic) < art->item->magic)
1731 continue; /* Not magic enough to be this item */ 1748 continue; /* Not magic enough to be this item */
1732 1749
1733 /* Map difficulty not high enough */ 1750 /* Map difficulty not high enough */
1734 if (difficulty < art->difficulty) 1751 if (difficulty < art->difficulty)
1735 continue; 1752 continue;
1736 1753
1737 if (!legal_artifact_combination (op, art)) 1754 if (!legal_artifact_combination (op, art))
1738 { 1755 {
1739#ifdef TREASURE_VERBOSE 1756#ifdef TREASURE_VERBOSE
1740 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1757 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1741#endif 1758#endif
1742 continue; 1759 continue;
1743 } 1760 }
1761
1744 give_artifact_abilities (op, art->item); 1762 give_artifact_abilities (op, art->item);
1745 return; 1763 return;
1746 } 1764 }
1747} 1765}
1748 1766
1750 * FOOD, except they inherit properties (name, food value, etc). 1768 * FOOD, except they inherit properties (name, food value, etc).
1751 * based on the original owner (or 'donor' if you like). -b.t. 1769 * based on the original owner (or 'donor' if you like). -b.t.
1752 */ 1770 */
1753 1771
1754void 1772void
1755fix_flesh_item (object * item, object * donor) 1773fix_flesh_item (object *item, object *donor)
1756{ 1774{
1757 char tmpbuf[MAX_BUF]; 1775 char tmpbuf[MAX_BUF];
1758 int i; 1776 int i;
1759 1777
1760 if (item->type == FLESH && donor) 1778 if (item->type == FLESH && donor)
1761 { 1779 {
1762 /* change the name */ 1780 /* change the name */
1763 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1781 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1782 item->name = tmpbuf;
1764 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1783 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1784 item->name_pl = tmpbuf;
1765 1785
1766 /* weight is FLESH weight/100 * donor */ 1786 /* weight is FLESH weight/100 * donor */
1767 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1787 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1768 item->weight = 1; 1788 item->weight = 1;
1769 1789
1770 /* value is multiplied by level of donor */ 1790 /* value is multiplied by level of donor */
1771 item->value *= isqrt (donor->level * 2); 1791 item->value *= isqrt (donor->level * 2);
1772 1792
1773 /* food value */ 1793 /* food value */
1775 1795
1776 /* flesh items inherit some abilities of donor, but not 1796 /* flesh items inherit some abilities of donor, but not
1777 * full effect. 1797 * full effect.
1778 */ 1798 */
1779 for (i = 0; i < NROFATTACKS; i++) 1799 for (i = 0; i < NROFATTACKS; i++)
1780 item->resist[i] = donor->resist[i] / 2; 1800 item->resist[i] = donor->resist[i] / 2;
1781 1801
1782 /* item inherits donor's level (important for quezals) */ 1802 /* item inherits donor's level (important for quezals) */
1783 item->level = donor->level; 1803 item->level = donor->level;
1784 1804
1785 /* if donor has some attacktypes, the flesh is poisonous */ 1805 /* if donor has some attacktypes, the flesh is poisonous */
1786 if (donor->attacktype & AT_POISON) 1806 if (donor->attacktype & AT_POISON)
1787 item->type = POISON; 1807 item->type = POISON;
1788 if (donor->attacktype & AT_ACID) 1808 if (donor->attacktype & AT_ACID)
1789 item->stats.hp = -1 * item->stats.food; 1809 item->stats.hp = -1 * item->stats.food;
1790 SET_FLAG (item, FLAG_NO_STEAL); 1810 SET_FLAG (item, FLAG_NO_STEAL);
1791 } 1811 }
1792} 1812}
1793 1813
1794/* special_potion() - so that old potion code is still done right. */ 1814/* special_potion() - so that old potion code is still done right. */
1795 1815
1796int 1816int
1797special_potion (object * op) 1817special_potion (object *op)
1798{ 1818{
1799
1800 int i;
1801
1802 if (op->attacktype) 1819 if (op->attacktype)
1803 return 1; 1820 return 1;
1804 1821
1805 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1822 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1806 return 1; 1823 return 1;
1807 1824
1808 for (i = 0; i < NROFATTACKS; i++) 1825 for (int i = 0; i < NROFATTACKS; i++)
1809 if (op->resist[i]) 1826 if (op->resist[i])
1810 return 1; 1827 return 1;
1811 1828
1812 return 0; 1829 return 0;
1813} 1830}
1814 1831
1815void 1832void
1816free_treasurestruct (treasure * t) 1833free_treasurestruct (treasure *t)
1817{ 1834{
1818 if (t->next)
1819 free_treasurestruct (t->next); 1835 if (t->next) free_treasurestruct (t->next);
1820 if (t->next_yes)
1821 free_treasurestruct (t->next_yes); 1836 if (t->next_yes) free_treasurestruct (t->next_yes);
1822 if (t->next_no)
1823 free_treasurestruct (t->next_no); 1837 if (t->next_no) free_treasurestruct (t->next_no);
1824 1838
1825 delete t; 1839 delete t;
1826} 1840}
1827 1841
1828void 1842void
1829free_charlinks (linked_char * lc) 1843free_charlinks (linked_char *lc)
1830{ 1844{
1831 if (lc->next) 1845 if (lc->next)
1832 free_charlinks (lc->next); 1846 free_charlinks (lc->next);
1833 1847
1834 delete lc; 1848 delete lc;
1835} 1849}
1836 1850
1837void 1851void
1838free_artifact (artifact * at) 1852free_artifact (artifact *at)
1839{ 1853{
1840
1841 if (at->next)
1842 free_artifact (at->next); 1854 if (at->next) free_artifact (at->next);
1843 if (at->allowed)
1844 free_charlinks (at->allowed); 1855 if (at->allowed) free_charlinks (at->allowed);
1845 1856
1846 delete at->item; 1857 at->item->destroy (1);
1847 1858
1848 delete at; 1859 sfree (at);
1849} 1860}
1850 1861
1851void 1862void
1852free_artifactlist (artifactlist * al) 1863free_artifactlist (artifactlist *al)
1853{ 1864{
1854 artifactlist *nextal; 1865 artifactlist *nextal;
1866
1855 for (al = first_artifactlist; al != NULL; al = nextal) 1867 for (al = first_artifactlist; al; al = nextal)
1856 { 1868 {
1857 nextal = al->next; 1869 nextal = al->next;
1870
1858 if (al->items) 1871 if (al->items)
1859 {
1860 free_artifact (al->items); 1872 free_artifact (al->items);
1861 } 1873
1862 free (al); 1874 sfree (al);
1863 } 1875 }
1864} 1876}
1865 1877
1866void 1878void
1867free_all_treasures (void) 1879free_all_treasures (void)
1868{ 1880{
1869 treasurelist *tl, *next; 1881 treasurelist *tl, *next;
1870 1882
1871
1872 for (tl = first_treasurelist; tl != NULL; tl = next) 1883 for (tl = first_treasurelist; tl; tl = next)
1873 { 1884 {
1885 clear (tl);
1886
1874 next = tl->next; 1887 next = tl->next;
1875 if (tl->items)
1876 free_treasurestruct (tl->items);
1877 delete tl; 1888 delete tl;
1878 } 1889 }
1890
1879 free_artifactlist (first_artifactlist); 1891 free_artifactlist (first_artifactlist);
1880} 1892}

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