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/cvs/deliantra/server/common/treasure.C
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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.6 by root, Thu Aug 31 18:59:23 2006 UTC vs.
Revision 1.12 by root, Mon Sep 4 13:55:54 2006 UTC

1 1
2/* 2/*
3 * static char *rcs_treasure_c = 3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.6 2006/08/31 18:59:23 root Exp $"; 4 * "$Id: treasure.C,v 1.12 2006/09/04 13:55:54 root Exp $";
5 */ 5 */
6 6
7/* 7/*
8 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
9 9
36 */ 36 */
37#define TREASURE_DEBUG 37#define TREASURE_DEBUG
38 38
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 39/* TREASURE_VERBOSE enables copious output concerning artifact generation */
40/* #define TREASURE_VERBOSE */ 40/* #define TREASURE_VERBOSE */
41 41
42#include <global.h> 42#include <global.h>
43#include <treasure.h> 43#include <treasure.h>
44#include <funcpoint.h> 44#include <funcpoint.h>
45#include <loader.h> 45#include <loader.h>
46 46
47 47
48static void change_treasure(treasure *t, object *op); /* overrule default values */ 48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 49extern char *spell_mapping[];
50 50
51/* 51/*
52 * Initialize global archtype pointers: 52 * Initialize global archtype pointers:
53 */ 53 */
54 54
55void
55void init_archetype_pointers() { 56init_archetype_pointers ()
57{
56 int prev_warn = warn_archetypes; 58 int prev_warn = warn_archetypes;
57 warn_archetypes = 1; 59 warn_archetypes = 1;
58 if (ring_arch == NULL) 60 if (ring_arch == NULL)
59 ring_arch = find_archetype("ring"); 61 ring_arch = find_archetype ("ring");
60 if (amulet_arch == NULL) 62 if (amulet_arch == NULL)
61 amulet_arch = find_archetype("amulet"); 63 amulet_arch = find_archetype ("amulet");
62 if (staff_arch == NULL) 64 if (staff_arch == NULL)
63 staff_arch = find_archetype("staff"); 65 staff_arch = find_archetype ("staff");
64 if (crown_arch == NULL) 66 if (crown_arch == NULL)
65 crown_arch = find_archetype("crown"); 67 crown_arch = find_archetype ("crown");
66 warn_archetypes = prev_warn; 68 warn_archetypes = prev_warn;
67} 69}
68 70
69/* 71/*
70 * Allocate and return the pointer to an empty treasurelist structure. 72 * Allocate and return the pointer to an empty treasurelist structure.
71 */ 73 */
72 74
73static treasurelist *get_empty_treasurelist(void) { 75static treasurelist *
74 treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); 76get_empty_treasurelist (void)
75 if(tl==NULL) 77{
76 fatal(OUT_OF_MEMORY); 78 return new treasurelist;
77 memset(tl, 0, sizeof(treasurelist));
78 return tl;
79} 79}
80 80
81/* 81/*
82 * Allocate and return the pointer to an empty treasure structure. 82 * Allocate and return the pointer to an empty treasure structure.
83 */ 83 */
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
84 89
85static treasure *get_empty_treasure(void) {
86 treasure *t = (treasure *) calloc(1,sizeof(treasure));
87 if(t==NULL)
88 fatal(OUT_OF_MEMORY);
89 t->item=NULL;
90 t->name=NULL;
91 t->next=NULL;
92 t->next_yes=NULL;
93 t->next_no=NULL;
94 t->chance=100; 90 t->chance = 100;
95 t->magic=0; 91
96 t->nrof=0;
97 return t; 92 return t;
98} 93}
99 94
100/* 95/*
101 * Reads the lib/treasure file from disk, and parses the contents 96 * Reads the lib/treasure file from disk, and parses the contents
102 * into an internal treasure structure (very linked lists) 97 * into an internal treasure structure (very linked lists)
103 */ 98 */
104 99
100static treasure *
105static treasure *load_treasure(FILE *fp, int *line) { 101load_treasure (FILE * fp, int *line)
102{
106 char buf[MAX_BUF], *cp, variable[MAX_BUF]; 103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
107 treasure *t=get_empty_treasure(); 104 treasure *t = get_empty_treasure ();
108 int value; 105 int value;
109 106
110 nroftreasures++; 107 nroftreasures++;
111 while(fgets(buf,MAX_BUF,fp)!=NULL) { 108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
112 (*line)++; 110 (*line)++;
113 111
114 if(*buf=='#') 112 if (*buf == '#')
115 continue; 113 continue;
116 if((cp=strchr(buf,'\n'))!=NULL) 114 if ((cp = strchr (buf, '\n')) != NULL)
117 *cp='\0'; 115 *cp = '\0';
118 cp=buf; 116 cp = buf;
119 while(isspace(*cp)) /* Skip blanks */ 117 while (isspace (*cp)) /* Skip blanks */
120 cp++; 118 cp++;
121 119
122 if(sscanf(cp,"arch %s",variable)) { 120 if (sscanf (cp, "arch %s", variable))
121 {
123 if((t->item=find_archetype(variable))==NULL) 122 if ((t->item = find_archetype (variable)) == NULL)
124 LOG(llevError,"Treasure lacks archetype: %s\n",variable); 123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 } else if (sscanf(cp, "list %s", variable)) 125 else if (sscanf (cp, "list %s", variable))
126 t->name = add_string(variable); 126 t->name = variable;
127 else if (sscanf(cp, "change_name %s", variable)) 127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = add_string(variable); 128 t->change_arch.name = variable;
129 else if (sscanf(cp, "change_title %s", variable)) 129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = add_string(variable); 130 t->change_arch.title = variable;
131 else if (sscanf(cp, "change_slaying %s", variable)) 131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = add_string(variable); 132 t->change_arch.slaying = variable;
133 else if(sscanf(cp,"chance %d",&value)) 133 else if (sscanf (cp, "chance %d", &value))
134 t->chance=(uint8) value; 134 t->chance = (uint8) value;
135 else if(sscanf(cp,"nrof %d",&value)) 135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof=(uint16) value; 136 t->nrof = (uint16) value;
137 else if(sscanf(cp,"magic %d",&value)) 137 else if (sscanf (cp, "magic %d", &value))
138 t->magic=(uint8) value; 138 t->magic = (uint8) value;
139 else if(!strcmp(cp,"yes")) 139 else if (!strcmp (cp, "yes"))
140 t->next_yes=load_treasure(fp, line); 140 t->next_yes = load_treasure (fp, line);
141 else if(!strcmp(cp,"no")) 141 else if (!strcmp (cp, "no"))
142 t->next_no=load_treasure(fp, line); 142 t->next_no = load_treasure (fp, line);
143 else if(!strcmp(cp,"end")) 143 else if (!strcmp (cp, "end"))
144 return t; 144 return t;
145 else if(!strcmp(cp,"more")) { 145 else if (!strcmp (cp, "more"))
146 {
146 t->next=load_treasure(fp, line); 147 t->next = load_treasure (fp, line);
147 return t; 148 return t;
149 }
148 } else 150 else
149 LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n", 151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
150 cp,t->name?t->name:"null", *line);
151 } 152 }
152 LOG(llevError,"treasure lacks 'end'.\n"); 153 LOG (llevError, "treasure lacks 'end'.\n");
153 return t; 154 return t;
154} 155}
155 156
156#ifdef TREASURE_DEBUG 157#ifdef TREASURE_DEBUG
157/* recursived checks the linked list. Treasurelist is passed only 158/* recursived checks the linked list. Treasurelist is passed only
158 * so that the treasure name can be printed out 159 * so that the treasure name can be printed out
159 */ 160 */
161static void
160static void check_treasurelist(const treasure *t, const treasurelist *tl) 162check_treasurelist (const treasure * t, const treasurelist * tl)
161{ 163{
162 if (t->item==NULL && t->name==NULL) 164 if (t->item == NULL && t->name == NULL)
163 LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name); 165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
164 if (t->chance>=100 && t->next_yes && (t->next || t->next_no)) 166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
165 LOG(llevError,"Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", 167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
166 tl->name);
167 /* find_treasurelist will print out its own error message */ 168 /* find_treasurelist will print out its own error message */
168 if (t->name && *t->name) 169 if (t->name && *t->name)
169 (void) find_treasurelist(t->name); 170 (void) find_treasurelist (t->name);
171 if (t->next)
170 if (t->next) check_treasurelist(t->next, tl); 172 check_treasurelist (t->next, tl);
173 if (t->next_yes)
171 if (t->next_yes) check_treasurelist(t->next_yes,tl); 174 check_treasurelist (t->next_yes, tl);
175 if (t->next_no)
172 if (t->next_no) check_treasurelist(t->next_no, tl); 176 check_treasurelist (t->next_no, tl);
173} 177}
174#endif 178#endif
175 179
176/* 180/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 181 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 182 * Each treasure is parsed with the help of load_treasure().
179 */ 183 */
180 184
185void
181void load_treasures(void) { 186load_treasures (void)
187{
182 FILE *fp; 188 FILE *fp;
183 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; 189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
184 treasurelist *previous=NULL; 190 treasurelist *previous = NULL;
185 treasure *t; 191 treasure *t;
186 int comp, line=0; 192 int comp, line = 0;
187 193
188 sprintf(filename,"%s/%s",settings.datadir,settings.treasures); 194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
189 if((fp=open_and_uncompress(filename,0,&comp))==NULL) { 195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
196 {
190 LOG(llevError,"Can't open treasure file.\n"); 197 LOG (llevError, "Can't open treasure file.\n");
191 return; 198 return;
192 } 199 }
193 while(fgets(buf,MAX_BUF,fp)!=NULL) { 200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
194 line++; 202 line++;
195 if(*buf=='#') 203 if (*buf == '#')
196 continue; 204 continue;
197 205
198 if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) { 206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 {
199 treasurelist *tl=get_empty_treasurelist(); 208 treasurelist *tl = get_empty_treasurelist ();
200 tl->name=add_string(name); 209 tl->name = name;
201 if(previous==NULL) 210 if (previous == NULL)
202 first_treasurelist=tl; 211 first_treasurelist = tl;
203 else 212 else
204 previous->next=tl; 213 previous->next = tl;
205 previous=tl; 214 previous = tl;
206 tl->items=load_treasure(fp, &line); 215 tl->items = load_treasure (fp, &line);
207 216
208 /* This is a one of the many items on the list should be generated. 217 /* This is a one of the many items on the list should be generated.
209 * Add up the chance total, and check to make sure the yes & no 218 * Add up the chance total, and check to make sure the yes & no
210 * fields of the treasures are not being used. 219 * fields of the treasures are not being used.
211 */ 220 */
212 if (!strncmp(buf,"treasureone",11)) { 221 if (!strncmp (buf, "treasureone", 11))
222 {
213 for (t=tl->items; t!=NULL; t=t->next) { 223 for (t = tl->items; t != NULL; t = t->next)
224 {
214#ifdef TREASURE_DEBUG 225#ifdef TREASURE_DEBUG
215 if (t->next_yes || t->next_no) { 226 if (t->next_yes || t->next_no)
216 LOG(llevError,"Treasure %s is one item, but on treasure %s\n", 227 {
217 tl->name, t->item ? t->item->name : t->name); 228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
218 LOG(llevError," the next_yes or next_no field is set\n"); 229 LOG (llevError, " the next_yes or next_no field is set\n");
219 } 230 }
220#endif 231#endif
221 tl->total_chance += t->chance; 232 tl->total_chance += t->chance;
222 } 233 }
223 } 234 }
235 }
224 } else 236 else
225 LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
226 } 238 }
227 close_and_delete(fp, comp); 239 close_and_delete (fp, comp);
228 240
229#ifdef TREASURE_DEBUG 241#ifdef TREASURE_DEBUG
230 /* Perform some checks on how valid the treasure data actually is. 242 /* Perform some checks on how valid the treasure data actually is.
231 * verify that list transitions work (ie, the list that it is supposed 243 * verify that list transitions work (ie, the list that it is supposed
232 * to transition to exists). Also, verify that at least the name 244 * to transition to exists). Also, verify that at least the name
233 * or archetype is set for each treasure element. 245 * or archetype is set for each treasure element.
234 */ 246 */
235 for (previous=first_treasurelist; previous!=NULL; previous=previous->next) 247 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
236 check_treasurelist(previous->items, previous); 248 check_treasurelist (previous->items, previous);
237#endif 249#endif
238} 250}
239 251
240/* 252/*
241 * Searches for the given treasurelist in the globally linked list 253 * Searches for the given treasurelist in the globally linked list
242 * of treasurelists which has been built by load_treasures(). 254 * of treasurelists which has been built by load_treasures().
243 */ 255 */
244 256
245treasurelist *find_treasurelist(const char *name) {
246 const char *tmp=find_string(name);
247 treasurelist *tl; 257treasurelist *
248 258find_treasurelist (const char *name)
259{
249 /* Special cases - randomitems of none is to override default. If 260 /* Special cases - randomitems of NULL is to override default. If
250 * first_treasurelist is null, it means we are on the first pass of 261 * first_treasurelist is null, it means we are on the first pass of
251 * of loading archetyps, so for now, just return - second pass will 262 * of loading archetypes, so for now, just return - second pass will
252 * init these values. 263 * init these values.
253 */ 264 */
254 if (!strcmp(name,"none") || (!first_treasurelist)) return NULL; 265 if (!name)
255 if(tmp!=NULL) 266 return 0;
267
268 if (const char *tmp = shstr::find (name))
256 for(tl=first_treasurelist;tl!=NULL;tl=tl->next) 269 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
257 if(tmp==tl->name) 270 if (tmp == tl->name)
258 return tl; 271 return tl;
272
273 if (first_treasurelist)
259 LOG(llevError,"Couldn't find treasurelist %s\n",name); 274 LOG (llevError, "Couldn't find treasurelist %s\n", name);
275
260 return NULL; 276 return 0;
261} 277}
262 278
263 279
264/* 280/*
265 * Generates the objects specified by the given treasure. 281 * Generates the objects specified by the given treasure.
272 * abilities. This is used by summon spells, thus no summoned monsters 288 * abilities. This is used by summon spells, thus no summoned monsters
273 * start with equipment, but only their abilities). 289 * start with equipment, but only their abilities).
274 */ 290 */
275 291
276 292
293static void
277static void put_treasure (object *op, object *creator, int flags) 294put_treasure (object * op, object * creator, int flags)
278{ 295{
279 object *tmp; 296 object *tmp;
280 297
281 /* Bit of a hack - spells should never be put onto the map. The entire 298 /* Bit of a hack - spells should never be put onto the map. The entire
282 * treasure stuff is a problem - there is no clear idea of knowing 299 * treasure stuff is a problem - there is no clear idea of knowing
283 * this is the original object, or if this is an object that should be created 300 * this is the original object, or if this is an object that should be created
284 * by another object. 301 * by another object.
285 */ 302 */
286 if (flags & GT_ENVIRONMENT && op->type != SPELL) { 303 if (flags & GT_ENVIRONMENT && op->type != SPELL)
304 {
287 op->x = creator->x; 305 op->x = creator->x;
288 op->y = creator->y; 306 op->y = creator->y;
289 SET_FLAG(op, FLAG_OBJ_ORIGINAL); 307 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
290 insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); 308 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
291 } else { 309 }
310 else
311 {
292 op = insert_ob_in_ob (op, creator); 312 op = insert_ob_in_ob (op, creator);
293 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
294 monster_check_apply(creator, op); 314 monster_check_apply (creator, op);
295 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
296 esrv_send_item(tmp, op); 316 esrv_send_item (tmp, op);
297 } 317 }
298} 318}
299 319
300/* if there are change_xxx commands in the treasure, we include the changes 320/* if there are change_xxx commands in the treasure, we include the changes
301 * in the generated object 321 * in the generated object
302 */ 322 */
323static void
303static void change_treasure(treasure *t, object *op) 324change_treasure (treasure *t, object *op)
304{ 325{
305 /* CMD: change_name xxxx */ 326 /* CMD: change_name xxxx */
306 if(t->change_arch.name) 327 if (t->change_arch.name)
307 {
308 FREE_AND_COPY(op->name, t->change_arch.name);
309 /* not great, but better than something that is completely wrong */
310 FREE_AND_COPY(op->name_pl, t->change_arch.name);
311 }
312 328 {
329 op->name = t->change_arch.name;
330 op->name_pl = t->change_arch.name;
331 }
332
313 if(t->change_arch.title) 333 if (t->change_arch.title)
314 {
315 if(op->title)
316 free_string(op->title);
317 op->title = add_string(t->change_arch.title); 334 op->title = t->change_arch.title;
318 }
319 335
320 if(t->change_arch.slaying) 336 if (t->change_arch.slaying)
321 {
322 if(op->slaying)
323 free_string(op->slaying);
324 op->slaying = add_string(t->change_arch.slaying); 337 op->slaying = t->change_arch.slaying;
325 }
326
327} 338}
328 339
340void
329void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { 341create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
342{
330 object *tmp; 343 object *tmp;
331 344
332
333 if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { 345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
346 {
334 if (t->name) { 347 if (t->name)
348 {
335 if (strcmp(t->name,"NONE") && difficulty>=t->magic) 349 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
336 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); 350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
337 } 351 }
338 else { 352 else
353 {
339 if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { 354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
355 {
340 tmp=arch_to_object(t->item); 356 tmp = arch_to_object (t->item);
341 if(t->nrof&&tmp->nrof<=1) 357 if (t->nrof && tmp->nrof <= 1)
342 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
343 fix_generated_item (tmp, op, difficulty, t->magic, flag); 359 fix_generated_item (tmp, op, difficulty, t->magic, flag);
344 change_treasure(t, tmp); 360 change_treasure (t, tmp);
345 put_treasure (tmp, op, flag); 361 put_treasure (tmp, op, flag);
346 }
347 } 362 }
363 }
364
348 if(t->next_yes!=NULL) 365 if (t->next_yes != NULL)
349 create_all_treasures(t->next_yes,op,flag,difficulty, tries); 366 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
350 } else 367 }
351 if(t->next_no!=NULL) 368 else if (t->next_no != NULL)
352 create_all_treasures(t->next_no,op,flag,difficulty,tries); 369 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370
353 if(t->next!=NULL) 371 if (t->next != NULL)
354 create_all_treasures(t->next,op,flag,difficulty, tries); 372 create_all_treasures (t->next, op, flag, difficulty, tries);
355} 373}
356 374
375void
357void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty, 376create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries)
358 int tries)
359{ 377{
360 int value = RANDOM() % tl->total_chance; 378 int value = RANDOM () % tl->total_chance;
361 treasure *t; 379 treasure *t;
362 380
363 if (tries++>100) { 381 if (tries++ > 100)
382 {
364 LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n"); 383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
365 return; 384 return;
366 } 385 }
386
367 for (t=tl->items; t!=NULL; t=t->next) { 387 for (t = tl->items; t != NULL; t = t->next)
388 {
368 value -= t->chance; 389 value -= t->chance;
390
369 if (value<0) break; 391 if (value < 0)
392 break;
370 } 393 }
371 394
372 if (!t || value>=0) { 395 if (!t || value >= 0)
396 {
373 LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n"); 397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
374 abort(); 398 abort ();
375 return; 399 return;
376 } 400 }
401
377 if (t->name) { 402 if (t->name)
403 {
378 if (!strcmp(t->name,"NONE")) return; 404 if (!strcmp (t->name, "NONE"))
405 return;
406
379 if (difficulty>=t->magic) 407 if (difficulty >= t->magic)
380 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); 408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
381 else if (t->nrof) 409 else if (t->nrof)
382 create_one_treasure(tl, op, flag, difficulty, tries); 410 create_one_treasure (tl, op, flag, difficulty, tries);
411
383 return; 412 return;
384 } 413 }
414
385 if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) { 415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
416 {
386 object *tmp=arch_to_object(t->item); 417 object *tmp = arch_to_object (t->item);
418
387 if (!tmp) return; 419 if (!tmp)
420 return;
421
388 if(t->nrof && tmp->nrof<=1) 422 if (t->nrof && tmp->nrof <= 1)
389 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
424
390 fix_generated_item (tmp, op, difficulty, t->magic, flag); 425// fix_generated_item (tmp, op, difficulty, t->magic, flag);
391 change_treasure(t, tmp); 426// change_treasure (t, tmp);
392 put_treasure (tmp, op, flag); 427 put_treasure (tmp, op, flag);
393 } 428 }
394} 429}
395 430
396/* This calls the appropriate treasure creation function. tries is passed 431/* This calls the appropriate treasure creation function. tries is passed
397 * to determine how many list transitions or attempts to create treasure 432 * to determine how many list transitions or attempts to create treasure
398 * have been made. It is really in place to prevent infinite loops with 433 * have been made. It is really in place to prevent infinite loops with
399 * list transitions, or so that excessively good treasure will not be 434 * list transitions, or so that excessively good treasure will not be
400 * created on weak maps, because it will exceed the number of allowed tries 435 * created on weak maps, because it will exceed the number of allowed tries
401 * to do that. 436 * to do that.
402 */ 437 */
438void
403void create_treasure(treasurelist *t, object *op, int flag, int difficulty, 439create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries)
404 int tries)
405{ 440{
406 441
407 if (tries++>100) { 442 if (tries++ > 100)
443 {
408 LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); 444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
409 return; 445 return;
410 } 446 }
411 if (t->total_chance) 447 if (t->total_chance)
412 create_one_treasure(t, op, flag,difficulty, tries); 448 create_one_treasure (t, op, flag, difficulty, tries);
413 else 449 else
414 create_all_treasures(t->items, op, flag, difficulty, tries); 450 create_all_treasures (t->items, op, flag, difficulty, tries);
415} 451}
416 452
417/* This is similar to the old generate treasure function. However, 453/* This is similar to the old generate treasure function. However,
418 * it instead takes a treasurelist. It is really just a wrapper around 454 * it instead takes a treasurelist. It is really just a wrapper around
419 * create_treasure. We create a dummy object that the treasure gets 455 * create_treasure. We create a dummy object that the treasure gets
420 * inserted into, and then return that treausre 456 * inserted into, and then return that treausre
421 */ 457 */
458object *
422object *generate_treasure(treasurelist *t, int difficulty) 459generate_treasure (treasurelist * t, int difficulty)
423{ 460{
424 object *ob = get_object(), *tmp; 461 object *ob = get_object (), *tmp;
425 462
426 create_treasure(t, ob, 0, difficulty, 0); 463 create_treasure (t, ob, 0, difficulty, 0);
427 464
428 /* Don't want to free the object we are about to return */ 465 /* Don't want to free the object we are about to return */
429 tmp = ob->inv; 466 tmp = ob->inv;
430 if (tmp!=NULL) remove_ob(tmp); 467 if (tmp != NULL)
468 remove_ob (tmp);
431 if (ob->inv) { 469 if (ob->inv)
470 {
432 LOG(llevError,"In generate treasure, created multiple objects.\n"); 471 LOG (llevError, "In generate treasure, created multiple objects.\n");
433 } 472 }
434 free_object(ob); 473 free_object (ob);
435 return tmp; 474 return tmp;
436} 475}
437 476
438/* 477/*
439 * This is a new way of calculating the chance for an item to have 478 * This is a new way of calculating the chance for an item to have
440 * a specific magical bonus. 479 * a specific magical bonus.
441 * The array has two arguments, the difficulty of the level, and the 480 * The array has two arguments, the difficulty of the level, and the
442 * magical bonus "wanted". 481 * magical bonus "wanted".
443 */ 482 */
444 483
445static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = 484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
446{
447/*chance of magic difficulty*/ 485/*chance of magic difficulty*/
448/* +0 +1 +2 +3 +4 */ 486/* +0 +1 +2 +3 +4 */
449 { 95, 2, 2, 1, 0 }, /*1*/ 487 {95, 2, 2, 1, 0}, /*1 */
450 { 92, 5, 2, 1, 0 }, /*2*/ 488 {92, 5, 2, 1, 0}, /*2 */
451 { 85,10, 4, 1, 0 }, /*3*/ 489 {85, 10, 4, 1, 0}, /*3 */
452 { 80,14, 4, 2, 0 }, /*4*/ 490 {80, 14, 4, 2, 0}, /*4 */
453 { 75,17, 5, 2, 1 }, /*5*/ 491 {75, 17, 5, 2, 1}, /*5 */
454 { 70,18, 8, 3, 1 }, /*6*/ 492 {70, 18, 8, 3, 1}, /*6 */
455 { 65,21,10, 3, 1 }, /*7*/ 493 {65, 21, 10, 3, 1}, /*7 */
456 { 60,22,12, 4, 2 }, /*8*/ 494 {60, 22, 12, 4, 2}, /*8 */
457 { 55,25,14, 4, 2 }, /*9*/ 495 {55, 25, 14, 4, 2}, /*9 */
458 { 50,27,16, 5, 2 }, /*10*/ 496 {50, 27, 16, 5, 2}, /*10 */
459 { 45,28,18, 6, 3 }, /*11*/ 497 {45, 28, 18, 6, 3}, /*11 */
460 { 42,28,20, 7, 3 }, /*12*/ 498 {42, 28, 20, 7, 3}, /*12 */
461 { 40,27,21, 8, 4 }, /*13*/ 499 {40, 27, 21, 8, 4}, /*13 */
462 { 38,25,22,10, 5 }, /*14*/ 500 {38, 25, 22, 10, 5}, /*14 */
463 { 36,23,23,12, 6 }, /*15*/ 501 {36, 23, 23, 12, 6}, /*15 */
464 { 33,21,24,14, 8 }, /*16*/ 502 {33, 21, 24, 14, 8}, /*16 */
465 { 31,19,25,16, 9 }, /*17*/ 503 {31, 19, 25, 16, 9}, /*17 */
466 { 27,15,30,18,10 }, /*18*/ 504 {27, 15, 30, 18, 10}, /*18 */
467 { 20,12,30,25,13 }, /*19*/ 505 {20, 12, 30, 25, 13}, /*19 */
468 { 15,10,28,30,17 }, /*20*/ 506 {15, 10, 28, 30, 17}, /*20 */
469 { 13, 9,27,28,23 }, /*21*/ 507 {13, 9, 27, 28, 23}, /*21 */
470 { 10, 8,25,28,29 }, /*22*/ 508 {10, 8, 25, 28, 29}, /*22 */
471 { 8, 7,23,26,36 }, /*23*/ 509 {8, 7, 23, 26, 36}, /*23 */
472 { 6, 6,20,22,46 }, /*24*/ 510 {6, 6, 20, 22, 46}, /*24 */
473 { 4, 5,17,18,56 }, /*25*/ 511 {4, 5, 17, 18, 56}, /*25 */
474 { 2, 4,12,14,68 }, /*26*/ 512 {2, 4, 12, 14, 68}, /*26 */
475 { 0, 3, 7,10,80 }, /*27*/ 513 {0, 3, 7, 10, 80}, /*27 */
476 { 0, 0, 3, 7,90 }, /*28*/ 514 {0, 0, 3, 7, 90}, /*28 */
477 { 0, 0, 0, 3,97 }, /*29*/ 515 {0, 0, 0, 3, 97}, /*29 */
478 { 0, 0, 0, 0,100}, /*30*/ 516 {0, 0, 0, 0, 100}, /*30 */
479 { 0, 0, 0, 0,100}, /*31*/ 517 {0, 0, 0, 0, 100}, /*31 */
480}; 518};
481 519
482 520
483/* calculate the appropriate level for wands staves and scrolls. 521/* calculate the appropriate level for wands staves and scrolls.
484 * This code presumes that op has had its spell object created (in op->inv) 522 * This code presumes that op has had its spell object created (in op->inv)
485 * 523 *
486 * elmex Wed Aug 9 17:44:59 CEST 2006: 524 * elmex Wed Aug 9 17:44:59 CEST 2006:
487 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
488 */ 526 */
489 527
528int
490int level_for_item (const object *op, int difficulty) 529level_for_item (const object * op, int difficulty)
491{ 530{
492 int mult = 0, olevel = 0; 531 int mult = 0, olevel = 0;
493 532
494 if (!op->inv) 533 if (!op->inv)
495 { 534 {
496 LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name); 535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
497 return 0; 536 return 0;
498 } 537 }
499 538
500 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 539 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
501 540
502 if (olevel <= 0) 541 if (olevel <= 0)
517 * Scaling difficulty by max_level, as difficulty is a level and not some 556 * Scaling difficulty by max_level, as difficulty is a level and not some
518 * weird integer between 1-31. 557 * weird integer between 1-31.
519 * 558 *
520 */ 559 */
521 560
561int
522int magic_from_difficulty(int difficulty) 562magic_from_difficulty (int difficulty)
523{ 563{
524 int percent = 0, magic = 0; 564 int percent = 0, magic = 0;
525 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
526 566
527 scaled_diff--; 567 scaled_diff--;
528 568
529 if(scaled_diff < 0) 569 if (scaled_diff < 0)
530 scaled_diff = 0; 570 scaled_diff = 0;
531 571
532 if (scaled_diff >= DIFFLEVELS) 572 if (scaled_diff >= DIFFLEVELS)
533 scaled_diff = DIFFLEVELS-1; 573 scaled_diff = DIFFLEVELS - 1;
534 574
535 percent = RANDOM()%100; 575 percent = RANDOM () % 100;
536 576
537 for(magic = 0; magic < (MAXMAGIC + 1); magic++) 577 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
538 { 578 {
539 percent -= difftomagic_list[scaled_diff][magic]; 579 percent -= difftomagic_list[scaled_diff][magic];
540 580
541 if (percent < 0) 581 if (percent < 0)
542 break; 582 break;
543 } 583 }
544 584
545 if (magic == (MAXMAGIC + 1)) 585 if (magic == (MAXMAGIC + 1))
546 { 586 {
547 LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
548 magic = 0; 588 magic = 0;
549 } 589 }
550 590
551 magic = (RANDOM() % 3) ? magic : -magic; 591 magic = (RANDOM () % 3) ? magic : -magic;
552 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
553 593
554 return magic; 594 return magic;
555} 595}
556 596
559 * the armour variable, and the effect on speed of armour. 599 * the armour variable, and the effect on speed of armour.
560 * This function doesn't work properly, should add use of archetypes 600 * This function doesn't work properly, should add use of archetypes
561 * to make it truly absolute. 601 * to make it truly absolute.
562 */ 602 */
563 603
604void
564void set_abs_magic(object *op, int magic) { 605set_abs_magic (object * op, int magic)
606{
565 if(!magic) 607 if (!magic)
566 return; 608 return;
567 609
568 op->magic=magic; 610 op->magic = magic;
569 if (op->arch) { 611 if (op->arch)
612 {
570 if (op->type == ARMOUR) 613 if (op->type == ARMOUR)
571 ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; 614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
572 615
573 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
574 magic = (-magic); 617 magic = (-magic);
575 op->weight = (op->arch->clone.weight*(100-magic*10))/100; 618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 }
576 } else { 620 else
621 {
577 if(op->type==ARMOUR) 622 if (op->type == ARMOUR)
578 ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; 623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
579 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
580 magic = (-magic); 625 magic = (-magic);
581 op->weight=(op->weight*(100-magic*10))/100; 626 op->weight = (op->weight * (100 - magic * 10)) / 100;
582 } 627 }
583} 628}
584 629
585/* 630/*
586 * Sets a random magical bonus in the given object based upon 631 * Sets a random magical bonus in the given object based upon
587 * the given difficulty, and the given max possible bonus. 632 * the given difficulty, and the given max possible bonus.
588 */ 633 */
589 634
635static void
590static void set_magic (int difficulty, object *op, int max_magic, int flags) 636set_magic (int difficulty, object * op, int max_magic, int flags)
591{ 637{
592 int i; 638 int i;
593 i = magic_from_difficulty(difficulty); 639 i = magic_from_difficulty (difficulty);
594 if ((flags & GT_ONLY_GOOD) && i < 0) 640 if ((flags & GT_ONLY_GOOD) && i < 0)
595 i = -i; 641 i = -i;
596 if(i > max_magic) 642 if (i > max_magic)
597 i = max_magic; 643 i = max_magic;
598 set_abs_magic(op,i); 644 set_abs_magic (op, i);
599 if (i < 0) 645 if (i < 0)
600 SET_FLAG(op, FLAG_CURSED); 646 SET_FLAG (op, FLAG_CURSED);
601} 647}
602 648
603/* 649/*
604 * Randomly adds one magical ability to the given object. 650 * Randomly adds one magical ability to the given object.
605 * Modified for Partial Resistance in many ways: 651 * Modified for Partial Resistance in many ways:
607 * is rolled again, increase it - the bonuses now stack with 653 * is rolled again, increase it - the bonuses now stack with
608 * other bonuses previously rolled and ones the item might natively have. 654 * other bonuses previously rolled and ones the item might natively have.
609 * 2) Add code to deal with new PR method. 655 * 2) Add code to deal with new PR method.
610 */ 656 */
611 657
658void
612void set_ring_bonus(object *op,int bonus) { 659set_ring_bonus (object * op, int bonus)
660{
613 661
614 int r=RANDOM()%(bonus>0?25:11); 662 int r = RANDOM () % (bonus > 0 ? 25 : 11);
615 663
616 if(op->type==AMULET) { 664 if (op->type == AMULET)
665 {
617 if(!(RANDOM()%21)) 666 if (!(RANDOM () % 21))
618 r=20+RANDOM()%2; 667 r = 20 + RANDOM () % 2;
619 else { 668 else
620 if(RANDOM()&2) 669 {
621 r=10; 670 if (RANDOM () & 2)
622 else 671 r = 10;
623 r=11+RANDOM()%9; 672 else
624 } 673 r = 11 + RANDOM () % 9;
674 }
625 } 675 }
626 676
627 switch(r) { 677 switch (r)
678 {
628 /* Redone by MSW 2000-11-26 to have much less code. Also, 679 /* Redone by MSW 2000-11-26 to have much less code. Also,
629 * bonuses and penalties will stack and add to existing values. 680 * bonuses and penalties will stack and add to existing values.
630 * of the item. 681 * of the item.
631 */ 682 */
632 case 0: 683 case 0:
633 case 1: 684 case 1:
634 case 2: 685 case 2:
635 case 3: 686 case 3:
636 case 4: 687 case 4:
637 case 5: 688 case 5:
638 case 6: 689 case 6:
639 set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); 690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
640 break; 691 break;
641 692
642 case 7: 693 case 7:
643 op->stats.dam+=bonus; 694 op->stats.dam += bonus;
644 break; 695 break;
645 696
646 case 8: 697 case 8:
647 op->stats.wc+=bonus; 698 op->stats.wc += bonus;
648 break; 699 break;
649 700
650 case 9: 701 case 9:
651 op->stats.food+=bonus; /* hunger/sustenance */ 702 op->stats.food += bonus; /* hunger/sustenance */
652 break; 703 break;
653 704
654 case 10: 705 case 10:
655 op->stats.ac+=bonus; 706 op->stats.ac += bonus;
656 break; 707 break;
657 708
658 /* Item that gives protections/vulnerabilities */ 709 /* Item that gives protections/vulnerabilities */
659 case 11: 710 case 11:
660 case 12: 711 case 12:
661 case 13: 712 case 13:
662 case 14: 713 case 14:
663 case 15: 714 case 15:
664 case 16: 715 case 16:
665 case 17: 716 case 17:
666 case 18: 717 case 18:
667 case 19: 718 case 19:
668 { 719 {
669 int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; 720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
670 721
671 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
672 val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; 723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
673 724
674 /* Cursed items need to have higher negative values to equal out with 725 /* Cursed items need to have higher negative values to equal out with
675 * positive values for how protections work out. Put another 726 * positive values for how protections work out. Put another
676 * little random element in since that they don't always end up with 727 * little random element in since that they don't always end up with
677 * even values. 728 * even values.
678 */ 729 */
679 if (bonus<0) val = 2*-val - RANDOM() % b; 730 if (bonus < 0)
680 if (val>35) val=35; /* Upper limit */ 731 val = 2 * -val - RANDOM () % b;
681 b=0; 732 if (val > 35)
733 val = 35; /* Upper limit */
734 b = 0;
682 while (op->resist[resist_table[resist]]!=0 && b<4) { 735 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 {
683 resist=RANDOM() % num_resist_table; 737 resist = RANDOM () % num_resist_table;
684 } 738 }
739 if (b == 4)
685 if (b==4) return; /* Not able to find a free resistance */ 740 return; /* Not able to find a free resistance */
686 op->resist[resist_table[resist]] = val; 741 op->resist[resist_table[resist]] = val;
687 /* We should probably do something more clever here to adjust value 742 /* We should probably do something more clever here to adjust value
688 * based on how good a resistance we gave. 743 * based on how good a resistance we gave.
689 */ 744 */
690 break; 745 break;
691 } 746 }
692 case 20: 747 case 20:
693 if(op->type==AMULET) { 748 if (op->type == AMULET)
749 {
694 SET_FLAG(op,FLAG_REFL_SPELL); 750 SET_FLAG (op, FLAG_REFL_SPELL);
695 op->value*=11; 751 op->value *= 11;
696 } else { 752 }
753 else
754 {
697 op->stats.hp=1; /* regenerate hit points */ 755 op->stats.hp = 1; /* regenerate hit points */
698 op->value*=4; 756 op->value *= 4;
699 } 757 }
700 break;
701
702 case 21:
703 if(op->type==AMULET) {
704 SET_FLAG(op,FLAG_REFL_MISSILE);
705 op->value*=9;
706 } else {
707 op->stats.sp=1; /* regenerate spell points */
708 op->value*=3;
709 }
710 break; 758 break;
711 759
712 case 22: 760 case 21:
713 op->stats.exp+=bonus; /* Speed! */ 761 if (op->type == AMULET)
714 op->value=(op->value*2)/3; 762 {
715 break; 763 SET_FLAG (op, FLAG_REFL_MISSILE);
716 } 764 op->value *= 9;
717 if(bonus>0) 765 }
718 op->value*=2*bonus;
719 else 766 else
767 {
768 op->stats.sp = 1; /* regenerate spell points */
769 op->value *= 3;
770 }
771 break;
772
773 case 22:
774 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3;
776 break;
777 }
778 if (bonus > 0)
779 op->value *= 2 * bonus;
780 else
720 op->value= -(op->value*2*bonus)/3; 781 op->value = -(op->value * 2 * bonus) / 3;
721} 782}
722 783
723/* 784/*
724 * get_magic(diff) will return a random number between 0 and 4. 785 * get_magic(diff) will return a random number between 0 and 4.
725 * diff can be any value above 2. The higher the diff-variable, the 786 * diff can be any value above 2. The higher the diff-variable, the
727 * It is only used in fix_generated_treasure() to set bonuses on 788 * It is only used in fix_generated_treasure() to set bonuses on
728 * rings and amulets. 789 * rings and amulets.
729 * Another scheme is used to calculate the magic of weapons and armours. 790 * Another scheme is used to calculate the magic of weapons and armours.
730 */ 791 */
731 792
793int
732int get_magic(int diff) { 794get_magic (int diff)
795{
733 int i; 796 int i;
734 if(diff<3) 797 if (diff < 3)
735 diff=3; 798 diff = 3;
736 for(i=0;i<4;i++) 799 for (i = 0; i < 4; i++)
737 if(RANDOM()%diff) return i; 800 if (RANDOM () % diff)
801 return i;
738 return 4; 802 return 4;
739} 803}
740 804
741#define DICE2 (get_magic(2)==2?2:1) 805#define DICE2 (get_magic(2)==2?2:1)
742#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 806#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
760 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
761 * a working object - don't change magic, value, etc, but set it material 825 * a working object - don't change magic, value, etc, but set it material
762 * type as appropriate, for objects that need spell objects, set those, etc 826 * type as appropriate, for objects that need spell objects, set those, etc
763 */ 827 */
764 828
829void
765void fix_generated_item (object * op, object * creator, int difficulty, 830fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags)
766 int max_magic, int flags)
767{ 831{
768 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
769 833
770 if (!creator || creator->type == op->type) 834 if (!creator || creator->type == op->type)
771 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 835 creator = op; /*safety & to prevent polymorphed objects giving attributes */
772 836
773 /* If we make an artifact, this information will be destroyed */ 837 /* If we make an artifact, this information will be destroyed */
774 save_item_power = op->item_power; 838 save_item_power = op->item_power;
775 op->item_power = 0; 839 op->item_power = 0;
776 840
777 if (op->randomitems && op->type != SPELL) 841 if (op->randomitems && op->type != SPELL)
778 { 842 {
779 create_treasure (op->randomitems, op, flags, difficulty, 0); 843 create_treasure (op->randomitems, op, flags, difficulty, 0);
780 if (!op->inv) 844 if (!op->inv)
781 LOG (llevDebug,
782 "fix_generated_item: Unable to generate treasure for %s\n", 845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
783 op->name);
784 846
785 /* So the treasure doesn't get created again */ 847 /* So the treasure doesn't get created again */
786 op->randomitems = NULL; 848 op->randomitems = NULL;
787 } 849 }
788 850
790 difficulty = 1; 852 difficulty = 1;
791 853
792 if (!(flags & GT_MINIMAL)) 854 if (!(flags & GT_MINIMAL))
793 { 855 {
794 if (op->arch == crown_arch) 856 if (op->arch == crown_arch)
795 { 857 {
796 set_magic (difficulty, op, max_magic, flags); 858 set_magic (difficulty, op, max_magic, flags);
797 num_enchantments = calc_item_power (op, 1); 859 num_enchantments = calc_item_power (op, 1);
798 generate_artifact (op, difficulty); 860 generate_artifact (op, difficulty);
799 } 861 }
800 else 862 else
801 { 863 {
802 if (!op->magic && max_magic) 864 if (!op->magic && max_magic)
803 set_magic (difficulty, op, max_magic, flags); 865 set_magic (difficulty, op, max_magic, flags);
804 866
805 num_enchantments = calc_item_power (op, 1); 867 num_enchantments = calc_item_power (op, 1);
806 868
807 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) 869 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
808 || op->type == HORN 870 * used for shop_floors or treasures */
809 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
810 * used for shop_floors or treasures */
811 generate_artifact (op, difficulty); 871 generate_artifact (op, difficulty);
812 } 872 }
813 873
814 /* Object was made an artifact. Calculate its item_power rating. 874 /* Object was made an artifact. Calculate its item_power rating.
815 * the item_power in the object is what the artfiact adds. 875 * the item_power in the object is what the artfiact adds.
816 */ 876 */
817 if (op->title) 877 if (op->title)
818 { 878 {
819 /* if save_item_power is set, then most likely we started with an 879 /* if save_item_power is set, then most likely we started with an
820 * artifact and have added new abilities to it - this is rare, but 880 * artifact and have added new abilities to it - this is rare, but
821 * but I have seen things like 'strange rings of fire'. So just figure 881 * but I have seen things like 'strange rings of fire'. So just figure
822 * out the power from the base power plus what this one adds. Note 882 * out the power from the base power plus what this one adds. Note
823 * that since item_power is not quite linear, this actually ends up 883 * that since item_power is not quite linear, this actually ends up
824 * being somewhat of a bonus 884 * being somewhat of a bonus
825 */ 885 */
826 if (save_item_power) 886 if (save_item_power)
827 op->item_power =
828 save_item_power + get_power_from_ench (op->item_power); 887 op->item_power = save_item_power + get_power_from_ench (op->item_power);
829 else 888 else
830 op->item_power =
831 get_power_from_ench (op->item_power + num_enchantments); 889 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
832 } 890 }
833 else if (save_item_power) 891 else if (save_item_power)
834 { 892 {
835 /* restore the item_power field to the object if we haven't changed it. 893 /* restore the item_power field to the object if we haven't changed it.
836 * we don't care about num_enchantments - that will basically just 894 * we don't care about num_enchantments - that will basically just
837 * have calculated some value from the base attributes of the archetype. 895 * have calculated some value from the base attributes of the archetype.
838 */ 896 */
839 op->item_power = save_item_power; 897 op->item_power = save_item_power;
840 } 898 }
841 else 899 else
842 { 900 {
843 /* item_power was zero. This is suspicious, as it may be because it 901 /* item_power was zero. This is suspicious, as it may be because it
844 * was never previously calculated. Let's compute a value and see if 902 * was never previously calculated. Let's compute a value and see if
845 * it is non-zero. If it indeed is, then assign it as the new 903 * it is non-zero. If it indeed is, then assign it as the new
846 * item_power value. 904 * item_power value.
847 * - gros, 21th of July 2006. 905 * - gros, 21th of July 2006.
848 */ 906 */
849 op->item_power = calc_item_power(op,0); 907 op->item_power = calc_item_power (op, 0);
850 save_item_power = op->item_power; /* Just in case it would get used 908 save_item_power = op->item_power; /* Just in case it would get used
851 * again below */ 909 * again below */
852 } 910 }
853 } 911 }
854 912
855 /* materialtype modifications. Note we allow this on artifacts. */ 913 /* materialtype modifications. Note we allow this on artifacts. */
856 set_materialname (op, difficulty, NULL); 914 set_materialname (op, difficulty, NULL);
857 915
858 if (flags & GT_MINIMAL) 916 if (flags & GT_MINIMAL)
859 { 917 {
860 if (op->type == POTION) 918 if (op->type == POTION)
861 /* Handle healing and magic power potions */ 919 /* Handle healing and magic power potions */
862 if (op->stats.sp && !op->randomitems) 920 if (op->stats.sp && !op->randomitems)
863 { 921 {
864 object *tmp; 922 object *tmp;
865 923
866 tmp = get_archetype (spell_mapping[op->stats.sp]); 924 tmp = get_archetype (spell_mapping[op->stats.sp]);
867 insert_ob_in_ob (tmp, op); 925 insert_ob_in_ob (tmp, op);
868 op->stats.sp = 0; 926 op->stats.sp = 0;
869 } 927 }
870 } 928 }
871 else if (!op->title) /* Only modify object if not special */ 929 else if (!op->title) /* Only modify object if not special */
872 switch (op->type) 930 switch (op->type)
873 { 931 {
874 case WEAPON: 932 case WEAPON:
875 case ARMOUR: 933 case ARMOUR:
876 case SHIELD: 934 case SHIELD:
877 case HELMET: 935 case HELMET:
878 case CLOAK: 936 case CLOAK:
879 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
880 set_ring_bonus (op, -DICE2); 938 set_ring_bonus (op, -DICE2);
881 break; 939 break;
882 940
883 case BRACERS: 941 case BRACERS:
884 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
885 { 943 {
886 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
887 if (!QUERY_FLAG (op, FLAG_CURSED)) 945 if (!QUERY_FLAG (op, FLAG_CURSED))
888 op->value *= 3; 946 op->value *= 3;
889 } 947 }
890 break; 948 break;
891 949
892 case POTION: 950 case POTION:
893 { 951 {
894 int too_many_tries = 0, is_special = 0; 952 int too_many_tries = 0, is_special = 0;
895 953
896 /* Handle healing and magic power potions */ 954 /* Handle healing and magic power potions */
897 if (op->stats.sp && !op->randomitems) 955 if (op->stats.sp && !op->randomitems)
898 { 956 {
899 object *tmp; 957 object *tmp;
900 958
901 tmp = get_archetype (spell_mapping[op->stats.sp]); 959 tmp = get_archetype (spell_mapping[op->stats.sp]);
902 insert_ob_in_ob (tmp, op); 960 insert_ob_in_ob (tmp, op);
903 op->stats.sp = 0; 961 op->stats.sp = 0;
904 } 962 }
905 963
906 while (!(is_special = special_potion (op)) && !op->inv) 964 while (!(is_special = special_potion (op)) && !op->inv)
907 { 965 {
908 generate_artifact (op, difficulty); 966 generate_artifact (op, difficulty);
909 if (too_many_tries++ > 10) 967 if (too_many_tries++ > 10)
910 break; 968 break;
911 } 969 }
912 970
913 /* don't want to change value for healing/magic power potions, 971 /* don't want to change value for healing/magic power potions,
914 * since the value set on those is already correct. 972 * since the value set on those is already correct.
915 */ 973 */
916 if (op->inv && op->randomitems) 974 if (op->inv && op->randomitems)
917 { 975 {
918 /* value multiplier is same as for scrolls */ 976 /* value multiplier is same as for scrolls */
919 op->value = (op->value * op->inv->value); 977 op->value = (op->value * op->inv->value);
920 op->level = 978 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
921 op->inv->level / 2 + RANDOM () % difficulty 979 }
922 + RANDOM () % difficulty; 980 else
923 } 981 {
924 else 982 op->name = "potion";
925 { 983 op->name_pl = "potions";
926 FREE_AND_COPY (op->name, "potion"); 984 }
927 FREE_AND_COPY (op->name_pl, "potions"); 985
928 }
929 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 986 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
930 SET_FLAG (op, FLAG_CURSED); 987 SET_FLAG (op, FLAG_CURSED);
931 break; 988 break;
932 } 989 }
933 990
934 case AMULET: 991 case AMULET:
935 if (op->arch == amulet_arch) 992 if (op->arch == amulet_arch)
936 op->value *= 5; /* Since it's not just decoration */ 993 op->value *= 5; /* Since it's not just decoration */
937 994
938 case RING: 995 case RING:
939 if (op->arch == NULL) 996 if (op->arch == NULL)
940 { 997 {
941 remove_ob (op); 998 remove_ob (op);
942 free_object (op); 999 free_object (op);
943 op = NULL; 1000 op = NULL;
944 break; 1001 break;
945 } 1002 }
946 1003
947 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1004 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
948 break; 1005 break;
949 1006
950 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1007 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
951 SET_FLAG (op, FLAG_CURSED); 1008 SET_FLAG (op, FLAG_CURSED);
952 1009
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1010 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
954 1011
955 if (op->type != RING) /* Amulets have only one ability */ 1012 if (op->type != RING) /* Amulets have only one ability */
956 break; 1013 break;
957 1014
1015 if (!(RANDOM () % 4))
1016 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018
1019 if (d > 0)
1020 op->value *= 3;
1021
1022 set_ring_bonus (op, d);
1023
958 if (!(RANDOM () % 4)) 1024 if (!(RANDOM () % 4))
959 { 1025 {
960 int d = (RANDOM () % 2 1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
961 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1027 if (d > 0)
962 1028 op->value *= 5;
963 if (d > 0)
964 op->value *= 3;
965
966 set_ring_bonus (op, d); 1029 set_ring_bonus (op, d);
1030 }
1031 }
967 1032
968 if (!(RANDOM () % 4))
969 {
970 int d = (RANDOM () % 3
971 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
972 if (d > 0)
973 op->value *= 5;
974 set_ring_bonus (op, d);
975 }
976 }
977
978 if (GET_ANIM_ID (op)) 1033 if (GET_ANIM_ID (op))
979 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1034 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
980 1035
981 break; 1036 break;
982 1037
983 case BOOK: 1038 case BOOK:
984 /* Is it an empty book?, if yes lets make a special· 1039 /* Is it an empty book?, if yes lets make a special·
985 * msg for it, and tailor its properties based on the· 1040 * msg for it, and tailor its properties based on the·
986 * creator and/or map level we found it on. 1041 * creator and/or map level we found it on.
987 */ 1042 */
988 if (!op->msg && RANDOM () % 10) 1043 if (!op->msg && RANDOM () % 10)
989 { 1044 {
990 /* set the book level properly */ 1045 /* set the book level properly */
991 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1046 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
992 { 1047 {
993 if (op->map && op->map->difficulty) 1048 if (op->map && op->map->difficulty)
994 op->level =
995 RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1049 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
996 else 1050 else
997 op->level = RANDOM () % 20 + 1; 1051 op->level = RANDOM () % 20 + 1;
998 } 1052 }
999 else 1053 else
1000 op->level = RANDOM () % creator->level; 1054 op->level = RANDOM () % creator->level;
1001 1055
1002 tailor_readable_ob (op, 1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1003 (creator
1004 && creator->stats.sp) ? creator->stats.
1005 sp : -1);
1006 /* books w/ info are worth more! */ 1057 /* books w/ info are worth more! */
1007 op->value *= 1058 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1008 ((op->level >
1009 10 ? op->level : (op->level +
1010 1) / 2) * ((strlen (op->msg) / 250) + 1));
1011 /* creator related stuff */ 1059 /* creator related stuff */
1012 1060
1013 /* for library, chained books. Note that some monsters have no_pick 1061 /* for library, chained books. Note that some monsters have no_pick
1014 * set - we don't want to set no pick in that case. 1062 * set - we don't want to set no pick in that case.
1015 */ 1063 */
1016 if (QUERY_FLAG (creator, FLAG_NO_PICK) && 1064 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1017 !QUERY_FLAG (creator, FLAG_MONSTER))
1018 SET_FLAG (op, FLAG_NO_PICK); 1065 SET_FLAG (op, FLAG_NO_PICK);
1019 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1066 if (creator->slaying && !op->slaying) /* for check_inv floors */
1020 op->slaying = add_string (creator->slaying); 1067 op->slaying = creator->slaying;
1021 1068
1022 /* add exp so reading it gives xp (once) */ 1069 /* add exp so reading it gives xp (once) */
1023 op->stats.exp =
1024 op->value > 10000 ? op->value / 5 : op->value / 10; 1070 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1025 } 1071 }
1026 break; 1072 break;
1027 1073
1028 case SPELLBOOK: 1074 case SPELLBOOK:
1029 op->value = op->value * op->inv->value; 1075 op->value = op->value * op->inv->value;
1030 /* add exp so learning gives xp */ 1076 /* add exp so learning gives xp */
1031 op->level = op->inv->level; 1077 op->level = op->inv->level;
1032 op->stats.exp = op->value; 1078 op->stats.exp = op->value;
1033 break; 1079 break;
1034 1080
1035 case WAND: 1081 case WAND:
1036 /* nrof in the treasure list is number of charges, 1082 /* nrof in the treasure list is number of charges,
1037 * not number of wands. So copy that into food (charges), 1083 * not number of wands. So copy that into food (charges),
1038 * and reset nrof. 1084 * and reset nrof.
1039 */ 1085 */
1040 op->stats.food = op->inv->nrof; 1086 op->stats.food = op->inv->nrof;
1041 op->nrof = 1; 1087 op->nrof = 1;
1042 /* If the spell changes by level, choose a random level 1088 /* If the spell changes by level, choose a random level
1043 * for it, and adjust price. If the spell doesn't 1089 * for it, and adjust price. If the spell doesn't
1044 * change by level, just set the wand to the level of 1090 * change by level, just set the wand to the level of
1045 * the spell, and value calculation is simpler. 1091 * the spell, and value calculation is simpler.
1046 */ 1092 */
1047 if (op->inv->duration_modifier || op->inv->dam_modifier || 1093 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1048 op->inv->range_modifier) 1094 {
1049 {
1050 op->level = level_for_item (op, difficulty); 1095 op->level = level_for_item (op, difficulty);
1051 op->value = op->value * op->inv->value * (op->level + 50) / 1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1052 (op->inv->level + 50); 1097 }
1053 } 1098 else
1054 else 1099 {
1055 {
1056 op->level = op->inv->level; 1100 op->level = op->inv->level;
1057 op->value = op->value * op->inv->value; 1101 op->value = op->value * op->inv->value;
1058 } 1102 }
1059 break; 1103 break;
1060 1104
1061 case ROD: 1105 case ROD:
1062 op->level = level_for_item (op, difficulty); 1106 op->level = level_for_item (op, difficulty);
1063 /* Add 50 to both level an divisor to keep prices a little more 1107 /* Add 50 to both level an divisor to keep prices a little more
1064 * reasonable. Otherwise, a high level version of a low level 1108 * reasonable. Otherwise, a high level version of a low level
1065 * spell can be worth tons a money (eg, level 20 rod, level 2 spell = 1109 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1066 * 10 time multiplier). This way, the value are a bit more reasonable. 1110 * 10 time multiplier). This way, the value are a bit more reasonable.
1067 */ 1111 */
1068 op->value =
1069 op->value * op->inv->value * (op->level + 50) / (op->inv->level + 1112 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1070 50);
1071 /* maxhp is used to denote how many 'charges' the rod holds before */ 1113 /* maxhp is used to denote how many 'charges' the rod holds before */
1072 if (op->stats.maxhp) 1114 if (op->stats.maxhp)
1073 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1115 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1074 else 1116 else
1075 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1117 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1076 1118
1077 op->stats.hp = op->stats.maxhp; 1119 op->stats.hp = op->stats.maxhp;
1078 break; 1120 break;
1079 1121
1080 case SCROLL: 1122 case SCROLL:
1081 op->level = level_for_item (op, difficulty); 1123 op->level = level_for_item (op, difficulty);
1082 op->value = 1124 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1083 op->value * op->inv->value
1084 * (op->level + 50) / (op->inv->level + 50);
1085 1125
1086 /* add exp so reading them properly gives xp */ 1126 /* add exp so reading them properly gives xp */
1087 op->stats.exp = op->value / 5; 1127 op->stats.exp = op->value / 5;
1088 op->nrof = op->inv->nrof; 1128 op->nrof = op->inv->nrof;
1089 break; 1129 break;
1090 1130
1091 case RUNE: 1131 case RUNE:
1092 trap_adjust (op, difficulty); 1132 trap_adjust (op, difficulty);
1093 break; 1133 break;
1094 1134
1095 case TRAP: 1135 case TRAP:
1096 trap_adjust (op, difficulty); 1136 trap_adjust (op, difficulty);
1097 break; 1137 break;
1098 } /* switch type */ 1138 } /* switch type */
1099 1139
1100 if (flags & GT_STARTEQUIP) 1140 if (flags & GT_STARTEQUIP)
1101 { 1141 {
1102 if (op->nrof < 2 && op->type != CONTAINER 1142 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1103 && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1104 SET_FLAG (op, FLAG_STARTEQUIP); 1143 SET_FLAG (op, FLAG_STARTEQUIP);
1105 else if (op->type != MONEY) 1144 else if (op->type != MONEY)
1106 op->value = 0; 1145 op->value = 0;
1107 } 1146 }
1108 1147
1109 if (!(flags & GT_ENVIRONMENT)) 1148 if (!(flags & GT_ENVIRONMENT))
1110 fix_flesh_item (op, creator); 1149 fix_flesh_item (op, creator);
1111} 1150}
1120 1159
1121/* 1160/*
1122 * Allocate and return the pointer to an empty artifactlist structure. 1161 * Allocate and return the pointer to an empty artifactlist structure.
1123 */ 1162 */
1124 1163
1125static artifactlist *get_empty_artifactlist(void) { 1164static artifactlist *
1165get_empty_artifactlist (void)
1166{
1126 artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); 1167 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1127 if(tl==NULL) 1168 if (tl == NULL)
1128 fatal(OUT_OF_MEMORY); 1169 fatal (OUT_OF_MEMORY);
1129 tl->next=NULL; 1170 tl->next = NULL;
1130 tl->items=NULL; 1171 tl->items = NULL;
1131 tl->total_chance=0; 1172 tl->total_chance = 0;
1132 return tl; 1173 return tl;
1133} 1174}
1134 1175
1135/* 1176/*
1136 * Allocate and return the pointer to an empty artifact structure. 1177 * Allocate and return the pointer to an empty artifact structure.
1137 */ 1178 */
1138 1179
1139static artifact *get_empty_artifact(void) { 1180static artifact *
1181get_empty_artifact (void)
1182{
1140 artifact *t = (artifact *) malloc(sizeof(artifact)); 1183 artifact *t = (artifact *) malloc (sizeof (artifact));
1141 if(t==NULL) 1184 if (t == NULL)
1142 fatal(OUT_OF_MEMORY); 1185 fatal (OUT_OF_MEMORY);
1143 t->item=NULL; 1186 t->item = NULL;
1144 t->next=NULL; 1187 t->next = NULL;
1145 t->chance=0; 1188 t->chance = 0;
1146 t->difficulty=0; 1189 t->difficulty = 0;
1147 t->allowed = NULL; 1190 t->allowed = NULL;
1148 return t; 1191 return t;
1149} 1192}
1150 1193
1151/* 1194/*
1152 * Searches the artifact lists and returns one that has the same type 1195 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1196 * of objects on it.
1154 */ 1197 */
1155 1198
1199artifactlist *
1156artifactlist *find_artifactlist(int type) { 1200find_artifactlist (int type)
1201{
1157 artifactlist *al; 1202 artifactlist *al;
1158 1203
1159 for (al=first_artifactlist; al!=NULL; al=al->next) 1204 for (al = first_artifactlist; al != NULL; al = al->next)
1160 if (al->type == type) return al; 1205 if (al->type == type)
1206 return al;
1161 return NULL; 1207 return NULL;
1162} 1208}
1163 1209
1164/* 1210/*
1165 * For debugging purposes. Dumps all tables. 1211 * For debugging purposes. Dumps all tables.
1166 */ 1212 */
1167 1213
1214void
1168void dump_artifacts(void) { 1215dump_artifacts (void)
1216{
1169 artifactlist *al; 1217 artifactlist *al;
1170 artifact *art; 1218 artifact *art;
1171 linked_char *next; 1219 linked_char *next;
1172 1220
1173 fprintf(logfile,"\n"); 1221 fprintf (logfile, "\n");
1174 for (al=first_artifactlist; al!=NULL; al=al->next) { 1222 for (al = first_artifactlist; al != NULL; al = al->next)
1223 {
1175 fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1224 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1176 for (art=al->items; art!=NULL; art=art->next) { 1225 for (art = al->items; art != NULL; art = art->next)
1177 fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n", 1226 {
1178 art->item->name, art->difficulty, art->chance); 1227 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1179 if (art->allowed !=NULL) { 1228 if (art->allowed != NULL)
1229 {
1180 fprintf(logfile,"\tAllowed combinations:"); 1230 fprintf (logfile, "\tAllowed combinations:");
1181 for (next=art->allowed; next!=NULL; next=next->next) 1231 for (next = art->allowed; next != NULL; next = next->next)
1182 fprintf(logfile, "%s,", next->name); 1232 fprintf (logfile, "%s,", &next->name);
1183 fprintf(logfile,"\n"); 1233 fprintf (logfile, "\n");
1184 }
1185 } 1234 }
1235 }
1186 } 1236 }
1187 fprintf(logfile,"\n"); 1237 fprintf (logfile, "\n");
1188} 1238}
1189 1239
1190/* 1240/*
1191 * For debugging purposes. Dumps all treasures recursively (see below). 1241 * For debugging purposes. Dumps all treasures recursively (see below).
1192 */ 1242 */
1243void
1193void dump_monster_treasure_rec (const char *name, treasure *t, int depth) 1244dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1194{ 1245{
1195 treasurelist *tl; 1246 treasurelist *tl;
1196 int i; 1247 int i;
1197 1248
1198 if (depth > 100) 1249 if (depth > 100)
1199 return; 1250 return;
1200 while (t != NULL) 1251 while (t != NULL)
1201 { 1252 {
1202 if (t->name != NULL) 1253 if (t->name != NULL)
1203 { 1254 {
1204 for (i = 0; i < depth; i++) 1255 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " "); 1256 fprintf (logfile, " ");
1206 fprintf (logfile, "{ (list: %s)\n", t->name); 1257 fprintf (logfile, "{ (list: %s)\n", &t->name);
1207 tl = find_treasurelist (t->name); 1258 tl = find_treasurelist (t->name);
1208 dump_monster_treasure_rec (name, tl->items, depth + 2); 1259 dump_monster_treasure_rec (name, tl->items, depth + 2);
1209 for (i = 0; i < depth; i++) 1260 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " "); 1261 fprintf (logfile, " ");
1211 fprintf (logfile, "} (end of list: %s)\n", t->name); 1262 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1212 } 1263 }
1213 else 1264 else
1214 { 1265 {
1215 for (i = 0; i < depth; i++) 1266 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " "); 1267 fprintf (logfile, " ");
1217 if (t->item->clone.type == FLESH) 1268 if (t->item->clone.type == FLESH)
1218 fprintf (logfile, "%s's %s\n", name, t->item->clone.name); 1269 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1219 else 1270 else
1220 fprintf (logfile, "%s\n", t->item->clone.name); 1271 fprintf (logfile, "%s\n", &t->item->clone.name);
1221 } 1272 }
1222 if (t->next_yes != NULL) 1273 if (t->next_yes != NULL)
1223 { 1274 {
1224 for (i = 0; i < depth; i++) 1275 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " "); 1276 fprintf (logfile, " ");
1226 fprintf (logfile, " (if yes)\n"); 1277 fprintf (logfile, " (if yes)\n");
1227 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1278 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1228 } 1279 }
1229 if (t->next_no != NULL) 1280 if (t->next_no != NULL)
1230 { 1281 {
1231 for (i = 0; i < depth; i++) 1282 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " "); 1283 fprintf (logfile, " ");
1233 fprintf (logfile, " (if no)\n"); 1284 fprintf (logfile, " (if no)\n");
1234 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1285 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1235 } 1286 }
1236 t = t->next; 1287 t = t->next;
1237 } 1288 }
1238} 1289}
1239 1290
1240/* 1291/*
1241 * For debugging purposes. Dumps all treasures for a given monster. 1292 * For debugging purposes. Dumps all treasures for a given monster.
1242 * Created originally by Raphael Quinet for debugging the alchemy code. 1293 * Created originally by Raphael Quinet for debugging the alchemy code.
1243 */ 1294 */
1244 1295
1296void
1245void dump_monster_treasure (const char *name) 1297dump_monster_treasure (const char *name)
1246{ 1298{
1247 archetype *at; 1299 archetype *at;
1248 int found; 1300 int found;
1249 1301
1250 found = 0; 1302 found = 0;
1251 fprintf (logfile, "\n"); 1303 fprintf (logfile, "\n");
1252 for (at = first_archetype; at != NULL; at = at->next) 1304 for (at = first_archetype; at != NULL; at = at->next)
1253 if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1305 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1254 { 1306 {
1255 fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name, 1307 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1256 at->name);
1257 if (at->clone.randomitems != NULL) 1308 if (at->clone.randomitems != NULL)
1258 dump_monster_treasure_rec (at->clone.name, 1309 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1259 at->clone.randomitems->items, 1); 1310 else
1260 else
1261 fprintf (logfile, "(nothing)\n"); 1311 fprintf (logfile, "(nothing)\n");
1262 fprintf (logfile, "\n"); 1312 fprintf (logfile, "\n");
1263 found++; 1313 found++;
1264 } 1314 }
1265 if (found == 0) 1315 if (found == 0)
1266 fprintf (logfile, "No objects have the name %s!\n\n", name); 1316 fprintf (logfile, "No objects have the name %s!\n\n", name);
1267} 1317}
1268 1318
1269/* 1319/*
1270 * Builds up the lists of artifacts from the file in the libdir. 1320 * Builds up the lists of artifacts from the file in the libdir.
1271 */ 1321 */
1272 1322
1323void
1273void init_artifacts(void) { 1324init_artifacts (void)
1325{
1274 static int has_been_inited=0; 1326 static int has_been_inited = 0;
1275 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1327 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1276 artifact *art=NULL; 1328 artifact *art = NULL;
1277 linked_char *tmp; 1329 linked_char *tmp;
1278 int value, comp; 1330 int value, comp;
1279 artifactlist *al; 1331 artifactlist *al;
1280 1332
1281 if (has_been_inited) return; 1333 if (has_been_inited)
1334 return;
1335 else
1282 else has_been_inited = 1; 1336 has_been_inited = 1;
1283 1337
1284 sprintf(filename, "%s/artifacts", settings.datadir); 1338 sprintf (filename, "%s/artifacts", settings.datadir);
1285 object_thawer thawer (filename); 1339 object_thawer thawer (filename);
1286 1340
1287 if (!thawer) 1341 if (!thawer)
1288 return; 1342 return;
1289 1343
1290 while (fgets(buf, HUGE_BUF, thawer)!=NULL) { 1344 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1291 if (*buf=='#') continue; 1345 {
1346 if (*buf == '#')
1347 continue;
1292 if((cp=strchr(buf,'\n'))!=NULL) 1348 if ((cp = strchr (buf, '\n')) != NULL)
1293 *cp='\0'; 1349 *cp = '\0';
1294 cp=buf; 1350 cp = buf;
1295 while(*cp==' ') /* Skip blanks */ 1351 while (*cp == ' ') /* Skip blanks */
1296 cp++; 1352 cp++;
1297 if (*cp=='\0') continue; 1353 if (*cp == '\0')
1298 1354 continue;
1355
1299 if (!strncmp(cp, "Allowed", 7)) { 1356 if (!strncmp (cp, "Allowed", 7))
1300 if (art==NULL) { 1357 {
1358 if (art == NULL)
1359 {
1301 art=get_empty_artifact(); 1360 art = get_empty_artifact ();
1302 nrofartifacts++; 1361 nrofartifacts++;
1303 } 1362 }
1304 cp = strchr(cp,' ') + 1; 1363 cp = strchr (cp, ' ') + 1;
1305 if (!strcmp(cp,"all")) continue; 1364 if (!strcmp (cp, "all"))
1365 continue;
1306 1366
1307 do { 1367 do
1368 {
1308 nrofallowedstr++; 1369 nrofallowedstr++;
1309 if ((next=strchr(cp, ','))!=NULL) 1370 if ((next = strchr (cp, ',')) != NULL)
1310 *(next++) = '\0'; 1371 *(next++) = '\0';
1311 tmp = (linked_char*) malloc(sizeof(linked_char)); 1372 tmp = new linked_char;
1312 tmp->name = add_string(cp); 1373 tmp->name = cp;
1313 tmp->next = art->allowed; 1374 tmp->next = art->allowed;
1314 art->allowed = tmp; 1375 art->allowed = tmp;
1315 } while ((cp=next)!=NULL); 1376 }
1316 } 1377 while ((cp = next) != NULL);
1378 }
1317 else if (sscanf(cp, "chance %d", &value)) 1379 else if (sscanf (cp, "chance %d", &value))
1318 art->chance = (uint16) value; 1380 art->chance = (uint16) value;
1319 else if (sscanf(cp, "difficulty %d", &value)) 1381 else if (sscanf (cp, "difficulty %d", &value))
1320 art->difficulty = (uint8) value; 1382 art->difficulty = (uint8) value;
1321 else if (!strncmp(cp, "Object",6)) { 1383 else if (!strncmp (cp, "Object", 6))
1322 art->item = (object *) calloc(1, sizeof(object)); 1384 {
1323 reset_object(art->item); 1385 art->item = get_object ();
1386
1324 if (!load_object(thawer, art->item,LO_LINEMODE,0)) 1387 if (!load_object (thawer, art->item, 0))
1325 LOG(llevError,"Init_Artifacts: Could not load object.\n"); 1388 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1326 art->item->name = add_string((strchr(cp, ' ')+1)); 1389
1390 art->item->name = strchr (cp, ' ') + 1;
1327 al=find_artifactlist(art->item->type); 1391 al = find_artifactlist (art->item->type);
1328 if (al==NULL) { 1392 if (al == NULL)
1393 {
1329 al = get_empty_artifactlist(); 1394 al = get_empty_artifactlist ();
1330 al->type = art->item->type; 1395 al->type = art->item->type;
1331 al->next = first_artifactlist; 1396 al->next = first_artifactlist;
1332 first_artifactlist = al; 1397 first_artifactlist = al;
1333 }
1334 art->next = al->items;
1335 al->items = art;
1336 art = NULL;
1337 }
1338 else
1339 LOG(llevError,"Unknown input in artifact file: %s\n", buf);
1340 } 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 }
1341 1406
1342 for (al=first_artifactlist; al!=NULL; al=al->next) { 1407 for (al = first_artifactlist; al != NULL; al = al->next)
1408 {
1343 for (art=al->items; art!=NULL; art=art->next) { 1409 for (art = al->items; art != NULL; art = art->next)
1410 {
1344 if (!art->chance) 1411 if (!art->chance)
1345 LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); 1412 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1346 else 1413 else
1347 al->total_chance += art->chance; 1414 al->total_chance += art->chance;
1348 } 1415 }
1349#if 0 1416#if 0
1350 LOG(llevDebug,"Artifact list type %d has %d total chance\n", 1417 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1351 al->type, al->total_chance);
1352#endif 1418#endif
1353 } 1419 }
1354 1420
1355 LOG(llevDebug,"done.\n"); 1421 LOG (llevDebug, "done.\n");
1356} 1422}
1357 1423
1358 1424
1359/* 1425/*
1360 * Used in artifact generation. The bonuses of the first object 1426 * Used in artifact generation. The bonuses of the first object
1361 * is modified by the bonuses of the second object. 1427 * is modified by the bonuses of the second object.
1362 */ 1428 */
1363 1429
1430void
1364void add_abilities(object *op, object *change) { 1431add_abilities (object * op, object * change)
1432{
1365 int i,j, tmp; 1433 int i, j, tmp;
1366 1434
1367 if (change->face != blank_face) { 1435 if (change->face != blank_face)
1436 {
1368#ifdef TREASURE_VERBOSE 1437#ifdef TREASURE_VERBOSE
1369 LOG(llevDebug, "FACE: %d\n", change->face->number); 1438 LOG (llevDebug, "FACE: %d\n", change->face->number);
1370#endif 1439#endif
1371 op->face = change->face; 1440 op->face = change->face;
1372 } 1441 }
1442
1373 for (i = 0; i < NUM_STATS; i++) 1443 for (i = 0; i < NUM_STATS; i++)
1374 change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); 1444 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1375 1445
1376 op->attacktype |= change->attacktype; 1446 op->attacktype |= change->attacktype;
1377 op->path_attuned |= change->path_attuned; 1447 op->path_attuned |= change->path_attuned;
1378 op->path_repelled |= change->path_repelled; 1448 op->path_repelled |= change->path_repelled;
1379 op->path_denied |= change->path_denied; 1449 op->path_denied |= change->path_denied;
1380 op->move_type |= change->move_type; 1450 op->move_type |= change->move_type;
1381 op->stats.luck += change->stats.luck; 1451 op->stats.luck += change->stats.luck;
1382 1452
1383 if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); 1453 if (QUERY_FLAG (change, FLAG_CURSED))
1384 if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); 1454 SET_FLAG (op, FLAG_CURSED);
1455 if (QUERY_FLAG (change, FLAG_DAMNED))
1456 SET_FLAG (op, FLAG_DAMNED);
1385 if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) 1457 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1386 && op->magic > 0)
1387 set_abs_magic(op, -op->magic); 1458 set_abs_magic (op, -op->magic);
1388 1459
1389 if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1460 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1390 if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1461 SET_FLAG (op, FLAG_LIFESAVE);
1391 if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1462 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1392 if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1463 SET_FLAG (op, FLAG_REFL_SPELL);
1393 if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1464 if (QUERY_FLAG (change, FLAG_STEALTH))
1394 if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1465 SET_FLAG (op, FLAG_STEALTH);
1395 if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1466 if (QUERY_FLAG (change, FLAG_XRAYS))
1396 if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); 1467 SET_FLAG (op, FLAG_XRAYS);
1468 if (QUERY_FLAG (change, FLAG_BLIND))
1469 SET_FLAG (op, FLAG_BLIND);
1470 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1471 SET_FLAG (op, FLAG_SEE_IN_DARK);
1472 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1473 SET_FLAG (op, FLAG_REFL_MISSILE);
1474 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1475 SET_FLAG (op, FLAG_MAKE_INVIS);
1397 1476
1398 if (QUERY_FLAG(change,FLAG_STAND_STILL)) { 1477 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1478 {
1399 CLEAR_FLAG(op,FLAG_ANIMATE); 1479 CLEAR_FLAG (op, FLAG_ANIMATE);
1400 /* so artifacts will join */ 1480 /* so artifacts will join */
1401 if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; 1481 if (!QUERY_FLAG (op, FLAG_ALIVE))
1482 op->speed = 0.0;
1483
1402 update_ob_speed(op); 1484 update_ob_speed (op);
1403 } 1485 }
1404 if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; 1486
1487 if (change->nrof)
1488 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1489
1405 op->stats.exp += change->stats.exp; /* Speed modifier */ 1490 op->stats.exp += change->stats.exp; /* Speed modifier */
1406 op->stats.wc += change->stats.wc; 1491 op->stats.wc += change->stats.wc;
1407 op->stats.ac += change->stats.ac; 1492 op->stats.ac += change->stats.ac;
1408 1493
1409 if (change->other_arch) { 1494 if (change->other_arch)
1495 {
1410 /* Basically, for horns & potions, the other_arch field is the spell 1496 /* Basically, for horns & potions, the other_arch field is the spell
1411 * to cast. So convert that to into a spell and put it into 1497 * to cast. So convert that to into a spell and put it into
1412 * this object. 1498 * this object.
1413 */ 1499 */
1414 if (op->type == HORN || op->type == POTION) { 1500 if (op->type == HORN || op->type == POTION)
1501 {
1415 object *tmp_obj; 1502 object *tmp_obj;
1416 /* Remove any spells this object currently has in it */ 1503 /* Remove any spells this object currently has in it */
1417 while (op->inv) { 1504 while (op->inv)
1505 {
1418 tmp_obj = op->inv; 1506 tmp_obj = op->inv;
1419 remove_ob(tmp_obj); 1507 remove_ob (tmp_obj);
1420 free_object(tmp_obj); 1508 free_object (tmp_obj);
1421 } 1509 }
1510
1422 tmp_obj = arch_to_object(change->other_arch); 1511 tmp_obj = arch_to_object (change->other_arch);
1423 insert_ob_in_ob(tmp_obj, op); 1512 insert_ob_in_ob (tmp_obj, op);
1424 } 1513 }
1425 /* No harm setting this for potions/horns */ 1514 /* No harm setting this for potions/horns */
1426 op->other_arch = change->other_arch; 1515 op->other_arch = change->other_arch;
1427 } 1516 }
1428 1517
1429 if (change->stats.hp < 0) 1518 if (change->stats.hp < 0)
1430 op->stats.hp = -change->stats.hp; 1519 op->stats.hp = -change->stats.hp;
1431 else 1520 else
1432 op->stats.hp += change->stats.hp; 1521 op->stats.hp += change->stats.hp;
1522
1433 if (change->stats.maxhp < 0) 1523 if (change->stats.maxhp < 0)
1434 op->stats.maxhp = -change->stats.maxhp; 1524 op->stats.maxhp = -change->stats.maxhp;
1435 else 1525 else
1436 op->stats.maxhp += change->stats.maxhp; 1526 op->stats.maxhp += change->stats.maxhp;
1527
1437 if (change->stats.sp < 0) 1528 if (change->stats.sp < 0)
1438 op->stats.sp = -change->stats.sp; 1529 op->stats.sp = -change->stats.sp;
1439 else 1530 else
1440 op->stats.sp += change->stats.sp; 1531 op->stats.sp += change->stats.sp;
1532
1441 if (change->stats.maxsp < 0) 1533 if (change->stats.maxsp < 0)
1442 op->stats.maxsp = -change->stats.maxsp; 1534 op->stats.maxsp = -change->stats.maxsp;
1443 else 1535 else
1444 op->stats.maxsp += change->stats.maxsp; 1536 op->stats.maxsp += change->stats.maxsp;
1537
1445 if (change->stats.food < 0) 1538 if (change->stats.food < 0)
1446 op->stats.food = -(change->stats.food); 1539 op->stats.food = -(change->stats.food);
1447 else 1540 else
1448 op->stats.food += change->stats.food; 1541 op->stats.food += change->stats.food;
1542
1449 if (change->level < 0) 1543 if (change->level < 0)
1450 op->level = -(change->level); 1544 op->level = -(change->level);
1451 else 1545 else
1452 op->level += change->level; 1546 op->level += change->level;
1453 1547
1454 if (change->gen_sp_armour < 0) 1548 if (change->gen_sp_armour < 0)
1455 op->gen_sp_armour = -(change->gen_sp_armour); 1549 op->gen_sp_armour = -(change->gen_sp_armour);
1456 else 1550 else
1457 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1551 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1458 1552
1459 op->item_power = change->item_power; 1553 op->item_power = change->item_power;
1460 1554
1461 for (i=0; i<NROFATTACKS; i++) { 1555 for (i = 0; i < NROFATTACKS; i++)
1556 {
1462 if (change->resist[i]) { 1557 if (change->resist[i])
1558 {
1463 op->resist[i] += change->resist[i]; 1559 op->resist[i] += change->resist[i];
1464 } 1560 }
1465 } 1561 }
1562
1466 if (change->stats.dam) { 1563 if (change->stats.dam)
1564 {
1467 if (change->stats.dam < 0) 1565 if (change->stats.dam < 0)
1468 op->stats.dam = (-change->stats.dam); 1566 op->stats.dam = (-change->stats.dam);
1469 else if (op->stats.dam) { 1567 else if (op->stats.dam)
1568 {
1470 tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10); 1569 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1471 if (tmp == op->stats.dam) { 1570 if (tmp == op->stats.dam)
1571 {
1472 if (change->stats.dam < 10) 1572 if (change->stats.dam < 10)
1473 op->stats.dam--; 1573 op->stats.dam--;
1474 else 1574 else
1475 op->stats.dam++; 1575 op->stats.dam++;
1476 }
1477 else
1478 op->stats.dam = tmp;
1479 }
1480 } 1576 }
1577 else
1578 op->stats.dam = tmp;
1579 }
1580 }
1581
1481 if (change->weight) { 1582 if (change->weight)
1583 {
1482 if (change->weight < 0) 1584 if (change->weight < 0)
1483 op->weight = (-change->weight); 1585 op->weight = (-change->weight);
1484 else 1586 else
1485 op->weight = (op->weight * (change->weight)) / 100; 1587 op->weight = (op->weight * (change->weight)) / 100;
1486 } 1588 }
1589
1487 if (change->last_sp) { 1590 if (change->last_sp)
1591 {
1488 if (change->last_sp < 0) 1592 if (change->last_sp < 0)
1489 op->last_sp = (-change->last_sp); 1593 op->last_sp = (-change->last_sp);
1490 else 1594 else
1491 op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100); 1595 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1492 } 1596 }
1597
1493 if (change->gen_sp_armour) { 1598 if (change->gen_sp_armour)
1599 {
1494 if (change->gen_sp_armour < 0) 1600 if (change->gen_sp_armour < 0)
1495 op->gen_sp_armour = (-change->gen_sp_armour); 1601 op->gen_sp_armour = (-change->gen_sp_armour);
1496 else 1602 else
1497 op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) 1603 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1498 / (int)100);
1499 } 1604 }
1605
1500 op->value *= change->value; 1606 op->value *= change->value;
1501 1607
1608 if (change->material)
1502 if(change->material) op->material = change->material; 1609 op->material = change->material;
1503 1610
1504 if (change->materialname) { 1611 if (change->materialname)
1505 if (op->materialname)
1506 free_string(op->materialname);
1507 op->materialname = add_refcount(change->materialname); 1612 op->materialname = change->materialname;
1508 }
1509 1613
1510 if (change->slaying) { 1614 if (change->slaying)
1511 if (op->slaying)
1512 free_string(op->slaying);
1513 op->slaying = add_refcount(change->slaying); 1615 op->slaying = change->slaying;
1514 } 1616
1515 if (change->race) { 1617 if (change->race)
1516 if (op->race)
1517 free_string(op->race);
1518 op->race = add_refcount(change->race); 1618 op->race = change->race;
1519 } 1619
1520 if (change->msg) { 1620 if (change->msg)
1521 if (op->msg) 1621 op->msg = change->msg;
1522 free_string(op->msg);
1523 op->msg = add_refcount(change->msg);
1524 }
1525 /* GROS: Added support for event_... in artifact file */
1526 for(j=0;j<NR_EVENTS;j++) {
1527 event *evt;
1528 event *evt2;
1529 event *evtn;
1530 event *evtp;
1531
1532 evt = find_event(change,j);
1533 evt2= find_event(op,j);
1534
1535 if ((evt) && (evt->hook)) {
1536 if ((evt2)&&(evt2->hook)) {
1537 free_string(evt2->hook);
1538 free_string(evt2->plugin);
1539 free_string(evt2->options);
1540 evtp = NULL;
1541 evtn = evt2->next;
1542 if (evt2 == op->events) {
1543 free(evt2);
1544 op->events = evtn;
1545 }
1546 else {
1547 evtp = op->events;
1548 while (evtp->next != evt2)
1549 evtp = evtp->next;
1550 free(evt2);
1551 evtp->next = evtn;
1552 }
1553 }
1554 else if (evt2 == NULL) {
1555 if (op->events == NULL) {
1556 evt2 = (event *)malloc(sizeof(event));
1557 op->events = evt2;
1558 }
1559 else {
1560 evtp = op->events;
1561 while (evtp->next != NULL)
1562 evtp = evtp->next;
1563 evtp->next = (event *)malloc(sizeof(event));
1564 evt2 = evtp->next;
1565 }
1566 }
1567 evt2->next = NULL;
1568 evt2->hook = add_refcount(evt->hook);
1569 evt2->plugin = add_refcount(evt->plugin);
1570 evt2->type = j;
1571
1572 if (evt->options)
1573 evt2->options = add_refcount(evt->options);
1574 else
1575 evt2->options = NULL;
1576 }
1577 }
1578} 1622}
1579 1623
1624static int
1580static int legal_artifact_combination(object *op, artifact *art) { 1625legal_artifact_combination (object * op, artifact * art)
1626{
1581 int neg, success = 0; 1627 int neg, success = 0;
1582 linked_char *tmp; 1628 linked_char *tmp;
1583 const char *name; 1629 const char *name;
1584 1630
1585 if (art->allowed == (linked_char *) NULL) 1631 if (art->allowed == (linked_char *) NULL)
1586 return 1; /* Ie, "all" */ 1632 return 1; /* Ie, "all" */
1587 for (tmp = art->allowed; tmp; tmp = tmp->next) { 1633 for (tmp = art->allowed; tmp; tmp = tmp->next)
1634 {
1588#ifdef TREASURE_VERBOSE 1635#ifdef TREASURE_VERBOSE
1589 LOG(llevDebug, "legal_art: %s\n", tmp->name); 1636 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1590#endif 1637#endif
1591 if (*tmp->name == '!') 1638 if (*tmp->name == '!')
1592 name = tmp->name + 1, neg = 1; 1639 name = tmp->name + 1, neg = 1;
1593 else 1640 else
1594 name = tmp->name, neg = 0; 1641 name = tmp->name, neg = 0;
1595 1642
1596 /* If we match name, then return the opposite of 'neg' */ 1643 /* If we match name, then return the opposite of 'neg' */
1597 if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) 1644 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1598 return !neg; 1645 return !neg;
1599 1646
1600 /* Set success as true, since if the match was an inverse, it means 1647 /* Set success as true, since if the match was an inverse, it means
1601 * everything is allowed except what we match 1648 * everything is allowed except what we match
1602 */ 1649 */
1603 else if (neg) 1650 else if (neg)
1604 success = 1; 1651 success = 1;
1605 } 1652 }
1606 return success; 1653 return success;
1607} 1654}
1608 1655
1609/* 1656/*
1610 * Fixes the given object, giving it the abilities and titles 1657 * Fixes the given object, giving it the abilities and titles
1611 * it should have due to the second artifact-template. 1658 * it should have due to the second artifact-template.
1612 */ 1659 */
1613 1660
1661void
1614void give_artifact_abilities(object *op, object *artifct) { 1662give_artifact_abilities (object *op, object *artifct)
1663{
1615 char new_name[MAX_BUF]; 1664 char new_name[MAX_BUF];
1616 1665
1617 sprintf(new_name, "of %s", artifct->name); 1666 sprintf (new_name, "of %s", &artifct->name);
1618 if (op->title)
1619 free_string(op->title);
1620 op->title = add_string(new_name); 1667 op->title = new_name;
1621 add_abilities(op, artifct); /* Give out the bonuses */ 1668 add_abilities (op, artifct); /* Give out the bonuses */
1622 1669
1623#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1670#if 0 /* Bit verbose, but keep it here until next time I need it... */
1624 { 1671 {
1625 char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); 1672 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1626 SET_FLAG(op, FLAG_IDENTIFIED); 1673 SET_FLAG (op, FLAG_IDENTIFIED);
1627 LOG(llevDebug, "Generated artifact %s %s [%s]\n", 1674 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1628 op->name, op->title, describe_item(op, NULL));
1629 if (!identified) 1675 if (!identified)
1630 CLEAR_FLAG(op, FLAG_IDENTIFIED); 1676 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1631 } 1677 }
1632#endif 1678#endif
1633 return; 1679 return;
1634} 1680}
1635 1681
1642 */ 1688 */
1643 1689
1644/* Give 1 re-roll attempt per artifact */ 1690/* Give 1 re-roll attempt per artifact */
1645#define ARTIFACT_TRIES 2 1691#define ARTIFACT_TRIES 2
1646 1692
1693void
1647void generate_artifact(object *op, int difficulty) { 1694generate_artifact (object * op, int difficulty)
1695{
1648 artifactlist *al; 1696 artifactlist *al;
1649 artifact *art; 1697 artifact *art;
1650 int i; 1698 int i;
1651 1699
1652 al = find_artifactlist(op->type); 1700 al = find_artifactlist (op->type);
1653 1701
1654 if (al==NULL) { 1702 if (al == NULL)
1703 {
1655#if 0 /* This is too verbose, usually */ 1704#if 0 /* This is too verbose, usually */
1656 LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1705 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1657#endif
1658 return;
1659 }
1660
1661 for (i = 0; i < ARTIFACT_TRIES; i++) {
1662 int roll = RANDOM()% al->total_chance;
1663
1664 for (art=al->items; art!=NULL; art=art->next) {
1665 roll -= art->chance;
1666 if (roll<0) break;
1667 }
1668
1669 if (art == NULL || roll>=0) {
1670#if 1
1671 LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n",
1672 op->type);
1673#endif 1706#endif
1674 return; 1707 return;
1675 } 1708 }
1709
1710 for (i = 0; i < ARTIFACT_TRIES; i++)
1711 {
1712 int roll = RANDOM () % al->total_chance;
1713
1714 for (art = al->items; art != NULL; art = art->next)
1715 {
1716 roll -= art->chance;
1717 if (roll < 0)
1718 break;
1719 }
1720
1721 if (art == NULL || roll >= 0)
1722 {
1723#if 1
1724 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1725#endif
1726 return;
1727 }
1676 if (!strcmp(art->item->name,"NONE")) 1728 if (!strcmp (art->item->name, "NONE"))
1677 return; 1729 return;
1678 if (FABS(op->magic) < art->item->magic) 1730 if (FABS (op->magic) < art->item->magic)
1679 continue; /* Not magic enough to be this item */ 1731 continue; /* Not magic enough to be this item */
1680 1732
1681 /* Map difficulty not high enough */ 1733 /* Map difficulty not high enough */
1682 if (difficulty<art->difficulty) 1734 if (difficulty < art->difficulty)
1683 continue; 1735 continue;
1684 1736
1685 if (!legal_artifact_combination(op, art)) { 1737 if (!legal_artifact_combination (op, art))
1738 {
1686#ifdef TREASURE_VERBOSE 1739#ifdef TREASURE_VERBOSE
1687 LOG(llevDebug, "%s of %s was not a legal combination.\n", 1740 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1688 op->name, art->item->name);
1689#endif 1741#endif
1690 continue; 1742 continue;
1691 } 1743 }
1692 give_artifact_abilities(op, art->item); 1744 give_artifact_abilities (op, art->item);
1693 return; 1745 return;
1694 } 1746 }
1695} 1747}
1696 1748
1697/* fix_flesh_item() - objects of type FLESH are similar to type 1749/* fix_flesh_item() - objects of type FLESH are similar to type
1698 * FOOD, except they inherit properties (name, food value, etc). 1750 * FOOD, except they inherit properties (name, food value, etc).
1699 * based on the original owner (or 'donor' if you like). -b.t. 1751 * based on the original owner (or 'donor' if you like). -b.t.
1700 */ 1752 */
1701 1753
1754void
1702void fix_flesh_item(object *item, object *donor) { 1755fix_flesh_item (object * item, object * donor)
1756{
1703 char tmpbuf[MAX_BUF]; 1757 char tmpbuf[MAX_BUF];
1704 int i; 1758 int i;
1705 1759
1706 if(item->type==FLESH && donor) { 1760 if (item->type == FLESH && donor)
1761 {
1707 /* change the name */ 1762 /* change the name */
1708 sprintf(tmpbuf,"%s's %s",donor->name,item->name); 1763 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf;
1709 FREE_AND_COPY(item->name, tmpbuf);
1710 sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); 1764 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf;
1711 FREE_AND_COPY(item->name_pl, tmpbuf);
1712 1765
1713 /* weight is FLESH weight/100 * donor */ 1766 /* weight is FLESH weight/100 * donor */
1714 if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) 1767 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1715 item->weight=1; 1768 item->weight = 1;
1716 1769
1717 /* value is multiplied by level of donor */ 1770 /* value is multiplied by level of donor */
1718 item->value *= isqrt(donor->level*2); 1771 item->value *= isqrt (donor->level * 2);
1719 1772
1720 /* food value */ 1773 /* food value */
1721 item->stats.food += (donor->stats.hp/100) + donor->stats.Con; 1774 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1722 1775
1723 /* flesh items inherit some abilities of donor, but not 1776 /* flesh items inherit some abilities of donor, but not
1724 * full effect. 1777 * full effect.
1725 */ 1778 */
1726 for (i=0; i<NROFATTACKS; i++) 1779 for (i = 0; i < NROFATTACKS; i++)
1727 item->resist[i] = donor->resist[i]/2; 1780 item->resist[i] = donor->resist[i] / 2;
1728 1781
1729 /* item inherits donor's level (important for quezals) */ 1782 /* item inherits donor's level (important for quezals) */
1730 item->level = donor->level; 1783 item->level = donor->level;
1731 1784
1732 /* if donor has some attacktypes, the flesh is poisonous */ 1785 /* if donor has some attacktypes, the flesh is poisonous */
1733 if(donor->attacktype&AT_POISON) 1786 if (donor->attacktype & AT_POISON)
1734 item->type=POISON; 1787 item->type = POISON;
1735 if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; 1788 if (donor->attacktype & AT_ACID)
1789 item->stats.hp = -1 * item->stats.food;
1736 SET_FLAG(item,FLAG_NO_STEAL); 1790 SET_FLAG (item, FLAG_NO_STEAL);
1737 } 1791 }
1738} 1792}
1739 1793
1740/* special_potion() - so that old potion code is still done right. */ 1794/* special_potion() - so that old potion code is still done right. */
1741 1795
1796int
1742int special_potion (object *op) { 1797special_potion (object * op)
1798{
1743 1799
1744 int i; 1800 int i;
1745 1801
1746 if(op->attacktype) return 1; 1802 if (op->attacktype)
1747
1748 if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow
1749 || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1;
1750
1751 for (i=0; i<NROFATTACKS; i++)
1752 if (op->resist[i]) return 1;
1753
1754 return 0; 1803 return 1;
1755}
1756 1804
1805 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;
1807
1808 for (i = 0; i < NROFATTACKS; i++)
1809 if (op->resist[i])
1810 return 1;
1811
1812 return 0;
1813}
1814
1815void
1757void free_treasurestruct(treasure *t) 1816free_treasurestruct (treasure * t)
1758{ 1817{
1818 if (t->next)
1759 if (t->next) free_treasurestruct(t->next); 1819 free_treasurestruct (t->next);
1820 if (t->next_yes)
1760 if (t->next_yes) free_treasurestruct(t->next_yes); 1821 free_treasurestruct (t->next_yes);
1822 if (t->next_no)
1761 if (t->next_no) free_treasurestruct(t->next_no); 1823 free_treasurestruct (t->next_no);
1762 free(t);
1763}
1764 1824
1825 delete t;
1826}
1827
1828void
1765void free_charlinks(linked_char *lc) 1829free_charlinks (linked_char * lc)
1766{ 1830{
1831 if (lc->next)
1767 if (lc->next) free_charlinks(lc->next); 1832 free_charlinks (lc->next);
1768 free(lc);
1769}
1770 1833
1834 delete lc;
1835}
1836
1837void
1771void free_artifact(artifact *at) 1838free_artifact (artifact * at)
1772{ 1839{
1773 1840
1841 if (at->next)
1774 if (at->next) free_artifact(at->next); 1842 free_artifact (at->next);
1843 if (at->allowed)
1775 if (at->allowed) free_charlinks(at->allowed); 1844 free_charlinks (at->allowed);
1776 if (at->item) {
1777 if (at->item->name) free_string(at->item->name);
1778 if (at->item->name_pl) free_string(at->item->name_pl);
1779 if (at->item->msg) free_string(at->item->msg);
1780 if (at->item->title) free_string(at->item->title);
1781 free(at->item);
1782 }
1783 free(at);
1784}
1785 1845
1846 delete at->item;
1847
1848 delete at;
1849}
1850
1851void
1786void free_artifactlist(artifactlist *al) 1852free_artifactlist (artifactlist * al)
1787{ 1853{
1788 artifactlist *nextal; 1854 artifactlist *nextal;
1789 for (al=first_artifactlist; al!=NULL; al=nextal) { 1855 for (al = first_artifactlist; al != NULL; al = nextal)
1856 {
1790 nextal=al->next; 1857 nextal = al->next;
1791 if (al->items) { 1858 if (al->items)
1859 {
1792 free_artifact(al->items); 1860 free_artifact (al->items);
1793 } 1861 }
1794 free(al); 1862 free (al);
1795 } 1863 }
1796} 1864}
1797 1865
1866void
1798void free_all_treasures(void) { 1867free_all_treasures (void)
1868{
1799treasurelist *tl, *next; 1869 treasurelist *tl, *next;
1800 1870
1801 1871
1802 for (tl=first_treasurelist; tl!=NULL; tl=next) { 1872 for (tl = first_treasurelist; tl != NULL; tl = next)
1873 {
1803 next=tl->next; 1874 next = tl->next;
1804 if (tl->name) free_string(tl->name); 1875 if (tl->items)
1805 if (tl->items) free_treasurestruct(tl->items); 1876 free_treasurestruct (tl->items);
1806 free(tl); 1877 delete tl;
1807 } 1878 }
1808 free_artifactlist(first_artifactlist); 1879 free_artifactlist (first_artifactlist);
1809} 1880}

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