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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.13 by root, Tue Sep 5 17:58:11 2006 UTC vs.
Revision 1.77 by root, Mon May 5 22:18:00 2008 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.13 2006/09/05 17:58:11 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29
30#define ALLOWED_COMBINATION
31 23
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
35 * left on 27 * left on
36 */ 28 */
37#define TREASURE_DEBUG 29#define TREASURE_DEBUG
38 30
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 31/* TREASURE_VERBOSE enables copious output concerning artifact generation */
32
40/* #define TREASURE_VERBOSE */ 33//#define TREASURE_VERBOSE
41 34
42#include <global.h> 35#include <global.h>
43#include <treasure.h> 36#include <treasure.h>
44#include <funcpoint.h>
45#include <loader.h> 37#include <loader.h>
46 38
47
48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 39extern char *spell_mapping[];
50 40
51/* 41static treasurelist *first_treasurelist;
52 * Initialize global archtype pointers:
53 */
54 42
43static void change_treasure (treasure *t, object *op); /* overrule default values */
44
45typedef std::tr1::unordered_map<
46 const char *,
47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >,
51 true
52> tl_map_t;
53
54static tl_map_t tl_map;
55
56/*
57 * Searches for the given treasurelist
58 */
59treasurelist *
60treasurelist::find (const char *name)
61{
62 if (!name)
63 return 0;
64
65 auto (i, tl_map.find (name));
66
67 if (i == tl_map.end ())
68 return 0;
69
70 return i->second;
71}
72
73/*
74 * Searches for the given treasurelist in the globally linked list
75 * of treasurelists which has been built by load_treasures().
76 */
77treasurelist *
78treasurelist::get (const char *name)
79{
80 treasurelist *tl = find (name);
81
82 if (!tl)
83 {
84 tl = new treasurelist;
85
86 tl->name = name;
87 tl->next = first_treasurelist;
88 first_treasurelist = tl;
89
90 tl_map.insert (std::make_pair (tl->name, tl));
91 }
92
93 return tl;
94}
95
96//TODO: class method
55void 97void
56init_archetype_pointers () 98clear (treasurelist *tl)
57{ 99{
58 int prev_warn = warn_archetypes; 100 if (tl->items)
59 warn_archetypes = 1;
60 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring");
62 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet");
64 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff");
66 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown");
68 warn_archetypes = prev_warn;
69}
70
71/*
72 * Allocate and return the pointer to an empty treasurelist structure.
73 */
74
75static treasurelist *
76get_empty_treasurelist (void)
77{
78 return new treasurelist;
79}
80
81/*
82 * Allocate and return the pointer to an empty treasure structure.
83 */
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89
90 t->chance = 100;
91
92 return t;
93}
94
95/*
96 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists)
98 */
99
100static treasure *
101load_treasure (FILE * fp, int *line)
102{
103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure ();
105 int value;
106
107 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
110 (*line)++;
111
112 if (*buf == '#')
113 continue;
114 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0';
116 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */
118 cp++;
119
120 if (sscanf (cp, "arch %s", variable))
121 {
122 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 else if (sscanf (cp, "list %s", variable))
126 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end"))
144 return t;
145 else if (!strcmp (cp, "more"))
146 {
147 t->next = load_treasure (fp, line);
148 return t;
149 }
150 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 101 {
153 LOG (llevError, "treasure lacks 'end'.\n"); 102 free_treasurestruct (tl->items);
154 return t; 103 tl->items = 0;
104 }
105
106 tl->total_chance = 0;
155} 107}
156 108
157#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
160 */ 112 */
161static void 113static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 114check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 115{
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */ 118
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 119 if (t->next)
172 check_treasurelist (t->next, tl); 120 check_treasurelist (t->next, tl);
121
173 if (t->next_yes) 122 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 123 check_treasurelist (t->next_yes, tl);
124
175 if (t->next_no) 125 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 126 check_treasurelist (t->next_no, tl);
177} 127}
178#endif 128#endif
179 129
180/* 130/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 131 * Reads the lib/treasure file from disk, and parses the contents
132 * into an internal treasure structure (very linked lists)
133 */
134static treasure *
135read_treasure (object_thawer &f)
136{
137 treasure *t = new treasure;
138
139 f.next ();
140
141 for (;;)
142 {
143 coroapi::cede_to_tick ();
144
145 switch (f.kw)
146 {
147 case KW_arch:
148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = read_treasure (f); continue;
168
169 case KW_end:
170 f.next ();
171 return t;
172
173 case KW_more:
174 t->next = read_treasure (f);
175 return t;
176
177 default:
178 if (!f.parse_error ("treasurelist", t->name))
179 goto error;
180
181 return t;
182 }
183
184 f.next ();
185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
192}
193
194/*
182 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
183 */ 196 */
184 197treasurelist *
185void 198treasurelist::read (object_thawer &f)
186load_treasures (void)
187{ 199{
188 FILE *fp; 200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t;
192 int comp, line = 0;
193 201
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 202 bool one = f.kw == KW_treasureone;
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 203 treasurelist *tl = treasurelist::get (f.get_str ());
196 { 204 clear (tl);
197 LOG (llevError, "Can't open treasure file.\n"); 205 tl->items = read_treasure (f);
206 if (!tl->items)
198 return; 207 return 0;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205 208
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 {
208 treasurelist *tl = get_empty_treasurelist ();
209 tl->name = name;
210 if (previous == NULL)
211 first_treasurelist = tl;
212 else
213 previous->next = tl;
214 previous = tl;
215 tl->items = load_treasure (fp, &line);
216
217 /* This is a one of the many items on the list should be generated. 209 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no 210 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
220 */
221 if (!strncmp (buf, "treasureone", 11))
222 {
223 for (t = tl->items; t != NULL; t = t->next)
224 {
225#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no)
227 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n");
230 }
231#endif
232 tl->total_chance += t->chance;
233 }
234 }
235 }
236 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 }
239 close_and_delete (fp, comp);
240
241#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element.
246 */ 212 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
248 check_treasurelist (previous->items, previous);
249#endif
250}
251
252/*
253 * Searches for the given treasurelist in the globally linked list
254 * of treasurelists which has been built by load_treasures().
255 */
256
257treasurelist *
258find_treasurelist (const char *name)
259{
260 /* Special cases - randomitems of NULL is to override default. If
261 * first_treasurelist is null, it means we are on the first pass of
262 * of loading archetypes, so for now, just return - second pass will
263 * init these values.
264 */
265 if (!name) 213 if (one)
266 return 0; 214 {
215 for (treasure *t = tl->items; t; t = t->next)
216 {
217 if (t->next_yes || t->next_no)
218 {
219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
220 LOG (llevError, " the next_yes or next_no field is set\n");
221 }
267 222
268 if (const char *tmp = shstr::find (name)) 223 tl->total_chance += t->chance;
269 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) 224 }
270 if (tmp == tl->name) 225 }
271 return tl;
272 226
273 if (first_treasurelist)
274 LOG (llevError, "Couldn't find treasurelist %s\n", name);
275
276 return 0; 227 return tl;
277} 228}
278
279 229
280/* 230/*
281 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
282 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
283 * If there is a certain percental chance for a treasure to be generated, 233 * If there is a certain percental chance for a treasure to be generated,
286 * being generated. 236 * being generated.
287 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 237 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
288 * abilities. This is used by summon spells, thus no summoned monsters 238 * abilities. This is used by summon spells, thus no summoned monsters
289 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
290 */ 240 */
291
292
293static void 241static void
294put_treasure (object * op, object * creator, int flags) 242put_treasure (object *op, object *creator, int flags)
295{ 243{
296 object *tmp; 244 if (flags & GT_ENVIRONMENT)
297 245 {
298 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
299 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
300 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
301 * by another object. 249 * by another object.
302 */ 250 */
303 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
304 { 252 if (op->type == SPELL)
305 op->x = creator->x; 253 {
306 op->y = creator->y; 254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
261 op->destroy ();
262 else
263 {
307 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
308 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266 }
309 } 267 }
310 else 268 else
311 { 269 {
312 op = insert_ob_in_ob (op, creator); 270 op = creator->insert (op);
271
313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
314 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
316 esrv_send_item (tmp, op);
317 } 274 }
318} 275}
319 276
320/* if there are change_xxx commands in the treasure, we include the changes 277/* if there are change_xxx commands in the treasure, we include the changes
321 * in the generated object 278 * in the generated object
335 292
336 if (t->change_arch.slaying) 293 if (t->change_arch.slaying)
337 op->slaying = t->change_arch.slaying; 294 op->slaying = t->change_arch.slaying;
338} 295}
339 296
340void 297static void
341create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 298create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
342{ 299{
343 object *tmp;
344
345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 300 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
346 { 301 {
347 if (t->name) 302 if (t->name)
348 { 303 {
349 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 304 if (difficulty >= t->magic)
350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 305 if (treasurelist *tl = treasurelist::find (t->name))
351 } 306 create_treasure (tl, op, flag, difficulty, tries);
307 else
308 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
309 }
352 else 310 else
353 { 311 {
354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
355 { 313 {
356 tmp = arch_to_object (t->item); 314 object *tmp = arch_to_object (t->item);
315
357 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
318
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 319 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 320 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 321 put_treasure (tmp, op, flag);
362 } 322 }
363 } 323 }
364 324
365 if (t->next_yes != NULL) 325 if (t->next_yes)
366 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 326 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 } 327 }
368 else if (t->next_no != NULL) 328 else if (t->next_no)
369 create_all_treasures (t->next_no, op, flag, difficulty, tries); 329 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370 330
371 if (t->next != NULL) 331 if (t->next)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 332 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 333}
374 334
375void 335static void
376create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries) 336create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 337{
378 int value = RANDOM () % tl->total_chance; 338 int value = rndm (tl->total_chance);
379 treasure *t; 339 treasure *t;
380 340
381 if (tries++ > 100) 341 if (tries++ > 100)
382 { 342 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 343 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 344 return;
385 } 345 }
386 346
387 for (t = tl->items; t != NULL; t = t->next) 347 for (t = tl->items; t; t = t->next)
388 { 348 {
389 value -= t->chance; 349 value -= t->chance;
390 350
391 if (value < 0) 351 if (value < 0)
392 break; 352 break;
393 } 353 }
394 354
395 if (!t || value >= 0) 355 if (!t || value >= 0)
396 {
397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 356 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
398 abort ();
399 return;
400 }
401 357
402 if (t->name) 358 if (t->name)
403 { 359 {
404 if (!strcmp (t->name, "NONE"))
405 return;
406
407 if (difficulty >= t->magic) 360 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 361 {
362 treasurelist *tl = treasurelist::find (t->name);
363 if (tl)
364 create_treasure (tl, op, flag, difficulty, tries);
365 }
409 else if (t->nrof) 366 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
411
412 return;
413 } 368 }
414
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
416 { 370 {
417 object *tmp = arch_to_object (t->item); 371 if (object *tmp = arch_to_object (t->item))
418 372 {
419 if (!tmp)
420 return;
421
422 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
424 375
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 377 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 378 put_treasure (tmp, op, flag);
379 }
428 } 380 }
381}
382
383void
384object::create_treasure (treasurelist *tl, int flags)
385{
386 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
429} 387}
430 388
431/* This calls the appropriate treasure creation function. tries is passed 389/* This calls the appropriate treasure creation function. tries is passed
432 * to determine how many list transitions or attempts to create treasure 390 * to determine how many list transitions or attempts to create treasure
433 * have been made. It is really in place to prevent infinite loops with 391 * have been made. It is really in place to prevent infinite loops with
434 * list transitions, or so that excessively good treasure will not be 392 * list transitions, or so that excessively good treasure will not be
435 * created on weak maps, because it will exceed the number of allowed tries 393 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 394 * to do that.
437 */ 395 */
438void 396void
439create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 397create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 398{
399 // empty treasurelists are legal
400 if (!tl->items)
401 return;
441 402
442 if (tries++ > 100) 403 if (tries++ > 100)
443 { 404 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 405 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return; 406 return;
446 } 407 }
408
409 if (op->flag [FLAG_TREASURE_ENV])
410 {
411 // do not generate items when there already is something above the object
412 if (op->flag [FLAG_IS_FLOOR] && op->above)
413 return;
414
415 flag |= GT_ENVIRONMENT;
416 }
417
447 if (t->total_chance) 418 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 419 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 420 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 421 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 422}
452 423
453/* This is similar to the old generate treasure function. However, 424/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 425 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 426 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 427 * inserted into, and then return that treausre
457 */ 428 */
458object * 429object *
459generate_treasure (treasurelist * t, int difficulty) 430generate_treasure (treasurelist *tl, int difficulty)
460{ 431{
461 object *ob = get_object (), *tmp; 432 difficulty = clamp (difficulty, 1, settings.max_level);
462 433
434 object *ob = object::create ();
435
463 create_treasure (t, ob, 0, difficulty, 0); 436 create_treasure (tl, ob, 0, difficulty, 0);
464 437
465 /* Don't want to free the object we are about to return */ 438 /* Don't want to free the object we are about to return */
466 tmp = ob->inv; 439 object *tmp = ob->inv;
467 if (tmp != NULL) 440 if (tmp)
468 remove_ob (tmp); 441 tmp->remove ();
442
469 if (ob->inv) 443 if (ob->inv)
470 {
471 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
472 } 445
473 free_object (ob); 446 ob->destroy ();
474 return tmp; 447 return tmp;
475} 448}
476 449
477/* 450/*
478 * This is a new way of calculating the chance for an item to have 451 * This is a new way of calculating the chance for an item to have
480 * The array has two arguments, the difficulty of the level, and the 453 * The array has two arguments, the difficulty of the level, and the
481 * magical bonus "wanted". 454 * magical bonus "wanted".
482 */ 455 */
483 456
484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 457static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
485/*chance of magic difficulty*/ 458// chance of magic difficulty
486/* +0 +1 +2 +3 +4 */ 459// +0 +1 +2 +3 +4
487 {95, 2, 2, 1, 0}, /*1 */ 460 {95, 2, 2, 1, 0}, // 1
488 {92, 5, 2, 1, 0}, /*2 */ 461 {92, 5, 2, 1, 0}, // 2
489 {85, 10, 4, 1, 0}, /*3 */ 462 {85, 10, 4, 1, 0}, // 3
490 {80, 14, 4, 2, 0}, /*4 */ 463 {80, 14, 4, 2, 0}, // 4
491 {75, 17, 5, 2, 1}, /*5 */ 464 {75, 17, 5, 2, 1}, // 5
492 {70, 18, 8, 3, 1}, /*6 */ 465 {70, 18, 8, 3, 1}, // 6
493 {65, 21, 10, 3, 1}, /*7 */ 466 {65, 21, 10, 3, 1}, // 7
494 {60, 22, 12, 4, 2}, /*8 */ 467 {60, 22, 12, 4, 2}, // 8
495 {55, 25, 14, 4, 2}, /*9 */ 468 {55, 25, 14, 4, 2}, // 9
496 {50, 27, 16, 5, 2}, /*10 */ 469 {50, 27, 16, 5, 2}, // 10
497 {45, 28, 18, 6, 3}, /*11 */ 470 {45, 28, 18, 6, 3}, // 11
498 {42, 28, 20, 7, 3}, /*12 */ 471 {42, 28, 20, 7, 3}, // 12
499 {40, 27, 21, 8, 4}, /*13 */ 472 {40, 27, 21, 8, 4}, // 13
500 {38, 25, 22, 10, 5}, /*14 */ 473 {38, 25, 22, 10, 5}, // 14
501 {36, 23, 23, 12, 6}, /*15 */ 474 {36, 23, 23, 12, 6}, // 15
502 {33, 21, 24, 14, 8}, /*16 */ 475 {33, 21, 24, 14, 8}, // 16
503 {31, 19, 25, 16, 9}, /*17 */ 476 {31, 19, 25, 16, 9}, // 17
504 {27, 15, 30, 18, 10}, /*18 */ 477 {27, 15, 30, 18, 10}, // 18
505 {20, 12, 30, 25, 13}, /*19 */ 478 {20, 12, 30, 25, 13}, // 19
506 {15, 10, 28, 30, 17}, /*20 */ 479 {15, 10, 28, 30, 17}, // 20
507 {13, 9, 27, 28, 23}, /*21 */ 480 {13, 9, 27, 28, 23}, // 21
508 {10, 8, 25, 28, 29}, /*22 */ 481 {10, 8, 25, 28, 29}, // 22
509 {8, 7, 23, 26, 36}, /*23 */ 482 { 8, 7, 23, 26, 36}, // 23
510 {6, 6, 20, 22, 46}, /*24 */ 483 { 6, 6, 20, 22, 46}, // 24
511 {4, 5, 17, 18, 56}, /*25 */ 484 { 4, 5, 17, 18, 56}, // 25
512 {2, 4, 12, 14, 68}, /*26 */ 485 { 2, 4, 12, 14, 68}, // 26
513 {0, 3, 7, 10, 80}, /*27 */ 486 { 0, 3, 7, 10, 80}, // 27
514 {0, 0, 3, 7, 90}, /*28 */ 487 { 0, 0, 3, 7, 90}, // 28
515 {0, 0, 0, 3, 97}, /*29 */ 488 { 0, 0, 0, 3, 97}, // 29
516 {0, 0, 0, 0, 100}, /*30 */ 489 { 0, 0, 0, 0, 100}, // 30
517 {0, 0, 0, 0, 100}, /*31 */ 490 { 0, 0, 0, 0, 100}, // 31
518}; 491};
519
520 492
521/* calculate the appropriate level for wands staves and scrolls. 493/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 494 * This code presumes that op has had its spell object created (in op->inv)
523 * 495 *
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 496 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 497 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 498 */
527
528int 499int
529level_for_item (const object * op, int difficulty) 500level_for_item (const object *op, int difficulty)
530{ 501{
531 int mult = 0, olevel = 0;
532
533 if (!op->inv) 502 if (!op->inv)
534 { 503 {
535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 504 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536 return 0; 505 return 0;
537 } 506 }
538 507
539 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 508 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
540 509
541 if (olevel <= 0) 510 if (olevel <= 0)
542 olevel = rndm (1, MIN (op->inv->level, 1)); 511 olevel = rndm (1, op->inv->level);
543 512
544 if (olevel > MAXLEVEL) 513 return min (olevel, MAXLEVEL);
545 olevel = MAXLEVEL;
546
547 return olevel;
548} 514}
549 515
550/* 516/*
551 * Based upon the specified difficulty and upon the difftomagic_list array, 517 * Based upon the specified difficulty and upon the difftomagic_list array,
552 * a random magical bonus is returned. This is used when determine 518 * a random magical bonus is returned. This is used when determine
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 521 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some 522 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31. 523 * weird integer between 1-31.
558 * 524 *
559 */ 525 */
560
561int 526int
562magic_from_difficulty (int difficulty) 527magic_from_difficulty (int difficulty)
563{ 528{
564 int percent = 0, magic = 0; 529 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 530 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
570 scaled_diff = 0; 535 scaled_diff = 0;
571 536
572 if (scaled_diff >= DIFFLEVELS) 537 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1; 538 scaled_diff = DIFFLEVELS - 1;
574 539
575 percent = RANDOM () % 100; 540 percent = rndm (100);
576 541
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 542 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 543 {
579 percent -= difftomagic_list[scaled_diff][magic]; 544 percent -= difftomagic_list[scaled_diff][magic];
580 545
581 if (percent < 0) 546 if (percent < 0)
582 break; 547 break;
583 } 548 }
584 549
585 if (magic == (MAXMAGIC + 1)) 550 if (magic == (MAXMAGIC + 1))
586 { 551 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 552 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 magic = 0; 553 magic = 0;
589 } 554 }
590 555
591 magic = (RANDOM () % 3) ? magic : -magic; 556 magic = (rndm (3)) ? magic : -magic;
592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 557 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593 558
594 return magic; 559 return magic;
595} 560}
596 561
600 * This function doesn't work properly, should add use of archetypes 565 * This function doesn't work properly, should add use of archetypes
601 * to make it truly absolute. 566 * to make it truly absolute.
602 */ 567 */
603 568
604void 569void
605set_abs_magic (object * op, int magic) 570set_abs_magic (object *op, int magic)
606{ 571{
607 if (!magic) 572 if (!magic)
608 return; 573 return;
609 574
610 op->magic = magic; 575 op->magic = magic;
611 if (op->arch) 576 if (op->arch)
612 { 577 {
613 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
615 580
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 582 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 583 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
619 } 584 }
620 else 585 else
621 { 586 {
622 if (op->type == ARMOUR) 587 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 588 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 589 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 590 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 591 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 592 }
628} 593}
629 594
630/* 595/*
631 * Sets a random magical bonus in the given object based upon 596 * Sets a random magical bonus in the given object based upon
632 * the given difficulty, and the given max possible bonus. 597 * the given difficulty, and the given max possible bonus.
633 */ 598 */
634 599
635static void 600static void
636set_magic (int difficulty, object * op, int max_magic, int flags) 601set_magic (int difficulty, object *op, int max_magic, int flags)
637{ 602{
638 int i; 603 int i;
604
639 i = magic_from_difficulty (difficulty); 605 i = magic_from_difficulty (difficulty);
640 if ((flags & GT_ONLY_GOOD) && i < 0) 606 if ((flags & GT_ONLY_GOOD) && i < 0)
641 i = -i; 607 i = -i;
642 if (i > max_magic) 608 if (i > max_magic)
643 i = max_magic; 609 i = max_magic;
652 * 1) Since rings can have multiple bonuses, if the same bonus 618 * 1) Since rings can have multiple bonuses, if the same bonus
653 * is rolled again, increase it - the bonuses now stack with 619 * is rolled again, increase it - the bonuses now stack with
654 * other bonuses previously rolled and ones the item might natively have. 620 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method. 621 * 2) Add code to deal with new PR method.
656 */ 622 */
657
658void 623void
659set_ring_bonus (object * op, int bonus) 624set_ring_bonus (object *op, int bonus)
660{ 625{
661 626
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 627 int r = rndm (bonus > 0 ? 25 : 11);
663 628
664 if (op->type == AMULET) 629 if (op->type == AMULET)
665 { 630 {
666 if (!(RANDOM () % 21)) 631 if (!(rndm (21)))
667 r = 20 + RANDOM () % 2; 632 r = 20 + rndm (2);
668 else 633 else
669 { 634 {
670 if (RANDOM () & 2) 635 if (rndm (2))
671 r = 10; 636 r = 10;
672 else 637 else
673 r = 11 + RANDOM () % 9; 638 r = 11 + rndm (9);
674 } 639 }
675 } 640 }
676 641
677 switch (r) 642 switch (r)
678 { 643 {
679 /* Redone by MSW 2000-11-26 to have much less code. Also, 644 /* Redone by MSW 2000-11-26 to have much less code. Also,
680 * bonuses and penalties will stack and add to existing values. 645 * bonuses and penalties will stack and add to existing values.
681 * of the item. 646 * of the item.
682 */ 647 */
683 case 0: 648 case 0:
684 case 1: 649 case 1:
685 case 2: 650 case 2:
686 case 3: 651 case 3:
687 case 4: 652 case 4:
688 case 5: 653 case 5:
689 case 6: 654 case 6:
690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 655 op->stats.stat (r) += bonus;
691 break; 656 break;
692 657
693 case 7: 658 case 7:
694 op->stats.dam += bonus; 659 op->stats.dam += bonus;
695 break; 660 break;
696 661
697 case 8: 662 case 8:
698 op->stats.wc += bonus; 663 op->stats.wc += bonus;
699 break; 664 break;
700 665
701 case 9: 666 case 9:
702 op->stats.food += bonus; /* hunger/sustenance */ 667 op->stats.food += bonus; /* hunger/sustenance */
703 break; 668 break;
704 669
705 case 10: 670 case 10:
706 op->stats.ac += bonus; 671 op->stats.ac += bonus;
707 break; 672 break;
708 673
709 /* Item that gives protections/vulnerabilities */ 674 /* Item that gives protections/vulnerabilities */
710 case 11: 675 case 11:
711 case 12: 676 case 12:
712 case 13: 677 case 13:
713 case 14: 678 case 14:
714 case 15: 679 case 15:
715 case 16: 680 case 16:
716 case 17: 681 case 17:
717 case 18: 682 case 18:
718 case 19: 683 case 19:
719 { 684 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 685 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
721 686
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 687 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 688 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
724 689
725 /* Cursed items need to have higher negative values to equal out with 690 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another 691 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with 692 * little random element in since that they don't always end up with
728 * even values. 693 * even values.
729 */ 694 */
730 if (bonus < 0) 695 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 696 val = 2 * -val - rndm (b);
732 if (val > 35) 697 if (val > 35)
733 val = 35; /* Upper limit */ 698 val = 35; /* Upper limit */
734 b = 0; 699 b = 0;
700
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 701 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 { 702 resist = rndm (num_resist_table);
737 resist = RANDOM () % num_resist_table; 703
738 } 704 if (b == 4)
739 if (b == 4)
740 return; /* Not able to find a free resistance */ 705 return; /* Not able to find a free resistance */
706
741 op->resist[resist_table[resist]] = val; 707 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 708 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 709 * based on how good a resistance we gave.
744 */ 710 */
745 break; 711 break;
746 } 712 }
747 case 20: 713 case 20:
748 if (op->type == AMULET) 714 if (op->type == AMULET)
749 { 715 {
750 SET_FLAG (op, FLAG_REFL_SPELL); 716 SET_FLAG (op, FLAG_REFL_SPELL);
751 op->value *= 11; 717 op->value *= 11;
752 } 718 }
753 else 719 else
754 { 720 {
755 op->stats.hp = 1; /* regenerate hit points */ 721 op->stats.hp = 1; /* regenerate hit points */
756 op->value *= 4; 722 op->value *= 4;
757 } 723 }
758 break; 724 break;
759 725
760 case 21: 726 case 21:
761 if (op->type == AMULET) 727 if (op->type == AMULET)
762 { 728 {
763 SET_FLAG (op, FLAG_REFL_MISSILE); 729 SET_FLAG (op, FLAG_REFL_MISSILE);
764 op->value *= 9; 730 op->value *= 9;
765 } 731 }
766 else 732 else
767 { 733 {
768 op->stats.sp = 1; /* regenerate spell points */ 734 op->stats.sp = 1; /* regenerate spell points */
769 op->value *= 3; 735 op->value *= 3;
770 } 736 }
771 break; 737 break;
772 738
773 case 22: 739 case 22:
774 op->stats.exp += bonus; /* Speed! */ 740 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 741 op->value = (op->value * 2) / 3;
776 break; 742 break;
777 } 743 }
744
778 if (bonus > 0) 745 if (bonus > 0)
779 op->value *= 2 * bonus; 746 op->value *= 2 * bonus;
780 else 747 else
781 op->value = -(op->value * 2 * bonus) / 3; 748 op->value = -(op->value * 2 * bonus) / 3;
782} 749}
787 * higher is the chance of returning a low number. 754 * higher is the chance of returning a low number.
788 * It is only used in fix_generated_treasure() to set bonuses on 755 * It is only used in fix_generated_treasure() to set bonuses on
789 * rings and amulets. 756 * rings and amulets.
790 * Another scheme is used to calculate the magic of weapons and armours. 757 * Another scheme is used to calculate the magic of weapons and armours.
791 */ 758 */
792
793int 759int
794get_magic (int diff) 760get_magic (int diff)
795{ 761{
796 int i; 762 int i;
763
797 if (diff < 3) 764 if (diff < 3)
798 diff = 3; 765 diff = 3;
766
799 for (i = 0; i < 4; i++) 767 for (i = 0; i < 4; i++)
800 if (RANDOM () % diff) 768 if (rndm (diff))
801 return i; 769 return i;
770
802 return 4; 771 return 4;
803} 772}
804 773
805#define DICE2 (get_magic(2)==2?2:1) 774#define DICE2 (get_magic(2)==2?2:1)
806#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 775#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
807 776
808/* 777/*
809 * fix_generated_item(): This is called after an item is generated, in 778 * fix_generated_item(): This is called after an item is generated, in
810 * order to set it up right. This produced magical bonuses, puts spells 779 * order to set it up right. This produced magical bonuses, puts spells
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 780 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
812 */ 781 */
782
813/* 4/28/96 added creator object from which op may now inherit properties based on 783/* 4/28/96 added creator object from which op may now inherit properties based on
814 * op->type. Right now, which stuff the creator passes on is object type 784 * op->type. Right now, which stuff the creator passes on is object type
815 * dependant. I know this is a spagetti manuever, but is there a cleaner 785 * dependant. I know this is a spagetti manuever, but is there a cleaner
816 * way to do this? b.t. */ 786 * way to do this? b.t. */
787
817/* 788/*
818 * ! (flags & GT_ENVIRONMENT): 789 * ! (flags & GT_ENVIRONMENT):
819 * Automatically calls fix_flesh_item(). 790 * Automatically calls fix_flesh_item().
820 * 791 *
821 * flags: 792 * flags:
823 * value. 794 * value.
824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 795 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
825 * a working object - don't change magic, value, etc, but set it material 796 * a working object - don't change magic, value, etc, but set it material
826 * type as appropriate, for objects that need spell objects, set those, etc 797 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 798 */
828
829void 799void
830fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 800fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 801{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 802 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 803
834 if (!creator || creator->type == op->type) 804 if (!creator || creator->type == op->type)
835 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 805 creator = op; /*safety & to prevent polymorphed objects giving attributes */
836 806
837 /* If we make an artifact, this information will be destroyed */ 807 /* If we make an artifact, this information will be destroyed */
838 save_item_power = op->item_power; 808 save_item_power = op->item_power;
839 op->item_power = 0; 809 op->item_power = 0;
840 810
841 if (op->randomitems && op->type != SPELL) 811 if (op->randomitems && op->type != SPELL)
842 { 812 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 813 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
844 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846
847 /* So the treasure doesn't get created again */ 814 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 815 op->randomitems = 0;
849 } 816 }
850 817
851 if (difficulty < 1) 818 if (difficulty < 1)
852 difficulty = 1; 819 difficulty = 1;
853 820
821 if (INVOKE_OBJECT (ADD_BONUS, op,
822 ARG_OBJECT (creator != op ? creator : 0),
823 ARG_INT (difficulty), ARG_INT (max_magic),
824 ARG_INT (flags)))
825 return;
826
854 if (!(flags & GT_MINIMAL)) 827 if (!(flags & GT_MINIMAL))
855 { 828 {
856 if (op->arch == crown_arch) 829 if (IS_ARCH (op->arch, crown))
857 { 830 {
858 set_magic (difficulty, op, max_magic, flags); 831 set_magic (difficulty, op, max_magic, flags);
859 num_enchantments = calc_item_power (op, 1); 832 num_enchantments = calc_item_power (op, 1);
860 generate_artifact (op, difficulty); 833 generate_artifact (op, difficulty);
861 } 834 }
862 else 835 else
863 { 836 {
864 if (!op->magic && max_magic) 837 if (!op->magic && max_magic)
865 set_magic (difficulty, op, max_magic, flags); 838 set_magic (difficulty, op, max_magic, flags);
866 839
867 num_enchantments = calc_item_power (op, 1); 840 num_enchantments = calc_item_power (op, 1);
868 841
869 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 842 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
870 * used for shop_floors or treasures */ 843 || op->type == HORN
844 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
871 generate_artifact (op, difficulty); 845 generate_artifact (op, difficulty);
872 } 846 }
873 847
874 /* Object was made an artifact. Calculate its item_power rating. 848 /* Object was made an artifact. Calculate its item_power rating.
875 * the item_power in the object is what the artfiact adds. 849 * the item_power in the object is what the artfiact adds.
876 */ 850 */
877 if (op->title) 851 if (op->title)
878 { 852 {
879 /* if save_item_power is set, then most likely we started with an 853 /* if save_item_power is set, then most likely we started with an
880 * artifact and have added new abilities to it - this is rare, but 854 * artifact and have added new abilities to it - this is rare, but
881 * but I have seen things like 'strange rings of fire'. So just figure 855 * but I have seen things like 'strange rings of fire'. So just figure
882 * out the power from the base power plus what this one adds. Note 856 * out the power from the base power plus what this one adds. Note
883 * that since item_power is not quite linear, this actually ends up 857 * that since item_power is not quite linear, this actually ends up
884 * being somewhat of a bonus 858 * being somewhat of a bonus
885 */ 859 */
886 if (save_item_power) 860 if (save_item_power)
887 op->item_power = save_item_power + get_power_from_ench (op->item_power); 861 op->item_power = save_item_power + get_power_from_ench (op->item_power);
888 else 862 else
889 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 863 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
890 } 864 }
891 else if (save_item_power) 865 else if (save_item_power)
892 { 866 {
893 /* restore the item_power field to the object if we haven't changed it. 867 /* restore the item_power field to the object if we haven't changed it.
894 * we don't care about num_enchantments - that will basically just 868 * we don't care about num_enchantments - that will basically just
895 * have calculated some value from the base attributes of the archetype. 869 * have calculated some value from the base attributes of the archetype.
896 */ 870 */
897 op->item_power = save_item_power; 871 op->item_power = save_item_power;
898 } 872 }
899 else 873 else
900 { 874 {
901 /* item_power was zero. This is suspicious, as it may be because it 875 /* item_power was zero. This is suspicious, as it may be because it
902 * was never previously calculated. Let's compute a value and see if 876 * was never previously calculated. Let's compute a value and see if
903 * it is non-zero. If it indeed is, then assign it as the new 877 * it is non-zero. If it indeed is, then assign it as the new
904 * item_power value. 878 * item_power value.
905 * - gros, 21th of July 2006. 879 * - gros, 21th of July 2006.
906 */ 880 */
907 op->item_power = calc_item_power (op, 0); 881 op->item_power = calc_item_power (op, 0);
908 save_item_power = op->item_power; /* Just in case it would get used 882 save_item_power = op->item_power; /* Just in case it would get used
909 * again below */ 883 * again below */
910 } 884 }
911 } 885 }
912 886
913 /* materialtype modifications. Note we allow this on artifacts. */ 887 /* materialtype modifications. Note we allow this on artifacts. */
914 set_materialname (op, difficulty, NULL); 888 set_materialname (op, difficulty, NULL);
915 889
916 if (flags & GT_MINIMAL) 890 if (flags & GT_MINIMAL)
917 { 891 {
918 if (op->type == POTION) 892 if (op->type == POTION)
919 /* Handle healing and magic power potions */ 893 /* Handle healing and magic power potions */
920 if (op->stats.sp && !op->randomitems) 894 if (op->stats.sp && !op->randomitems)
921 { 895 {
922 object *tmp;
923
924 tmp = get_archetype (spell_mapping[op->stats.sp]); 896 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
925 insert_ob_in_ob (tmp, op); 897 insert_ob_in_ob (tmp, op);
926 op->stats.sp = 0; 898 op->stats.sp = 0;
927 } 899 }
928 } 900 }
929 else if (!op->title) /* Only modify object if not special */ 901 else if (!op->title) /* Only modify object if not special */
930 switch (op->type) 902 switch (op->type)
931 { 903 {
932 case WEAPON: 904 case WEAPON:
933 case ARMOUR: 905 case ARMOUR:
934 case SHIELD: 906 case SHIELD:
935 case HELMET: 907 case HELMET:
936 case CLOAK: 908 case CLOAK:
937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 909 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
938 set_ring_bonus (op, -DICE2); 910 set_ring_bonus (op, -DICE2);
939 break; 911 break;
940 912
941 case BRACERS: 913 case BRACERS:
942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 914 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
943 { 915 {
916 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
917 if (!QUERY_FLAG (op, FLAG_CURSED))
918 op->value *= 3;
919 }
920 break;
921
922 case POTION:
923 {
924 int too_many_tries = 0, is_special = 0;
925
926 /* Handle healing and magic power potions */
927 if (op->stats.sp && !op->randomitems)
928 {
929 object *tmp;
930
931 tmp = get_archetype (spell_mapping[op->stats.sp]);
932 insert_ob_in_ob (tmp, op);
933 op->stats.sp = 0;
934 }
935
936 while (!(is_special = special_potion (op)) && !op->inv)
937 {
938 generate_artifact (op, difficulty);
939 if (too_many_tries++ > 10)
940 break;
941 }
942
943 /* don't want to change value for healing/magic power potions,
944 * since the value set on those is already correct.
945 */
946 if (op->inv && op->randomitems)
947 {
948 /* value multiplier is same as for scrolls */
949 op->value = (op->value * op->inv->value);
950 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
951 }
952 else
953 {
954 op->name = "potion";
955 op->name_pl = "potions";
956 }
957
958 if (!(flags & GT_ONLY_GOOD) && rndm (2))
959 SET_FLAG (op, FLAG_CURSED);
960 break;
961 }
962
963 case AMULET:
964 if (IS_ARCH (op->arch, amulet))
965 op->value *= 5; /* Since it's not just decoration */
966
967 case RING:
968 if (!op->arch) // wtf? schmorp
969 {
970 op->destroy ();
971 op = 0;
972 break;
973 }
974
975 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
976 break;
977
978 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
979 SET_FLAG (op, FLAG_CURSED);
980
944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 981 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
945 if (!QUERY_FLAG (op, FLAG_CURSED))
946 op->value *= 3;
947 }
948 break;
949 982
950 case POTION:
951 {
952 int too_many_tries = 0, is_special = 0;
953
954 /* Handle healing and magic power potions */
955 if (op->stats.sp && !op->randomitems)
956 {
957 object *tmp;
958
959 tmp = get_archetype (spell_mapping[op->stats.sp]);
960 insert_ob_in_ob (tmp, op);
961 op->stats.sp = 0;
962 }
963
964 while (!(is_special = special_potion (op)) && !op->inv)
965 {
966 generate_artifact (op, difficulty);
967 if (too_many_tries++ > 10)
968 break;
969 }
970
971 /* don't want to change value for healing/magic power potions,
972 * since the value set on those is already correct.
973 */
974 if (op->inv && op->randomitems)
975 {
976 /* value multiplier is same as for scrolls */
977 op->value = (op->value * op->inv->value);
978 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
979 }
980 else
981 {
982 op->name = "potion";
983 op->name_pl = "potions";
984 }
985
986 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
987 SET_FLAG (op, FLAG_CURSED);
988 break;
989 }
990
991 case AMULET:
992 if (op->arch == amulet_arch)
993 op->value *= 5; /* Since it's not just decoration */
994
995 case RING:
996 if (op->arch == NULL)
997 {
998 remove_ob (op);
999 free_object (op);
1000 op = NULL;
1001 break;
1002 }
1003
1004 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1005 break;
1006
1007 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1008 SET_FLAG (op, FLAG_CURSED);
1009
1010 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1011
1012 if (op->type != RING) /* Amulets have only one ability */ 983 if (op->type != RING) /* Amulets have only one ability */
1013 break; 984 break;
1014 985
1015 if (!(RANDOM () % 4)) 986 if (!(rndm (4)))
1016 { 987 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 988 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 989
1019 if (d > 0) 990 if (d > 0)
1020 op->value *= 3; 991 op->value *= 3;
1021 992
1022 set_ring_bonus (op, d); 993 set_ring_bonus (op, d);
1023 994
1024 if (!(RANDOM () % 4)) 995 if (!(rndm (4)))
1025 { 996 {
1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 997 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 if (d > 0)
1028 op->value *= 5;
1029 set_ring_bonus (op, d);
1030 }
1031 }
1032 998
999 if (d > 0)
1000 op->value *= 5;
1001 set_ring_bonus (op, d);
1002 }
1003 }
1004
1033 if (GET_ANIM_ID (op)) 1005 if (GET_ANIM_ID (op))
1034 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1006 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1035 1007
1036 break; 1008 break;
1037 1009
1038 case BOOK: 1010 case BOOK:
1039 /* Is it an empty book?, if yes lets make a special· 1011 /* Is it an empty book?, if yes lets make a special·
1040 * msg for it, and tailor its properties based on the· 1012 * msg for it, and tailor its properties based on the·
1041 * creator and/or map level we found it on. 1013 * creator and/or map level we found it on.
1042 */ 1014 */
1043 if (!op->msg && RANDOM () % 10) 1015 if (!op->msg && rndm (10))
1044 { 1016 {
1045 /* set the book level properly */ 1017 /* set the book level properly */
1046 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1018 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1047 { 1019 {
1048 if (op->map && op->map->difficulty) 1020 if (op->map && op->map->difficulty)
1049 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1021 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1050 else 1022 else
1051 op->level = RANDOM () % 20 + 1; 1023 op->level = rndm (20) + 1;
1052 } 1024 }
1053 else 1025 else
1054 op->level = RANDOM () % creator->level; 1026 op->level = rndm (creator->level);
1055 1027
1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1028 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1057 /* books w/ info are worth more! */ 1029 /* books w/ info are worth more! */
1058 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1030 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1059 /* creator related stuff */ 1031 /* creator related stuff */
1060 1032
1061 /* for library, chained books. Note that some monsters have no_pick 1033 /* for library, chained books. Note that some monsters have no_pick
1062 * set - we don't want to set no pick in that case. 1034 * set - we don't want to set no pick in that case.
1063 */ 1035 */
1064 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1036 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1065 SET_FLAG (op, FLAG_NO_PICK); 1037 SET_FLAG (op, FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1038 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying; 1039 op->slaying = creator->slaying;
1068 1040
1069 /* add exp so reading it gives xp (once) */ 1041 /* add exp so reading it gives xp (once) */
1070 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1042 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1071 } 1043 }
1072 break; 1044 break;
1073 1045
1074 case SPELLBOOK: 1046 case SPELLBOOK:
1075 op->value = op->value * op->inv->value; 1047 op->value = op->value * op->inv->value;
1076 /* add exp so learning gives xp */ 1048 /* add exp so learning gives xp */
1077 op->level = op->inv->level; 1049 op->level = op->inv->level;
1078 op->stats.exp = op->value; 1050 op->stats.exp = op->value;
1079 break; 1051 break;
1080 1052
1081 case WAND: 1053 case WAND:
1082 /* nrof in the treasure list is number of charges, 1054 /* nrof in the treasure list is number of charges,
1083 * not number of wands. So copy that into food (charges), 1055 * not number of wands. So copy that into food (charges),
1084 * and reset nrof. 1056 * and reset nrof.
1085 */ 1057 */
1086 op->stats.food = op->inv->nrof; 1058 op->stats.food = op->inv->nrof;
1087 op->nrof = 1; 1059 op->nrof = 1;
1088 /* If the spell changes by level, choose a random level 1060 /* If the spell changes by level, choose a random level
1089 * for it, and adjust price. If the spell doesn't 1061 * for it, and adjust price. If the spell doesn't
1090 * change by level, just set the wand to the level of 1062 * change by level, just set the wand to the level of
1091 * the spell, and value calculation is simpler. 1063 * the spell, and value calculation is simpler.
1092 */ 1064 */
1093 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1065 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1094 { 1066 {
1067 op->level = level_for_item (op, difficulty);
1068 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1069 }
1070 else
1071 {
1072 op->level = op->inv->level;
1073 op->value = op->value * op->inv->value;
1074 }
1075 break;
1076
1077 case ROD:
1095 op->level = level_for_item (op, difficulty); 1078 op->level = level_for_item (op, difficulty);
1079 /* Add 50 to both level an divisor to keep prices a little more
1080 * reasonable. Otherwise, a high level version of a low level
1081 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1082 * 10 time multiplier). This way, the value are a bit more reasonable.
1083 */
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1084 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097 } 1085 /* maxhp is used to denote how many 'charges' the rod holds before */
1098 else 1086 if (op->stats.maxhp)
1099 { 1087 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1100 op->level = op->inv->level; 1088 else
1101 op->value = op->value * op->inv->value; 1089 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1102 }
1103 break;
1104 1090
1091 op->stats.hp = op->stats.maxhp;
1092 break;
1093
1105 case ROD: 1094 case SCROLL:
1106 op->level = level_for_item (op, difficulty); 1095 op->level = level_for_item (op, difficulty);
1107 /* Add 50 to both level an divisor to keep prices a little more
1108 * reasonable. Otherwise, a high level version of a low level
1109 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1110 * 10 time multiplier). This way, the value are a bit more reasonable.
1111 */
1112 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1113 /* maxhp is used to denote how many 'charges' the rod holds before */
1114 if (op->stats.maxhp)
1115 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1116 else
1117 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1118 1097
1119 op->stats.hp = op->stats.maxhp;
1120 break;
1121
1122 case SCROLL:
1123 op->level = level_for_item (op, difficulty);
1124 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1125
1126 /* add exp so reading them properly gives xp */ 1098 /* add exp so reading them properly gives xp */
1127 op->stats.exp = op->value / 5; 1099 op->stats.exp = op->value / 5;
1128 op->nrof = op->inv->nrof; 1100 op->nrof = op->inv->nrof;
1129 break; 1101 break;
1130 1102
1131 case RUNE: 1103 case RUNE:
1132 trap_adjust (op, difficulty); 1104 trap_adjust (op, difficulty);
1133 break; 1105 break;
1134 1106
1135 case TRAP: 1107 case TRAP:
1136 trap_adjust (op, difficulty); 1108 trap_adjust (op, difficulty);
1137 break; 1109 break;
1138 } /* switch type */ 1110 } /* switch type */
1139 1111
1140 if (flags & GT_STARTEQUIP) 1112 if (flags & GT_STARTEQUIP)
1141 { 1113 {
1142 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1114 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1143 SET_FLAG (op, FLAG_STARTEQUIP); 1115 SET_FLAG (op, FLAG_STARTEQUIP);
1144 else if (op->type != MONEY) 1116 else if (op->type != MONEY)
1145 op->value = 0; 1117 op->value = 0;
1146 } 1118 }
1147 1119
1148 if (!(flags & GT_ENVIRONMENT)) 1120 if (!(flags & GT_ENVIRONMENT))
1149 fix_flesh_item (op, creator); 1121 fix_flesh_item (op, creator);
1150} 1122}
1158 */ 1130 */
1159 1131
1160/* 1132/*
1161 * Allocate and return the pointer to an empty artifactlist structure. 1133 * Allocate and return the pointer to an empty artifactlist structure.
1162 */ 1134 */
1163
1164static artifactlist * 1135static artifactlist *
1165get_empty_artifactlist (void) 1136get_empty_artifactlist (void)
1166{ 1137{
1167 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1138 return salloc0<artifactlist> ();
1168 if (tl == NULL)
1169 fatal (OUT_OF_MEMORY);
1170 tl->next = NULL;
1171 tl->items = NULL;
1172 tl->total_chance = 0;
1173 return tl;
1174} 1139}
1175 1140
1176/* 1141/*
1177 * Allocate and return the pointer to an empty artifact structure. 1142 * Allocate and return the pointer to an empty artifact structure.
1178 */ 1143 */
1179
1180static artifact * 1144static artifact *
1181get_empty_artifact (void) 1145get_empty_artifact (void)
1182{ 1146{
1183 artifact *t = (artifact *) malloc (sizeof (artifact)); 1147 return salloc0<artifact> ();
1184 if (t == NULL)
1185 fatal (OUT_OF_MEMORY);
1186 t->item = NULL;
1187 t->next = NULL;
1188 t->chance = 0;
1189 t->difficulty = 0;
1190 t->allowed = NULL;
1191 return t;
1192} 1148}
1193 1149
1194/* 1150/*
1195 * Searches the artifact lists and returns one that has the same type 1151 * Searches the artifact lists and returns one that has the same type
1196 * of objects on it. 1152 * of objects on it.
1197 */ 1153 */
1198
1199artifactlist * 1154artifactlist *
1200find_artifactlist (int type) 1155find_artifactlist (int type)
1201{ 1156{
1202 artifactlist *al;
1203
1204 for (al = first_artifactlist; al != NULL; al = al->next) 1157 for (artifactlist *al = first_artifactlist; al; al = al->next)
1205 if (al->type == type) 1158 if (al->type == type)
1206 return al; 1159 return al;
1207 return NULL;
1208}
1209 1160
1210/*
1211 * For debugging purposes. Dumps all tables.
1212 */
1213
1214void
1215dump_artifacts (void)
1216{
1217 artifactlist *al;
1218 artifact *art;
1219 linked_char *next;
1220
1221 fprintf (logfile, "\n");
1222 for (al = first_artifactlist; al != NULL; al = al->next)
1223 {
1224 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1225 for (art = al->items; art != NULL; art = art->next)
1226 {
1227 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1228 if (art->allowed != NULL)
1229 {
1230 fprintf (logfile, "\tAllowed combinations:");
1231 for (next = art->allowed; next != NULL; next = next->next)
1232 fprintf (logfile, "%s,", &next->name);
1233 fprintf (logfile, "\n");
1234 }
1235 }
1236 }
1237 fprintf (logfile, "\n");
1238}
1239
1240/*
1241 * For debugging purposes. Dumps all treasures recursively (see below).
1242 */
1243void
1244dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1245{
1246 treasurelist *tl;
1247 int i;
1248
1249 if (depth > 100)
1250 return; 1161 return 0;
1251 while (t != NULL)
1252 {
1253 if (t->name != NULL)
1254 {
1255 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " ");
1257 fprintf (logfile, "{ (list: %s)\n", &t->name);
1258 tl = find_treasurelist (t->name);
1259 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260 for (i = 0; i < depth; i++)
1261 fprintf (logfile, " ");
1262 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1263 }
1264 else
1265 {
1266 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " ");
1268 if (t->item->clone.type == FLESH)
1269 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1270 else
1271 fprintf (logfile, "%s\n", &t->item->clone.name);
1272 }
1273 if (t->next_yes != NULL)
1274 {
1275 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " ");
1277 fprintf (logfile, " (if yes)\n");
1278 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1279 }
1280 if (t->next_no != NULL)
1281 {
1282 for (i = 0; i < depth; i++)
1283 fprintf (logfile, " ");
1284 fprintf (logfile, " (if no)\n");
1285 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1286 }
1287 t = t->next;
1288 }
1289}
1290
1291/*
1292 * For debugging purposes. Dumps all treasures for a given monster.
1293 * Created originally by Raphael Quinet for debugging the alchemy code.
1294 */
1295
1296void
1297dump_monster_treasure (const char *name)
1298{
1299 archetype *at;
1300 int found;
1301
1302 found = 0;
1303 fprintf (logfile, "\n");
1304 for (at = first_archetype; at != NULL; at = at->next)
1305 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1306 {
1307 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1308 if (at->clone.randomitems != NULL)
1309 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1310 else
1311 fprintf (logfile, "(nothing)\n");
1312 fprintf (logfile, "\n");
1313 found++;
1314 }
1315 if (found == 0)
1316 fprintf (logfile, "No objects have the name %s!\n\n", name);
1317} 1162}
1318 1163
1319/* 1164/*
1320 * Builds up the lists of artifacts from the file in the libdir. 1165 * Builds up the lists of artifacts from the file in the libdir.
1321 */ 1166 */
1322
1323void 1167void
1324init_artifacts (void) 1168init_artifacts (void)
1325{ 1169{
1326 static int has_been_inited = 0; 1170 static int has_been_inited = 0;
1327 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1171 char filename[MAX_BUF];
1328 artifact *art = NULL; 1172 artifact *art = NULL;
1329 linked_char *tmp;
1330 int value, comp;
1331 artifactlist *al; 1173 artifactlist *al;
1332 1174
1333 if (has_been_inited) 1175 if (has_been_inited)
1334 return; 1176 return;
1335 else 1177 else
1336 has_been_inited = 1; 1178 has_been_inited = 1;
1337 1179
1338 sprintf (filename, "%s/artifacts", settings.datadir); 1180 sprintf (filename, "%s/artifacts", settings.datadir);
1339 object_thawer thawer (filename); 1181 object_thawer f (filename);
1340 1182
1341 if (!thawer) 1183 if (!f)
1342 return; 1184 return;
1343 1185
1344 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1186 for (;;)
1345 {
1346 if (*buf == '#')
1347 continue;
1348 if ((cp = strchr (buf, '\n')) != NULL)
1349 *cp = '\0';
1350 cp = buf;
1351 while (*cp == ' ') /* Skip blanks */
1352 cp++;
1353 if (*cp == '\0')
1354 continue;
1355
1356 if (!strncmp (cp, "Allowed", 7))
1357 {
1358 if (art == NULL)
1359 { 1187 {
1188 switch (f.kw)
1189 {
1190 case KW_allowed:
1191 if (!art)
1360 art = get_empty_artifact (); 1192 art = get_empty_artifact ();
1361 nrofartifacts++; 1193
1194 {
1195 if (!strcmp (f.get_str (), "all"))
1196 break;
1197
1198 char *next, *cp = f.get_str ();
1199
1200 do
1201 {
1202 if ((next = strchr (cp, ',')))
1203 *next++ = '\0';
1204
1205 linked_char *tmp = new linked_char;
1206
1207 tmp->name = cp;
1208 tmp->next = art->allowed;
1209 art->allowed = tmp;
1210 }
1211 while ((cp = next));
1212 }
1213 break;
1214
1215 case KW_chance:
1216 f.get (art->chance);
1217 break;
1218
1219 case KW_difficulty:
1220 f.get (art->difficulty);
1221 break;
1222
1223 case KW_object:
1224 {
1225 art->item = object::create ();
1226 f.get (art->item->name);
1227 f.next ();
1228
1229 if (!art->item->parse_kv (f))
1230 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1231
1232 al = find_artifactlist (art->item->type);
1233
1234 if (!al)
1235 {
1236 al = get_empty_artifactlist ();
1237 al->type = art->item->type;
1238 al->next = first_artifactlist;
1239 first_artifactlist = al;
1240 }
1241
1242 art->next = al->items;
1243 al->items = art;
1244 art = 0;
1245 }
1246 continue;
1247
1248 case KW_EOF:
1249 goto done;
1250
1251 default:
1252 if (!f.parse_error ("artifacts file"))
1253 cleanup ("artifacts file required");
1254 break;
1255 }
1256
1257 f.next ();
1362 } 1258 }
1363 cp = strchr (cp, ' ') + 1;
1364 if (!strcmp (cp, "all"))
1365 continue;
1366 1259
1367 do 1260done:
1368 {
1369 nrofallowedstr++;
1370 if ((next = strchr (cp, ',')) != NULL)
1371 *(next++) = '\0';
1372 tmp = new linked_char;
1373 tmp->name = cp;
1374 tmp->next = art->allowed;
1375 art->allowed = tmp;
1376 }
1377 while ((cp = next) != NULL);
1378 }
1379 else if (sscanf (cp, "chance %d", &value))
1380 art->chance = (uint16) value;
1381 else if (sscanf (cp, "difficulty %d", &value))
1382 art->difficulty = (uint8) value;
1383 else if (!strncmp (cp, "Object", 6))
1384 {
1385 art->item = get_object ();
1386
1387 if (!load_object (thawer, art->item, 0))
1388 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1389
1390 art->item->name = strchr (cp, ' ') + 1;
1391 al = find_artifactlist (art->item->type);
1392 if (al == NULL)
1393 {
1394 al = get_empty_artifactlist ();
1395 al->type = art->item->type;
1396 al->next = first_artifactlist;
1397 first_artifactlist = al;
1398 }
1399 art->next = al->items;
1400 al->items = art;
1401 art = NULL;
1402 }
1403 else
1404 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1405 }
1406
1407 for (al = first_artifactlist; al != NULL; al = al->next) 1261 for (al = first_artifactlist; al; al = al->next)
1408 { 1262 {
1263 al->total_chance = 0;
1264
1409 for (art = al->items; art != NULL; art = art->next) 1265 for (art = al->items; art; art = art->next)
1410 { 1266 {
1411 if (!art->chance) 1267 if (!art->chance)
1412 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1268 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1413 else 1269 else
1414 al->total_chance += art->chance; 1270 al->total_chance += art->chance;
1415 } 1271 }
1416#if 0 1272#if 0
1417 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1273 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1418#endif 1274#endif
1419 } 1275 }
1420 1276
1421 LOG (llevDebug, "done.\n"); 1277 LOG (llevDebug, "done.\n");
1422} 1278}
1423 1279
1424
1425/* 1280/*
1426 * Used in artifact generation. The bonuses of the first object 1281 * Used in artifact generation. The bonuses of the first object
1427 * is modified by the bonuses of the second object. 1282 * is modified by the bonuses of the second object.
1428 */ 1283 */
1429
1430void 1284void
1431add_abilities (object * op, object * change) 1285add_abilities (object *op, object *change)
1432{ 1286{
1433 int i, j, tmp; 1287 int i, tmp;
1434 1288
1435 if (change->face != blank_face) 1289 if (change->face != blank_face)
1436 { 1290 {
1437#ifdef TREASURE_VERBOSE 1291#ifdef TREASURE_VERBOSE
1438 LOG (llevDebug, "FACE: %d\n", change->face->number); 1292 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1439#endif 1293#endif
1440 op->face = change->face; 1294 op->face = change->face;
1441 } 1295 }
1442 1296
1443 for (i = 0; i < NUM_STATS; i++) 1297 for (i = 0; i < NUM_STATS; i++)
1444 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1298 change_attr_value (&(op->stats), i, change->stats.stat (i));
1445 1299
1446 op->attacktype |= change->attacktype; 1300 op->attacktype |= change->attacktype;
1447 op->path_attuned |= change->path_attuned; 1301 op->path_attuned |= change->path_attuned;
1448 op->path_repelled |= change->path_repelled; 1302 op->path_repelled |= change->path_repelled;
1449 op->path_denied |= change->path_denied; 1303 op->path_denied |= change->path_denied;
1477 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1331 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1478 { 1332 {
1479 CLEAR_FLAG (op, FLAG_ANIMATE); 1333 CLEAR_FLAG (op, FLAG_ANIMATE);
1480 /* so artifacts will join */ 1334 /* so artifacts will join */
1481 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1335 if (!QUERY_FLAG (op, FLAG_ALIVE))
1482 op->speed = 0.0; 1336 op->speed = 0.0;
1483 1337
1484 update_ob_speed (op); 1338 op->set_speed (op->speed);
1485 } 1339 }
1486 1340
1487 if (change->nrof) 1341 if (change->nrof)
1488 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1342 op->nrof = rndm (change->nrof) + 1;
1489 1343
1490 op->stats.exp += change->stats.exp; /* Speed modifier */ 1344 op->stats.exp += change->stats.exp; /* Speed modifier */
1491 op->stats.wc += change->stats.wc; 1345 op->stats.wc += change->stats.wc;
1492 op->stats.ac += change->stats.ac; 1346 op->stats.ac += change->stats.ac;
1493 1347
1494 if (change->other_arch) 1348 if (change->other_arch)
1495 { 1349 {
1496 /* Basically, for horns & potions, the other_arch field is the spell 1350 /* Basically, for horns & potions, the other_arch field is the spell
1497 * to cast. So convert that to into a spell and put it into 1351 * to cast. So convert that to into a spell and put it into
1498 * this object. 1352 * this object.
1499 */ 1353 */
1500 if (op->type == HORN || op->type == POTION) 1354 if (op->type == HORN || op->type == POTION)
1501 { 1355 {
1502 object *tmp_obj; 1356 object *tmp_obj;
1357
1503 /* Remove any spells this object currently has in it */ 1358 /* Remove any spells this object currently has in it */
1504 while (op->inv) 1359 while (op->inv)
1505 { 1360 op->inv->destroy ();
1506 tmp_obj = op->inv;
1507 remove_ob (tmp_obj);
1508 free_object (tmp_obj);
1509 }
1510 1361
1511 tmp_obj = arch_to_object (change->other_arch); 1362 tmp_obj = arch_to_object (change->other_arch);
1512 insert_ob_in_ob (tmp_obj, op); 1363 insert_ob_in_ob (tmp_obj, op);
1513 } 1364 }
1514 /* No harm setting this for potions/horns */ 1365 /* No harm setting this for potions/horns */
1515 op->other_arch = change->other_arch; 1366 op->other_arch = change->other_arch;
1516 } 1367 }
1517 1368
1518 if (change->stats.hp < 0) 1369 if (change->stats.hp < 0)
1551 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1402 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1552 1403
1553 op->item_power = change->item_power; 1404 op->item_power = change->item_power;
1554 1405
1555 for (i = 0; i < NROFATTACKS; i++) 1406 for (i = 0; i < NROFATTACKS; i++)
1556 {
1557 if (change->resist[i]) 1407 if (change->resist[i])
1558 {
1559 op->resist[i] += change->resist[i]; 1408 op->resist[i] += change->resist[i];
1560 }
1561 }
1562 1409
1563 if (change->stats.dam) 1410 if (change->stats.dam)
1564 { 1411 {
1565 if (change->stats.dam < 0) 1412 if (change->stats.dam < 0)
1566 op->stats.dam = (-change->stats.dam); 1413 op->stats.dam = (-change->stats.dam);
1567 else if (op->stats.dam) 1414 else if (op->stats.dam)
1568 { 1415 {
1569 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1416 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1570 if (tmp == op->stats.dam) 1417 if (tmp == op->stats.dam)
1571 { 1418 {
1572 if (change->stats.dam < 10) 1419 if (change->stats.dam < 10)
1573 op->stats.dam--; 1420 op->stats.dam--;
1421 else
1422 op->stats.dam++;
1423 }
1574 else 1424 else
1575 op->stats.dam++;
1576 }
1577 else
1578 op->stats.dam = tmp; 1425 op->stats.dam = tmp;
1579 } 1426 }
1580 } 1427 }
1581 1428
1582 if (change->weight) 1429 if (change->weight)
1583 { 1430 {
1584 if (change->weight < 0) 1431 if (change->weight < 0)
1585 op->weight = (-change->weight); 1432 op->weight = (-change->weight);
1586 else 1433 else
1587 op->weight = (op->weight * (change->weight)) / 100; 1434 op->weight = (op->weight * (change->weight)) / 100;
1588 } 1435 }
1589 1436
1590 if (change->last_sp) 1437 if (change->last_sp)
1591 { 1438 {
1592 if (change->last_sp < 0) 1439 if (change->last_sp < 0)
1593 op->last_sp = (-change->last_sp); 1440 op->last_sp = (-change->last_sp);
1594 else 1441 else
1595 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1442 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1596 } 1443 }
1597 1444
1598 if (change->gen_sp_armour) 1445 if (change->gen_sp_armour)
1599 { 1446 {
1600 if (change->gen_sp_armour < 0) 1447 if (change->gen_sp_armour < 0)
1601 op->gen_sp_armour = (-change->gen_sp_armour); 1448 op->gen_sp_armour = (-change->gen_sp_armour);
1602 else 1449 else
1603 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1450 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1604 } 1451 }
1605 1452
1606 op->value *= change->value; 1453 op->value *= change->value;
1607 1454
1608 if (change->material) 1455 if (change->materials)
1609 op->material = change->material; 1456 op->materials = change->materials;
1610 1457
1611 if (change->materialname) 1458 if (change->materialname)
1612 op->materialname = change->materialname; 1459 op->materialname = change->materialname;
1613 1460
1614 if (change->slaying) 1461 if (change->slaying)
1620 if (change->msg) 1467 if (change->msg)
1621 op->msg = change->msg; 1468 op->msg = change->msg;
1622} 1469}
1623 1470
1624static int 1471static int
1625legal_artifact_combination (object * op, artifact * art) 1472legal_artifact_combination (object *op, artifact *art)
1626{ 1473{
1627 int neg, success = 0; 1474 int neg, success = 0;
1628 linked_char *tmp; 1475 linked_char *tmp;
1629 const char *name; 1476 const char *name;
1630 1477
1631 if (art->allowed == (linked_char *) NULL) 1478 if (!art->allowed)
1632 return 1; /* Ie, "all" */ 1479 return 1; /* Ie, "all" */
1480
1633 for (tmp = art->allowed; tmp; tmp = tmp->next) 1481 for (tmp = art->allowed; tmp; tmp = tmp->next)
1634 { 1482 {
1635#ifdef TREASURE_VERBOSE 1483#ifdef TREASURE_VERBOSE
1636 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1484 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1637#endif 1485#endif
1638 if (*tmp->name == '!') 1486 if (*tmp->name == '!')
1639 name = tmp->name + 1, neg = 1; 1487 name = tmp->name + 1, neg = 1;
1640 else 1488 else
1641 name = tmp->name, neg = 0; 1489 name = tmp->name, neg = 0;
1642 1490
1643 /* If we match name, then return the opposite of 'neg' */ 1491 /* If we match name, then return the opposite of 'neg' */
1644 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1492 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1645 return !neg; 1493 return !neg;
1646 1494
1647 /* Set success as true, since if the match was an inverse, it means 1495 /* Set success as true, since if the match was an inverse, it means
1648 * everything is allowed except what we match 1496 * everything is allowed except what we match
1649 */ 1497 */
1650 else if (neg) 1498 else if (neg)
1651 success = 1; 1499 success = 1;
1652 } 1500 }
1501
1653 return success; 1502 return success;
1654} 1503}
1655 1504
1656/* 1505/*
1657 * Fixes the given object, giving it the abilities and titles 1506 * Fixes the given object, giving it the abilities and titles
1663{ 1512{
1664 char new_name[MAX_BUF]; 1513 char new_name[MAX_BUF];
1665 1514
1666 sprintf (new_name, "of %s", &artifct->name); 1515 sprintf (new_name, "of %s", &artifct->name);
1667 op->title = new_name; 1516 op->title = new_name;
1668 add_abilities (op, artifct); /* Give out the bonuses */ 1517 add_abilities (op, artifct); /* Give out the bonuses */
1669 1518
1670#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1519#if 0 /* Bit verbose, but keep it here until next time I need it... */
1671 { 1520 {
1672 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1521 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1522
1673 SET_FLAG (op, FLAG_IDENTIFIED); 1523 SET_FLAG (op, FLAG_IDENTIFIED);
1674 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1524 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1675 if (!identified) 1525 if (!identified)
1676 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1526 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1677 } 1527 }
1689 1539
1690/* Give 1 re-roll attempt per artifact */ 1540/* Give 1 re-roll attempt per artifact */
1691#define ARTIFACT_TRIES 2 1541#define ARTIFACT_TRIES 2
1692 1542
1693void 1543void
1694generate_artifact (object * op, int difficulty) 1544generate_artifact (object *op, int difficulty)
1695{ 1545{
1696 artifactlist *al; 1546 artifactlist *al;
1697 artifact *art; 1547 artifact *art;
1698 int i; 1548 int i;
1699 1549
1700 al = find_artifactlist (op->type); 1550 al = find_artifactlist (op->type);
1701 1551
1702 if (al == NULL) 1552 if (al == NULL)
1703 { 1553 {
1704#if 0 /* This is too verbose, usually */ 1554#if 0 /* This is too verbose, usually */
1705 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1555 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1706#endif 1556#endif
1707 return; 1557 return;
1708 } 1558 }
1709 1559
1710 for (i = 0; i < ARTIFACT_TRIES; i++) 1560 for (i = 0; i < ARTIFACT_TRIES; i++)
1711 { 1561 {
1712 int roll = RANDOM () % al->total_chance; 1562 int roll = rndm (al->total_chance);
1713 1563
1714 for (art = al->items; art != NULL; art = art->next) 1564 for (art = al->items; art; art = art->next)
1715 { 1565 {
1716 roll -= art->chance; 1566 roll -= art->chance;
1717 if (roll < 0) 1567 if (roll < 0)
1718 break; 1568 break;
1719 } 1569 }
1720 1570
1721 if (art == NULL || roll >= 0) 1571 if (art == NULL || roll >= 0)
1722 { 1572 {
1723#if 1 1573#if 1
1724 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1574 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1725#endif 1575#endif
1726 return; 1576 return;
1727 } 1577 }
1728 if (!strcmp (art->item->name, "NONE")) 1578 if (!strcmp (art->item->name, "NONE"))
1729 return; 1579 return;
1730 if (FABS (op->magic) < art->item->magic) 1580 if (FABS (op->magic) < art->item->magic)
1731 continue; /* Not magic enough to be this item */ 1581 continue; /* Not magic enough to be this item */
1732 1582
1733 /* Map difficulty not high enough */ 1583 /* Map difficulty not high enough */
1734 if (difficulty < art->difficulty) 1584 if (difficulty < art->difficulty)
1735 continue; 1585 continue;
1736 1586
1737 if (!legal_artifact_combination (op, art)) 1587 if (!legal_artifact_combination (op, art))
1738 { 1588 {
1739#ifdef TREASURE_VERBOSE 1589#ifdef TREASURE_VERBOSE
1740 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1590 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1741#endif 1591#endif
1742 continue; 1592 continue;
1743 } 1593 }
1594
1744 give_artifact_abilities (op, art->item); 1595 give_artifact_abilities (op, art->item);
1745 return; 1596 return;
1746 } 1597 }
1747} 1598}
1748 1599
1750 * FOOD, except they inherit properties (name, food value, etc). 1601 * FOOD, except they inherit properties (name, food value, etc).
1751 * based on the original owner (or 'donor' if you like). -b.t. 1602 * based on the original owner (or 'donor' if you like). -b.t.
1752 */ 1603 */
1753 1604
1754void 1605void
1755fix_flesh_item (object * item, object * donor) 1606fix_flesh_item (object *item, object *donor)
1756{ 1607{
1757 char tmpbuf[MAX_BUF]; 1608 char tmpbuf[MAX_BUF];
1758 int i; 1609 int i;
1759 1610
1760 if (item->type == FLESH && donor) 1611 if (item->type == FLESH && donor)
1761 { 1612 {
1762 /* change the name */ 1613 /* change the name */
1763 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1614 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1615 item->name = tmpbuf;
1764 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1616 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1617 item->name_pl = tmpbuf;
1765 1618
1766 /* weight is FLESH weight/100 * donor */ 1619 /* weight is FLESH weight/100 * donor */
1767 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1620 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1768 item->weight = 1; 1621 item->weight = 1;
1769 1622
1770 /* value is multiplied by level of donor */ 1623 /* value is multiplied by level of donor */
1771 item->value *= isqrt (donor->level * 2); 1624 item->value *= isqrt (donor->level * 2);
1772 1625
1773 /* food value */ 1626 /* food value */
1775 1628
1776 /* flesh items inherit some abilities of donor, but not 1629 /* flesh items inherit some abilities of donor, but not
1777 * full effect. 1630 * full effect.
1778 */ 1631 */
1779 for (i = 0; i < NROFATTACKS; i++) 1632 for (i = 0; i < NROFATTACKS; i++)
1780 item->resist[i] = donor->resist[i] / 2; 1633 item->resist[i] = donor->resist[i] / 2;
1781 1634
1782 /* item inherits donor's level (important for quezals) */ 1635 /* item inherits donor's level (important for quezals) */
1783 item->level = donor->level; 1636 item->level = donor->level;
1784 1637
1785 /* if donor has some attacktypes, the flesh is poisonous */ 1638 /* if donor has some attacktypes, the flesh is poisonous */
1786 if (donor->attacktype & AT_POISON) 1639 if (donor->attacktype & AT_POISON)
1787 item->type = POISON; 1640 item->type = POISON;
1788 if (donor->attacktype & AT_ACID) 1641 if (donor->attacktype & AT_ACID)
1789 item->stats.hp = -1 * item->stats.food; 1642 item->stats.hp = -1 * item->stats.food;
1790 SET_FLAG (item, FLAG_NO_STEAL); 1643 SET_FLAG (item, FLAG_NO_STEAL);
1791 } 1644 }
1792} 1645}
1793 1646
1794/* special_potion() - so that old potion code is still done right. */ 1647/* special_potion() - so that old potion code is still done right. */
1795
1796int 1648int
1797special_potion (object * op) 1649special_potion (object *op)
1798{ 1650{
1799
1800 int i;
1801
1802 if (op->attacktype) 1651 if (op->attacktype)
1803 return 1; 1652 return 1;
1804 1653
1805 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1654 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; 1655 return 1;
1807 1656
1808 for (i = 0; i < NROFATTACKS; i++) 1657 for (int i = 0; i < NROFATTACKS; i++)
1809 if (op->resist[i]) 1658 if (op->resist[i])
1810 return 1; 1659 return 1;
1811 1660
1812 return 0; 1661 return 0;
1813} 1662}
1814 1663
1815void 1664void
1816free_treasurestruct (treasure * t) 1665free_treasurestruct (treasure *t)
1817{ 1666{
1818 if (t->next)
1819 free_treasurestruct (t->next); 1667 if (t->next) free_treasurestruct (t->next);
1820 if (t->next_yes)
1821 free_treasurestruct (t->next_yes); 1668 if (t->next_yes) free_treasurestruct (t->next_yes);
1822 if (t->next_no)
1823 free_treasurestruct (t->next_no); 1669 if (t->next_no) free_treasurestruct (t->next_no);
1824 1670
1825 delete t; 1671 delete t;
1826} 1672}
1827 1673
1828void 1674void
1829free_charlinks (linked_char * lc) 1675free_charlinks (linked_char *lc)
1830{ 1676{
1831 if (lc->next) 1677 if (lc->next)
1832 free_charlinks (lc->next); 1678 free_charlinks (lc->next);
1833 1679
1834 delete lc; 1680 delete lc;
1835} 1681}
1836 1682
1837void 1683void
1838free_artifact (artifact * at) 1684free_artifact (artifact *at)
1839{ 1685{
1840
1841 if (at->next)
1842 free_artifact (at->next); 1686 if (at->next) free_artifact (at->next);
1843 if (at->allowed)
1844 free_charlinks (at->allowed); 1687 if (at->allowed) free_charlinks (at->allowed);
1845 1688
1846 delete at->item; 1689 at->item->destroy (1);
1847 1690
1848 delete at; 1691 sfree (at);
1849} 1692}
1850 1693
1851void 1694void
1852free_artifactlist (artifactlist * al) 1695free_artifactlist (artifactlist *al)
1853{ 1696{
1854 artifactlist *nextal; 1697 artifactlist *nextal;
1698
1855 for (al = first_artifactlist; al != NULL; al = nextal) 1699 for (al = first_artifactlist; al; al = nextal)
1856 { 1700 {
1857 nextal = al->next; 1701 nextal = al->next;
1702
1858 if (al->items) 1703 if (al->items)
1859 {
1860 free_artifact (al->items); 1704 free_artifact (al->items);
1861 } 1705
1862 free (al); 1706 sfree (al);
1863 } 1707 }
1864} 1708}
1865 1709
1866void 1710void
1867free_all_treasures (void) 1711free_all_treasures (void)
1868{ 1712{
1869 treasurelist *tl, *next; 1713 treasurelist *tl, *next;
1870 1714
1871
1872 for (tl = first_treasurelist; tl != NULL; tl = next) 1715 for (tl = first_treasurelist; tl; tl = next)
1873 { 1716 {
1717 clear (tl);
1718
1874 next = tl->next; 1719 next = tl->next;
1875 if (tl->items)
1876 free_treasurestruct (tl->items);
1877 delete tl; 1720 delete tl;
1878 } 1721 }
1722
1879 free_artifactlist (first_artifactlist); 1723 free_artifactlist (first_artifactlist);
1880} 1724}

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