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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.15 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.42 by root, Mon Apr 16 10:14:25 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.15 2006/09/09 21:48:28 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29
30#define ALLOWED_COMBINATION
31 24
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
35 * left on 28 * left on
36 */ 29 */
37#define TREASURE_DEBUG 30#define TREASURE_DEBUG
38 31
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
33
40/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
41 35
42#include <global.h> 36#include <global.h>
43#include <treasure.h> 37#include <treasure.h>
44#include <funcpoint.h> 38#include <funcpoint.h>
45#include <loader.h> 39#include <loader.h>
46 40
47
48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 41extern char *spell_mapping[];
50 42
43static treasurelist *first_treasurelist;
44
45static void change_treasure (treasure *t, object *op); /* overrule default values */
46
47typedef std::tr1::unordered_map<
48 const char *,
49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
55
56static tl_map_t tl_map;
57
51/* 58/*
52 * Initialize global archtype pointers: 59 * Initialize global archtype pointers:
53 */ 60 */
54
55void 61void
56init_archetype_pointers () 62init_archetype_pointers ()
57{ 63{
58 int prev_warn = warn_archetypes; 64 int prev_warn = warn_archetypes;
65
59 warn_archetypes = 1; 66 warn_archetypes = 1;
67
60 if (ring_arch == NULL) 68 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring"); 69 ring_arch = archetype::find ("ring");
62 if (amulet_arch == NULL) 70 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet"); 71 amulet_arch = archetype::find ("amulet");
64 if (staff_arch == NULL) 72 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff"); 73 staff_arch = archetype::find ("staff");
66 if (crown_arch == NULL) 74 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown"); 75 crown_arch = archetype::find ("crown");
76
68 warn_archetypes = prev_warn; 77 warn_archetypes = prev_warn;
69} 78}
70 79
71/* 80/*
72 * Allocate and return the pointer to an empty treasurelist structure. 81 * Searches for the given treasurelist in the globally linked list
82 * of treasurelists which has been built by load_treasures().
73 */ 83 */
74
75static treasurelist * 84treasurelist *
76get_empty_treasurelist (void) 85treasurelist::find (const char *name)
77{ 86{
87 if (!name)
88 return 0;
89
90 AUTODECL (i, tl_map.find (name));
91
92 if (i == tl_map.end ())
93 return 0;
94
95 return i->second;
96}
97
98/*
99 * Searches for the given treasurelist in the globally linked list
100 * of treasurelists which has been built by load_treasures().
101 */
102treasurelist *
103treasurelist::get (const char *name)
104{
105 treasurelist *tl = find (name);
106
107 if (!tl)
108 {
78 return new treasurelist; 109 tl = new treasurelist;
79}
80 110
81/* 111 tl->name = name;
82 * Allocate and return the pointer to an empty treasure structure. 112 tl->next = first_treasurelist;
83 */ 113 first_treasurelist = tl;
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89 114
90 t->chance = 100; 115 tl_map.insert (std::make_pair (tl->name, tl));
116 }
91 117
92 return t; 118 return tl;
119}
120
121//TODO: class method
122void
123clear (treasurelist *tl)
124{
125 if (tl->items)
126 {
127 free_treasurestruct (tl->items);
128 tl->items = 0;
129 }
93} 130}
94 131
95/* 132/*
96 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
98 */ 135 */
99
100static treasure * 136static treasure *
101load_treasure (FILE * fp, int *line) 137load_treasure (object_thawer &f)
102{ 138{
103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
105 int value; 140 int value;
106 141
107 nroftreasures++; 142 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
110 (*line)++;
111 143
112 if (*buf == '#') 144 for (;;)
113 continue;
114 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0';
116 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */
118 cp++;
119
120 if (sscanf (cp, "arch %s", variable))
121 {
122 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 else if (sscanf (cp, "list %s", variable))
126 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end"))
144 return t;
145 else if (!strcmp (cp, "more"))
146 {
147 t->next = load_treasure (fp, line);
148 return t;
149 }
150 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 145 {
153 LOG (llevError, "treasure lacks 'end'.\n"); 146 coroapi::cede_every (10);
154 return t; 147
148 f.next ();
149
150 switch (f.kw)
151 {
152 case KW_arch:
153 if (!(t->item = archetype::find (f.get_str ())))
154 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
155 break;
156
157 case KW_list: f.get (t->name); break;
158 case KW_change_name: f.get (t->change_arch.name); break;
159 case KW_change_title: f.get (t->change_arch.title); break;
160 case KW_change_slaying: f.get (t->change_arch.slaying); break;
161 case KW_chance: f.get (t->chance); break;
162 case KW_nrof: f.get (t->nrof); break;
163 case KW_magic: f.get (t->magic); break;
164
165 case KW_yes: t->next_yes = load_treasure (f); break;
166 case KW_no: t->next_no = load_treasure (f); break;
167
168 case KW_end:
169 return t;
170
171 case KW_more:
172 t->next = load_treasure (f);
173 return t;
174
175 default:
176 if (!f.parse_error ("treasure list"))
177 return t; // error
178
179 return t;
180 }
181 }
155} 182}
156 183
157#ifdef TREASURE_DEBUG 184#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 185/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 186 * so that the treasure name can be printed out
160 */ 187 */
161static void 188static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 189check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 190{
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 191 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 192 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */ 193
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 194 if (t->next)
172 check_treasurelist (t->next, tl); 195 check_treasurelist (t->next, tl);
196
173 if (t->next_yes) 197 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 198 check_treasurelist (t->next_yes, tl);
199
175 if (t->next_no) 200 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 201 check_treasurelist (t->next_no, tl);
177} 202}
178#endif 203#endif
179 204
180/* 205/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 206 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
182 * Each treasure is parsed with the help of load_treasure(). 207 * Each treasure is parsed with the help of load_treasure().
183 */ 208 */
184 209bool
185void
186load_treasures (void) 210load_treasures ()
187{ 211{
188 FILE *fp;
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t; 212 treasure *t;
192 int comp, line = 0; 213 int comp, line = 0;
193 214
215 char filename[MAX_BUF];
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 216 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 217
218 object_thawer f (filename);
219
220 if (!f)
196 { 221 {
197 LOG (llevError, "Can't open treasure file.\n"); 222 LOG (llevError, "Can't open treasure file.\n");
198 return; 223 return false;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 { 224 }
202 line++;
203 if (*buf == '#')
204 continue;
205 225
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 226 f.next ();
207 { 227
208 treasurelist *tl = get_empty_treasurelist (); 228 for (;;)
209 tl->name = name; 229 {
210 if (previous == NULL) 230 switch (f.kw)
211 first_treasurelist = tl; 231 {
212 else 232 case KW_treasure:
213 previous->next = tl; 233 case KW_treasureone:
214 previous = tl; 234 {
235 bool one = f.kw == KW_treasureone;
236 treasurelist *tl = treasurelist::get (f.get_str ());
237
238 clear (tl);
215 tl->items = load_treasure (fp, &line); 239 tl->items = load_treasure (f);
216 240
241 if (!tl->items)
242 return false;
243
217 /* This is a one of the many items on the list should be generated. 244 /* 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 245 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 246 * fields of the treasures are not being used.
220 */ 247 */
221 if (!strncmp (buf, "treasureone", 11)) 248 if (one)
222 { 249 {
223 for (t = tl->items; t != NULL; t = t->next) 250 for (t = tl->items; t; t = t->next)
224 { 251 {
225#ifdef TREASURE_DEBUG 252#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no) 253 if (t->next_yes || t->next_no)
227 { 254 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 255 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"); 256 LOG (llevError, " the next_yes or next_no field is set\n");
230 } 257 }
231#endif 258#endif
232 tl->total_chance += t->chance; 259 tl->total_chance += t->chance;
233 } 260 }
234 } 261 }
235 } 262 }
236 else 263 break;
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 }
239 close_and_delete (fp, comp);
240 264
265 case KW_EOF:
241#ifdef TREASURE_DEBUG 266#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is. 267 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed 268 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name 269 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element. 270 * or archetype is set for each treasure element.
246 */ 271 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 272 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
248 check_treasurelist (previous->items, previous); 273 check_treasurelist (tl->items, tl);
249#endif 274#endif
250}
251
252/*
253 * Searches for the given treasurelist in the globally linked list
254 * of treasurelists which has been built by load_treasures().
255 */
256
257treasurelist *
258find_treasurelist (const char *name)
259{
260 /* Special cases - randomitems of NULL is to override default. If
261 * first_treasurelist is null, it means we are on the first pass of
262 * of loading archetypes, so for now, just return - second pass will
263 * init these values.
264 */
265 if (!name)
266 return 0;
267
268 if (const char *tmp = shstr::find (name))
269 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
270 if (tmp == tl->name)
271 return tl; 275 return true;
272 276
273 if (first_treasurelist) 277 default:
274 LOG (llevError, "Couldn't find treasurelist %s\n", name); 278 if (!f.parse_error ("treasure lists"))
279 return false;
275 280
276 return 0; 281 break;
277} 282 }
278 283
284 f.next ();
285 }
286}
279 287
280/* 288/*
281 * Generates the objects specified by the given treasure. 289 * Generates the objects specified by the given treasure.
282 * It goes recursively through the rest of the linked list. 290 * It goes recursively through the rest of the linked list.
283 * If there is a certain percental chance for a treasure to be generated, 291 * If there is a certain percental chance for a treasure to be generated,
286 * being generated. 294 * being generated.
287 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 295 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
288 * abilities. This is used by summon spells, thus no summoned monsters 296 * abilities. This is used by summon spells, thus no summoned monsters
289 * start with equipment, but only their abilities). 297 * start with equipment, but only their abilities).
290 */ 298 */
291
292
293static void 299static void
294put_treasure (object * op, object * creator, int flags) 300put_treasure (object *op, object *creator, int flags)
295{ 301{
296 object *tmp; 302 object *tmp;
297 303
298 /* Bit of a hack - spells should never be put onto the map. The entire 304 /* 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 305 * 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 306 * this is the original object, or if this is an object that should be created
301 * by another object. 307 * by another object.
302 */ 308 */
303 if (flags & GT_ENVIRONMENT && op->type != SPELL) 309 if (flags & GT_ENVIRONMENT && op->type != SPELL)
304 { 310 {
305 op->x = creator->x;
306 op->y = creator->y;
307 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 311 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
308 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 312 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
309 } 313 }
310 else 314 else
311 { 315 {
312 op = insert_ob_in_ob (op, creator); 316 op = creator->insert (op);
317
313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
314 monster_check_apply (creator, op); 319 monster_check_apply (creator, op);
320
315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 321 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
316 esrv_send_item (tmp, op); 322 esrv_send_item (tmp, op);
317 } 323 }
318} 324}
319 325
320/* if there are change_xxx commands in the treasure, we include the changes 326/* if there are change_xxx commands in the treasure, we include the changes
321 * in the generated object 327 * in the generated object
335 341
336 if (t->change_arch.slaying) 342 if (t->change_arch.slaying)
337 op->slaying = t->change_arch.slaying; 343 op->slaying = t->change_arch.slaying;
338} 344}
339 345
340void 346static void
341create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 347create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
342{ 348{
343 object *tmp;
344
345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 349 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
346 { 350 {
347 if (t->name) 351 if (t->name)
348 { 352 {
349 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 353 if (difficulty >= t->magic)
350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 354 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries);
351 } 355 }
352 else 356 else
353 { 357 {
354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 358 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
355 { 359 {
356 tmp = arch_to_object (t->item); 360 object *tmp = arch_to_object (t->item);
361
357 if (t->nrof && tmp->nrof <= 1) 362 if (t->nrof && tmp->nrof <= 1)
358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 363 tmp->nrof = rndm (t->nrof) + 1;
364
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 365 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 366 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 367 put_treasure (tmp, op, flag);
362 } 368 }
363 } 369 }
364 370
365 if (t->next_yes != NULL) 371 if (t->next_yes)
366 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 372 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 } 373 }
368 else if (t->next_no != NULL) 374 else if (t->next_no)
369 create_all_treasures (t->next_no, op, flag, difficulty, tries); 375 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370 376
371 if (t->next != NULL) 377 if (t->next)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 378 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 379}
374 380
375void 381static void
376create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries) 382create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 383{
378 int value = RANDOM () % tl->total_chance; 384 int value = rndm (tl->total_chance);
379 treasure *t; 385 treasure *t;
380 386
381 if (tries++ > 100) 387 if (tries++ > 100)
382 { 388 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 389 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 390 return;
385 } 391 }
386 392
387 for (t = tl->items; t != NULL; t = t->next) 393 for (t = tl->items; t; t = t->next)
388 { 394 {
389 value -= t->chance; 395 value -= t->chance;
390 396
391 if (value < 0) 397 if (value < 0)
392 break; 398 break;
393 } 399 }
394 400
395 if (!t || value >= 0) 401 if (!t || value >= 0)
396 {
397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 402 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
398 abort ();
399 return;
400 }
401 403
402 if (t->name) 404 if (t->name)
403 { 405 {
404 if (!strcmp (t->name, "NONE"))
405 return;
406
407 if (difficulty >= t->magic) 406 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 407 {
408 treasurelist *tl = treasurelist::find (t->name);
409 if (tl)
410 create_treasure (tl, op, flag, difficulty, tries);
411 }
409 else if (t->nrof) 412 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 413 create_one_treasure (tl, op, flag, difficulty, tries);
411
412 return;
413 } 414 }
414
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 415 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
416 { 416 {
417 object *tmp = arch_to_object (t->item); 417 if (object *tmp = arch_to_object (t->item))
418 418 {
419 if (!tmp)
420 return;
421
422 if (t->nrof && tmp->nrof <= 1) 419 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 420 tmp->nrof = rndm (t->nrof) + 1;
424 421
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 422 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 423 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 424 put_treasure (tmp, op, flag);
425 }
428 } 426 }
429} 427}
430 428
431/* This calls the appropriate treasure creation function. tries is passed 429/* This calls the appropriate treasure creation function. tries is passed
432 * to determine how many list transitions or attempts to create treasure 430 * to determine how many list transitions or attempts to create treasure
434 * list transitions, or so that excessively good treasure will not be 432 * 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 433 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 434 * to do that.
437 */ 435 */
438void 436void
439create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 437create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 438{
439 // empty treasurelists are legal
440 if (!tl->items)
441 return;
441 442
442 if (tries++ > 100) 443 if (tries++ > 100)
443 { 444 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 445 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return; 446 return;
446 } 447 }
448
447 if (t->total_chance) 449 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 450 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 451 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 452 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 453}
452 454
453/* This is similar to the old generate treasure function. However, 455/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 456 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 457 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 458 * inserted into, and then return that treausre
457 */ 459 */
458object * 460object *
459generate_treasure (treasurelist * t, int difficulty) 461generate_treasure (treasurelist *tl, int difficulty)
460{ 462{
463 difficulty = clamp (difficulty, 1, settings.max_level);
464
461 object *ob = get_object (), *tmp; 465 object *ob = object::create (), *tmp;
462 466
463 create_treasure (t, ob, 0, difficulty, 0); 467 create_treasure (tl, ob, 0, difficulty, 0);
464 468
465 /* Don't want to free the object we are about to return */ 469 /* Don't want to free the object we are about to return */
466 tmp = ob->inv; 470 tmp = ob->inv;
467 if (tmp != NULL) 471 if (tmp != NULL)
468 remove_ob (tmp); 472 tmp->remove ();
473
469 if (ob->inv) 474 if (ob->inv)
470 {
471 LOG (llevError, "In generate treasure, created multiple objects.\n"); 475 LOG (llevError, "In generate treasure, created multiple objects.\n");
472 } 476
473 free_object (ob); 477 ob->destroy ();
474 return tmp; 478 return tmp;
475} 479}
476 480
477/* 481/*
478 * This is a new way of calculating the chance for an item to have 482 * 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 484 * The array has two arguments, the difficulty of the level, and the
481 * magical bonus "wanted". 485 * magical bonus "wanted".
482 */ 486 */
483 487
484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
485/*chance of magic difficulty*/ 490// chance of magic difficulty
486/* +0 +1 +2 +3 +4 */ 491// +0 +1 +2 +3 +4
487 {95, 2, 2, 1, 0}, /*1 */ 492 {95, 2, 2, 1, 0}, // 1
488 {92, 5, 2, 1, 0}, /*2 */ 493 {92, 5, 2, 1, 0}, // 2
489 {85, 10, 4, 1, 0}, /*3 */ 494 {85, 10, 4, 1, 0}, // 3
490 {80, 14, 4, 2, 0}, /*4 */ 495 {80, 14, 4, 2, 0}, // 4
491 {75, 17, 5, 2, 1}, /*5 */ 496 {75, 17, 5, 2, 1}, // 5
492 {70, 18, 8, 3, 1}, /*6 */ 497 {70, 18, 8, 3, 1}, // 6
493 {65, 21, 10, 3, 1}, /*7 */ 498 {65, 21, 10, 3, 1}, // 7
494 {60, 22, 12, 4, 2}, /*8 */ 499 {60, 22, 12, 4, 2}, // 8
495 {55, 25, 14, 4, 2}, /*9 */ 500 {55, 25, 14, 4, 2}, // 9
496 {50, 27, 16, 5, 2}, /*10 */ 501 {50, 27, 16, 5, 2}, // 10
497 {45, 28, 18, 6, 3}, /*11 */ 502 {45, 28, 18, 6, 3}, // 11
498 {42, 28, 20, 7, 3}, /*12 */ 503 {42, 28, 20, 7, 3}, // 12
499 {40, 27, 21, 8, 4}, /*13 */ 504 {40, 27, 21, 8, 4}, // 13
500 {38, 25, 22, 10, 5}, /*14 */ 505 {38, 25, 22, 10, 5}, // 14
501 {36, 23, 23, 12, 6}, /*15 */ 506 {36, 23, 23, 12, 6}, // 15
502 {33, 21, 24, 14, 8}, /*16 */ 507 {33, 21, 24, 14, 8}, // 16
503 {31, 19, 25, 16, 9}, /*17 */ 508 {31, 19, 25, 16, 9}, // 17
504 {27, 15, 30, 18, 10}, /*18 */ 509 {27, 15, 30, 18, 10}, // 18
505 {20, 12, 30, 25, 13}, /*19 */ 510 {20, 12, 30, 25, 13}, // 19
506 {15, 10, 28, 30, 17}, /*20 */ 511 {15, 10, 28, 30, 17}, // 20
507 {13, 9, 27, 28, 23}, /*21 */ 512 {13, 9, 27, 28, 23}, // 21
508 {10, 8, 25, 28, 29}, /*22 */ 513 {10, 8, 25, 28, 29}, // 22
509 {8, 7, 23, 26, 36}, /*23 */ 514 { 8, 7, 23, 26, 36}, // 23
510 {6, 6, 20, 22, 46}, /*24 */ 515 { 6, 6, 20, 22, 46}, // 24
511 {4, 5, 17, 18, 56}, /*25 */ 516 { 4, 5, 17, 18, 56}, // 25
512 {2, 4, 12, 14, 68}, /*26 */ 517 { 2, 4, 12, 14, 68}, // 26
513 {0, 3, 7, 10, 80}, /*27 */ 518 { 0, 3, 7, 10, 80}, // 27
514 {0, 0, 3, 7, 90}, /*28 */ 519 { 0, 0, 3, 7, 90}, // 28
515 {0, 0, 0, 3, 97}, /*29 */ 520 { 0, 0, 0, 3, 97}, // 29
516 {0, 0, 0, 0, 100}, /*30 */ 521 { 0, 0, 0, 0, 100}, // 30
517 {0, 0, 0, 0, 100}, /*31 */ 522 { 0, 0, 0, 0, 100}, // 31
518}; 523};
519 524
520 525
521/* calculate the appropriate level for wands staves and scrolls. 526/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 527 * This code presumes that op has had its spell object created (in op->inv)
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 529 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 530 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 531 */
527 532
528int 533int
529level_for_item (const object * op, int difficulty) 534level_for_item (const object *op, int difficulty)
530{ 535{
531 int olevel = 0; 536 int olevel = 0;
532 537
533 if (!op->inv) 538 if (!op->inv)
534 { 539 {
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 560 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some 561 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31. 562 * weird integer between 1-31.
558 * 563 *
559 */ 564 */
560
561int 565int
562magic_from_difficulty (int difficulty) 566magic_from_difficulty (int difficulty)
563{ 567{
564 int percent = 0, magic = 0; 568 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 569 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
570 scaled_diff = 0; 574 scaled_diff = 0;
571 575
572 if (scaled_diff >= DIFFLEVELS) 576 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1; 577 scaled_diff = DIFFLEVELS - 1;
574 578
575 percent = RANDOM () % 100; 579 percent = rndm (100);
576 580
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 581 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 582 {
579 percent -= difftomagic_list[scaled_diff][magic]; 583 percent -= difftomagic_list[scaled_diff][magic];
580 584
581 if (percent < 0) 585 if (percent < 0)
582 break; 586 break;
583 } 587 }
584 588
585 if (magic == (MAXMAGIC + 1)) 589 if (magic == (MAXMAGIC + 1))
586 { 590 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 591 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 magic = 0; 592 magic = 0;
589 } 593 }
590 594
591 magic = (RANDOM () % 3) ? magic : -magic; 595 magic = (rndm (3)) ? magic : -magic;
592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 596 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593 597
594 return magic; 598 return magic;
595} 599}
596 600
600 * This function doesn't work properly, should add use of archetypes 604 * This function doesn't work properly, should add use of archetypes
601 * to make it truly absolute. 605 * to make it truly absolute.
602 */ 606 */
603 607
604void 608void
605set_abs_magic (object * op, int magic) 609set_abs_magic (object *op, int magic)
606{ 610{
607 if (!magic) 611 if (!magic)
608 return; 612 return;
609 613
610 op->magic = magic; 614 op->magic = magic;
611 if (op->arch) 615 if (op->arch)
612 { 616 {
613 if (op->type == ARMOUR) 617 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615 619
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 620 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 621 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 622 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 } 623 }
620 else 624 else
621 { 625 {
622 if (op->type == ARMOUR) 626 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 627 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 628 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 629 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 630 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 631 }
628} 632}
629 633
630/* 634/*
631 * Sets a random magical bonus in the given object based upon 635 * Sets a random magical bonus in the given object based upon
632 * the given difficulty, and the given max possible bonus. 636 * the given difficulty, and the given max possible bonus.
633 */ 637 */
634 638
635static void 639static void
636set_magic (int difficulty, object * op, int max_magic, int flags) 640set_magic (int difficulty, object *op, int max_magic, int flags)
637{ 641{
638 int i; 642 int i;
643
639 i = magic_from_difficulty (difficulty); 644 i = magic_from_difficulty (difficulty);
640 if ((flags & GT_ONLY_GOOD) && i < 0) 645 if ((flags & GT_ONLY_GOOD) && i < 0)
641 i = -i; 646 i = -i;
642 if (i > max_magic) 647 if (i > max_magic)
643 i = max_magic; 648 i = max_magic;
652 * 1) Since rings can have multiple bonuses, if the same bonus 657 * 1) Since rings can have multiple bonuses, if the same bonus
653 * is rolled again, increase it - the bonuses now stack with 658 * is rolled again, increase it - the bonuses now stack with
654 * other bonuses previously rolled and ones the item might natively have. 659 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method. 660 * 2) Add code to deal with new PR method.
656 */ 661 */
657
658void 662void
659set_ring_bonus (object * op, int bonus) 663set_ring_bonus (object *op, int bonus)
660{ 664{
661 665
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 666 int r = rndm (bonus > 0 ? 25 : 11);
663 667
664 if (op->type == AMULET) 668 if (op->type == AMULET)
665 { 669 {
666 if (!(RANDOM () % 21)) 670 if (!(rndm (21)))
667 r = 20 + RANDOM () % 2; 671 r = 20 + rndm (2);
668 else 672 else
669 { 673 {
670 if (RANDOM () & 2) 674 if (rndm (2))
671 r = 10; 675 r = 10;
672 else 676 else
673 r = 11 + RANDOM () % 9; 677 r = 11 + rndm (9);
674 } 678 }
675 } 679 }
676 680
677 switch (r) 681 switch (r)
678 { 682 {
679 /* Redone by MSW 2000-11-26 to have much less code. Also, 683 /* Redone by MSW 2000-11-26 to have much less code. Also,
680 * bonuses and penalties will stack and add to existing values. 684 * bonuses and penalties will stack and add to existing values.
681 * of the item. 685 * of the item.
682 */ 686 */
683 case 0: 687 case 0:
684 case 1: 688 case 1:
685 case 2: 689 case 2:
686 case 3: 690 case 3:
687 case 4: 691 case 4:
688 case 5: 692 case 5:
689 case 6: 693 case 6:
690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 694 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
691 break; 695 break;
692 696
693 case 7: 697 case 7:
694 op->stats.dam += bonus; 698 op->stats.dam += bonus;
695 break; 699 break;
696 700
697 case 8: 701 case 8:
698 op->stats.wc += bonus; 702 op->stats.wc += bonus;
699 break; 703 break;
700 704
701 case 9: 705 case 9:
702 op->stats.food += bonus; /* hunger/sustenance */ 706 op->stats.food += bonus; /* hunger/sustenance */
703 break; 707 break;
704 708
705 case 10: 709 case 10:
706 op->stats.ac += bonus; 710 op->stats.ac += bonus;
707 break; 711 break;
708 712
709 /* Item that gives protections/vulnerabilities */ 713 /* Item that gives protections/vulnerabilities */
710 case 11: 714 case 11:
711 case 12: 715 case 12:
712 case 13: 716 case 13:
713 case 14: 717 case 14:
714 case 15: 718 case 15:
715 case 16: 719 case 16:
716 case 17: 720 case 17:
717 case 18: 721 case 18:
718 case 19: 722 case 19:
719 { 723 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 724 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
721 725
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 726 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 727 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
724 728
725 /* Cursed items need to have higher negative values to equal out with 729 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another 730 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with 731 * little random element in since that they don't always end up with
728 * even values. 732 * even values.
729 */ 733 */
730 if (bonus < 0) 734 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 735 val = 2 * -val - rndm (b);
732 if (val > 35) 736 if (val > 35)
733 val = 35; /* Upper limit */ 737 val = 35; /* Upper limit */
734 b = 0; 738 b = 0;
739
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 740 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 { 741 resist = rndm (num_resist_table);
737 resist = RANDOM () % num_resist_table; 742
738 } 743 if (b == 4)
739 if (b == 4)
740 return; /* Not able to find a free resistance */ 744 return; /* Not able to find a free resistance */
745
741 op->resist[resist_table[resist]] = val; 746 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 747 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 748 * based on how good a resistance we gave.
744 */ 749 */
745 break; 750 break;
746 } 751 }
747 case 20: 752 case 20:
748 if (op->type == AMULET) 753 if (op->type == AMULET)
749 { 754 {
750 SET_FLAG (op, FLAG_REFL_SPELL); 755 SET_FLAG (op, FLAG_REFL_SPELL);
751 op->value *= 11; 756 op->value *= 11;
752 } 757 }
753 else 758 else
754 { 759 {
755 op->stats.hp = 1; /* regenerate hit points */ 760 op->stats.hp = 1; /* regenerate hit points */
756 op->value *= 4; 761 op->value *= 4;
757 } 762 }
758 break; 763 break;
759 764
760 case 21: 765 case 21:
761 if (op->type == AMULET) 766 if (op->type == AMULET)
762 { 767 {
763 SET_FLAG (op, FLAG_REFL_MISSILE); 768 SET_FLAG (op, FLAG_REFL_MISSILE);
764 op->value *= 9; 769 op->value *= 9;
765 } 770 }
766 else 771 else
767 { 772 {
768 op->stats.sp = 1; /* regenerate spell points */ 773 op->stats.sp = 1; /* regenerate spell points */
769 op->value *= 3; 774 op->value *= 3;
770 } 775 }
771 break; 776 break;
772 777
773 case 22: 778 case 22:
774 op->stats.exp += bonus; /* Speed! */ 779 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 780 op->value = (op->value * 2) / 3;
776 break; 781 break;
777 } 782 }
783
778 if (bonus > 0) 784 if (bonus > 0)
779 op->value *= 2 * bonus; 785 op->value *= 2 * bonus;
780 else 786 else
781 op->value = -(op->value * 2 * bonus) / 3; 787 op->value = -(op->value * 2 * bonus) / 3;
782} 788}
787 * higher is the chance of returning a low number. 793 * higher is the chance of returning a low number.
788 * It is only used in fix_generated_treasure() to set bonuses on 794 * It is only used in fix_generated_treasure() to set bonuses on
789 * rings and amulets. 795 * rings and amulets.
790 * Another scheme is used to calculate the magic of weapons and armours. 796 * Another scheme is used to calculate the magic of weapons and armours.
791 */ 797 */
792
793int 798int
794get_magic (int diff) 799get_magic (int diff)
795{ 800{
796 int i; 801 int i;
802
797 if (diff < 3) 803 if (diff < 3)
798 diff = 3; 804 diff = 3;
805
799 for (i = 0; i < 4; i++) 806 for (i = 0; i < 4; i++)
800 if (RANDOM () % diff) 807 if (rndm (diff))
801 return i; 808 return i;
809
802 return 4; 810 return 4;
803} 811}
804 812
805#define DICE2 (get_magic(2)==2?2:1) 813#define DICE2 (get_magic(2)==2?2:1)
806#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 814#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
807 815
808/* 816/*
809 * fix_generated_item(): This is called after an item is generated, in 817 * 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 818 * order to set it up right. This produced magical bonuses, puts spells
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 819 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
812 */ 820 */
821
813/* 4/28/96 added creator object from which op may now inherit properties based on 822/* 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 823 * 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 824 * dependant. I know this is a spagetti manuever, but is there a cleaner
816 * way to do this? b.t. */ 825 * way to do this? b.t. */
826
817/* 827/*
818 * ! (flags & GT_ENVIRONMENT): 828 * ! (flags & GT_ENVIRONMENT):
819 * Automatically calls fix_flesh_item(). 829 * Automatically calls fix_flesh_item().
820 * 830 *
821 * flags: 831 * flags:
823 * value. 833 * value.
824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 834 * 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 835 * 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 836 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 837 */
828
829void 838void
830fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 839fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 840{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 841 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 842
834 if (!creator || creator->type == op->type) 843 if (!creator || creator->type == op->type)
835 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 844 creator = op; /*safety & to prevent polymorphed objects giving attributes */
836 845
837 /* If we make an artifact, this information will be destroyed */ 846 /* If we make an artifact, this information will be destroyed */
838 save_item_power = op->item_power; 847 save_item_power = op->item_power;
839 op->item_power = 0; 848 op->item_power = 0;
840 849
841 if (op->randomitems && op->type != SPELL) 850 if (op->randomitems && op->type != SPELL)
842 { 851 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 852 create_treasure (op->randomitems, op, flags, difficulty, 0);
844 if (!op->inv) 853 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 854 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
846 855
847 /* So the treasure doesn't get created again */ 856 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 857 op->randomitems = 0;
849 } 858 }
850 859
851 if (difficulty < 1) 860 if (difficulty < 1)
852 difficulty = 1; 861 difficulty = 1;
853 862
863 if (INVOKE_OBJECT (ADD_BONUS, op,
864 ARG_OBJECT (creator != op ? creator : 0),
865 ARG_INT (difficulty), ARG_INT (max_magic),
866 ARG_INT (flags)))
867 return;
868
854 if (!(flags & GT_MINIMAL)) 869 if (!(flags & GT_MINIMAL))
855 { 870 {
856 if (op->arch == crown_arch) 871 if (op->arch == crown_arch)
857 { 872 {
858 set_magic (difficulty, op, max_magic, flags); 873 set_magic (difficulty, op, max_magic, flags);
859 num_enchantments = calc_item_power (op, 1); 874 num_enchantments = calc_item_power (op, 1);
860 generate_artifact (op, difficulty); 875 generate_artifact (op, difficulty);
861 } 876 }
862 else 877 else
863 { 878 {
864 if (!op->magic && max_magic) 879 if (!op->magic && max_magic)
865 set_magic (difficulty, op, max_magic, flags); 880 set_magic (difficulty, op, max_magic, flags);
866 881
867 num_enchantments = calc_item_power (op, 1); 882 num_enchantments = calc_item_power (op, 1);
868 883
869 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 884 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
870 * used for shop_floors or treasures */ 885 || op->type == HORN
886 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
887 * used for shop_floors or treasures */
871 generate_artifact (op, difficulty); 888 generate_artifact (op, difficulty);
872 } 889 }
873 890
874 /* Object was made an artifact. Calculate its item_power rating. 891 /* Object was made an artifact. Calculate its item_power rating.
875 * the item_power in the object is what the artfiact adds. 892 * the item_power in the object is what the artfiact adds.
876 */ 893 */
877 if (op->title) 894 if (op->title)
878 { 895 {
879 /* if save_item_power is set, then most likely we started with an 896 /* 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 897 * 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 898 * 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 899 * 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 900 * that since item_power is not quite linear, this actually ends up
884 * being somewhat of a bonus 901 * being somewhat of a bonus
885 */ 902 */
886 if (save_item_power) 903 if (save_item_power)
887 op->item_power = save_item_power + get_power_from_ench (op->item_power); 904 op->item_power = save_item_power + get_power_from_ench (op->item_power);
888 else 905 else
889 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 906 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
890 } 907 }
891 else if (save_item_power) 908 else if (save_item_power)
892 { 909 {
893 /* restore the item_power field to the object if we haven't changed it. 910 /* 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 911 * we don't care about num_enchantments - that will basically just
895 * have calculated some value from the base attributes of the archetype. 912 * have calculated some value from the base attributes of the archetype.
896 */ 913 */
897 op->item_power = save_item_power; 914 op->item_power = save_item_power;
898 } 915 }
899 else 916 else
900 { 917 {
901 /* item_power was zero. This is suspicious, as it may be because it 918 /* 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 919 * 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 920 * it is non-zero. If it indeed is, then assign it as the new
904 * item_power value. 921 * item_power value.
905 * - gros, 21th of July 2006. 922 * - gros, 21th of July 2006.
906 */ 923 */
907 op->item_power = calc_item_power (op, 0); 924 op->item_power = calc_item_power (op, 0);
908 save_item_power = op->item_power; /* Just in case it would get used 925 save_item_power = op->item_power; /* Just in case it would get used
909 * again below */ 926 * again below */
910 } 927 }
911 } 928 }
912 929
913 /* materialtype modifications. Note we allow this on artifacts. */ 930 /* materialtype modifications. Note we allow this on artifacts. */
914 set_materialname (op, difficulty, NULL); 931 set_materialname (op, difficulty, NULL);
915 932
916 if (flags & GT_MINIMAL) 933 if (flags & GT_MINIMAL)
917 { 934 {
918 if (op->type == POTION) 935 if (op->type == POTION)
919 /* Handle healing and magic power potions */ 936 /* Handle healing and magic power potions */
920 if (op->stats.sp && !op->randomitems) 937 if (op->stats.sp && !op->randomitems)
921 { 938 {
922 object *tmp; 939 object *tmp;
923 940
924 tmp = get_archetype (spell_mapping[op->stats.sp]); 941 tmp = get_archetype (spell_mapping[op->stats.sp]);
925 insert_ob_in_ob (tmp, op); 942 insert_ob_in_ob (tmp, op);
926 op->stats.sp = 0; 943 op->stats.sp = 0;
927 } 944 }
928 } 945 }
929 else if (!op->title) /* Only modify object if not special */ 946 else if (!op->title) /* Only modify object if not special */
930 switch (op->type) 947 switch (op->type)
931 { 948 {
932 case WEAPON: 949 case WEAPON:
933 case ARMOUR: 950 case ARMOUR:
934 case SHIELD: 951 case SHIELD:
935 case HELMET: 952 case HELMET:
936 case CLOAK: 953 case CLOAK:
937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 954 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
938 set_ring_bonus (op, -DICE2); 955 set_ring_bonus (op, -DICE2);
939 break; 956 break;
940 957
941 case BRACERS: 958 case BRACERS:
942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 959 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
943 { 960 {
961 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
962 if (!QUERY_FLAG (op, FLAG_CURSED))
963 op->value *= 3;
964 }
965 break;
966
967 case POTION:
968 {
969 int too_many_tries = 0, is_special = 0;
970
971 /* Handle healing and magic power potions */
972 if (op->stats.sp && !op->randomitems)
973 {
974 object *tmp;
975
976 tmp = get_archetype (spell_mapping[op->stats.sp]);
977 insert_ob_in_ob (tmp, op);
978 op->stats.sp = 0;
979 }
980
981 while (!(is_special = special_potion (op)) && !op->inv)
982 {
983 generate_artifact (op, difficulty);
984 if (too_many_tries++ > 10)
985 break;
986 }
987
988 /* don't want to change value for healing/magic power potions,
989 * since the value set on those is already correct.
990 */
991 if (op->inv && op->randomitems)
992 {
993 /* value multiplier is same as for scrolls */
994 op->value = (op->value * op->inv->value);
995 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
996 }
997 else
998 {
999 op->name = "potion";
1000 op->name_pl = "potions";
1001 }
1002
1003 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1004 SET_FLAG (op, FLAG_CURSED);
1005 break;
1006 }
1007
1008 case AMULET:
1009 if (op->arch == amulet_arch)
1010 op->value *= 5; /* Since it's not just decoration */
1011
1012 case RING:
1013 if (op->arch == NULL)
1014 {
1015 op->destroy ();
1016 op = 0;
1017 break;
1018 }
1019
1020 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1021 break;
1022
1023 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1024 SET_FLAG (op, FLAG_CURSED);
1025
944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1026 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 1027
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 */ 1028 if (op->type != RING) /* Amulets have only one ability */
1013 break; 1029 break;
1014 1030
1015 if (!(RANDOM () % 4)) 1031 if (!(rndm (4)))
1016 { 1032 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1033 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 1034
1019 if (d > 0) 1035 if (d > 0)
1020 op->value *= 3; 1036 op->value *= 3;
1021 1037
1022 set_ring_bonus (op, d); 1038 set_ring_bonus (op, d);
1023 1039
1024 if (!(RANDOM () % 4)) 1040 if (!(rndm (4)))
1025 { 1041 {
1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1042 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 1043
1044 if (d > 0)
1045 op->value *= 5;
1046 set_ring_bonus (op, d);
1047 }
1048 }
1049
1033 if (GET_ANIM_ID (op)) 1050 if (GET_ANIM_ID (op))
1034 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1051 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1035 1052
1036 break; 1053 break;
1037 1054
1038 case BOOK: 1055 case BOOK:
1039 /* Is it an empty book?, if yes lets make a special· 1056 /* Is it an empty book?, if yes lets make a special·
1040 * msg for it, and tailor its properties based on the· 1057 * msg for it, and tailor its properties based on the·
1041 * creator and/or map level we found it on. 1058 * creator and/or map level we found it on.
1042 */ 1059 */
1043 if (!op->msg && RANDOM () % 10) 1060 if (!op->msg && rndm (10))
1044 { 1061 {
1045 /* set the book level properly */ 1062 /* set the book level properly */
1046 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1063 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1047 { 1064 {
1048 if (op->map && op->map->difficulty) 1065 if (op->map && op->map->difficulty)
1049 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1066 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1050 else 1067 else
1051 op->level = RANDOM () % 20 + 1; 1068 op->level = rndm (20) + 1;
1052 } 1069 }
1053 else 1070 else
1054 op->level = RANDOM () % creator->level; 1071 op->level = rndm (creator->level);
1055 1072
1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1073 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1057 /* books w/ info are worth more! */ 1074 /* books w/ info are worth more! */
1058 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1075 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1059 /* creator related stuff */ 1076 /* creator related stuff */
1060 1077
1061 /* for library, chained books. Note that some monsters have no_pick 1078 /* for library, chained books. Note that some monsters have no_pick
1062 * set - we don't want to set no pick in that case. 1079 * set - we don't want to set no pick in that case.
1063 */ 1080 */
1064 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1081 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1065 SET_FLAG (op, FLAG_NO_PICK); 1082 SET_FLAG (op, FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1083 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying; 1084 op->slaying = creator->slaying;
1068 1085
1069 /* add exp so reading it gives xp (once) */ 1086 /* add exp so reading it gives xp (once) */
1070 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1087 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1071 } 1088 }
1072 break; 1089 break;
1073 1090
1074 case SPELLBOOK: 1091 case SPELLBOOK:
1075 op->value = op->value * op->inv->value; 1092 op->value = op->value * op->inv->value;
1076 /* add exp so learning gives xp */ 1093 /* add exp so learning gives xp */
1077 op->level = op->inv->level; 1094 op->level = op->inv->level;
1078 op->stats.exp = op->value; 1095 op->stats.exp = op->value;
1079 break; 1096 break;
1080 1097
1081 case WAND: 1098 case WAND:
1082 /* nrof in the treasure list is number of charges, 1099 /* nrof in the treasure list is number of charges,
1083 * not number of wands. So copy that into food (charges), 1100 * not number of wands. So copy that into food (charges),
1084 * and reset nrof. 1101 * and reset nrof.
1085 */ 1102 */
1086 op->stats.food = op->inv->nrof; 1103 op->stats.food = op->inv->nrof;
1087 op->nrof = 1; 1104 op->nrof = 1;
1088 /* If the spell changes by level, choose a random level 1105 /* If the spell changes by level, choose a random level
1089 * for it, and adjust price. If the spell doesn't 1106 * for it, and adjust price. If the spell doesn't
1090 * change by level, just set the wand to the level of 1107 * change by level, just set the wand to the level of
1091 * the spell, and value calculation is simpler. 1108 * the spell, and value calculation is simpler.
1092 */ 1109 */
1093 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1110 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1094 { 1111 {
1112 op->level = level_for_item (op, difficulty);
1113 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1114 }
1115 else
1116 {
1117 op->level = op->inv->level;
1118 op->value = op->value * op->inv->value;
1119 }
1120 break;
1121
1122 case ROD:
1095 op->level = level_for_item (op, difficulty); 1123 op->level = level_for_item (op, difficulty);
1124 /* Add 50 to both level an divisor to keep prices a little more
1125 * reasonable. Otherwise, a high level version of a low level
1126 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1127 * 10 time multiplier). This way, the value are a bit more reasonable.
1128 */
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1129 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097 } 1130 /* maxhp is used to denote how many 'charges' the rod holds before */
1098 else 1131 if (op->stats.maxhp)
1099 { 1132 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1100 op->level = op->inv->level; 1133 else
1101 op->value = op->value * op->inv->value; 1134 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1102 }
1103 break;
1104 1135
1136 op->stats.hp = op->stats.maxhp;
1137 break;
1138
1105 case ROD: 1139 case SCROLL:
1106 op->level = level_for_item (op, difficulty); 1140 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); 1141 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 1142
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 */ 1143 /* add exp so reading them properly gives xp */
1127 op->stats.exp = op->value / 5; 1144 op->stats.exp = op->value / 5;
1128 op->nrof = op->inv->nrof; 1145 op->nrof = op->inv->nrof;
1129 break; 1146 break;
1130 1147
1131 case RUNE: 1148 case RUNE:
1132 trap_adjust (op, difficulty); 1149 trap_adjust (op, difficulty);
1133 break; 1150 break;
1134 1151
1135 case TRAP: 1152 case TRAP:
1136 trap_adjust (op, difficulty); 1153 trap_adjust (op, difficulty);
1137 break; 1154 break;
1138 } /* switch type */ 1155 } /* switch type */
1139 1156
1140 if (flags & GT_STARTEQUIP) 1157 if (flags & GT_STARTEQUIP)
1141 { 1158 {
1142 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1159 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1143 SET_FLAG (op, FLAG_STARTEQUIP); 1160 SET_FLAG (op, FLAG_STARTEQUIP);
1144 else if (op->type != MONEY) 1161 else if (op->type != MONEY)
1145 op->value = 0; 1162 op->value = 0;
1146 } 1163 }
1147 1164
1148 if (!(flags & GT_ENVIRONMENT)) 1165 if (!(flags & GT_ENVIRONMENT))
1149 fix_flesh_item (op, creator); 1166 fix_flesh_item (op, creator);
1150} 1167}
1158 */ 1175 */
1159 1176
1160/* 1177/*
1161 * Allocate and return the pointer to an empty artifactlist structure. 1178 * Allocate and return the pointer to an empty artifactlist structure.
1162 */ 1179 */
1163
1164static artifactlist * 1180static artifactlist *
1165get_empty_artifactlist (void) 1181get_empty_artifactlist (void)
1166{ 1182{
1167 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1183 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} 1184}
1175 1185
1176/* 1186/*
1177 * Allocate and return the pointer to an empty artifact structure. 1187 * Allocate and return the pointer to an empty artifact structure.
1178 */ 1188 */
1179
1180static artifact * 1189static artifact *
1181get_empty_artifact (void) 1190get_empty_artifact (void)
1182{ 1191{
1183 artifact *t = (artifact *) malloc (sizeof (artifact)); 1192 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} 1193}
1193 1194
1194/* 1195/*
1195 * Searches the artifact lists and returns one that has the same type 1196 * Searches the artifact lists and returns one that has the same type
1196 * of objects on it. 1197 * of objects on it.
1197 */ 1198 */
1198
1199artifactlist * 1199artifactlist *
1200find_artifactlist (int type) 1200find_artifactlist (int type)
1201{ 1201{
1202 artifactlist *al;
1203
1204 for (al = first_artifactlist; al != NULL; al = al->next) 1202 for (artifactlist *al = first_artifactlist; al; al = al->next)
1205 if (al->type == type) 1203 if (al->type == type)
1206 return al; 1204 return al;
1205
1207 return NULL; 1206 return 0;
1208} 1207}
1209 1208
1210/* 1209/*
1211 * For debugging purposes. Dumps all tables. 1210 * For debugging purposes. Dumps all tables.
1212 */ 1211 */
1213
1214void 1212void
1215dump_artifacts (void) 1213dump_artifacts (void)
1216{ 1214{
1217 artifactlist *al; 1215 artifactlist *al;
1218 artifact *art; 1216 artifact *art;
1221 fprintf (logfile, "\n"); 1219 fprintf (logfile, "\n");
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1220 for (al = first_artifactlist; al != NULL; al = al->next)
1223 { 1221 {
1224 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1222 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) 1223 for (art = al->items; art != NULL; art = art->next)
1226 { 1224 {
1227 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1225 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1228 if (art->allowed != NULL) 1226 if (art->allowed != NULL)
1229 { 1227 {
1230 fprintf (logfile, "\tAllowed combinations:"); 1228 fprintf (logfile, "\tallowed combinations:");
1231 for (next = art->allowed; next != NULL; next = next->next) 1229 for (next = art->allowed; next != NULL; next = next->next)
1232 fprintf (logfile, "%s,", &next->name); 1230 fprintf (logfile, "%s,", &next->name);
1233 fprintf (logfile, "\n"); 1231 fprintf (logfile, "\n");
1234 } 1232 }
1235 } 1233 }
1236 } 1234 }
1237 fprintf (logfile, "\n"); 1235 fprintf (logfile, "\n");
1238} 1236}
1239 1237
1240/* 1238/*
1241 * For debugging purposes. Dumps all treasures recursively (see below). 1239 * For debugging purposes. Dumps all treasures recursively (see below).
1242 */ 1240 */
1243void 1241void
1244dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1242dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1245{ 1243{
1246 treasurelist *tl; 1244 treasurelist *tl;
1247 int i; 1245 int i;
1248 1246
1249 if (depth > 100) 1247 if (depth > 100)
1250 return; 1248 return;
1251 while (t != NULL) 1249
1250 while (t)
1252 { 1251 {
1253 if (t->name != NULL) 1252 if (t->name)
1254 { 1253 {
1255 for (i = 0; i < depth; i++) 1254 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " "); 1255 fprintf (logfile, " ");
1256
1257 fprintf (logfile, "{ (list: %s)\n", &t->name); 1257 fprintf (logfile, "{ (list: %s)\n", &t->name);
1258
1258 tl = find_treasurelist (t->name); 1259 tl = treasurelist::find (t->name);
1260 if (tl)
1259 dump_monster_treasure_rec (name, tl->items, depth + 2); 1261 dump_monster_treasure_rec (name, tl->items, depth + 2);
1262
1260 for (i = 0; i < depth; i++) 1263 for (i = 0; i < depth; i++)
1261 fprintf (logfile, " "); 1264 fprintf (logfile, " ");
1265
1262 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1266 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1263 } 1267 }
1264 else 1268 else
1265 { 1269 {
1266 for (i = 0; i < depth; i++) 1270 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1271 fprintf (logfile, " ");
1272
1268 if (t->item->clone.type == FLESH) 1273 if (t->item && t->item->clone.type == FLESH)
1269 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1274 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1270 else 1275 else
1271 fprintf (logfile, "%s\n", &t->item->clone.name); 1276 fprintf (logfile, "%s\n", &t->item->clone.name);
1272 } 1277 }
1278
1273 if (t->next_yes != NULL) 1279 if (t->next_yes)
1274 { 1280 {
1275 for (i = 0; i < depth; i++) 1281 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1282 fprintf (logfile, " ");
1283
1277 fprintf (logfile, " (if yes)\n"); 1284 fprintf (logfile, " (if yes)\n");
1278 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1285 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1279 } 1286 }
1287
1280 if (t->next_no != NULL) 1288 if (t->next_no)
1281 { 1289 {
1282 for (i = 0; i < depth; i++) 1290 for (i = 0; i < depth; i++)
1283 fprintf (logfile, " "); 1291 fprintf (logfile, " ");
1292
1284 fprintf (logfile, " (if no)\n"); 1293 fprintf (logfile, " (if no)\n");
1285 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1294 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1286 } 1295 }
1296
1287 t = t->next; 1297 t = t->next;
1288 } 1298 }
1289} 1299}
1290 1300
1291/* 1301/*
1292 * For debugging purposes. Dumps all treasures for a given monster. 1302 * For debugging purposes. Dumps all treasures for a given monster.
1293 * Created originally by Raphael Quinet for debugging the alchemy code. 1303 * Created originally by Raphael Quinet for debugging the alchemy code.
1294 */ 1304 */
1295
1296void 1305void
1297dump_monster_treasure (const char *name) 1306dump_monster_treasure (const char *name)
1298{ 1307{
1299 archetype *at; 1308 archetype *at;
1300 int found; 1309 int found;
1301 1310
1302 found = 0; 1311 found = 0;
1303 fprintf (logfile, "\n"); 1312 fprintf (logfile, "\n");
1313
1304 for (at = first_archetype; at != NULL; at = at->next) 1314 for (at = first_archetype; at != NULL; at = at->next)
1305 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1315 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1306 { 1316 {
1307 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1317 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1308 if (at->clone.randomitems != NULL) 1318 if (at->clone.randomitems != NULL)
1309 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1319 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1310 else 1320 else
1311 fprintf (logfile, "(nothing)\n"); 1321 fprintf (logfile, "(nothing)\n");
1322
1312 fprintf (logfile, "\n"); 1323 fprintf (logfile, "\n");
1313 found++; 1324 found++;
1314 } 1325 }
1326
1315 if (found == 0) 1327 if (found == 0)
1316 fprintf (logfile, "No objects have the name %s!\n\n", name); 1328 fprintf (logfile, "No objects have the name %s!\n\n", name);
1317} 1329}
1318 1330
1319/* 1331/*
1320 * Builds up the lists of artifacts from the file in the libdir. 1332 * Builds up the lists of artifacts from the file in the libdir.
1321 */ 1333 */
1322
1323void 1334void
1324init_artifacts (void) 1335init_artifacts (void)
1325{ 1336{
1326 static int has_been_inited = 0; 1337 static int has_been_inited = 0;
1327 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1338 char filename[MAX_BUF];
1328 artifact *art = NULL; 1339 artifact *art = NULL;
1329 linked_char *tmp;
1330 int value;
1331 artifactlist *al; 1340 artifactlist *al;
1332 1341
1333 if (has_been_inited) 1342 if (has_been_inited)
1334 return; 1343 return;
1335 else 1344 else
1336 has_been_inited = 1; 1345 has_been_inited = 1;
1337 1346
1338 sprintf (filename, "%s/artifacts", settings.datadir); 1347 sprintf (filename, "%s/artifacts", settings.datadir);
1339 object_thawer thawer (filename); 1348 object_thawer f (filename);
1340 1349
1341 if (!thawer) 1350 if (!f)
1342 return; 1351 return;
1343 1352
1344 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1353 f.next ();
1345 {
1346 if (*buf == '#')
1347 continue;
1348 if ((cp = strchr (buf, '\n')) != NULL)
1349 *cp = '\0';
1350 cp = buf;
1351 while (*cp == ' ') /* Skip blanks */
1352 cp++;
1353 if (*cp == '\0')
1354 continue;
1355 1354
1356 if (!strncmp (cp, "Allowed", 7)) 1355 for (;;)
1357 {
1358 if (art == NULL)
1359 { 1356 {
1357 switch (f.kw)
1358 {
1359 case KW_allowed:
1360 if (!art)
1361 {
1360 art = get_empty_artifact (); 1362 art = get_empty_artifact ();
1361 nrofartifacts++; 1363 nrofartifacts++;
1364 }
1365
1366 {
1367 if (!strcmp (f.get_str (), "all"))
1368 break;
1369
1370 char *next, *cp = f.get_str ();
1371
1372 do
1373 {
1374 nrofallowedstr++;
1375
1376 if ((next = strchr (cp, ',')))
1377 *next++ = '\0';
1378
1379 linked_char *tmp = new linked_char;
1380
1381 tmp->name = cp;
1382 tmp->next = art->allowed;
1383 art->allowed = tmp;
1384 }
1385 while ((cp = next));
1386 }
1387 break;
1388
1389 case KW_chance:
1390 f.get (art->chance);
1391 break;
1392
1393 case KW_difficulty:
1394 f.get (art->difficulty);
1395 break;
1396
1397 case KW_object:
1398 {
1399 art->item = object::create ();
1400
1401 if (!art->item->parse_kv (f))
1402 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403
1404 al = find_artifactlist (art->item->type);
1405
1406 if (!al)
1407 {
1408 al = get_empty_artifactlist ();
1409 al->type = art->item->type;
1410 al->next = first_artifactlist;
1411 first_artifactlist = al;
1412 }
1413
1414 art->next = al->items;
1415 al->items = art;
1416 art = 0;
1417 }
1418 continue;
1419
1420 case KW_EOF:
1421 goto done;
1422
1423 default:
1424 if (!f.parse_error ("artifacts file"))
1425 cleanup ("artifacts file required");
1426 break;
1427 }
1428
1429 f.next ();
1362 } 1430 }
1363 cp = strchr (cp, ' ') + 1;
1364 if (!strcmp (cp, "all"))
1365 continue;
1366 1431
1367 do 1432done:
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) 1433 for (al = first_artifactlist; al; al = al->next)
1408 { 1434 {
1409 for (art = al->items; art != NULL; art = art->next) 1435 for (art = al->items; art; art = art->next)
1410 { 1436 {
1411 if (!art->chance) 1437 if (!art->chance)
1412 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1438 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1413 else 1439 else
1414 al->total_chance += art->chance; 1440 al->total_chance += art->chance;
1415 } 1441 }
1416#if 0 1442#if 0
1417 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1443 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1418#endif 1444#endif
1419 } 1445 }
1420 1446
1426 * Used in artifact generation. The bonuses of the first object 1452 * Used in artifact generation. The bonuses of the first object
1427 * is modified by the bonuses of the second object. 1453 * is modified by the bonuses of the second object.
1428 */ 1454 */
1429 1455
1430void 1456void
1431add_abilities (object * op, object * change) 1457add_abilities (object *op, object *change)
1432{ 1458{
1433 int i, tmp; 1459 int i, tmp;
1434 1460
1435 if (change->face != blank_face) 1461 if (change->face != blank_face)
1436 { 1462 {
1437#ifdef TREASURE_VERBOSE 1463#ifdef TREASURE_VERBOSE
1438 LOG (llevDebug, "FACE: %d\n", change->face->number); 1464 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1439#endif 1465#endif
1440 op->face = change->face; 1466 op->face = change->face;
1441 } 1467 }
1442 1468
1443 for (i = 0; i < NUM_STATS; i++) 1469 for (i = 0; i < NUM_STATS; i++)
1477 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1503 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1478 { 1504 {
1479 CLEAR_FLAG (op, FLAG_ANIMATE); 1505 CLEAR_FLAG (op, FLAG_ANIMATE);
1480 /* so artifacts will join */ 1506 /* so artifacts will join */
1481 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1507 if (!QUERY_FLAG (op, FLAG_ALIVE))
1482 op->speed = 0.0; 1508 op->speed = 0.0;
1483 1509
1484 update_ob_speed (op); 1510 op->set_speed (op->speed);
1485 } 1511 }
1486 1512
1487 if (change->nrof) 1513 if (change->nrof)
1488 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1514 op->nrof = rndm (change->nrof) + 1;
1489 1515
1490 op->stats.exp += change->stats.exp; /* Speed modifier */ 1516 op->stats.exp += change->stats.exp; /* Speed modifier */
1491 op->stats.wc += change->stats.wc; 1517 op->stats.wc += change->stats.wc;
1492 op->stats.ac += change->stats.ac; 1518 op->stats.ac += change->stats.ac;
1493 1519
1494 if (change->other_arch) 1520 if (change->other_arch)
1495 { 1521 {
1496 /* Basically, for horns & potions, the other_arch field is the spell 1522 /* 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 1523 * to cast. So convert that to into a spell and put it into
1498 * this object. 1524 * this object.
1499 */ 1525 */
1500 if (op->type == HORN || op->type == POTION) 1526 if (op->type == HORN || op->type == POTION)
1501 { 1527 {
1502 object *tmp_obj; 1528 object *tmp_obj;
1529
1503 /* Remove any spells this object currently has in it */ 1530 /* Remove any spells this object currently has in it */
1504 while (op->inv) 1531 while (op->inv)
1505 { 1532 op->inv->destroy ();
1506 tmp_obj = op->inv;
1507 remove_ob (tmp_obj);
1508 free_object (tmp_obj);
1509 }
1510 1533
1511 tmp_obj = arch_to_object (change->other_arch); 1534 tmp_obj = arch_to_object (change->other_arch);
1512 insert_ob_in_ob (tmp_obj, op); 1535 insert_ob_in_ob (tmp_obj, op);
1513 } 1536 }
1514 /* No harm setting this for potions/horns */ 1537 /* No harm setting this for potions/horns */
1515 op->other_arch = change->other_arch; 1538 op->other_arch = change->other_arch;
1516 } 1539 }
1517 1540
1518 if (change->stats.hp < 0) 1541 if (change->stats.hp < 0)
1551 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1574 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1552 1575
1553 op->item_power = change->item_power; 1576 op->item_power = change->item_power;
1554 1577
1555 for (i = 0; i < NROFATTACKS; i++) 1578 for (i = 0; i < NROFATTACKS; i++)
1556 {
1557 if (change->resist[i]) 1579 if (change->resist[i])
1558 {
1559 op->resist[i] += change->resist[i]; 1580 op->resist[i] += change->resist[i];
1560 }
1561 }
1562 1581
1563 if (change->stats.dam) 1582 if (change->stats.dam)
1564 { 1583 {
1565 if (change->stats.dam < 0) 1584 if (change->stats.dam < 0)
1566 op->stats.dam = (-change->stats.dam); 1585 op->stats.dam = (-change->stats.dam);
1567 else if (op->stats.dam) 1586 else if (op->stats.dam)
1568 { 1587 {
1569 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1588 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1570 if (tmp == op->stats.dam) 1589 if (tmp == op->stats.dam)
1571 { 1590 {
1572 if (change->stats.dam < 10) 1591 if (change->stats.dam < 10)
1573 op->stats.dam--; 1592 op->stats.dam--;
1593 else
1594 op->stats.dam++;
1595 }
1574 else 1596 else
1575 op->stats.dam++;
1576 }
1577 else
1578 op->stats.dam = tmp; 1597 op->stats.dam = tmp;
1579 } 1598 }
1580 } 1599 }
1581 1600
1582 if (change->weight) 1601 if (change->weight)
1583 { 1602 {
1584 if (change->weight < 0) 1603 if (change->weight < 0)
1585 op->weight = (-change->weight); 1604 op->weight = (-change->weight);
1586 else 1605 else
1587 op->weight = (op->weight * (change->weight)) / 100; 1606 op->weight = (op->weight * (change->weight)) / 100;
1588 } 1607 }
1589 1608
1590 if (change->last_sp) 1609 if (change->last_sp)
1591 { 1610 {
1592 if (change->last_sp < 0) 1611 if (change->last_sp < 0)
1593 op->last_sp = (-change->last_sp); 1612 op->last_sp = (-change->last_sp);
1594 else 1613 else
1595 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1614 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1596 } 1615 }
1597 1616
1598 if (change->gen_sp_armour) 1617 if (change->gen_sp_armour)
1599 { 1618 {
1600 if (change->gen_sp_armour < 0) 1619 if (change->gen_sp_armour < 0)
1601 op->gen_sp_armour = (-change->gen_sp_armour); 1620 op->gen_sp_armour = (-change->gen_sp_armour);
1602 else 1621 else
1603 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1622 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1604 } 1623 }
1605 1624
1606 op->value *= change->value; 1625 op->value *= change->value;
1607 1626
1608 if (change->material) 1627 if (change->materials)
1609 op->material = change->material; 1628 op->materials = change->materials;
1610 1629
1611 if (change->materialname) 1630 if (change->materialname)
1612 op->materialname = change->materialname; 1631 op->materialname = change->materialname;
1613 1632
1614 if (change->slaying) 1633 if (change->slaying)
1620 if (change->msg) 1639 if (change->msg)
1621 op->msg = change->msg; 1640 op->msg = change->msg;
1622} 1641}
1623 1642
1624static int 1643static int
1625legal_artifact_combination (object * op, artifact * art) 1644legal_artifact_combination (object *op, artifact * art)
1626{ 1645{
1627 int neg, success = 0; 1646 int neg, success = 0;
1628 linked_char *tmp; 1647 linked_char *tmp;
1629 const char *name; 1648 const char *name;
1630 1649
1631 if (art->allowed == (linked_char *) NULL) 1650 if (art->allowed == (linked_char *) NULL)
1632 return 1; /* Ie, "all" */ 1651 return 1; /* Ie, "all" */
1633 for (tmp = art->allowed; tmp; tmp = tmp->next) 1652 for (tmp = art->allowed; tmp; tmp = tmp->next)
1634 { 1653 {
1635#ifdef TREASURE_VERBOSE 1654#ifdef TREASURE_VERBOSE
1636 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1655 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1637#endif 1656#endif
1638 if (*tmp->name == '!') 1657 if (*tmp->name == '!')
1639 name = tmp->name + 1, neg = 1; 1658 name = tmp->name + 1, neg = 1;
1640 else 1659 else
1641 name = tmp->name, neg = 0; 1660 name = tmp->name, neg = 0;
1642 1661
1643 /* If we match name, then return the opposite of 'neg' */ 1662 /* If we match name, then return the opposite of 'neg' */
1644 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1663 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1645 return !neg; 1664 return !neg;
1646 1665
1647 /* Set success as true, since if the match was an inverse, it means 1666 /* Set success as true, since if the match was an inverse, it means
1648 * everything is allowed except what we match 1667 * everything is allowed except what we match
1649 */ 1668 */
1650 else if (neg) 1669 else if (neg)
1651 success = 1; 1670 success = 1;
1652 } 1671 }
1653 return success; 1672 return success;
1654} 1673}
1655 1674
1656/* 1675/*
1663{ 1682{
1664 char new_name[MAX_BUF]; 1683 char new_name[MAX_BUF];
1665 1684
1666 sprintf (new_name, "of %s", &artifct->name); 1685 sprintf (new_name, "of %s", &artifct->name);
1667 op->title = new_name; 1686 op->title = new_name;
1668 add_abilities (op, artifct); /* Give out the bonuses */ 1687 add_abilities (op, artifct); /* Give out the bonuses */
1669 1688
1670#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1689#if 0 /* Bit verbose, but keep it here until next time I need it... */
1671 { 1690 {
1672 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1691 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1692
1673 SET_FLAG (op, FLAG_IDENTIFIED); 1693 SET_FLAG (op, FLAG_IDENTIFIED);
1674 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1694 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1675 if (!identified) 1695 if (!identified)
1676 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1696 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1677 } 1697 }
1689 1709
1690/* Give 1 re-roll attempt per artifact */ 1710/* Give 1 re-roll attempt per artifact */
1691#define ARTIFACT_TRIES 2 1711#define ARTIFACT_TRIES 2
1692 1712
1693void 1713void
1694generate_artifact (object * op, int difficulty) 1714generate_artifact (object *op, int difficulty)
1695{ 1715{
1696 artifactlist *al; 1716 artifactlist *al;
1697 artifact *art; 1717 artifact *art;
1698 int i; 1718 int i;
1699 1719
1700 al = find_artifactlist (op->type); 1720 al = find_artifactlist (op->type);
1701 1721
1702 if (al == NULL) 1722 if (al == NULL)
1703 { 1723 {
1704#if 0 /* This is too verbose, usually */ 1724#if 0 /* This is too verbose, usually */
1705 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1725 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1706#endif 1726#endif
1707 return; 1727 return;
1708 } 1728 }
1709 1729
1710 for (i = 0; i < ARTIFACT_TRIES; i++) 1730 for (i = 0; i < ARTIFACT_TRIES; i++)
1711 { 1731 {
1712 int roll = RANDOM () % al->total_chance; 1732 int roll = rndm (al->total_chance);
1713 1733
1714 for (art = al->items; art != NULL; art = art->next) 1734 for (art = al->items; art; art = art->next)
1715 { 1735 {
1716 roll -= art->chance; 1736 roll -= art->chance;
1717 if (roll < 0) 1737 if (roll < 0)
1718 break; 1738 break;
1719 } 1739 }
1720 1740
1721 if (art == NULL || roll >= 0) 1741 if (art == NULL || roll >= 0)
1722 { 1742 {
1723#if 1 1743#if 1
1724 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1744 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1725#endif 1745#endif
1726 return; 1746 return;
1727 } 1747 }
1728 if (!strcmp (art->item->name, "NONE")) 1748 if (!strcmp (art->item->name, "NONE"))
1729 return; 1749 return;
1730 if (FABS (op->magic) < art->item->magic) 1750 if (FABS (op->magic) < art->item->magic)
1731 continue; /* Not magic enough to be this item */ 1751 continue; /* Not magic enough to be this item */
1732 1752
1733 /* Map difficulty not high enough */ 1753 /* Map difficulty not high enough */
1734 if (difficulty < art->difficulty) 1754 if (difficulty < art->difficulty)
1735 continue; 1755 continue;
1736 1756
1737 if (!legal_artifact_combination (op, art)) 1757 if (!legal_artifact_combination (op, art))
1738 { 1758 {
1739#ifdef TREASURE_VERBOSE 1759#ifdef TREASURE_VERBOSE
1740 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1760 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1741#endif 1761#endif
1742 continue; 1762 continue;
1743 } 1763 }
1764
1744 give_artifact_abilities (op, art->item); 1765 give_artifact_abilities (op, art->item);
1745 return; 1766 return;
1746 } 1767 }
1747} 1768}
1748 1769
1750 * FOOD, except they inherit properties (name, food value, etc). 1771 * FOOD, except they inherit properties (name, food value, etc).
1751 * based on the original owner (or 'donor' if you like). -b.t. 1772 * based on the original owner (or 'donor' if you like). -b.t.
1752 */ 1773 */
1753 1774
1754void 1775void
1755fix_flesh_item (object * item, object * donor) 1776fix_flesh_item (object *item, object *donor)
1756{ 1777{
1757 char tmpbuf[MAX_BUF]; 1778 char tmpbuf[MAX_BUF];
1758 int i; 1779 int i;
1759 1780
1760 if (item->type == FLESH && donor) 1781 if (item->type == FLESH && donor)
1761 { 1782 {
1762 /* change the name */ 1783 /* change the name */
1763 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1784 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1785 item->name = tmpbuf;
1764 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1786 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1787 item->name_pl = tmpbuf;
1765 1788
1766 /* weight is FLESH weight/100 * donor */ 1789 /* weight is FLESH weight/100 * donor */
1767 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1790 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1768 item->weight = 1; 1791 item->weight = 1;
1769 1792
1770 /* value is multiplied by level of donor */ 1793 /* value is multiplied by level of donor */
1771 item->value *= isqrt (donor->level * 2); 1794 item->value *= isqrt (donor->level * 2);
1772 1795
1773 /* food value */ 1796 /* food value */
1775 1798
1776 /* flesh items inherit some abilities of donor, but not 1799 /* flesh items inherit some abilities of donor, but not
1777 * full effect. 1800 * full effect.
1778 */ 1801 */
1779 for (i = 0; i < NROFATTACKS; i++) 1802 for (i = 0; i < NROFATTACKS; i++)
1780 item->resist[i] = donor->resist[i] / 2; 1803 item->resist[i] = donor->resist[i] / 2;
1781 1804
1782 /* item inherits donor's level (important for quezals) */ 1805 /* item inherits donor's level (important for quezals) */
1783 item->level = donor->level; 1806 item->level = donor->level;
1784 1807
1785 /* if donor has some attacktypes, the flesh is poisonous */ 1808 /* if donor has some attacktypes, the flesh is poisonous */
1786 if (donor->attacktype & AT_POISON) 1809 if (donor->attacktype & AT_POISON)
1787 item->type = POISON; 1810 item->type = POISON;
1788 if (donor->attacktype & AT_ACID) 1811 if (donor->attacktype & AT_ACID)
1789 item->stats.hp = -1 * item->stats.food; 1812 item->stats.hp = -1 * item->stats.food;
1790 SET_FLAG (item, FLAG_NO_STEAL); 1813 SET_FLAG (item, FLAG_NO_STEAL);
1791 } 1814 }
1792} 1815}
1793 1816
1794/* special_potion() - so that old potion code is still done right. */ 1817/* special_potion() - so that old potion code is still done right. */
1795 1818
1796int 1819int
1797special_potion (object * op) 1820special_potion (object *op)
1798{ 1821{
1799
1800 int i;
1801
1802 if (op->attacktype) 1822 if (op->attacktype)
1803 return 1; 1823 return 1;
1804 1824
1805 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1825 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; 1826 return 1;
1807 1827
1808 for (i = 0; i < NROFATTACKS; i++) 1828 for (int i = 0; i < NROFATTACKS; i++)
1809 if (op->resist[i]) 1829 if (op->resist[i])
1810 return 1; 1830 return 1;
1811 1831
1812 return 0; 1832 return 0;
1813} 1833}
1814 1834
1815void 1835void
1816free_treasurestruct (treasure * t) 1836free_treasurestruct (treasure *t)
1817{ 1837{
1818 if (t->next)
1819 free_treasurestruct (t->next); 1838 if (t->next) free_treasurestruct (t->next);
1820 if (t->next_yes)
1821 free_treasurestruct (t->next_yes); 1839 if (t->next_yes) free_treasurestruct (t->next_yes);
1822 if (t->next_no)
1823 free_treasurestruct (t->next_no); 1840 if (t->next_no) free_treasurestruct (t->next_no);
1824 1841
1825 delete t; 1842 delete t;
1826} 1843}
1827 1844
1828void 1845void
1829free_charlinks (linked_char * lc) 1846free_charlinks (linked_char *lc)
1830{ 1847{
1831 if (lc->next) 1848 if (lc->next)
1832 free_charlinks (lc->next); 1849 free_charlinks (lc->next);
1833 1850
1834 delete lc; 1851 delete lc;
1835} 1852}
1836 1853
1837void 1854void
1838free_artifact (artifact * at) 1855free_artifact (artifact *at)
1839{ 1856{
1840 if (at->next)
1841 free_artifact (at->next); 1857 if (at->next) free_artifact (at->next);
1842
1843 if (at->allowed)
1844 free_charlinks (at->allowed); 1858 if (at->allowed) free_charlinks (at->allowed);
1845 1859
1846 at->item->free (1); 1860 at->item->destroy (1);
1847 1861
1848 delete at; 1862 sfree (at);
1849} 1863}
1850 1864
1851void 1865void
1852free_artifactlist (artifactlist * al) 1866free_artifactlist (artifactlist *al)
1853{ 1867{
1854 artifactlist *nextal; 1868 artifactlist *nextal;
1855 1869
1856 for (al = first_artifactlist; al != NULL; al = nextal) 1870 for (al = first_artifactlist; al; al = nextal)
1857 { 1871 {
1858 nextal = al->next; 1872 nextal = al->next;
1859 1873
1860 if (al->items) 1874 if (al->items)
1861 free_artifact (al->items); 1875 free_artifact (al->items);
1862 1876
1863 free (al); 1877 sfree (al);
1864 } 1878 }
1865} 1879}
1866 1880
1867void 1881void
1868free_all_treasures (void) 1882free_all_treasures (void)
1869{ 1883{
1870 treasurelist *tl, *next; 1884 treasurelist *tl, *next;
1871 1885
1872
1873 for (tl = first_treasurelist; tl != NULL; tl = next) 1886 for (tl = first_treasurelist; tl; tl = next)
1874 { 1887 {
1888 clear (tl);
1889
1875 next = tl->next; 1890 next = tl->next;
1876 if (tl->items)
1877 free_treasurestruct (tl->items);
1878 delete tl; 1891 delete tl;
1879 } 1892 }
1893
1880 free_artifactlist (first_artifactlist); 1894 free_artifactlist (first_artifactlist);
1881} 1895}

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