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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 1.71 by root, Tue Apr 15 03:16:02 2008 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.15 2006/09/09 21:48:28 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29
30#define ALLOWED_COMBINATION
31 23
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
35 * left on 27 * left on
36 */ 28 */
37#define TREASURE_DEBUG 29#define TREASURE_DEBUG
38 30
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 31/* TREASURE_VERBOSE enables copious output concerning artifact generation */
32
40/* #define TREASURE_VERBOSE */ 33//#define TREASURE_VERBOSE
41 34
42#include <global.h> 35#include <global.h>
43#include <treasure.h> 36#include <treasure.h>
44#include <funcpoint.h> 37#include <funcpoint.h>
45#include <loader.h> 38#include <loader.h>
46 39
47
48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 40extern char *spell_mapping[];
50 41
51/* 42static treasurelist *first_treasurelist;
52 * Initialize global archtype pointers:
53 */
54 43
44static void change_treasure (treasure *t, object *op); /* overrule default values */
45
46typedef std::tr1::unordered_map<
47 const char *,
48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >,
52 true
53> tl_map_t;
54
55static tl_map_t tl_map;
56
57/*
58 * Searches for the given treasurelist
59 */
60treasurelist *
61treasurelist::find (const char *name)
62{
63 if (!name)
64 return 0;
65
66 auto (i, tl_map.find (name));
67
68 if (i == tl_map.end ())
69 return 0;
70
71 return i->second;
72}
73
74/*
75 * Searches for the given treasurelist in the globally linked list
76 * of treasurelists which has been built by load_treasures().
77 */
78treasurelist *
79treasurelist::get (const char *name)
80{
81 treasurelist *tl = find (name);
82
83 if (!tl)
84 {
85 tl = new treasurelist;
86
87 tl->name = name;
88 tl->next = first_treasurelist;
89 first_treasurelist = tl;
90
91 tl_map.insert (std::make_pair (tl->name, tl));
92 }
93
94 return tl;
95}
96
97//TODO: class method
55void 98void
56init_archetype_pointers () 99clear (treasurelist *tl)
57{ 100{
58 int prev_warn = warn_archetypes; 101 if (tl->items)
59 warn_archetypes = 1;
60 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring");
62 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet");
64 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff");
66 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown");
68 warn_archetypes = prev_warn;
69}
70
71/*
72 * Allocate and return the pointer to an empty treasurelist structure.
73 */
74
75static treasurelist *
76get_empty_treasurelist (void)
77{
78 return new treasurelist;
79}
80
81/*
82 * Allocate and return the pointer to an empty treasure structure.
83 */
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89
90 t->chance = 100;
91
92 return t;
93}
94
95/*
96 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists)
98 */
99
100static treasure *
101load_treasure (FILE * fp, int *line)
102{
103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure ();
105 int value;
106
107 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
110 (*line)++;
111
112 if (*buf == '#')
113 continue;
114 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0';
116 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */
118 cp++;
119
120 if (sscanf (cp, "arch %s", variable))
121 {
122 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 else if (sscanf (cp, "list %s", variable))
126 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end"))
144 return t;
145 else if (!strcmp (cp, "more"))
146 {
147 t->next = load_treasure (fp, line);
148 return t;
149 }
150 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 102 {
153 LOG (llevError, "treasure lacks 'end'.\n"); 103 free_treasurestruct (tl->items);
154 return t; 104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
155} 108}
156 109
157#ifdef TREASURE_DEBUG 110#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
160 */ 113 */
161static void 114static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 115check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 116{
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)) 117 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); 118 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 */ 119
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 120 if (t->next)
172 check_treasurelist (t->next, tl); 121 check_treasurelist (t->next, tl);
122
173 if (t->next_yes) 123 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 124 check_treasurelist (t->next_yes, tl);
125
175 if (t->next_no) 126 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 127 check_treasurelist (t->next_no, tl);
177} 128}
178#endif 129#endif
179 130
180/* 131/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 132 * Reads the lib/treasure file from disk, and parses the contents
133 * into an internal treasure structure (very linked lists)
134 */
135static treasure *
136read_treasure (object_thawer &f)
137{
138 treasure *t = new treasure;
139
140 f.next ();
141
142 for (;;)
143 {
144 coroapi::cede_to_tick ();
145
146 switch (f.kw)
147 {
148 case KW_arch:
149 t->item = archetype::get (f.get_str ());
150 break;
151
152 case KW_list: f.get (t->name); break;
153 case KW_change_name: f.get (t->change_arch.name); break;
154 case KW_change_title: f.get (t->change_arch.title); break;
155 case KW_change_slaying: f.get (t->change_arch.slaying); break;
156 case KW_chance: f.get (t->chance); break;
157 case KW_nrof: f.get (t->nrof); break;
158 case KW_magic: f.get (t->magic); break;
159
160 case KW_yes: t->next_yes = read_treasure (f); continue;
161 case KW_no: t->next_no = read_treasure (f); continue;
162
163 case KW_end:
164 f.next ();
165 return t;
166
167 case KW_more:
168 t->next = read_treasure (f);
169 return t;
170
171 default:
172 if (!f.parse_error ("treasurelist", t->name))
173 return 0;
174
175 return t;
176 }
177
178 f.next ();
179 }
180}
181
182/*
182 * Each treasure is parsed with the help of load_treasure(). 183 * Each treasure is parsed with the help of load_treasure().
183 */ 184 */
184 185treasurelist *
185void 186treasurelist::read (object_thawer &f)
186load_treasures (void)
187{ 187{
188 FILE *fp; 188 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t;
192 int comp, line = 0;
193 189
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 190 bool one = f.kw == KW_treasureone;
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 191 treasurelist *tl = treasurelist::get (f.get_str ());
196 { 192 clear (tl);
197 LOG (llevError, "Can't open treasure file.\n"); 193 tl->items = read_treasure (f);
194 if (!tl->items)
198 return; 195 return 0;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205 196
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 {
208 treasurelist *tl = get_empty_treasurelist ();
209 tl->name = name;
210 if (previous == NULL)
211 first_treasurelist = tl;
212 else
213 previous->next = tl;
214 previous = tl;
215 tl->items = load_treasure (fp, &line);
216
217 /* This is a one of the many items on the list should be generated. 197 /* 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 198 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 199 * fields of the treasures are not being used.
220 */
221 if (!strncmp (buf, "treasureone", 11))
222 {
223 for (t = tl->items; t != NULL; t = t->next)
224 {
225#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no)
227 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n");
230 }
231#endif
232 tl->total_chance += t->chance;
233 }
234 }
235 }
236 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 }
239 close_and_delete (fp, comp);
240
241#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element.
246 */ 200 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
248 check_treasurelist (previous->items, previous);
249#endif
250}
251
252/*
253 * Searches for the given treasurelist in the globally linked list
254 * of treasurelists which has been built by load_treasures().
255 */
256
257treasurelist *
258find_treasurelist (const char *name)
259{
260 /* Special cases - randomitems of NULL is to override default. If
261 * first_treasurelist is null, it means we are on the first pass of
262 * of loading archetypes, so for now, just return - second pass will
263 * init these values.
264 */
265 if (!name) 201 if (one)
266 return 0; 202 {
203 for (treasure *t = tl->items; t; t = t->next)
204 {
205 if (t->next_yes || t->next_no)
206 {
207 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
208 LOG (llevError, " the next_yes or next_no field is set\n");
209 }
267 210
268 if (const char *tmp = shstr::find (name)) 211 tl->total_chance += t->chance;
269 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) 212 }
270 if (tmp == tl->name) 213 }
271 return tl;
272 214
273 if (first_treasurelist)
274 LOG (llevError, "Couldn't find treasurelist %s\n", name);
275
276 return 0; 215 return tl;
277} 216}
278
279 217
280/* 218/*
281 * Generates the objects specified by the given treasure. 219 * Generates the objects specified by the given treasure.
282 * It goes recursively through the rest of the linked list. 220 * It goes recursively through the rest of the linked list.
283 * If there is a certain percental chance for a treasure to be generated, 221 * If there is a certain percental chance for a treasure to be generated,
286 * being generated. 224 * being generated.
287 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 225 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
288 * abilities. This is used by summon spells, thus no summoned monsters 226 * abilities. This is used by summon spells, thus no summoned monsters
289 * start with equipment, but only their abilities). 227 * start with equipment, but only their abilities).
290 */ 228 */
291
292
293static void 229static void
294put_treasure (object * op, object * creator, int flags) 230put_treasure (object *op, object *creator, int flags)
295{ 231{
296 object *tmp; 232 if (flags & GT_ENVIRONMENT)
297 233 {
298 /* Bit of a hack - spells should never be put onto the map. The entire 234 /* 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 235 * 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 236 * this is the original object, or if this is an object that should be created
301 * by another object. 237 * by another object.
302 */ 238 */
303 if (flags & GT_ENVIRONMENT && op->type != SPELL) 239 //TODO: flag such as objects... as such (no drop, anybody?)
304 { 240 if (op->type == SPELL)
305 op->x = creator->x; 241 {
306 op->y = creator->y; 242 op->destroy ();
243 return;
244 }
245
246 op->expand_tail ();
247
248 if (op->blocked (creator->map, creator->x, creator->y))
249 op->destroy ();
250 else
251 {
307 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
308 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 }
309 } 255 }
310 else 256 else
311 { 257 {
312 op = insert_ob_in_ob (op, creator); 258 op = creator->insert (op);
259
313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
314 monster_check_apply (creator, op); 261 monster_check_apply (creator, op);
315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 262
263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
316 esrv_send_item (tmp, op); 265 esrv_send_item (tmp, op);
317 } 266 }
318} 267}
319 268
320/* if there are change_xxx commands in the treasure, we include the changes 269/* if there are change_xxx commands in the treasure, we include the changes
321 * in the generated object 270 * in the generated object
335 284
336 if (t->change_arch.slaying) 285 if (t->change_arch.slaying)
337 op->slaying = t->change_arch.slaying; 286 op->slaying = t->change_arch.slaying;
338} 287}
339 288
340void 289static void
341create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 290create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
342{ 291{
343 object *tmp;
344
345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 292 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
346 { 293 {
347 if (t->name) 294 if (t->name)
348 { 295 {
349 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 296 if (difficulty >= t->magic)
350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 297 if (treasurelist *tl = treasurelist::find (t->name))
351 } 298 create_treasure (tl, op, flag, difficulty, tries);
299 else
300 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
301 }
352 else 302 else
353 { 303 {
354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
355 { 305 {
356 tmp = arch_to_object (t->item); 306 object *tmp = arch_to_object (t->item);
307
357 if (t->nrof && tmp->nrof <= 1) 308 if (t->nrof && tmp->nrof <= 1)
358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 309 tmp->nrof = rndm (t->nrof) + 1;
310
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 311 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 312 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 313 put_treasure (tmp, op, flag);
362 } 314 }
363 } 315 }
364 316
365 if (t->next_yes != NULL) 317 if (t->next_yes)
366 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 318 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 } 319 }
368 else if (t->next_no != NULL) 320 else if (t->next_no)
369 create_all_treasures (t->next_no, op, flag, difficulty, tries); 321 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370 322
371 if (t->next != NULL) 323 if (t->next)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 324 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 325}
374 326
375void 327static void
376create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries) 328create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 329{
378 int value = RANDOM () % tl->total_chance; 330 int value = rndm (tl->total_chance);
379 treasure *t; 331 treasure *t;
380 332
381 if (tries++ > 100) 333 if (tries++ > 100)
382 { 334 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 335 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 336 return;
385 } 337 }
386 338
387 for (t = tl->items; t != NULL; t = t->next) 339 for (t = tl->items; t; t = t->next)
388 { 340 {
389 value -= t->chance; 341 value -= t->chance;
390 342
391 if (value < 0) 343 if (value < 0)
392 break; 344 break;
393 } 345 }
394 346
395 if (!t || value >= 0) 347 if (!t || value >= 0)
396 {
397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 348 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
398 abort ();
399 return;
400 }
401 349
402 if (t->name) 350 if (t->name)
403 { 351 {
404 if (!strcmp (t->name, "NONE"))
405 return;
406
407 if (difficulty >= t->magic) 352 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 353 {
354 treasurelist *tl = treasurelist::find (t->name);
355 if (tl)
356 create_treasure (tl, op, flag, difficulty, tries);
357 }
409 else if (t->nrof) 358 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 359 create_one_treasure (tl, op, flag, difficulty, tries);
411
412 return;
413 } 360 }
414
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
416 { 362 {
417 object *tmp = arch_to_object (t->item); 363 if (object *tmp = arch_to_object (t->item))
418 364 {
419 if (!tmp)
420 return;
421
422 if (t->nrof && tmp->nrof <= 1) 365 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
424 367
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 369 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 370 put_treasure (tmp, op, flag);
371 }
428 } 372 }
373}
374
375void
376object::create_treasure (treasurelist *tl, int flags)
377{
378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
429} 379}
430 380
431/* This calls the appropriate treasure creation function. tries is passed 381/* This calls the appropriate treasure creation function. tries is passed
432 * to determine how many list transitions or attempts to create treasure 382 * to determine how many list transitions or attempts to create treasure
433 * have been made. It is really in place to prevent infinite loops with 383 * have been made. It is really in place to prevent infinite loops with
434 * list transitions, or so that excessively good treasure will not be 384 * 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 385 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 386 * to do that.
437 */ 387 */
438void 388void
439create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 389create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 390{
391 // empty treasurelists are legal
392 if (!tl->items)
393 return;
441 394
442 if (tries++ > 100) 395 if (tries++ > 100)
443 { 396 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return; 398 return;
446 } 399 }
400
401 if (op->flag [FLAG_TREASURE_ENV])
402 {
403 // do not generate items when there already is something above the object
404 if (op->flag [FLAG_IS_FLOOR] && op->above)
405 return;
406
407 flag |= GT_ENVIRONMENT;
408 }
409
447 if (t->total_chance) 410 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 412 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 413 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 414}
452 415
453/* This is similar to the old generate treasure function. However, 416/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 417 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 418 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 419 * inserted into, and then return that treausre
457 */ 420 */
458object * 421object *
459generate_treasure (treasurelist * t, int difficulty) 422generate_treasure (treasurelist *tl, int difficulty)
460{ 423{
461 object *ob = get_object (), *tmp; 424 difficulty = clamp (difficulty, 1, settings.max_level);
462 425
426 object *ob = object::create ();
427
463 create_treasure (t, ob, 0, difficulty, 0); 428 create_treasure (tl, ob, 0, difficulty, 0);
464 429
465 /* Don't want to free the object we are about to return */ 430 /* Don't want to free the object we are about to return */
466 tmp = ob->inv; 431 object *tmp = ob->inv;
467 if (tmp != NULL) 432 if (tmp)
468 remove_ob (tmp); 433 tmp->remove ();
434
469 if (ob->inv) 435 if (ob->inv)
470 {
471 LOG (llevError, "In generate treasure, created multiple objects.\n"); 436 LOG (llevError, "In generate treasure, created multiple objects.\n");
472 } 437
473 free_object (ob); 438 ob->destroy ();
474 return tmp; 439 return tmp;
475} 440}
476 441
477/* 442/*
478 * This is a new way of calculating the chance for an item to have 443 * 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 445 * The array has two arguments, the difficulty of the level, and the
481 * magical bonus "wanted". 446 * magical bonus "wanted".
482 */ 447 */
483 448
484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 449static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
485/*chance of magic difficulty*/ 450// chance of magic difficulty
486/* +0 +1 +2 +3 +4 */ 451// +0 +1 +2 +3 +4
487 {95, 2, 2, 1, 0}, /*1 */ 452 {95, 2, 2, 1, 0}, // 1
488 {92, 5, 2, 1, 0}, /*2 */ 453 {92, 5, 2, 1, 0}, // 2
489 {85, 10, 4, 1, 0}, /*3 */ 454 {85, 10, 4, 1, 0}, // 3
490 {80, 14, 4, 2, 0}, /*4 */ 455 {80, 14, 4, 2, 0}, // 4
491 {75, 17, 5, 2, 1}, /*5 */ 456 {75, 17, 5, 2, 1}, // 5
492 {70, 18, 8, 3, 1}, /*6 */ 457 {70, 18, 8, 3, 1}, // 6
493 {65, 21, 10, 3, 1}, /*7 */ 458 {65, 21, 10, 3, 1}, // 7
494 {60, 22, 12, 4, 2}, /*8 */ 459 {60, 22, 12, 4, 2}, // 8
495 {55, 25, 14, 4, 2}, /*9 */ 460 {55, 25, 14, 4, 2}, // 9
496 {50, 27, 16, 5, 2}, /*10 */ 461 {50, 27, 16, 5, 2}, // 10
497 {45, 28, 18, 6, 3}, /*11 */ 462 {45, 28, 18, 6, 3}, // 11
498 {42, 28, 20, 7, 3}, /*12 */ 463 {42, 28, 20, 7, 3}, // 12
499 {40, 27, 21, 8, 4}, /*13 */ 464 {40, 27, 21, 8, 4}, // 13
500 {38, 25, 22, 10, 5}, /*14 */ 465 {38, 25, 22, 10, 5}, // 14
501 {36, 23, 23, 12, 6}, /*15 */ 466 {36, 23, 23, 12, 6}, // 15
502 {33, 21, 24, 14, 8}, /*16 */ 467 {33, 21, 24, 14, 8}, // 16
503 {31, 19, 25, 16, 9}, /*17 */ 468 {31, 19, 25, 16, 9}, // 17
504 {27, 15, 30, 18, 10}, /*18 */ 469 {27, 15, 30, 18, 10}, // 18
505 {20, 12, 30, 25, 13}, /*19 */ 470 {20, 12, 30, 25, 13}, // 19
506 {15, 10, 28, 30, 17}, /*20 */ 471 {15, 10, 28, 30, 17}, // 20
507 {13, 9, 27, 28, 23}, /*21 */ 472 {13, 9, 27, 28, 23}, // 21
508 {10, 8, 25, 28, 29}, /*22 */ 473 {10, 8, 25, 28, 29}, // 22
509 {8, 7, 23, 26, 36}, /*23 */ 474 { 8, 7, 23, 26, 36}, // 23
510 {6, 6, 20, 22, 46}, /*24 */ 475 { 6, 6, 20, 22, 46}, // 24
511 {4, 5, 17, 18, 56}, /*25 */ 476 { 4, 5, 17, 18, 56}, // 25
512 {2, 4, 12, 14, 68}, /*26 */ 477 { 2, 4, 12, 14, 68}, // 26
513 {0, 3, 7, 10, 80}, /*27 */ 478 { 0, 3, 7, 10, 80}, // 27
514 {0, 0, 3, 7, 90}, /*28 */ 479 { 0, 0, 3, 7, 90}, // 28
515 {0, 0, 0, 3, 97}, /*29 */ 480 { 0, 0, 0, 3, 97}, // 29
516 {0, 0, 0, 0, 100}, /*30 */ 481 { 0, 0, 0, 0, 100}, // 30
517 {0, 0, 0, 0, 100}, /*31 */ 482 { 0, 0, 0, 0, 100}, // 31
518}; 483};
519
520 484
521/* calculate the appropriate level for wands staves and scrolls. 485/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 486 * This code presumes that op has had its spell object created (in op->inv)
523 * 487 *
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 488 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 490 */
527
528int 491int
529level_for_item (const object * op, int difficulty) 492level_for_item (const object *op, int difficulty)
530{ 493{
531 int olevel = 0;
532
533 if (!op->inv) 494 if (!op->inv)
534 { 495 {
535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 496 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536 return 0; 497 return 0;
537 } 498 }
538 499
539 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 500 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
540 501
541 if (olevel <= 0) 502 if (olevel <= 0)
542 olevel = rndm (1, MIN (op->inv->level, 1)); 503 olevel = rndm (1, op->inv->level);
543 504
544 if (olevel > MAXLEVEL) 505 return min (olevel, MAXLEVEL);
545 olevel = MAXLEVEL;
546
547 return olevel;
548} 506}
549 507
550/* 508/*
551 * Based upon the specified difficulty and upon the difftomagic_list array, 509 * Based upon the specified difficulty and upon the difftomagic_list array,
552 * a random magical bonus is returned. This is used when determine 510 * a random magical bonus is returned. This is used when determine
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 513 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some 514 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31. 515 * weird integer between 1-31.
558 * 516 *
559 */ 517 */
560
561int 518int
562magic_from_difficulty (int difficulty) 519magic_from_difficulty (int difficulty)
563{ 520{
564 int percent = 0, magic = 0; 521 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 522 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
570 scaled_diff = 0; 527 scaled_diff = 0;
571 528
572 if (scaled_diff >= DIFFLEVELS) 529 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1; 530 scaled_diff = DIFFLEVELS - 1;
574 531
575 percent = RANDOM () % 100; 532 percent = rndm (100);
576 533
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 534 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 535 {
579 percent -= difftomagic_list[scaled_diff][magic]; 536 percent -= difftomagic_list[scaled_diff][magic];
580 537
581 if (percent < 0) 538 if (percent < 0)
582 break; 539 break;
583 } 540 }
584 541
585 if (magic == (MAXMAGIC + 1)) 542 if (magic == (MAXMAGIC + 1))
586 { 543 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 544 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 magic = 0; 545 magic = 0;
589 } 546 }
590 547
591 magic = (RANDOM () % 3) ? magic : -magic; 548 magic = (rndm (3)) ? magic : -magic;
592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 549 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593 550
594 return magic; 551 return magic;
595} 552}
596 553
600 * This function doesn't work properly, should add use of archetypes 557 * This function doesn't work properly, should add use of archetypes
601 * to make it truly absolute. 558 * to make it truly absolute.
602 */ 559 */
603 560
604void 561void
605set_abs_magic (object * op, int magic) 562set_abs_magic (object *op, int magic)
606{ 563{
607 if (!magic) 564 if (!magic)
608 return; 565 return;
609 566
610 op->magic = magic; 567 op->magic = magic;
611 if (op->arch) 568 if (op->arch)
612 { 569 {
613 if (op->type == ARMOUR) 570 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
615 572
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 573 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 574 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
619 } 576 }
620 else 577 else
621 { 578 {
622 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 582 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 583 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 584 }
628} 585}
629 586
630/* 587/*
631 * Sets a random magical bonus in the given object based upon 588 * Sets a random magical bonus in the given object based upon
632 * the given difficulty, and the given max possible bonus. 589 * the given difficulty, and the given max possible bonus.
633 */ 590 */
634 591
635static void 592static void
636set_magic (int difficulty, object * op, int max_magic, int flags) 593set_magic (int difficulty, object *op, int max_magic, int flags)
637{ 594{
638 int i; 595 int i;
596
639 i = magic_from_difficulty (difficulty); 597 i = magic_from_difficulty (difficulty);
640 if ((flags & GT_ONLY_GOOD) && i < 0) 598 if ((flags & GT_ONLY_GOOD) && i < 0)
641 i = -i; 599 i = -i;
642 if (i > max_magic) 600 if (i > max_magic)
643 i = max_magic; 601 i = max_magic;
652 * 1) Since rings can have multiple bonuses, if the same bonus 610 * 1) Since rings can have multiple bonuses, if the same bonus
653 * is rolled again, increase it - the bonuses now stack with 611 * is rolled again, increase it - the bonuses now stack with
654 * other bonuses previously rolled and ones the item might natively have. 612 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method. 613 * 2) Add code to deal with new PR method.
656 */ 614 */
657
658void 615void
659set_ring_bonus (object * op, int bonus) 616set_ring_bonus (object *op, int bonus)
660{ 617{
661 618
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 619 int r = rndm (bonus > 0 ? 25 : 11);
663 620
664 if (op->type == AMULET) 621 if (op->type == AMULET)
665 { 622 {
666 if (!(RANDOM () % 21)) 623 if (!(rndm (21)))
667 r = 20 + RANDOM () % 2; 624 r = 20 + rndm (2);
668 else 625 else
669 { 626 {
670 if (RANDOM () & 2) 627 if (rndm (2))
671 r = 10; 628 r = 10;
672 else 629 else
673 r = 11 + RANDOM () % 9; 630 r = 11 + rndm (9);
674 } 631 }
675 } 632 }
676 633
677 switch (r) 634 switch (r)
678 { 635 {
679 /* Redone by MSW 2000-11-26 to have much less code. Also, 636 /* Redone by MSW 2000-11-26 to have much less code. Also,
680 * bonuses and penalties will stack and add to existing values. 637 * bonuses and penalties will stack and add to existing values.
681 * of the item. 638 * of the item.
682 */ 639 */
683 case 0: 640 case 0:
684 case 1: 641 case 1:
685 case 2: 642 case 2:
686 case 3: 643 case 3:
687 case 4: 644 case 4:
688 case 5: 645 case 5:
689 case 6: 646 case 6:
690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 647 op->stats.stat (r) += bonus;
691 break; 648 break;
692 649
693 case 7: 650 case 7:
694 op->stats.dam += bonus; 651 op->stats.dam += bonus;
695 break; 652 break;
696 653
697 case 8: 654 case 8:
698 op->stats.wc += bonus; 655 op->stats.wc += bonus;
699 break; 656 break;
700 657
701 case 9: 658 case 9:
702 op->stats.food += bonus; /* hunger/sustenance */ 659 op->stats.food += bonus; /* hunger/sustenance */
703 break; 660 break;
704 661
705 case 10: 662 case 10:
706 op->stats.ac += bonus; 663 op->stats.ac += bonus;
707 break; 664 break;
708 665
709 /* Item that gives protections/vulnerabilities */ 666 /* Item that gives protections/vulnerabilities */
710 case 11: 667 case 11:
711 case 12: 668 case 12:
712 case 13: 669 case 13:
713 case 14: 670 case 14:
714 case 15: 671 case 15:
715 case 16: 672 case 16:
716 case 17: 673 case 17:
717 case 18: 674 case 18:
718 case 19: 675 case 19:
719 { 676 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 677 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
721 678
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 679 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 680 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
724 681
725 /* Cursed items need to have higher negative values to equal out with 682 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another 683 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with 684 * little random element in since that they don't always end up with
728 * even values. 685 * even values.
729 */ 686 */
730 if (bonus < 0) 687 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 688 val = 2 * -val - rndm (b);
732 if (val > 35) 689 if (val > 35)
733 val = 35; /* Upper limit */ 690 val = 35; /* Upper limit */
734 b = 0; 691 b = 0;
692
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 { 694 resist = rndm (num_resist_table);
737 resist = RANDOM () % num_resist_table; 695
738 } 696 if (b == 4)
739 if (b == 4)
740 return; /* Not able to find a free resistance */ 697 return; /* Not able to find a free resistance */
698
741 op->resist[resist_table[resist]] = val; 699 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 700 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 701 * based on how good a resistance we gave.
744 */ 702 */
745 break; 703 break;
746 } 704 }
747 case 20: 705 case 20:
748 if (op->type == AMULET) 706 if (op->type == AMULET)
749 { 707 {
750 SET_FLAG (op, FLAG_REFL_SPELL); 708 SET_FLAG (op, FLAG_REFL_SPELL);
751 op->value *= 11; 709 op->value *= 11;
752 } 710 }
753 else 711 else
754 { 712 {
755 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
756 op->value *= 4; 714 op->value *= 4;
757 } 715 }
758 break; 716 break;
759 717
760 case 21: 718 case 21:
761 if (op->type == AMULET) 719 if (op->type == AMULET)
762 { 720 {
763 SET_FLAG (op, FLAG_REFL_MISSILE); 721 SET_FLAG (op, FLAG_REFL_MISSILE);
764 op->value *= 9; 722 op->value *= 9;
765 } 723 }
766 else 724 else
767 { 725 {
768 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
769 op->value *= 3; 727 op->value *= 3;
770 } 728 }
771 break; 729 break;
772 730
773 case 22: 731 case 22:
774 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 733 op->value = (op->value * 2) / 3;
776 break; 734 break;
777 } 735 }
736
778 if (bonus > 0) 737 if (bonus > 0)
779 op->value *= 2 * bonus; 738 op->value *= 2 * bonus;
780 else 739 else
781 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -(op->value * 2 * bonus) / 3;
782} 741}
787 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
788 * It is only used in fix_generated_treasure() to set bonuses on 747 * It is only used in fix_generated_treasure() to set bonuses on
789 * rings and amulets. 748 * rings and amulets.
790 * Another scheme is used to calculate the magic of weapons and armours. 749 * Another scheme is used to calculate the magic of weapons and armours.
791 */ 750 */
792
793int 751int
794get_magic (int diff) 752get_magic (int diff)
795{ 753{
796 int i; 754 int i;
755
797 if (diff < 3) 756 if (diff < 3)
798 diff = 3; 757 diff = 3;
758
799 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
800 if (RANDOM () % diff) 760 if (rndm (diff))
801 return i; 761 return i;
762
802 return 4; 763 return 4;
803} 764}
804 765
805#define DICE2 (get_magic(2)==2?2:1) 766#define DICE2 (get_magic(2)==2?2:1)
806#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 767#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
807 768
808/* 769/*
809 * fix_generated_item(): This is called after an item is generated, in 770 * 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 771 * order to set it up right. This produced magical bonuses, puts spells
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 772 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
812 */ 773 */
774
813/* 4/28/96 added creator object from which op may now inherit properties based on 775/* 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 776 * 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 777 * dependant. I know this is a spagetti manuever, but is there a cleaner
816 * way to do this? b.t. */ 778 * way to do this? b.t. */
779
817/* 780/*
818 * ! (flags & GT_ENVIRONMENT): 781 * ! (flags & GT_ENVIRONMENT):
819 * Automatically calls fix_flesh_item(). 782 * Automatically calls fix_flesh_item().
820 * 783 *
821 * flags: 784 * flags:
823 * value. 786 * value.
824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 787 * 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 788 * 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 789 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 790 */
828
829void 791void
830fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 792fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 793{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 794 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 795
834 if (!creator || creator->type == op->type) 796 if (!creator || creator->type == op->type)
835 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 797 creator = op; /*safety & to prevent polymorphed objects giving attributes */
836 798
837 /* If we make an artifact, this information will be destroyed */ 799 /* If we make an artifact, this information will be destroyed */
838 save_item_power = op->item_power; 800 save_item_power = op->item_power;
839 op->item_power = 0; 801 op->item_power = 0;
840 802
841 if (op->randomitems && op->type != SPELL) 803 if (op->randomitems && op->type != SPELL)
842 { 804 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
844 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846
847 /* So the treasure doesn't get created again */ 806 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 807 op->randomitems = 0;
849 } 808 }
850 809
851 if (difficulty < 1) 810 if (difficulty < 1)
852 difficulty = 1; 811 difficulty = 1;
853 812
813 if (INVOKE_OBJECT (ADD_BONUS, op,
814 ARG_OBJECT (creator != op ? creator : 0),
815 ARG_INT (difficulty), ARG_INT (max_magic),
816 ARG_INT (flags)))
817 return;
818
854 if (!(flags & GT_MINIMAL)) 819 if (!(flags & GT_MINIMAL))
855 { 820 {
856 if (op->arch == crown_arch) 821 if (op->arch == crown_arch)
857 { 822 {
858 set_magic (difficulty, op, max_magic, flags); 823 set_magic (difficulty, op, max_magic, flags);
859 num_enchantments = calc_item_power (op, 1); 824 num_enchantments = calc_item_power (op, 1);
860 generate_artifact (op, difficulty); 825 generate_artifact (op, difficulty);
861 } 826 }
862 else 827 else
863 { 828 {
864 if (!op->magic && max_magic) 829 if (!op->magic && max_magic)
865 set_magic (difficulty, op, max_magic, flags); 830 set_magic (difficulty, op, max_magic, flags);
866 831
867 num_enchantments = calc_item_power (op, 1); 832 num_enchantments = calc_item_power (op, 1);
868 833
869 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
870 * used for shop_floors or treasures */ 835 || op->type == HORN
836 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
837 * used for shop_floors or treasures */
871 generate_artifact (op, difficulty); 838 generate_artifact (op, difficulty);
872 } 839 }
873 840
874 /* Object was made an artifact. Calculate its item_power rating. 841 /* Object was made an artifact. Calculate its item_power rating.
875 * the item_power in the object is what the artfiact adds. 842 * the item_power in the object is what the artfiact adds.
876 */ 843 */
877 if (op->title) 844 if (op->title)
878 { 845 {
879 /* if save_item_power is set, then most likely we started with an 846 /* 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 847 * 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 848 * 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 849 * 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 850 * that since item_power is not quite linear, this actually ends up
884 * being somewhat of a bonus 851 * being somewhat of a bonus
885 */ 852 */
886 if (save_item_power) 853 if (save_item_power)
887 op->item_power = save_item_power + get_power_from_ench (op->item_power); 854 op->item_power = save_item_power + get_power_from_ench (op->item_power);
888 else 855 else
889 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 856 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
890 } 857 }
891 else if (save_item_power) 858 else if (save_item_power)
892 { 859 {
893 /* restore the item_power field to the object if we haven't changed it. 860 /* 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 861 * we don't care about num_enchantments - that will basically just
895 * have calculated some value from the base attributes of the archetype. 862 * have calculated some value from the base attributes of the archetype.
896 */ 863 */
897 op->item_power = save_item_power; 864 op->item_power = save_item_power;
898 } 865 }
899 else 866 else
900 { 867 {
901 /* item_power was zero. This is suspicious, as it may be because it 868 /* 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 869 * 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 870 * it is non-zero. If it indeed is, then assign it as the new
904 * item_power value. 871 * item_power value.
905 * - gros, 21th of July 2006. 872 * - gros, 21th of July 2006.
906 */ 873 */
907 op->item_power = calc_item_power (op, 0); 874 op->item_power = calc_item_power (op, 0);
908 save_item_power = op->item_power; /* Just in case it would get used 875 save_item_power = op->item_power; /* Just in case it would get used
909 * again below */ 876 * again below */
910 } 877 }
911 } 878 }
912 879
913 /* materialtype modifications. Note we allow this on artifacts. */ 880 /* materialtype modifications. Note we allow this on artifacts. */
914 set_materialname (op, difficulty, NULL); 881 set_materialname (op, difficulty, NULL);
915 882
916 if (flags & GT_MINIMAL) 883 if (flags & GT_MINIMAL)
917 { 884 {
918 if (op->type == POTION) 885 if (op->type == POTION)
919 /* Handle healing and magic power potions */ 886 /* Handle healing and magic power potions */
920 if (op->stats.sp && !op->randomitems) 887 if (op->stats.sp && !op->randomitems)
921 { 888 {
922 object *tmp; 889 object *tmp;
923 890
924 tmp = get_archetype (spell_mapping[op->stats.sp]); 891 tmp = get_archetype (spell_mapping[op->stats.sp]);
925 insert_ob_in_ob (tmp, op); 892 insert_ob_in_ob (tmp, op);
926 op->stats.sp = 0; 893 op->stats.sp = 0;
927 } 894 }
928 } 895 }
929 else if (!op->title) /* Only modify object if not special */ 896 else if (!op->title) /* Only modify object if not special */
930 switch (op->type) 897 switch (op->type)
931 { 898 {
932 case WEAPON: 899 case WEAPON:
933 case ARMOUR: 900 case ARMOUR:
934 case SHIELD: 901 case SHIELD:
935 case HELMET: 902 case HELMET:
936 case CLOAK: 903 case CLOAK:
937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 904 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
938 set_ring_bonus (op, -DICE2); 905 set_ring_bonus (op, -DICE2);
939 break; 906 break;
940 907
941 case BRACERS: 908 case BRACERS:
942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 909 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
943 { 910 {
911 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
912 if (!QUERY_FLAG (op, FLAG_CURSED))
913 op->value *= 3;
914 }
915 break;
916
917 case POTION:
918 {
919 int too_many_tries = 0, is_special = 0;
920
921 /* Handle healing and magic power potions */
922 if (op->stats.sp && !op->randomitems)
923 {
924 object *tmp;
925
926 tmp = get_archetype (spell_mapping[op->stats.sp]);
927 insert_ob_in_ob (tmp, op);
928 op->stats.sp = 0;
929 }
930
931 while (!(is_special = special_potion (op)) && !op->inv)
932 {
933 generate_artifact (op, difficulty);
934 if (too_many_tries++ > 10)
935 break;
936 }
937
938 /* don't want to change value for healing/magic power potions,
939 * since the value set on those is already correct.
940 */
941 if (op->inv && op->randomitems)
942 {
943 /* value multiplier is same as for scrolls */
944 op->value = (op->value * op->inv->value);
945 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
946 }
947 else
948 {
949 op->name = "potion";
950 op->name_pl = "potions";
951 }
952
953 if (!(flags & GT_ONLY_GOOD) && rndm (2))
954 SET_FLAG (op, FLAG_CURSED);
955 break;
956 }
957
958 case AMULET:
959 if (op->arch == amulet_arch)
960 op->value *= 5; /* Since it's not just decoration */
961
962 case RING:
963 if (op->arch == NULL)
964 {
965 op->destroy ();
966 op = 0;
967 break;
968 }
969
970 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
971 break;
972
973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
974 SET_FLAG (op, FLAG_CURSED);
975
944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 976 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;
949 977
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 */ 978 if (op->type != RING) /* Amulets have only one ability */
1013 break; 979 break;
1014 980
1015 if (!(RANDOM () % 4)) 981 if (!(rndm (4)))
1016 { 982 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 983 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 984
1019 if (d > 0) 985 if (d > 0)
1020 op->value *= 3; 986 op->value *= 3;
1021 987
1022 set_ring_bonus (op, d); 988 set_ring_bonus (op, d);
1023 989
1024 if (!(RANDOM () % 4)) 990 if (!(rndm (4)))
1025 { 991 {
1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 992 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 993
994 if (d > 0)
995 op->value *= 5;
996 set_ring_bonus (op, d);
997 }
998 }
999
1033 if (GET_ANIM_ID (op)) 1000 if (GET_ANIM_ID (op))
1034 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1035 1002
1036 break; 1003 break;
1037 1004
1038 case BOOK: 1005 case BOOK:
1039 /* Is it an empty book?, if yes lets make a special· 1006 /* Is it an empty book?, if yes lets make a special·
1040 * msg for it, and tailor its properties based on the· 1007 * msg for it, and tailor its properties based on the·
1041 * creator and/or map level we found it on. 1008 * creator and/or map level we found it on.
1042 */ 1009 */
1043 if (!op->msg && RANDOM () % 10) 1010 if (!op->msg && rndm (10))
1044 { 1011 {
1045 /* set the book level properly */ 1012 /* set the book level properly */
1046 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1013 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1047 { 1014 {
1048 if (op->map && op->map->difficulty) 1015 if (op->map && op->map->difficulty)
1049 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1016 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1050 else 1017 else
1051 op->level = RANDOM () % 20 + 1; 1018 op->level = rndm (20) + 1;
1052 } 1019 }
1053 else 1020 else
1054 op->level = RANDOM () % creator->level; 1021 op->level = rndm (creator->level);
1055 1022
1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1023 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1057 /* books w/ info are worth more! */ 1024 /* books w/ info are worth more! */
1058 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1025 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1059 /* creator related stuff */ 1026 /* creator related stuff */
1060 1027
1061 /* for library, chained books. Note that some monsters have no_pick 1028 /* for library, chained books. Note that some monsters have no_pick
1062 * set - we don't want to set no pick in that case. 1029 * set - we don't want to set no pick in that case.
1063 */ 1030 */
1064 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1031 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1065 SET_FLAG (op, FLAG_NO_PICK); 1032 SET_FLAG (op, FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1033 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying; 1034 op->slaying = creator->slaying;
1068 1035
1069 /* add exp so reading it gives xp (once) */ 1036 /* add exp so reading it gives xp (once) */
1070 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1037 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1071 } 1038 }
1072 break; 1039 break;
1073 1040
1074 case SPELLBOOK: 1041 case SPELLBOOK:
1075 op->value = op->value * op->inv->value; 1042 op->value = op->value * op->inv->value;
1076 /* add exp so learning gives xp */ 1043 /* add exp so learning gives xp */
1077 op->level = op->inv->level; 1044 op->level = op->inv->level;
1078 op->stats.exp = op->value; 1045 op->stats.exp = op->value;
1079 break; 1046 break;
1080 1047
1081 case WAND: 1048 case WAND:
1082 /* nrof in the treasure list is number of charges, 1049 /* nrof in the treasure list is number of charges,
1083 * not number of wands. So copy that into food (charges), 1050 * not number of wands. So copy that into food (charges),
1084 * and reset nrof. 1051 * and reset nrof.
1085 */ 1052 */
1086 op->stats.food = op->inv->nrof; 1053 op->stats.food = op->inv->nrof;
1087 op->nrof = 1; 1054 op->nrof = 1;
1088 /* If the spell changes by level, choose a random level 1055 /* If the spell changes by level, choose a random level
1089 * for it, and adjust price. If the spell doesn't 1056 * for it, and adjust price. If the spell doesn't
1090 * change by level, just set the wand to the level of 1057 * change by level, just set the wand to the level of
1091 * the spell, and value calculation is simpler. 1058 * the spell, and value calculation is simpler.
1092 */ 1059 */
1093 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1060 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1094 { 1061 {
1062 op->level = level_for_item (op, difficulty);
1063 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1064 }
1065 else
1066 {
1067 op->level = op->inv->level;
1068 op->value = op->value * op->inv->value;
1069 }
1070 break;
1071
1072 case ROD:
1095 op->level = level_for_item (op, difficulty); 1073 op->level = level_for_item (op, difficulty);
1074 /* Add 50 to both level an divisor to keep prices a little more
1075 * reasonable. Otherwise, a high level version of a low level
1076 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1077 * 10 time multiplier). This way, the value are a bit more reasonable.
1078 */
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1079 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097 } 1080 /* maxhp is used to denote how many 'charges' the rod holds before */
1098 else 1081 if (op->stats.maxhp)
1099 { 1082 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1100 op->level = op->inv->level; 1083 else
1101 op->value = op->value * op->inv->value; 1084 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1102 }
1103 break;
1104 1085
1086 op->stats.hp = op->stats.maxhp;
1087 break;
1088
1105 case ROD: 1089 case SCROLL:
1106 op->level = level_for_item (op, difficulty); 1090 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); 1091 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 1092
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 */ 1093 /* add exp so reading them properly gives xp */
1127 op->stats.exp = op->value / 5; 1094 op->stats.exp = op->value / 5;
1128 op->nrof = op->inv->nrof; 1095 op->nrof = op->inv->nrof;
1129 break; 1096 break;
1130 1097
1131 case RUNE: 1098 case RUNE:
1132 trap_adjust (op, difficulty); 1099 trap_adjust (op, difficulty);
1133 break; 1100 break;
1134 1101
1135 case TRAP: 1102 case TRAP:
1136 trap_adjust (op, difficulty); 1103 trap_adjust (op, difficulty);
1137 break; 1104 break;
1138 } /* switch type */ 1105 } /* switch type */
1139 1106
1140 if (flags & GT_STARTEQUIP) 1107 if (flags & GT_STARTEQUIP)
1141 { 1108 {
1142 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1109 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1143 SET_FLAG (op, FLAG_STARTEQUIP); 1110 SET_FLAG (op, FLAG_STARTEQUIP);
1144 else if (op->type != MONEY) 1111 else if (op->type != MONEY)
1145 op->value = 0; 1112 op->value = 0;
1146 } 1113 }
1147 1114
1148 if (!(flags & GT_ENVIRONMENT)) 1115 if (!(flags & GT_ENVIRONMENT))
1149 fix_flesh_item (op, creator); 1116 fix_flesh_item (op, creator);
1150} 1117}
1158 */ 1125 */
1159 1126
1160/* 1127/*
1161 * Allocate and return the pointer to an empty artifactlist structure. 1128 * Allocate and return the pointer to an empty artifactlist structure.
1162 */ 1129 */
1163
1164static artifactlist * 1130static artifactlist *
1165get_empty_artifactlist (void) 1131get_empty_artifactlist (void)
1166{ 1132{
1167 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1133 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} 1134}
1175 1135
1176/* 1136/*
1177 * Allocate and return the pointer to an empty artifact structure. 1137 * Allocate and return the pointer to an empty artifact structure.
1178 */ 1138 */
1179
1180static artifact * 1139static artifact *
1181get_empty_artifact (void) 1140get_empty_artifact (void)
1182{ 1141{
1183 artifact *t = (artifact *) malloc (sizeof (artifact)); 1142 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} 1143}
1193 1144
1194/* 1145/*
1195 * Searches the artifact lists and returns one that has the same type 1146 * Searches the artifact lists and returns one that has the same type
1196 * of objects on it. 1147 * of objects on it.
1197 */ 1148 */
1198
1199artifactlist * 1149artifactlist *
1200find_artifactlist (int type) 1150find_artifactlist (int type)
1201{ 1151{
1202 artifactlist *al;
1203
1204 for (al = first_artifactlist; al != NULL; al = al->next) 1152 for (artifactlist *al = first_artifactlist; al; al = al->next)
1205 if (al->type == type) 1153 if (al->type == type)
1206 return al; 1154 return al;
1207 return NULL;
1208}
1209 1155
1210/*
1211 * For debugging purposes. Dumps all tables.
1212 */
1213
1214void
1215dump_artifacts (void)
1216{
1217 artifactlist *al;
1218 artifact *art;
1219 linked_char *next;
1220
1221 fprintf (logfile, "\n");
1222 for (al = first_artifactlist; al != NULL; al = al->next)
1223 {
1224 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1225 for (art = al->items; art != NULL; art = art->next)
1226 {
1227 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1228 if (art->allowed != NULL)
1229 {
1230 fprintf (logfile, "\tAllowed combinations:");
1231 for (next = art->allowed; next != NULL; next = next->next)
1232 fprintf (logfile, "%s,", &next->name);
1233 fprintf (logfile, "\n");
1234 }
1235 }
1236 }
1237 fprintf (logfile, "\n");
1238}
1239
1240/*
1241 * For debugging purposes. Dumps all treasures recursively (see below).
1242 */
1243void
1244dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1245{
1246 treasurelist *tl;
1247 int i;
1248
1249 if (depth > 100)
1250 return; 1156 return 0;
1251 while (t != NULL)
1252 {
1253 if (t->name != NULL)
1254 {
1255 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " ");
1257 fprintf (logfile, "{ (list: %s)\n", &t->name);
1258 tl = find_treasurelist (t->name);
1259 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260 for (i = 0; i < depth; i++)
1261 fprintf (logfile, " ");
1262 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1263 }
1264 else
1265 {
1266 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " ");
1268 if (t->item->clone.type == FLESH)
1269 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1270 else
1271 fprintf (logfile, "%s\n", &t->item->clone.name);
1272 }
1273 if (t->next_yes != NULL)
1274 {
1275 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " ");
1277 fprintf (logfile, " (if yes)\n");
1278 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1279 }
1280 if (t->next_no != NULL)
1281 {
1282 for (i = 0; i < depth; i++)
1283 fprintf (logfile, " ");
1284 fprintf (logfile, " (if no)\n");
1285 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1286 }
1287 t = t->next;
1288 }
1289}
1290
1291/*
1292 * For debugging purposes. Dumps all treasures for a given monster.
1293 * Created originally by Raphael Quinet for debugging the alchemy code.
1294 */
1295
1296void
1297dump_monster_treasure (const char *name)
1298{
1299 archetype *at;
1300 int found;
1301
1302 found = 0;
1303 fprintf (logfile, "\n");
1304 for (at = first_archetype; at != NULL; at = at->next)
1305 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1306 {
1307 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1308 if (at->clone.randomitems != NULL)
1309 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1310 else
1311 fprintf (logfile, "(nothing)\n");
1312 fprintf (logfile, "\n");
1313 found++;
1314 }
1315 if (found == 0)
1316 fprintf (logfile, "No objects have the name %s!\n\n", name);
1317} 1157}
1318 1158
1319/* 1159/*
1320 * Builds up the lists of artifacts from the file in the libdir. 1160 * Builds up the lists of artifacts from the file in the libdir.
1321 */ 1161 */
1322
1323void 1162void
1324init_artifacts (void) 1163init_artifacts (void)
1325{ 1164{
1326 static int has_been_inited = 0; 1165 static int has_been_inited = 0;
1327 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1166 char filename[MAX_BUF];
1328 artifact *art = NULL; 1167 artifact *art = NULL;
1329 linked_char *tmp;
1330 int value;
1331 artifactlist *al; 1168 artifactlist *al;
1332 1169
1333 if (has_been_inited) 1170 if (has_been_inited)
1334 return; 1171 return;
1335 else 1172 else
1336 has_been_inited = 1; 1173 has_been_inited = 1;
1337 1174
1338 sprintf (filename, "%s/artifacts", settings.datadir); 1175 sprintf (filename, "%s/artifacts", settings.datadir);
1339 object_thawer thawer (filename); 1176 object_thawer f (filename);
1340 1177
1341 if (!thawer) 1178 if (!f)
1342 return; 1179 return;
1343 1180
1344 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1181 for (;;)
1345 {
1346 if (*buf == '#')
1347 continue;
1348 if ((cp = strchr (buf, '\n')) != NULL)
1349 *cp = '\0';
1350 cp = buf;
1351 while (*cp == ' ') /* Skip blanks */
1352 cp++;
1353 if (*cp == '\0')
1354 continue;
1355
1356 if (!strncmp (cp, "Allowed", 7))
1357 {
1358 if (art == NULL)
1359 { 1182 {
1183 switch (f.kw)
1184 {
1185 case KW_allowed:
1186 if (!art)
1360 art = get_empty_artifact (); 1187 art = get_empty_artifact ();
1361 nrofartifacts++; 1188
1189 {
1190 if (!strcmp (f.get_str (), "all"))
1191 break;
1192
1193 char *next, *cp = f.get_str ();
1194
1195 do
1196 {
1197 if ((next = strchr (cp, ',')))
1198 *next++ = '\0';
1199
1200 linked_char *tmp = new linked_char;
1201
1202 tmp->name = cp;
1203 tmp->next = art->allowed;
1204 art->allowed = tmp;
1205 }
1206 while ((cp = next));
1207 }
1208 break;
1209
1210 case KW_chance:
1211 f.get (art->chance);
1212 break;
1213
1214 case KW_difficulty:
1215 f.get (art->difficulty);
1216 break;
1217
1218 case KW_object:
1219 {
1220 art->item = object::create ();
1221 f.get (art->item->name);
1222 f.next ();
1223
1224 if (!art->item->parse_kv (f))
1225 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1226
1227 al = find_artifactlist (art->item->type);
1228
1229 if (!al)
1230 {
1231 al = get_empty_artifactlist ();
1232 al->type = art->item->type;
1233 al->next = first_artifactlist;
1234 first_artifactlist = al;
1235 }
1236
1237 art->next = al->items;
1238 al->items = art;
1239 art = 0;
1240 }
1241 continue;
1242
1243 case KW_EOF:
1244 goto done;
1245
1246 default:
1247 if (!f.parse_error ("artifacts file"))
1248 cleanup ("artifacts file required");
1249 break;
1250 }
1251
1252 f.next ();
1362 } 1253 }
1363 cp = strchr (cp, ' ') + 1;
1364 if (!strcmp (cp, "all"))
1365 continue;
1366 1254
1367 do 1255done:
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) 1256 for (al = first_artifactlist; al; al = al->next)
1408 { 1257 {
1258 al->total_chance = 0;
1259
1409 for (art = al->items; art != NULL; art = art->next) 1260 for (art = al->items; art; art = art->next)
1410 { 1261 {
1411 if (!art->chance) 1262 if (!art->chance)
1412 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1263 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1413 else 1264 else
1414 al->total_chance += art->chance; 1265 al->total_chance += art->chance;
1415 } 1266 }
1416#if 0 1267#if 0
1417 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1268 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1418#endif 1269#endif
1419 } 1270 }
1420 1271
1421 LOG (llevDebug, "done.\n"); 1272 LOG (llevDebug, "done.\n");
1422} 1273}
1423 1274
1424
1425/* 1275/*
1426 * Used in artifact generation. The bonuses of the first object 1276 * Used in artifact generation. The bonuses of the first object
1427 * is modified by the bonuses of the second object. 1277 * is modified by the bonuses of the second object.
1428 */ 1278 */
1429
1430void 1279void
1431add_abilities (object * op, object * change) 1280add_abilities (object *op, object *change)
1432{ 1281{
1433 int i, tmp; 1282 int i, tmp;
1434 1283
1435 if (change->face != blank_face) 1284 if (change->face != blank_face)
1436 { 1285 {
1437#ifdef TREASURE_VERBOSE 1286#ifdef TREASURE_VERBOSE
1438 LOG (llevDebug, "FACE: %d\n", change->face->number); 1287 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1439#endif 1288#endif
1440 op->face = change->face; 1289 op->face = change->face;
1441 } 1290 }
1442 1291
1443 for (i = 0; i < NUM_STATS; i++) 1292 for (i = 0; i < NUM_STATS; i++)
1444 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1293 change_attr_value (&(op->stats), i, change->stats.stat (i));
1445 1294
1446 op->attacktype |= change->attacktype; 1295 op->attacktype |= change->attacktype;
1447 op->path_attuned |= change->path_attuned; 1296 op->path_attuned |= change->path_attuned;
1448 op->path_repelled |= change->path_repelled; 1297 op->path_repelled |= change->path_repelled;
1449 op->path_denied |= change->path_denied; 1298 op->path_denied |= change->path_denied;
1477 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1326 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1478 { 1327 {
1479 CLEAR_FLAG (op, FLAG_ANIMATE); 1328 CLEAR_FLAG (op, FLAG_ANIMATE);
1480 /* so artifacts will join */ 1329 /* so artifacts will join */
1481 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1330 if (!QUERY_FLAG (op, FLAG_ALIVE))
1482 op->speed = 0.0; 1331 op->speed = 0.0;
1483 1332
1484 update_ob_speed (op); 1333 op->set_speed (op->speed);
1485 } 1334 }
1486 1335
1487 if (change->nrof) 1336 if (change->nrof)
1488 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1337 op->nrof = rndm (change->nrof) + 1;
1489 1338
1490 op->stats.exp += change->stats.exp; /* Speed modifier */ 1339 op->stats.exp += change->stats.exp; /* Speed modifier */
1491 op->stats.wc += change->stats.wc; 1340 op->stats.wc += change->stats.wc;
1492 op->stats.ac += change->stats.ac; 1341 op->stats.ac += change->stats.ac;
1493 1342
1494 if (change->other_arch) 1343 if (change->other_arch)
1495 { 1344 {
1496 /* Basically, for horns & potions, the other_arch field is the spell 1345 /* 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 1346 * to cast. So convert that to into a spell and put it into
1498 * this object. 1347 * this object.
1499 */ 1348 */
1500 if (op->type == HORN || op->type == POTION) 1349 if (op->type == HORN || op->type == POTION)
1501 { 1350 {
1502 object *tmp_obj; 1351 object *tmp_obj;
1352
1503 /* Remove any spells this object currently has in it */ 1353 /* Remove any spells this object currently has in it */
1504 while (op->inv) 1354 while (op->inv)
1505 { 1355 op->inv->destroy ();
1506 tmp_obj = op->inv;
1507 remove_ob (tmp_obj);
1508 free_object (tmp_obj);
1509 }
1510 1356
1511 tmp_obj = arch_to_object (change->other_arch); 1357 tmp_obj = arch_to_object (change->other_arch);
1512 insert_ob_in_ob (tmp_obj, op); 1358 insert_ob_in_ob (tmp_obj, op);
1513 } 1359 }
1514 /* No harm setting this for potions/horns */ 1360 /* No harm setting this for potions/horns */
1515 op->other_arch = change->other_arch; 1361 op->other_arch = change->other_arch;
1516 } 1362 }
1517 1363
1518 if (change->stats.hp < 0) 1364 if (change->stats.hp < 0)
1551 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1397 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1552 1398
1553 op->item_power = change->item_power; 1399 op->item_power = change->item_power;
1554 1400
1555 for (i = 0; i < NROFATTACKS; i++) 1401 for (i = 0; i < NROFATTACKS; i++)
1556 {
1557 if (change->resist[i]) 1402 if (change->resist[i])
1558 {
1559 op->resist[i] += change->resist[i]; 1403 op->resist[i] += change->resist[i];
1560 }
1561 }
1562 1404
1563 if (change->stats.dam) 1405 if (change->stats.dam)
1564 { 1406 {
1565 if (change->stats.dam < 0) 1407 if (change->stats.dam < 0)
1566 op->stats.dam = (-change->stats.dam); 1408 op->stats.dam = (-change->stats.dam);
1567 else if (op->stats.dam) 1409 else if (op->stats.dam)
1568 { 1410 {
1569 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1411 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1570 if (tmp == op->stats.dam) 1412 if (tmp == op->stats.dam)
1571 { 1413 {
1572 if (change->stats.dam < 10) 1414 if (change->stats.dam < 10)
1573 op->stats.dam--; 1415 op->stats.dam--;
1416 else
1417 op->stats.dam++;
1418 }
1574 else 1419 else
1575 op->stats.dam++;
1576 }
1577 else
1578 op->stats.dam = tmp; 1420 op->stats.dam = tmp;
1579 } 1421 }
1580 } 1422 }
1581 1423
1582 if (change->weight) 1424 if (change->weight)
1583 { 1425 {
1584 if (change->weight < 0) 1426 if (change->weight < 0)
1585 op->weight = (-change->weight); 1427 op->weight = (-change->weight);
1586 else 1428 else
1587 op->weight = (op->weight * (change->weight)) / 100; 1429 op->weight = (op->weight * (change->weight)) / 100;
1588 } 1430 }
1589 1431
1590 if (change->last_sp) 1432 if (change->last_sp)
1591 { 1433 {
1592 if (change->last_sp < 0) 1434 if (change->last_sp < 0)
1593 op->last_sp = (-change->last_sp); 1435 op->last_sp = (-change->last_sp);
1594 else 1436 else
1595 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1437 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1596 } 1438 }
1597 1439
1598 if (change->gen_sp_armour) 1440 if (change->gen_sp_armour)
1599 { 1441 {
1600 if (change->gen_sp_armour < 0) 1442 if (change->gen_sp_armour < 0)
1601 op->gen_sp_armour = (-change->gen_sp_armour); 1443 op->gen_sp_armour = (-change->gen_sp_armour);
1602 else 1444 else
1603 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1445 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1604 } 1446 }
1605 1447
1606 op->value *= change->value; 1448 op->value *= change->value;
1607 1449
1608 if (change->material) 1450 if (change->materials)
1609 op->material = change->material; 1451 op->materials = change->materials;
1610 1452
1611 if (change->materialname) 1453 if (change->materialname)
1612 op->materialname = change->materialname; 1454 op->materialname = change->materialname;
1613 1455
1614 if (change->slaying) 1456 if (change->slaying)
1620 if (change->msg) 1462 if (change->msg)
1621 op->msg = change->msg; 1463 op->msg = change->msg;
1622} 1464}
1623 1465
1624static int 1466static int
1625legal_artifact_combination (object * op, artifact * art) 1467legal_artifact_combination (object *op, artifact *art)
1626{ 1468{
1627 int neg, success = 0; 1469 int neg, success = 0;
1628 linked_char *tmp; 1470 linked_char *tmp;
1629 const char *name; 1471 const char *name;
1630 1472
1631 if (art->allowed == (linked_char *) NULL) 1473 if (!art->allowed)
1632 return 1; /* Ie, "all" */ 1474 return 1; /* Ie, "all" */
1475
1633 for (tmp = art->allowed; tmp; tmp = tmp->next) 1476 for (tmp = art->allowed; tmp; tmp = tmp->next)
1634 { 1477 {
1635#ifdef TREASURE_VERBOSE 1478#ifdef TREASURE_VERBOSE
1636 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1479 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1637#endif 1480#endif
1638 if (*tmp->name == '!') 1481 if (*tmp->name == '!')
1639 name = tmp->name + 1, neg = 1; 1482 name = tmp->name + 1, neg = 1;
1640 else 1483 else
1641 name = tmp->name, neg = 0; 1484 name = tmp->name, neg = 0;
1642 1485
1643 /* If we match name, then return the opposite of 'neg' */ 1486 /* If we match name, then return the opposite of 'neg' */
1644 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1487 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1645 return !neg; 1488 return !neg;
1646 1489
1647 /* Set success as true, since if the match was an inverse, it means 1490 /* Set success as true, since if the match was an inverse, it means
1648 * everything is allowed except what we match 1491 * everything is allowed except what we match
1649 */ 1492 */
1650 else if (neg) 1493 else if (neg)
1651 success = 1; 1494 success = 1;
1652 } 1495 }
1496
1653 return success; 1497 return success;
1654} 1498}
1655 1499
1656/* 1500/*
1657 * Fixes the given object, giving it the abilities and titles 1501 * Fixes the given object, giving it the abilities and titles
1663{ 1507{
1664 char new_name[MAX_BUF]; 1508 char new_name[MAX_BUF];
1665 1509
1666 sprintf (new_name, "of %s", &artifct->name); 1510 sprintf (new_name, "of %s", &artifct->name);
1667 op->title = new_name; 1511 op->title = new_name;
1668 add_abilities (op, artifct); /* Give out the bonuses */ 1512 add_abilities (op, artifct); /* Give out the bonuses */
1669 1513
1670#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1514#if 0 /* Bit verbose, but keep it here until next time I need it... */
1671 { 1515 {
1672 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1516 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1517
1673 SET_FLAG (op, FLAG_IDENTIFIED); 1518 SET_FLAG (op, FLAG_IDENTIFIED);
1674 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1519 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1675 if (!identified) 1520 if (!identified)
1676 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1521 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1677 } 1522 }
1689 1534
1690/* Give 1 re-roll attempt per artifact */ 1535/* Give 1 re-roll attempt per artifact */
1691#define ARTIFACT_TRIES 2 1536#define ARTIFACT_TRIES 2
1692 1537
1693void 1538void
1694generate_artifact (object * op, int difficulty) 1539generate_artifact (object *op, int difficulty)
1695{ 1540{
1696 artifactlist *al; 1541 artifactlist *al;
1697 artifact *art; 1542 artifact *art;
1698 int i; 1543 int i;
1699 1544
1700 al = find_artifactlist (op->type); 1545 al = find_artifactlist (op->type);
1701 1546
1702 if (al == NULL) 1547 if (al == NULL)
1703 { 1548 {
1704#if 0 /* This is too verbose, usually */ 1549#if 0 /* This is too verbose, usually */
1705 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1550 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1706#endif 1551#endif
1707 return; 1552 return;
1708 } 1553 }
1709 1554
1710 for (i = 0; i < ARTIFACT_TRIES; i++) 1555 for (i = 0; i < ARTIFACT_TRIES; i++)
1711 { 1556 {
1712 int roll = RANDOM () % al->total_chance; 1557 int roll = rndm (al->total_chance);
1713 1558
1714 for (art = al->items; art != NULL; art = art->next) 1559 for (art = al->items; art; art = art->next)
1715 { 1560 {
1716 roll -= art->chance; 1561 roll -= art->chance;
1717 if (roll < 0) 1562 if (roll < 0)
1718 break; 1563 break;
1719 } 1564 }
1720 1565
1721 if (art == NULL || roll >= 0) 1566 if (art == NULL || roll >= 0)
1722 { 1567 {
1723#if 1 1568#if 1
1724 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1569 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1725#endif 1570#endif
1726 return; 1571 return;
1727 } 1572 }
1728 if (!strcmp (art->item->name, "NONE")) 1573 if (!strcmp (art->item->name, "NONE"))
1729 return; 1574 return;
1730 if (FABS (op->magic) < art->item->magic) 1575 if (FABS (op->magic) < art->item->magic)
1731 continue; /* Not magic enough to be this item */ 1576 continue; /* Not magic enough to be this item */
1732 1577
1733 /* Map difficulty not high enough */ 1578 /* Map difficulty not high enough */
1734 if (difficulty < art->difficulty) 1579 if (difficulty < art->difficulty)
1735 continue; 1580 continue;
1736 1581
1737 if (!legal_artifact_combination (op, art)) 1582 if (!legal_artifact_combination (op, art))
1738 { 1583 {
1739#ifdef TREASURE_VERBOSE 1584#ifdef TREASURE_VERBOSE
1740 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1585 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1741#endif 1586#endif
1742 continue; 1587 continue;
1743 } 1588 }
1589
1744 give_artifact_abilities (op, art->item); 1590 give_artifact_abilities (op, art->item);
1745 return; 1591 return;
1746 } 1592 }
1747} 1593}
1748 1594
1750 * FOOD, except they inherit properties (name, food value, etc). 1596 * FOOD, except they inherit properties (name, food value, etc).
1751 * based on the original owner (or 'donor' if you like). -b.t. 1597 * based on the original owner (or 'donor' if you like). -b.t.
1752 */ 1598 */
1753 1599
1754void 1600void
1755fix_flesh_item (object * item, object * donor) 1601fix_flesh_item (object *item, object *donor)
1756{ 1602{
1757 char tmpbuf[MAX_BUF]; 1603 char tmpbuf[MAX_BUF];
1758 int i; 1604 int i;
1759 1605
1760 if (item->type == FLESH && donor) 1606 if (item->type == FLESH && donor)
1761 { 1607 {
1762 /* change the name */ 1608 /* change the name */
1763 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1609 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1610 item->name = tmpbuf;
1764 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1611 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1612 item->name_pl = tmpbuf;
1765 1613
1766 /* weight is FLESH weight/100 * donor */ 1614 /* weight is FLESH weight/100 * donor */
1767 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1615 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1768 item->weight = 1; 1616 item->weight = 1;
1769 1617
1770 /* value is multiplied by level of donor */ 1618 /* value is multiplied by level of donor */
1771 item->value *= isqrt (donor->level * 2); 1619 item->value *= isqrt (donor->level * 2);
1772 1620
1773 /* food value */ 1621 /* food value */
1775 1623
1776 /* flesh items inherit some abilities of donor, but not 1624 /* flesh items inherit some abilities of donor, but not
1777 * full effect. 1625 * full effect.
1778 */ 1626 */
1779 for (i = 0; i < NROFATTACKS; i++) 1627 for (i = 0; i < NROFATTACKS; i++)
1780 item->resist[i] = donor->resist[i] / 2; 1628 item->resist[i] = donor->resist[i] / 2;
1781 1629
1782 /* item inherits donor's level (important for quezals) */ 1630 /* item inherits donor's level (important for quezals) */
1783 item->level = donor->level; 1631 item->level = donor->level;
1784 1632
1785 /* if donor has some attacktypes, the flesh is poisonous */ 1633 /* if donor has some attacktypes, the flesh is poisonous */
1786 if (donor->attacktype & AT_POISON) 1634 if (donor->attacktype & AT_POISON)
1787 item->type = POISON; 1635 item->type = POISON;
1788 if (donor->attacktype & AT_ACID) 1636 if (donor->attacktype & AT_ACID)
1789 item->stats.hp = -1 * item->stats.food; 1637 item->stats.hp = -1 * item->stats.food;
1790 SET_FLAG (item, FLAG_NO_STEAL); 1638 SET_FLAG (item, FLAG_NO_STEAL);
1791 } 1639 }
1792} 1640}
1793 1641
1794/* special_potion() - so that old potion code is still done right. */ 1642/* special_potion() - so that old potion code is still done right. */
1795
1796int 1643int
1797special_potion (object * op) 1644special_potion (object *op)
1798{ 1645{
1799
1800 int i;
1801
1802 if (op->attacktype) 1646 if (op->attacktype)
1803 return 1; 1647 return 1;
1804 1648
1805 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1649 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; 1650 return 1;
1807 1651
1808 for (i = 0; i < NROFATTACKS; i++) 1652 for (int i = 0; i < NROFATTACKS; i++)
1809 if (op->resist[i]) 1653 if (op->resist[i])
1810 return 1; 1654 return 1;
1811 1655
1812 return 0; 1656 return 0;
1813} 1657}
1814 1658
1815void 1659void
1816free_treasurestruct (treasure * t) 1660free_treasurestruct (treasure *t)
1817{ 1661{
1818 if (t->next)
1819 free_treasurestruct (t->next); 1662 if (t->next) free_treasurestruct (t->next);
1820 if (t->next_yes)
1821 free_treasurestruct (t->next_yes); 1663 if (t->next_yes) free_treasurestruct (t->next_yes);
1822 if (t->next_no)
1823 free_treasurestruct (t->next_no); 1664 if (t->next_no) free_treasurestruct (t->next_no);
1824 1665
1825 delete t; 1666 delete t;
1826} 1667}
1827 1668
1828void 1669void
1829free_charlinks (linked_char * lc) 1670free_charlinks (linked_char *lc)
1830{ 1671{
1831 if (lc->next) 1672 if (lc->next)
1832 free_charlinks (lc->next); 1673 free_charlinks (lc->next);
1833 1674
1834 delete lc; 1675 delete lc;
1835} 1676}
1836 1677
1837void 1678void
1838free_artifact (artifact * at) 1679free_artifact (artifact *at)
1839{ 1680{
1840 if (at->next)
1841 free_artifact (at->next); 1681 if (at->next) free_artifact (at->next);
1842
1843 if (at->allowed)
1844 free_charlinks (at->allowed); 1682 if (at->allowed) free_charlinks (at->allowed);
1845 1683
1846 at->item->free (1); 1684 at->item->destroy (1);
1847 1685
1848 delete at; 1686 sfree (at);
1849} 1687}
1850 1688
1851void 1689void
1852free_artifactlist (artifactlist * al) 1690free_artifactlist (artifactlist *al)
1853{ 1691{
1854 artifactlist *nextal; 1692 artifactlist *nextal;
1855 1693
1856 for (al = first_artifactlist; al != NULL; al = nextal) 1694 for (al = first_artifactlist; al; al = nextal)
1857 { 1695 {
1858 nextal = al->next; 1696 nextal = al->next;
1859 1697
1860 if (al->items) 1698 if (al->items)
1861 free_artifact (al->items); 1699 free_artifact (al->items);
1862 1700
1863 free (al); 1701 sfree (al);
1864 } 1702 }
1865} 1703}
1866 1704
1867void 1705void
1868free_all_treasures (void) 1706free_all_treasures (void)
1869{ 1707{
1870 treasurelist *tl, *next; 1708 treasurelist *tl, *next;
1871 1709
1872
1873 for (tl = first_treasurelist; tl != NULL; tl = next) 1710 for (tl = first_treasurelist; tl; tl = next)
1874 { 1711 {
1712 clear (tl);
1713
1875 next = tl->next; 1714 next = tl->next;
1876 if (tl->items)
1877 free_treasurestruct (tl->items);
1878 delete tl; 1715 delete tl;
1879 } 1716 }
1717
1880 free_artifactlist (first_artifactlist); 1718 free_artifactlist (first_artifactlist);
1881} 1719}

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