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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.2 by root, Sun Aug 27 16:15:11 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 1.2 2006/08/27 16:15:11 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/*
52 * Initialize global archtype pointers:
53 */
54
55void init_archetype_pointers() {
56 int prev_warn = warn_archetypes;
57 warn_archetypes = 1;
58 if (ring_arch == NULL)
59 ring_arch = find_archetype("ring");
60 if (amulet_arch == NULL)
61 amulet_arch = find_archetype("amulet");
62 if (staff_arch == NULL)
63 staff_arch = find_archetype("staff");
64 if (crown_arch == NULL)
65 crown_arch = find_archetype("crown");
66 warn_archetypes = prev_warn;
67}
68
69/*
70 * Allocate and return the pointer to an empty treasurelist structure.
71 */
72
73static treasurelist *get_empty_treasurelist(void) { 42static treasurelist *first_treasurelist;
74 treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); 43
75 if(tl==NULL) 44static void change_treasure (treasure *t, object *op); /* overrule default values */
76 fatal(OUT_OF_MEMORY); 45
77 memset(tl, 0, sizeof(treasurelist)); 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
78 return tl; 94 return tl;
79} 95}
80 96
81/* 97//TODO: class method
82 * Allocate and return the pointer to an empty treasure structure. 98void
83 */ 99clear (treasurelist *tl)
84 100{
85static treasure *get_empty_treasure(void) { 101 if (tl->items)
86 treasure *t = (treasure *) calloc(1,sizeof(treasure));
87 if(t==NULL)
88 fatal(OUT_OF_MEMORY);
89 t->item=NULL;
90 t->name=NULL;
91 t->next=NULL;
92 t->next_yes=NULL;
93 t->next_no=NULL;
94 t->chance=100;
95 t->magic=0;
96 t->nrof=0;
97 return t;
98}
99
100/*
101 * Reads the lib/treasure file from disk, and parses the contents
102 * into an internal treasure structure (very linked lists)
103 */
104
105static treasure *load_treasure(FILE *fp, int *line) {
106 char buf[MAX_BUF], *cp, variable[MAX_BUF];
107 treasure *t=get_empty_treasure();
108 int value;
109
110 nroftreasures++;
111 while(fgets(buf,MAX_BUF,fp)!=NULL) {
112 (*line)++;
113
114 if(*buf=='#')
115 continue;
116 if((cp=strchr(buf,'\n'))!=NULL)
117 *cp='\0';
118 cp=buf;
119 while(isspace(*cp)) /* Skip blanks */
120 cp++;
121
122 if(sscanf(cp,"arch %s",variable)) {
123 if((t->item=find_archetype(variable))==NULL)
124 LOG(llevError,"Treasure lacks archetype: %s\n",variable);
125 } else if (sscanf(cp, "list %s", variable))
126 t->name = add_string(variable);
127 else if (sscanf(cp, "change_name %s", variable))
128 t->change_arch.name = add_string(variable);
129 else if (sscanf(cp, "change_title %s", variable))
130 t->change_arch.title = add_string(variable);
131 else if (sscanf(cp, "change_slaying %s", variable))
132 t->change_arch.slaying = add_string(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 t->next=load_treasure(fp, line);
147 return t;
148 } else
149 LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n",
150 cp,t->name?t->name:"null", *line);
151 } 102 {
152 LOG(llevError,"treasure lacks 'end'.\n"); 103 free_treasurestruct (tl->items);
153 return t; 104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
154} 108}
155 109
156#ifdef TREASURE_DEBUG 110#ifdef TREASURE_DEBUG
157/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
158 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
159 */ 113 */
114static void
160static void check_treasurelist(const treasure *t, const treasurelist *tl) 115check_treasurelist (const treasure *t, const treasurelist * tl)
161{ 116{
162 if (t->item==NULL && t->name==NULL)
163 LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name);
164 if (t->chance>=100 && t->next_yes && (t->next || t->next_no)) 117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
165 LOG(llevError,"Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", 118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
166 tl->name); 119
167 /* find_treasurelist will print out its own error message */ 120 if (t->next)
168 if (t->name && strcmp(t->name,"NONE"))
169 (void) find_treasurelist(t->name);
170 if (t->next) check_treasurelist(t->next, tl); 121 check_treasurelist (t->next, tl);
122
123 if (t->next_yes)
171 if (t->next_yes) check_treasurelist(t->next_yes,tl); 124 check_treasurelist (t->next_yes, tl);
125
126 if (t->next_no)
172 if (t->next_no) check_treasurelist(t->next_no, tl); 127 check_treasurelist (t->next_no, tl);
173} 128}
174#endif 129#endif
175 130
176/* 131/*
177 * 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/*
178 * Each treasure is parsed with the help of load_treasure(). 183 * Each treasure is parsed with the help of load_treasure().
179 */ 184 */
185treasurelist *
186treasurelist::read (object_thawer &f)
187{
188 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
180 189
181void load_treasures(void) { 190 bool one = f.kw == KW_treasureone;
182 FILE *fp; 191 treasurelist *tl = treasurelist::get (f.get_str ());
183 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; 192 clear (tl);
184 treasurelist *previous=NULL;
185 treasure *t;
186 int comp, line=0;
187
188 sprintf(filename,"%s/%s",settings.datadir,settings.treasures);
189 if((fp=open_and_uncompress(filename,0,&comp))==NULL) {
190 LOG(llevError,"Can't open treasure file.\n");
191 return;
192 }
193 while(fgets(buf,MAX_BUF,fp)!=NULL) {
194 line++;
195 if(*buf=='#')
196 continue;
197
198 if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) {
199 treasurelist *tl=get_empty_treasurelist();
200 tl->name=add_string(name);
201 if(previous==NULL)
202 first_treasurelist=tl;
203 else
204 previous->next=tl;
205 previous=tl;
206 tl->items=load_treasure(fp, &line); 193 tl->items = read_treasure (f);
194 if (!tl->items)
195 return 0;
207 196
208 /* 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.
209 * 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
210 * fields of the treasures are not being used. 199 * fields of the treasures are not being used.
211 */
212 if (!strncmp(buf,"treasureone",11)) {
213 for (t=tl->items; t!=NULL; t=t->next) {
214#ifdef TREASURE_DEBUG
215 if (t->next_yes || t->next_no) {
216 LOG(llevError,"Treasure %s is one item, but on treasure %s\n",
217 tl->name, t->item ? t->item->name : t->name);
218 LOG(llevError," the next_yes or next_no field is set\n");
219 }
220#endif
221 tl->total_chance += t->chance;
222 }
223 }
224 } else
225 LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
226 }
227 close_and_delete(fp, comp);
228
229#ifdef TREASURE_DEBUG
230 /* Perform some checks on how valid the treasure data actually is.
231 * verify that list transitions work (ie, the list that it is supposed
232 * to transition to exists). Also, verify that at least the name
233 * or archetype is set for each treasure element.
234 */
235 for (previous=first_treasurelist; previous!=NULL; previous=previous->next)
236 check_treasurelist(previous->items, previous);
237#endif
238}
239
240/*
241 * Searches for the given treasurelist in the globally linked list
242 * of treasurelists which has been built by load_treasures().
243 */
244
245treasurelist *find_treasurelist(const char *name) {
246 const char *tmp=find_string(name);
247 treasurelist *tl;
248
249 /* Special cases - randomitems of none is to override default. If
250 * first_treasurelist is null, it means we are on the first pass of
251 * of loading archetyps, so for now, just return - second pass will
252 * init these values.
253 */ 200 */
254 if (!strcmp(name,"none") || (!first_treasurelist)) return NULL; 201 if (one)
255 if(tmp!=NULL) 202 {
256 for(tl=first_treasurelist;tl!=NULL;tl=tl->next) 203 for (treasure *t = tl->items; t; t = t->next)
257 if(tmp==tl->name) 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 }
210
211 tl->total_chance += t->chance;
212 }
213 }
214
258 return tl; 215 return tl;
259 LOG(llevError,"Couldn't find treasurelist %s\n",name);
260 return NULL;
261} 216}
262
263 217
264/* 218/*
265 * Generates the objects specified by the given treasure. 219 * Generates the objects specified by the given treasure.
266 * It goes recursively through the rest of the linked list. 220 * It goes recursively through the rest of the linked list.
267 * 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,
270 * being generated. 224 * being generated.
271 * 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
272 * abilities. This is used by summon spells, thus no summoned monsters 226 * abilities. This is used by summon spells, thus no summoned monsters
273 * start with equipment, but only their abilities). 227 * start with equipment, but only their abilities).
274 */ 228 */
275 229static void
276
277static void put_treasure (object *op, object *creator, int flags) 230put_treasure (object *op, object *creator, int flags)
278{ 231{
279 object *tmp; 232 if (flags & GT_ENVIRONMENT)
280 233 {
281 /* 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
282 * 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
283 * 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
284 * by another object. 237 * by another object.
285 */ 238 */
286 if (flags & GT_ENVIRONMENT && op->type != SPELL) { 239 //TODO: flag such as objects... as such (no drop, anybody?)
287 op->x = creator->x; 240 if (op->type == SPELL)
288 op->y = creator->y; 241 {
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 {
289 SET_FLAG(op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
290 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);
291 } else { 254 }
292 op = insert_ob_in_ob (op, creator); 255 }
256 else
257 {
258 op = creator->insert (op);
259
293 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
294 monster_check_apply(creator, op); 261 monster_check_apply (creator, op);
295 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 ())
296 esrv_send_item(tmp, op); 265 esrv_send_item (tmp, op);
297 } 266 }
298} 267}
299 268
300/* 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
301 * in the generated object 270 * in the generated object
302 */ 271 */
272static void
303static void change_treasure(treasure *t, object *op) 273change_treasure (treasure *t, object *op)
304{ 274{
305 /* CMD: change_name xxxx */ 275 /* CMD: change_name xxxx */
306 if(t->change_arch.name) 276 if (t->change_arch.name)
307 {
308 FREE_AND_COPY(op->name, t->change_arch.name);
309 /* not great, but better than something that is completely wrong */
310 FREE_AND_COPY(op->name_pl, t->change_arch.name);
311 }
312 277 {
278 op->name = t->change_arch.name;
279 op->name_pl = t->change_arch.name;
280 }
281
313 if(t->change_arch.title) 282 if (t->change_arch.title)
314 {
315 if(op->title)
316 free_string(op->title);
317 op->title = add_string(t->change_arch.title); 283 op->title = t->change_arch.title;
318 }
319 284
320 if(t->change_arch.slaying) 285 if (t->change_arch.slaying)
321 {
322 if(op->slaying)
323 free_string(op->slaying);
324 op->slaying = add_string(t->change_arch.slaying); 286 op->slaying = t->change_arch.slaying;
325 }
326
327} 287}
328 288
289static void
329void create_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)
330 object *tmp; 291{
331
332
333 if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { 292 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
293 {
334 if (t->name) { 294 if (t->name)
335 if (strcmp(t->name,"NONE") && difficulty>=t->magic) 295 {
336 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); 296 if (difficulty >= t->magic)
337 } 297 if (treasurelist *tl = treasurelist::find (t->name))
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 }
338 else { 302 else
303 {
339 if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { 304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
305 {
340 tmp=arch_to_object(t->item); 306 object *tmp = arch_to_object (t->item);
307
308 if (t->nrof && tmp->nrof <= 1)
309 tmp->nrof = rndm (t->nrof) + 1;
310
311 fix_generated_item (tmp, op, difficulty, t->magic, flag);
312 change_treasure (t, tmp);
313 put_treasure (tmp, op, flag);
314 }
315 }
316
317 if (t->next_yes)
318 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
319 }
320 else if (t->next_no)
321 create_all_treasures (t->next_no, op, flag, difficulty, tries);
322
323 if (t->next)
324 create_all_treasures (t->next, op, flag, difficulty, tries);
325}
326
327static void
328create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
329{
330 int value = rndm (tl->total_chance);
331 treasure *t;
332
333 if (tries++ > 100)
334 {
335 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
336 return;
337 }
338
339 for (t = tl->items; t; t = t->next)
340 {
341 value -= t->chance;
342
343 if (value < 0)
344 break;
345 }
346
347 if (!t || value >= 0)
348 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
349
350 if (t->name)
351 {
352 if (difficulty >= t->magic)
353 {
354 treasurelist *tl = treasurelist::find (t->name);
355 if (tl)
356 create_treasure (tl, op, flag, difficulty, tries);
357 }
358 else if (t->nrof)
359 create_one_treasure (tl, op, flag, difficulty, tries);
360 }
361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
362 {
363 if (object *tmp = arch_to_object (t->item))
364 {
341 if(t->nrof&&tmp->nrof<=1) 365 if (t->nrof && tmp->nrof <= 1)
342 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
367
343 fix_generated_item (tmp, op, difficulty, t->magic, flag); 368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
344 change_treasure(t, tmp); 369 change_treasure (t, tmp);
345 put_treasure (tmp, op, flag); 370 put_treasure (tmp, op, flag);
346 } 371 }
347 } 372 }
348 if(t->next_yes!=NULL)
349 create_all_treasures(t->next_yes,op,flag,difficulty, tries);
350 } else
351 if(t->next_no!=NULL)
352 create_all_treasures(t->next_no,op,flag,difficulty,tries);
353 if(t->next!=NULL)
354 create_all_treasures(t->next,op,flag,difficulty, tries);
355} 373}
356 374
357void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty, 375void
358 int tries) 376object::create_treasure (treasurelist *tl, int flags)
359{ 377{
360 int value = RANDOM() % tl->total_chance; 378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
361 treasure *t;
362
363 if (tries++>100) {
364 LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n");
365 return;
366 }
367 for (t=tl->items; t!=NULL; t=t->next) {
368 value -= t->chance;
369 if (value<0) break;
370 }
371
372 if (!t || value>=0) {
373 LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n");
374 abort();
375 return;
376 }
377 if (t->name) {
378 if (!strcmp(t->name,"NONE")) return;
379 if (difficulty>=t->magic)
380 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
381 else if (t->nrof)
382 create_one_treasure(tl, op, flag, difficulty, tries);
383 return;
384 }
385 if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) {
386 object *tmp=arch_to_object(t->item);
387 if (!tmp) return;
388 if(t->nrof && tmp->nrof<=1)
389 tmp->nrof = RANDOM()%((int) t->nrof) + 1;
390 fix_generated_item (tmp, op, difficulty, t->magic, flag);
391 change_treasure(t, tmp);
392 put_treasure (tmp, op, flag);
393 }
394} 379}
395 380
396/* This calls the appropriate treasure creation function. tries is passed 381/* This calls the appropriate treasure creation function. tries is passed
397 * to determine how many list transitions or attempts to create treasure 382 * to determine how many list transitions or attempts to create treasure
398 * have been made. It is really in place to prevent infinite loops with 383 * have been made. It is really in place to prevent infinite loops with
399 * list transitions, or so that excessively good treasure will not be 384 * list transitions, or so that excessively good treasure will not be
400 * created on weak maps, because it will exceed the number of allowed tries 385 * created on weak maps, because it will exceed the number of allowed tries
401 * to do that. 386 * to do that.
402 */ 387 */
388void
403void create_treasure(treasurelist *t, object *op, int flag, int difficulty, 389create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
404 int tries)
405{ 390{
391 // empty treasurelists are legal
392 if (!tl->items)
393 return;
406 394
407 if (tries++>100) { 395 if (tries++ > 100)
396 {
408 LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); 397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
409 return; 398 return;
399 }
400
401 if (op->flag [FLAG_TREASURE_ENV])
410 } 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
411 if (t->total_chance) 410 if (tl->total_chance)
412 create_one_treasure(t, op, flag,difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
413 else 412 else
414 create_all_treasures(t->items, op, flag, difficulty, tries); 413 create_all_treasures (tl->items, op, flag, difficulty, tries);
415} 414}
416 415
417/* This is similar to the old generate treasure function. However, 416/* This is similar to the old generate treasure function. However,
418 * 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
419 * create_treasure. We create a dummy object that the treasure gets 418 * create_treasure. We create a dummy object that the treasure gets
420 * inserted into, and then return that treausre 419 * inserted into, and then return that treausre
421 */ 420 */
421object *
422object *generate_treasure(treasurelist *t, int difficulty) 422generate_treasure (treasurelist *tl, int difficulty)
423{ 423{
424 object *ob = get_object(), *tmp; 424 difficulty = clamp (difficulty, 1, settings.max_level);
425 425
426 object *ob = object::create ();
427
426 create_treasure(t, ob, 0, difficulty, 0); 428 create_treasure (tl, ob, 0, difficulty, 0);
427 429
428 /* 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 */
429 tmp = ob->inv; 431 object *tmp = ob->inv;
430 if (tmp!=NULL) remove_ob(tmp); 432 if (tmp)
433 tmp->remove ();
434
431 if (ob->inv) { 435 if (ob->inv)
432 LOG(llevError,"In generate treasure, created multiple objects.\n"); 436 LOG (llevError, "In generate treasure, created multiple objects.\n");
433 } 437
434 free_object(ob); 438 ob->destroy ();
435 return tmp; 439 return tmp;
436} 440}
437 441
438/* 442/*
439 * 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
440 * a specific magical bonus. 444 * a specific magical bonus.
441 * 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
442 * magical bonus "wanted". 446 * magical bonus "wanted".
443 */ 447 */
444 448
445static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = 449static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
446{
447/*chance of magic difficulty*/ 450// chance of magic difficulty
448/* +0 +1 +2 +3 +4 */ 451// +0 +1 +2 +3 +4
449 { 95, 2, 2, 1, 0 }, /*1*/ 452 {95, 2, 2, 1, 0}, // 1
450 { 92, 5, 2, 1, 0 }, /*2*/ 453 {92, 5, 2, 1, 0}, // 2
451 { 85,10, 4, 1, 0 }, /*3*/ 454 {85, 10, 4, 1, 0}, // 3
452 { 80,14, 4, 2, 0 }, /*4*/ 455 {80, 14, 4, 2, 0}, // 4
453 { 75,17, 5, 2, 1 }, /*5*/ 456 {75, 17, 5, 2, 1}, // 5
454 { 70,18, 8, 3, 1 }, /*6*/ 457 {70, 18, 8, 3, 1}, // 6
455 { 65,21,10, 3, 1 }, /*7*/ 458 {65, 21, 10, 3, 1}, // 7
456 { 60,22,12, 4, 2 }, /*8*/ 459 {60, 22, 12, 4, 2}, // 8
457 { 55,25,14, 4, 2 }, /*9*/ 460 {55, 25, 14, 4, 2}, // 9
458 { 50,27,16, 5, 2 }, /*10*/ 461 {50, 27, 16, 5, 2}, // 10
459 { 45,28,18, 6, 3 }, /*11*/ 462 {45, 28, 18, 6, 3}, // 11
460 { 42,28,20, 7, 3 }, /*12*/ 463 {42, 28, 20, 7, 3}, // 12
461 { 40,27,21, 8, 4 }, /*13*/ 464 {40, 27, 21, 8, 4}, // 13
462 { 38,25,22,10, 5 }, /*14*/ 465 {38, 25, 22, 10, 5}, // 14
463 { 36,23,23,12, 6 }, /*15*/ 466 {36, 23, 23, 12, 6}, // 15
464 { 33,21,24,14, 8 }, /*16*/ 467 {33, 21, 24, 14, 8}, // 16
465 { 31,19,25,16, 9 }, /*17*/ 468 {31, 19, 25, 16, 9}, // 17
466 { 27,15,30,18,10 }, /*18*/ 469 {27, 15, 30, 18, 10}, // 18
467 { 20,12,30,25,13 }, /*19*/ 470 {20, 12, 30, 25, 13}, // 19
468 { 15,10,28,30,17 }, /*20*/ 471 {15, 10, 28, 30, 17}, // 20
469 { 13, 9,27,28,23 }, /*21*/ 472 {13, 9, 27, 28, 23}, // 21
470 { 10, 8,25,28,29 }, /*22*/ 473 {10, 8, 25, 28, 29}, // 22
471 { 8, 7,23,26,36 }, /*23*/ 474 { 8, 7, 23, 26, 36}, // 23
472 { 6, 6,20,22,46 }, /*24*/ 475 { 6, 6, 20, 22, 46}, // 24
473 { 4, 5,17,18,56 }, /*25*/ 476 { 4, 5, 17, 18, 56}, // 25
474 { 2, 4,12,14,68 }, /*26*/ 477 { 2, 4, 12, 14, 68}, // 26
475 { 0, 3, 7,10,80 }, /*27*/ 478 { 0, 3, 7, 10, 80}, // 27
476 { 0, 0, 3, 7,90 }, /*28*/ 479 { 0, 0, 3, 7, 90}, // 28
477 { 0, 0, 0, 3,97 }, /*29*/ 480 { 0, 0, 0, 3, 97}, // 29
478 { 0, 0, 0, 0,100}, /*30*/ 481 { 0, 0, 0, 0, 100}, // 30
479 { 0, 0, 0, 0,100}, /*31*/ 482 { 0, 0, 0, 0, 100}, // 31
480}; 483};
481
482 484
483/* calculate the appropriate level for wands staves and scrolls. 485/* calculate the appropriate level for wands staves and scrolls.
484 * 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)
485 * 487 *
486 * elmex Wed Aug 9 17:44:59 CEST 2006: 488 * elmex Wed Aug 9 17:44:59 CEST 2006:
487 * 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.
488 */ 490 */
489 491int
490int level_for_item (const object *op, int difficulty) 492level_for_item (const object *op, int difficulty)
491{ 493{
492 int mult = 0, olevel = 0;
493
494 if (!op->inv) 494 if (!op->inv)
495 { 495 {
496 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);
497 return 0; 497 return 0;
498 } 498 }
499 499
500 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 500 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
501 501
502 if (olevel <= 0) 502 if (olevel <= 0)
503 olevel = rndm (1, MIN (op->inv->level, 1)); 503 olevel = rndm (1, op->inv->level);
504 504
505 if (olevel > MAXLEVEL) 505 return min (olevel, MAXLEVEL);
506 olevel = MAXLEVEL;
507
508 return olevel;
509} 506}
510 507
511/* 508/*
512 * Based upon the specified difficulty and upon the difftomagic_list array, 509 * Based upon the specified difficulty and upon the difftomagic_list array,
513 * a random magical bonus is returned. This is used when determine 510 * a random magical bonus is returned. This is used when determine
516 * elmex Thu Aug 10 18:45:44 CEST 2006: 513 * elmex Thu Aug 10 18:45:44 CEST 2006:
517 * 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
518 * weird integer between 1-31. 515 * weird integer between 1-31.
519 * 516 *
520 */ 517 */
521 518int
522int magic_from_difficulty(int difficulty) 519magic_from_difficulty (int difficulty)
523{ 520{
524 int percent = 0, magic = 0; 521 int percent = 0, magic = 0;
525 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 522 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
526 523
527 scaled_diff--; 524 scaled_diff--;
528 525
529 if(scaled_diff < 0) 526 if (scaled_diff < 0)
530 scaled_diff = 0; 527 scaled_diff = 0;
531 528
532 if (scaled_diff >= DIFFLEVELS) 529 if (scaled_diff >= DIFFLEVELS)
533 scaled_diff = DIFFLEVELS-1; 530 scaled_diff = DIFFLEVELS - 1;
534 531
535 percent = RANDOM()%100; 532 percent = rndm (100);
536 533
537 for(magic = 0; magic < (MAXMAGIC + 1); magic++) 534 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
538 { 535 {
539 percent -= difftomagic_list[scaled_diff][magic]; 536 percent -= difftomagic_list[scaled_diff][magic];
540 537
541 if (percent < 0) 538 if (percent < 0)
542 break; 539 break;
543 } 540 }
544 541
545 if (magic == (MAXMAGIC + 1)) 542 if (magic == (MAXMAGIC + 1))
546 { 543 {
547 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);
548 magic = 0; 545 magic = 0;
549 } 546 }
550 547
551 magic = (RANDOM() % 3) ? magic : -magic; 548 magic = (rndm (3)) ? magic : -magic;
552 /* 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); */
553 550
554 return magic; 551 return magic;
555} 552}
556 553
559 * the armour variable, and the effect on speed of armour. 556 * the armour variable, and the effect on speed of armour.
560 * This function doesn't work properly, should add use of archetypes 557 * This function doesn't work properly, should add use of archetypes
561 * to make it truly absolute. 558 * to make it truly absolute.
562 */ 559 */
563 560
561void
564void set_abs_magic(object *op, int magic) { 562set_abs_magic (object *op, int magic)
563{
565 if(!magic) 564 if (!magic)
566 return; 565 return;
567 566
568 op->magic=magic; 567 op->magic = magic;
569 if (op->arch) { 568 if (op->arch)
569 {
570 if (op->type == ARMOUR) 570 if (op->type == ARMOUR)
571 ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; 571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572 572
573 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 */
574 magic = (-magic); 574 magic = (-magic);
575 op->weight = (op->arch->clone.weight*(100-magic*10))/100; 575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
576 }
576 } else { 577 else
578 {
577 if(op->type==ARMOUR) 579 if (op->type == ARMOUR)
578 ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
579 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 */
580 magic = (-magic); 582 magic = (-magic);
581 op->weight=(op->weight*(100-magic*10))/100; 583 op->weight = (op->weight * (100 - magic * 10)) / 100;
582 } 584 }
583} 585}
584 586
585/* 587/*
586 * Sets a random magical bonus in the given object based upon 588 * Sets a random magical bonus in the given object based upon
587 * the given difficulty, and the given max possible bonus. 589 * the given difficulty, and the given max possible bonus.
588 */ 590 */
589 591
592static void
590static void set_magic (int difficulty, object *op, int max_magic, int flags) 593set_magic (int difficulty, object *op, int max_magic, int flags)
591{ 594{
592 int i; 595 int i;
596
593 i = magic_from_difficulty(difficulty); 597 i = magic_from_difficulty (difficulty);
594 if ((flags & GT_ONLY_GOOD) && i < 0) 598 if ((flags & GT_ONLY_GOOD) && i < 0)
595 i = -i; 599 i = -i;
596 if(i > max_magic) 600 if (i > max_magic)
597 i = max_magic; 601 i = max_magic;
598 set_abs_magic(op,i); 602 set_abs_magic (op, i);
599 if (i < 0) 603 if (i < 0)
600 SET_FLAG(op, FLAG_CURSED); 604 SET_FLAG (op, FLAG_CURSED);
601} 605}
602 606
603/* 607/*
604 * Randomly adds one magical ability to the given object. 608 * Randomly adds one magical ability to the given object.
605 * Modified for Partial Resistance in many ways: 609 * Modified for Partial Resistance in many ways:
606 * 1) Since rings can have multiple bonuses, if the same bonus 610 * 1) Since rings can have multiple bonuses, if the same bonus
607 * is rolled again, increase it - the bonuses now stack with 611 * is rolled again, increase it - the bonuses now stack with
608 * other bonuses previously rolled and ones the item might natively have. 612 * other bonuses previously rolled and ones the item might natively have.
609 * 2) Add code to deal with new PR method. 613 * 2) Add code to deal with new PR method.
610 */ 614 */
611 615void
612void set_ring_bonus(object *op,int bonus) { 616set_ring_bonus (object *op, int bonus)
617{
613 618
614 int r=RANDOM()%(bonus>0?25:11); 619 int r = rndm (bonus > 0 ? 25 : 11);
615 620
616 if(op->type==AMULET) { 621 if (op->type == AMULET)
617 if(!(RANDOM()%21)) 622 {
618 r=20+RANDOM()%2; 623 if (!(rndm (21)))
619 else { 624 r = 20 + rndm (2);
620 if(RANDOM()&2)
621 r=10;
622 else 625 else
623 r=11+RANDOM()%9; 626 {
624 } 627 if (rndm (2))
628 r = 10;
629 else
630 r = 11 + rndm (9);
631 }
625 } 632 }
626 633
627 switch(r) { 634 switch (r)
635 {
628 /* 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,
629 * bonuses and penalties will stack and add to existing values. 637 * bonuses and penalties will stack and add to existing values.
630 * of the item. 638 * of the item.
631 */ 639 */
632 case 0: 640 case 0:
633 case 1: 641 case 1:
634 case 2: 642 case 2:
635 case 3: 643 case 3:
636 case 4: 644 case 4:
637 case 5: 645 case 5:
638 case 6: 646 case 6:
639 set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); 647 op->stats.stat (r) += bonus;
640 break; 648 break;
641 649
642 case 7: 650 case 7:
643 op->stats.dam+=bonus; 651 op->stats.dam += bonus;
644 break; 652 break;
645 653
646 case 8: 654 case 8:
647 op->stats.wc+=bonus; 655 op->stats.wc += bonus;
648 break; 656 break;
649 657
650 case 9: 658 case 9:
651 op->stats.food+=bonus; /* hunger/sustenance */ 659 op->stats.food += bonus; /* hunger/sustenance */
652 break; 660 break;
653 661
654 case 10: 662 case 10:
655 op->stats.ac+=bonus; 663 op->stats.ac += bonus;
656 break; 664 break;
657 665
658 /* Item that gives protections/vulnerabilities */ 666 /* Item that gives protections/vulnerabilities */
659 case 11: 667 case 11:
660 case 12: 668 case 12:
661 case 13: 669 case 13:
662 case 14: 670 case 14:
663 case 15: 671 case 15:
664 case 16: 672 case 16:
665 case 17: 673 case 17:
666 case 18: 674 case 18:
667 case 19: 675 case 19:
668 { 676 {
669 int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; 677 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
670 678
671 /* 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) */
672 val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; 680 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
673 681
674 /* 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
675 * positive values for how protections work out. Put another 683 * positive values for how protections work out. Put another
676 * 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
677 * even values. 685 * even values.
678 */ 686 */
679 if (bonus<0) val = 2*-val - RANDOM() % b; 687 if (bonus < 0)
680 if (val>35) val=35; /* Upper limit */ 688 val = 2 * -val - rndm (b);
681 b=0; 689 if (val > 35)
690 val = 35; /* Upper limit */
691 b = 0;
692
682 while (op->resist[resist_table[resist]]!=0 && b<4) { 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
683 resist=RANDOM() % num_resist_table; 694 resist = rndm (num_resist_table);
684 } 695
685 if (b==4) return; /* Not able to find a free resistance */ 696 if (b == 4)
697 return; /* Not able to find a free resistance */
698
686 op->resist[resist_table[resist]] = val; 699 op->resist[resist_table[resist]] = val;
687 /* We should probably do something more clever here to adjust value 700 /* We should probably do something more clever here to adjust value
688 * based on how good a resistance we gave. 701 * based on how good a resistance we gave.
689 */ 702 */
690 break; 703 break;
691 } 704 }
692 case 20: 705 case 20:
693 if(op->type==AMULET) { 706 if (op->type == AMULET)
707 {
694 SET_FLAG(op,FLAG_REFL_SPELL); 708 SET_FLAG (op, FLAG_REFL_SPELL);
695 op->value*=11; 709 op->value *= 11;
696 } else { 710 }
711 else
712 {
697 op->stats.hp=1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
698 op->value*=4; 714 op->value *= 4;
715 }
716 break;
717
718 case 21:
719 if (op->type == AMULET)
720 {
721 SET_FLAG (op, FLAG_REFL_MISSILE);
722 op->value *= 9;
723 }
724 else
725 {
726 op->stats.sp = 1; /* regenerate spell points */
727 op->value *= 3;
728 }
729 break;
730
731 case 22:
732 op->stats.exp += bonus; /* Speed! */
733 op->value = (op->value * 2) / 3;
734 break;
699 } 735 }
700 break;
701 736
702 case 21:
703 if(op->type==AMULET) {
704 SET_FLAG(op,FLAG_REFL_MISSILE);
705 op->value*=9;
706 } else {
707 op->stats.sp=1; /* regenerate spell points */
708 op->value*=3;
709 }
710 break;
711
712 case 22:
713 op->stats.exp+=bonus; /* Speed! */
714 op->value=(op->value*2)/3;
715 break;
716 }
717 if(bonus>0) 737 if (bonus > 0)
718 op->value*=2*bonus; 738 op->value *= 2 * bonus;
719 else 739 else
720 op->value= -(op->value*2*bonus)/3; 740 op->value = -(op->value * 2 * bonus) / 3;
721} 741}
722 742
723/* 743/*
724 * get_magic(diff) will return a random number between 0 and 4. 744 * get_magic(diff) will return a random number between 0 and 4.
725 * diff can be any value above 2. The higher the diff-variable, the 745 * diff can be any value above 2. The higher the diff-variable, the
726 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
727 * 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
728 * rings and amulets. 748 * rings and amulets.
729 * 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.
730 */ 750 */
731 751int
732int get_magic(int diff) { 752get_magic (int diff)
753{
733 int i; 754 int i;
755
734 if(diff<3) 756 if (diff < 3)
735 diff=3; 757 diff = 3;
758
736 for(i=0;i<4;i++) 759 for (i = 0; i < 4; i++)
737 if(RANDOM()%diff) return i; 760 if (rndm (diff))
761 return i;
762
738 return 4; 763 return 4;
739} 764}
740 765
741#define DICE2 (get_magic(2)==2?2:1) 766#define DICE2 (get_magic(2)==2?2:1)
742#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))
743 768
744/* 769/*
745 * 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
746 * 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
747 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 772 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
748 */ 773 */
774
749/* 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
750 * 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
751 * 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
752 * way to do this? b.t. */ 778 * way to do this? b.t. */
779
753/* 780/*
754 * ! (flags & GT_ENVIRONMENT): 781 * ! (flags & GT_ENVIRONMENT):
755 * Automatically calls fix_flesh_item(). 782 * Automatically calls fix_flesh_item().
756 * 783 *
757 * flags: 784 * flags:
759 * value. 786 * value.
760 * 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
761 * 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
762 * 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
763 */ 790 */
764 791void
765void fix_generated_item (object * op, object * creator, int difficulty, 792fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
766 int max_magic, int flags)
767{ 793{
768 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;
769 795
770 if (!creator || creator->type == op->type) 796 if (!creator || creator->type == op->type)
771 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 797 creator = op; /*safety & to prevent polymorphed objects giving attributes */
774 save_item_power = op->item_power; 800 save_item_power = op->item_power;
775 op->item_power = 0; 801 op->item_power = 0;
776 802
777 if (op->randomitems && op->type != SPELL) 803 if (op->randomitems && op->type != SPELL)
778 { 804 {
779 create_treasure (op->randomitems, op, flags, difficulty, 0); 805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
780 if (!op->inv)
781 LOG (llevDebug,
782 "fix_generated_item: Unable to generate treasure for %s\n",
783 op->name);
784
785 /* So the treasure doesn't get created again */ 806 /* So the treasure doesn't get created again */
786 op->randomitems = NULL; 807 op->randomitems = 0;
787 } 808 }
788 809
789 if (difficulty < 1) 810 if (difficulty < 1)
790 difficulty = 1; 811 difficulty = 1;
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;
791 818
792 if (!(flags & GT_MINIMAL)) 819 if (!(flags & GT_MINIMAL))
793 { 820 {
794 if (op->arch == crown_arch) 821 if (op->arch == crown_arch)
795 { 822 {
802 if (!op->magic && max_magic) 829 if (!op->magic && max_magic)
803 set_magic (difficulty, op, max_magic, flags); 830 set_magic (difficulty, op, max_magic, flags);
804 831
805 num_enchantments = calc_item_power (op, 1); 832 num_enchantments = calc_item_power (op, 1);
806 833
807 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) 834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
808 || op->type == HORN 835 || op->type == HORN
809 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 836 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
810 * used for shop_floors or treasures */ 837 * used for shop_floors or treasures */
811 generate_artifact (op, difficulty); 838 generate_artifact (op, difficulty);
812 } 839 }
813 840
814 /* Object was made an artifact. Calculate its item_power rating. 841 /* Object was made an artifact. Calculate its item_power rating.
815 * the item_power in the object is what the artfiact adds. 842 * the item_power in the object is what the artfiact adds.
822 * 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
823 * 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
824 * being somewhat of a bonus 851 * being somewhat of a bonus
825 */ 852 */
826 if (save_item_power) 853 if (save_item_power)
827 op->item_power =
828 save_item_power + get_power_from_ench (op->item_power); 854 op->item_power = save_item_power + get_power_from_ench (op->item_power);
829 else 855 else
830 op->item_power =
831 get_power_from_ench (op->item_power + num_enchantments); 856 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
832 } 857 }
833 else if (save_item_power) 858 else if (save_item_power)
834 { 859 {
835 /* 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.
836 * we don't care about num_enchantments - that will basically just 861 * we don't care about num_enchantments - that will basically just
844 * 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
845 * 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
846 * item_power value. 871 * item_power value.
847 * - gros, 21th of July 2006. 872 * - gros, 21th of July 2006.
848 */ 873 */
849 op->item_power = calc_item_power(op,0); 874 op->item_power = calc_item_power (op, 0);
850 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
851 * again below */ 876 * again below */
852 } 877 }
853 } 878 }
854 879
855 /* materialtype modifications. Note we allow this on artifacts. */ 880 /* materialtype modifications. Note we allow this on artifacts. */
856 set_materialname (op, difficulty, NULL); 881 set_materialname (op, difficulty, NULL);
869 } 894 }
870 } 895 }
871 else if (!op->title) /* Only modify object if not special */ 896 else if (!op->title) /* Only modify object if not special */
872 switch (op->type) 897 switch (op->type)
873 { 898 {
874 case WEAPON: 899 case WEAPON:
875 case ARMOUR: 900 case ARMOUR:
876 case SHIELD: 901 case SHIELD:
877 case HELMET: 902 case HELMET:
878 case CLOAK: 903 case CLOAK:
879 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 904 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
880 set_ring_bonus (op, -DICE2); 905 set_ring_bonus (op, -DICE2);
881 break; 906 break;
882 907
883 case BRACERS: 908 case BRACERS:
884 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 909 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
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:
885 { 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
886 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 976 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
887 if (!QUERY_FLAG (op, FLAG_CURSED))
888 op->value *= 3;
889 }
890 break;
891 977
892 case POTION: 978 if (op->type != RING) /* Amulets have only one ability */
893 {
894 int too_many_tries = 0, is_special = 0;
895
896 /* Handle healing and magic power potions */
897 if (op->stats.sp && !op->randomitems)
898 {
899 object *tmp;
900
901 tmp = get_archetype (spell_mapping[op->stats.sp]);
902 insert_ob_in_ob (tmp, op);
903 op->stats.sp = 0;
904 }
905
906 while (!(is_special = special_potion (op)) && !op->inv)
907 {
908 generate_artifact (op, difficulty);
909 if (too_many_tries++ > 10)
910 break; 979 break;
911 }
912 980
913 /* don't want to change value for healing/magic power potions, 981 if (!(rndm (4)))
914 * since the value set on those is already correct.
915 */
916 if (op->inv && op->randomitems)
917 { 982 {
918 /* value multiplier is same as for scrolls */ 983 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
919 op->value = (op->value * op->inv->value); 984
920 op->level = 985 if (d > 0)
921 op->inv->level / 2 + RANDOM () % difficulty 986 op->value *= 3;
922 + RANDOM () % difficulty; 987
988 set_ring_bonus (op, d);
989
990 if (!(rndm (4)))
991 {
992 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
993
994 if (d > 0)
995 op->value *= 5;
996 set_ring_bonus (op, d);
997 }
923 } 998 }
924 else
925 {
926 FREE_AND_COPY (op->name, "potion");
927 FREE_AND_COPY (op->name_pl, "potions");
928 }
929 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
930 SET_FLAG (op, FLAG_CURSED);
931 break;
932 }
933 999
934 case AMULET: 1000 if (GET_ANIM_ID (op))
935 if (op->arch == amulet_arch) 1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
936 op->value *= 5; /* Since it's not just decoration */
937 1002
938 case RING:
939 if (op->arch == NULL)
940 {
941 remove_ob (op);
942 free_object (op);
943 op = NULL;
944 break; 1003 break;
1004
1005 case BOOK:
1006 /* Is it an empty book?, if yes lets make a special·
1007 * msg for it, and tailor its properties based on the·
1008 * creator and/or map level we found it on.
945 } 1009 */
946 1010 if (!op->msg && rndm (10))
947 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
948 break;
949
950 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
951 SET_FLAG (op, FLAG_CURSED);
952
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
954
955 if (op->type != RING) /* Amulets have only one ability */
956 break;
957
958 if (!(RANDOM () % 4))
959 {
960 int d = (RANDOM () % 2
961 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
962
963 if (d > 0)
964 op->value *= 3;
965
966 set_ring_bonus (op, d);
967
968 if (!(RANDOM () % 4))
969 { 1011 {
970 int d = (RANDOM () % 3 1012 /* set the book level properly */
971 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1013 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
972 if (d > 0) 1014 {
973 op->value *= 5; 1015 if (op->map && op->map->difficulty)
974 set_ring_bonus (op, d); 1016 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1017 else
1018 op->level = rndm (20) + 1;
1019 }
1020 else
1021 op->level = rndm (creator->level);
1022
1023 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1024 /* books w/ info are worth more! */
1025 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1026 /* creator related stuff */
1027
1028 /* for library, chained books. Note that some monsters have no_pick
1029 * set - we don't want to set no pick in that case.
1030 */
1031 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1032 SET_FLAG (op, FLAG_NO_PICK);
1033 if (creator->slaying && !op->slaying) /* for check_inv floors */
1034 op->slaying = creator->slaying;
1035
1036 /* add exp so reading it gives xp (once) */
1037 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
975 } 1038 }
976 }
977
978 if (GET_ANIM_ID (op))
979 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
980
981 break; 1039 break;
982 1040
983 case BOOK: 1041 case SPELLBOOK:
984 /* Is it an empty book?, if yes lets make a special· 1042 op->value = op->value * op->inv->value;
985 * msg for it, and tailor its properties based on the· 1043 /* add exp so learning gives xp */
986 * creator and/or map level we found it on. 1044 op->level = op->inv->level;
1045 op->stats.exp = op->value;
1046 break;
1047
1048 case WAND:
1049 /* nrof in the treasure list is number of charges,
1050 * not number of wands. So copy that into food (charges),
1051 * and reset nrof.
987 */ 1052 */
988 if (!op->msg && RANDOM () % 10) 1053 op->stats.food = op->inv->nrof;
1054 op->nrof = 1;
1055 /* If the spell changes by level, choose a random level
1056 * for it, and adjust price. If the spell doesn't
1057 * change by level, just set the wand to the level of
1058 * the spell, and value calculation is simpler.
989 { 1059 */
990 /* set the book level properly */ 1060 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
991 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
992 { 1061 {
993 if (op->map && op->map->difficulty) 1062 op->level = level_for_item (op, difficulty);
994 op->level = 1063 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
995 RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
996 else
997 op->level = RANDOM () % 20 + 1;
998 } 1064 }
999 else 1065 else
1000 op->level = RANDOM () % creator->level; 1066 {
1001
1002 tailor_readable_ob (op,
1003 (creator
1004 && creator->stats.sp) ? creator->stats.
1005 sp : -1);
1006 /* books w/ info are worth more! */
1007 op->value *=
1008 ((op->level >
1009 10 ? op->level : (op->level + 1067 op->level = op->inv->level;
1010 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1068 op->value = op->value * op->inv->value;
1011 /* creator related stuff */ 1069 }
1070 break;
1012 1071
1013 /* for library, chained books. Note that some monsters have no_pick 1072 case ROD:
1014 * set - we don't want to set no pick in that case. 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.
1015 */ 1078 */
1016 if (QUERY_FLAG (creator, FLAG_NO_PICK) && 1079 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1017 !QUERY_FLAG (creator, FLAG_MONSTER)) 1080 /* maxhp is used to denote how many 'charges' the rod holds before */
1018 SET_FLAG (op, FLAG_NO_PICK);
1019 if (creator->slaying && !op->slaying) /* for check_inv floors */
1020 op->slaying = add_string (creator->slaying);
1021
1022 /* add exp so reading it gives xp (once) */
1023 op->stats.exp = 1081 if (op->stats.maxhp)
1024 op->value > 10000 ? op->value / 5 : op->value / 10; 1082 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1025 } 1083 else
1084 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1085
1086 op->stats.hp = op->stats.maxhp;
1026 break; 1087 break;
1027 1088
1028 case SPELLBOOK: 1089 case SCROLL:
1029 op->value = op->value * op->inv->value;
1030 /* add exp so learning gives xp */
1031 op->level = op->inv->level;
1032 op->stats.exp = op->value;
1033 break;
1034
1035 case WAND:
1036 /* nrof in the treasure list is number of charges,
1037 * not number of wands. So copy that into food (charges),
1038 * and reset nrof.
1039 */
1040 op->stats.food = op->inv->nrof;
1041 op->nrof = 1;
1042 /* If the spell changes by level, choose a random level
1043 * for it, and adjust price. If the spell doesn't
1044 * change by level, just set the wand to the level of
1045 * the spell, and value calculation is simpler.
1046 */
1047 if (op->inv->duration_modifier || op->inv->dam_modifier ||
1048 op->inv->range_modifier)
1049 {
1050 op->level = level_for_item (op, difficulty); 1090 op->level = level_for_item (op, difficulty);
1051 op->value = op->value * op->inv->value * (op->level + 50) /
1052 (op->inv->level + 50);
1053 }
1054 else
1055 {
1056 op->level = op->inv->level;
1057 op->value = op->value * op->inv->value;
1058 }
1059 break;
1060
1061 case ROD:
1062 op->level = level_for_item (op, difficulty);
1063 /* Add 50 to both level an divisor to keep prices a little more
1064 * reasonable. Otherwise, a high level version of a low level
1065 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1066 * 10 time multiplier). This way, the value are a bit more reasonable.
1067 */
1068 op->value =
1069 op->value * op->inv->value * (op->level + 50) / (op->inv->level + 1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1070 50);
1071 /* maxhp is used to denote how many 'charges' the rod holds before */
1072 if (op->stats.maxhp)
1073 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1074 else
1075 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1076 1092
1077 op->stats.hp = op->stats.maxhp;
1078 break;
1079
1080 case SCROLL:
1081 op->level = level_for_item (op, difficulty);
1082 op->value =
1083 op->value * op->inv->value
1084 * (op->level + 50) / (op->inv->level + 50);
1085
1086 /* add exp so reading them properly gives xp */ 1093 /* add exp so reading them properly gives xp */
1087 op->stats.exp = op->value / 5; 1094 op->stats.exp = op->value / 5;
1088 op->nrof = op->inv->nrof; 1095 op->nrof = op->inv->nrof;
1089 break; 1096 break;
1090 1097
1091 case RUNE: 1098 case RUNE:
1092 trap_adjust (op, difficulty); 1099 trap_adjust (op, difficulty);
1093 break; 1100 break;
1094 1101
1095 case TRAP: 1102 case TRAP:
1096 trap_adjust (op, difficulty); 1103 trap_adjust (op, difficulty);
1097 break; 1104 break;
1098 } /* switch type */ 1105 } /* switch type */
1099 1106
1100 if (flags & GT_STARTEQUIP) 1107 if (flags & GT_STARTEQUIP)
1101 { 1108 {
1102 if (op->nrof < 2 && op->type != CONTAINER 1109 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1103 && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1104 SET_FLAG (op, FLAG_STARTEQUIP); 1110 SET_FLAG (op, FLAG_STARTEQUIP);
1105 else if (op->type != MONEY) 1111 else if (op->type != MONEY)
1106 op->value = 0; 1112 op->value = 0;
1107 } 1113 }
1108 1114
1119 */ 1125 */
1120 1126
1121/* 1127/*
1122 * Allocate and return the pointer to an empty artifactlist structure. 1128 * Allocate and return the pointer to an empty artifactlist structure.
1123 */ 1129 */
1124 1130static artifactlist *
1125static artifactlist *get_empty_artifactlist(void) { 1131get_empty_artifactlist (void)
1126 artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); 1132{
1127 if(tl==NULL) 1133 return salloc0<artifactlist> ();
1128 fatal(OUT_OF_MEMORY);
1129 tl->next=NULL;
1130 tl->items=NULL;
1131 tl->total_chance=0;
1132 return tl;
1133} 1134}
1134 1135
1135/* 1136/*
1136 * Allocate and return the pointer to an empty artifact structure. 1137 * Allocate and return the pointer to an empty artifact structure.
1137 */ 1138 */
1138 1139static artifact *
1139static artifact *get_empty_artifact(void) { 1140get_empty_artifact (void)
1140 artifact *t = (artifact *) malloc(sizeof(artifact)); 1141{
1141 if(t==NULL) 1142 return salloc0<artifact> ();
1142 fatal(OUT_OF_MEMORY);
1143 t->item=NULL;
1144 t->next=NULL;
1145 t->chance=0;
1146 t->difficulty=0;
1147 t->allowed = NULL;
1148 return t;
1149} 1143}
1150 1144
1151/* 1145/*
1152 * 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
1153 * of objects on it. 1147 * of objects on it.
1154 */ 1148 */
1155 1149artifactlist *
1156artifactlist *find_artifactlist(int type) { 1150find_artifactlist (int type)
1151{
1152 for (artifactlist *al = first_artifactlist; al; al = al->next)
1153 if (al->type == type)
1154 return al;
1155
1156 return 0;
1157}
1158
1159/*
1160 * Builds up the lists of artifacts from the file in the libdir.
1161 */
1162void
1163init_artifacts (void)
1164{
1165 static int has_been_inited = 0;
1166 char filename[MAX_BUF];
1167 artifact *art = NULL;
1157 artifactlist *al; 1168 artifactlist *al;
1158 1169
1159 for (al=first_artifactlist; al!=NULL; al=al->next) 1170 if (has_been_inited)
1160 if (al->type == type) return al;
1161 return NULL;
1162}
1163
1164/*
1165 * For debugging purposes. Dumps all tables.
1166 */
1167
1168void dump_artifacts(void) {
1169 artifactlist *al;
1170 artifact *art;
1171 linked_char *next;
1172
1173 fprintf(logfile,"\n");
1174 for (al=first_artifactlist; al!=NULL; al=al->next) {
1175 fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1176 for (art=al->items; art!=NULL; art=art->next) {
1177 fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n",
1178 art->item->name, art->difficulty, art->chance);
1179 if (art->allowed !=NULL) {
1180 fprintf(logfile,"\tAllowed combinations:");
1181 for (next=art->allowed; next!=NULL; next=next->next)
1182 fprintf(logfile, "%s,", next->name);
1183 fprintf(logfile,"\n");
1184 }
1185 }
1186 }
1187 fprintf(logfile,"\n");
1188}
1189
1190/*
1191 * For debugging purposes. Dumps all treasures recursively (see below).
1192 */
1193void dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1194{
1195 treasurelist *tl;
1196 int i;
1197
1198 if (depth > 100)
1199 return; 1171 return;
1200 while (t != NULL)
1201 {
1202 if (t->name != NULL)
1203 {
1204 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " ");
1206 fprintf (logfile, "{ (list: %s)\n", t->name);
1207 tl = find_treasurelist (t->name);
1208 dump_monster_treasure_rec (name, tl->items, depth + 2);
1209 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " ");
1211 fprintf (logfile, "} (end of list: %s)\n", t->name);
1212 }
1213 else
1214 {
1215 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " ");
1217 if (t->item->clone.type == FLESH)
1218 fprintf (logfile, "%s's %s\n", name, t->item->clone.name);
1219 else 1172 else
1220 fprintf (logfile, "%s\n", t->item->clone.name);
1221 }
1222 if (t->next_yes != NULL)
1223 {
1224 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " ");
1226 fprintf (logfile, " (if yes)\n");
1227 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1228 }
1229 if (t->next_no != NULL)
1230 {
1231 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " ");
1233 fprintf (logfile, " (if no)\n");
1234 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1235 }
1236 t = t->next;
1237 }
1238}
1239
1240/*
1241 * For debugging purposes. Dumps all treasures for a given monster.
1242 * Created originally by Raphael Quinet for debugging the alchemy code.
1243 */
1244
1245void dump_monster_treasure (const char *name)
1246{
1247 archetype *at;
1248 int found;
1249
1250 found = 0;
1251 fprintf (logfile, "\n");
1252 for (at = first_archetype; at != NULL; at = at->next)
1253 if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1254 {
1255 fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name,
1256 at->name);
1257 if (at->clone.randomitems != NULL)
1258 dump_monster_treasure_rec (at->clone.name,
1259 at->clone.randomitems->items, 1);
1260 else
1261 fprintf (logfile, "(nothing)\n");
1262 fprintf (logfile, "\n");
1263 found++;
1264 }
1265 if (found == 0)
1266 fprintf (logfile, "No objects have the name %s!\n\n", name);
1267}
1268
1269/*
1270 * Builds up the lists of artifacts from the file in the libdir.
1271 */
1272
1273void init_artifacts(void) {
1274 static int has_been_inited=0;
1275 FILE *fp;
1276 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1277 artifact *art=NULL;
1278 linked_char *tmp;
1279 int value, comp;
1280 artifactlist *al;
1281
1282 object_thawer thawer;
1283
1284 if (has_been_inited) return;
1285 else has_been_inited = 1; 1173 has_been_inited = 1;
1286 1174
1287 sprintf(filename, "%s/artifacts", settings.datadir); 1175 sprintf (filename, "%s/artifacts", settings.datadir);
1288 LOG(llevDebug, "Reading artifacts from %s...",filename); 1176 object_thawer f (filename);
1289 if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) {
1290 LOG(llevError, "Can't open %s.\n", filename);
1291 return;
1292 }
1293 1177
1294 while (fgets(buf, HUGE_BUF, fp)!=NULL) { 1178 if (!f)
1295 if (*buf=='#') continue; 1179 return;
1296 if((cp=strchr(buf,'\n'))!=NULL) 1180
1297 *cp='\0'; 1181 for (;;)
1298 cp=buf;
1299 while(*cp==' ') /* Skip blanks */
1300 cp++;
1301 if (*cp=='\0') continue;
1302 1182 {
1303 if (!strncmp(cp, "Allowed", 7)) { 1183 switch (f.kw)
1304 if (art==NULL) {
1305 art=get_empty_artifact();
1306 nrofartifacts++;
1307 } 1184 {
1308 cp = strchr(cp,' ') + 1; 1185 case KW_allowed:
1309 if (!strcmp(cp,"all")) continue; 1186 if (!art)
1187 art = get_empty_artifact ();
1310 1188
1311 do { 1189 {
1312 nrofallowedstr++; 1190 if (!strcmp (f.get_str (), "all"))
1313 if ((next=strchr(cp, ','))!=NULL) 1191 break;
1314 *(next++) = '\0'; 1192
1315 tmp = (linked_char*) malloc(sizeof(linked_char)); 1193 char *next, *cp = f.get_str ();
1316 tmp->name = add_string(cp); 1194
1317 tmp->next = art->allowed; 1195 do
1318 art->allowed = tmp; 1196 {
1319 } while ((cp=next)!=NULL); 1197 if ((next = strchr (cp, ',')))
1320 } 1198 *next++ = '\0';
1321 else if (sscanf(cp, "chance %d", &value)) 1199
1322 art->chance = (uint16) value; 1200 linked_char *tmp = new linked_char;
1323 else if (sscanf(cp, "difficulty %d", &value)) 1201
1324 art->difficulty = (uint8) value; 1202 tmp->name = cp;
1325 else if (!strncmp(cp, "Object",6)) { 1203 tmp->next = art->allowed;
1326 art->item = (object *) calloc(1, sizeof(object)); 1204 art->allowed = tmp;
1327 reset_object(art->item); 1205 }
1328 if (!load_object(fp, thawer, art->item,LO_LINEMODE,0)) 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))
1329 LOG(llevError,"Init_Artifacts: Could not load object.\n"); 1225 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1330 art->item->name = add_string((strchr(cp, ' ')+1)); 1226
1331 al=find_artifactlist(art->item->type); 1227 al = find_artifactlist (art->item->type);
1332 if (al==NULL) { 1228
1333 al = get_empty_artifactlist(); 1229 if (!al)
1334 al->type = art->item->type; 1230 {
1231 al = get_empty_artifactlist ();
1232 al->type = art->item->type;
1335 al->next = first_artifactlist; 1233 al->next = first_artifactlist;
1336 first_artifactlist = al; 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 ();
1337 } 1253 }
1338 art->next = al->items;
1339 al->items = art;
1340 art = NULL;
1341 }
1342 else
1343 LOG(llevError,"Unknown input in artifact file: %s\n", buf);
1344 }
1345 1254
1346 close_and_delete(fp, comp); 1255done:
1347
1348 for (al=first_artifactlist; al!=NULL; al=al->next) { 1256 for (al = first_artifactlist; al; al = al->next)
1257 {
1258 al->total_chance = 0;
1259
1349 for (art=al->items; art!=NULL; art=art->next) { 1260 for (art = al->items; art; art = art->next)
1261 {
1350 if (!art->chance) 1262 if (!art->chance)
1351 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);
1352 else 1264 else
1353 al->total_chance += art->chance; 1265 al->total_chance += art->chance;
1354 } 1266 }
1355#if 0 1267#if 0
1356 LOG(llevDebug,"Artifact list type %d has %d total chance\n", 1268 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1357 al->type, al->total_chance);
1358#endif 1269#endif
1359 } 1270 }
1360 1271
1361 LOG(llevDebug,"done.\n"); 1272 LOG (llevDebug, "done.\n");
1362} 1273}
1363
1364 1274
1365/* 1275/*
1366 * Used in artifact generation. The bonuses of the first object 1276 * Used in artifact generation. The bonuses of the first object
1367 * is modified by the bonuses of the second object. 1277 * is modified by the bonuses of the second object.
1368 */ 1278 */
1369 1279void
1370void add_abilities(object *op, object *change) { 1280add_abilities (object *op, object *change)
1281{
1371 int i,j, tmp; 1282 int i, tmp;
1372 1283
1373 if (change->face != blank_face) { 1284 if (change->face != blank_face)
1285 {
1374#ifdef TREASURE_VERBOSE 1286#ifdef TREASURE_VERBOSE
1375 LOG(llevDebug, "FACE: %d\n", change->face->number); 1287 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1376#endif 1288#endif
1377 op->face = change->face; 1289 op->face = change->face;
1378 } 1290 }
1291
1379 for (i = 0; i < NUM_STATS; i++) 1292 for (i = 0; i < NUM_STATS; i++)
1380 change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); 1293 change_attr_value (&(op->stats), i, change->stats.stat (i));
1381 1294
1382 op->attacktype |= change->attacktype; 1295 op->attacktype |= change->attacktype;
1383 op->path_attuned |= change->path_attuned; 1296 op->path_attuned |= change->path_attuned;
1384 op->path_repelled |= change->path_repelled; 1297 op->path_repelled |= change->path_repelled;
1385 op->path_denied |= change->path_denied; 1298 op->path_denied |= change->path_denied;
1386 op->move_type |= change->move_type; 1299 op->move_type |= change->move_type;
1387 op->stats.luck += change->stats.luck; 1300 op->stats.luck += change->stats.luck;
1388 1301
1389 if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); 1302 if (QUERY_FLAG (change, FLAG_CURSED))
1390 if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); 1303 SET_FLAG (op, FLAG_CURSED);
1304 if (QUERY_FLAG (change, FLAG_DAMNED))
1305 SET_FLAG (op, FLAG_DAMNED);
1391 if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) 1306 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1392 && op->magic > 0)
1393 set_abs_magic(op, -op->magic); 1307 set_abs_magic (op, -op->magic);
1394 1308
1395 if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1309 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1396 if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1310 SET_FLAG (op, FLAG_LIFESAVE);
1397 if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1311 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1398 if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1312 SET_FLAG (op, FLAG_REFL_SPELL);
1399 if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1313 if (QUERY_FLAG (change, FLAG_STEALTH))
1400 if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1314 SET_FLAG (op, FLAG_STEALTH);
1401 if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1315 if (QUERY_FLAG (change, FLAG_XRAYS))
1402 if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); 1316 SET_FLAG (op, FLAG_XRAYS);
1317 if (QUERY_FLAG (change, FLAG_BLIND))
1318 SET_FLAG (op, FLAG_BLIND);
1319 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1320 SET_FLAG (op, FLAG_SEE_IN_DARK);
1321 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1322 SET_FLAG (op, FLAG_REFL_MISSILE);
1323 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1324 SET_FLAG (op, FLAG_MAKE_INVIS);
1403 1325
1404 if (QUERY_FLAG(change,FLAG_STAND_STILL)) { 1326 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1327 {
1405 CLEAR_FLAG(op,FLAG_ANIMATE); 1328 CLEAR_FLAG (op, FLAG_ANIMATE);
1406 /* so artifacts will join */ 1329 /* so artifacts will join */
1407 if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; 1330 if (!QUERY_FLAG (op, FLAG_ALIVE))
1408 update_ob_speed(op); 1331 op->speed = 0.0;
1332
1333 op->set_speed (op->speed);
1409 } 1334 }
1410 if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; 1335
1336 if (change->nrof)
1337 op->nrof = rndm (change->nrof) + 1;
1338
1411 op->stats.exp += change->stats.exp; /* Speed modifier */ 1339 op->stats.exp += change->stats.exp; /* Speed modifier */
1412 op->stats.wc += change->stats.wc; 1340 op->stats.wc += change->stats.wc;
1413 op->stats.ac += change->stats.ac; 1341 op->stats.ac += change->stats.ac;
1414 1342
1415 if (change->other_arch) { 1343 if (change->other_arch)
1344 {
1416 /* Basically, for horns & potions, the other_arch field is the spell 1345 /* Basically, for horns & potions, the other_arch field is the spell
1417 * 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
1418 * this object. 1347 * this object.
1419 */ 1348 */
1420 if (op->type == HORN || op->type == POTION) { 1349 if (op->type == HORN || op->type == POTION)
1350 {
1421 object *tmp_obj; 1351 object *tmp_obj;
1352
1422 /* Remove any spells this object currently has in it */ 1353 /* Remove any spells this object currently has in it */
1423 while (op->inv) { 1354 while (op->inv)
1424 tmp_obj = op->inv; 1355 op->inv->destroy ();
1425 remove_ob(tmp_obj); 1356
1426 free_object(tmp_obj);
1427 }
1428 tmp_obj = arch_to_object(change->other_arch); 1357 tmp_obj = arch_to_object (change->other_arch);
1429 insert_ob_in_ob(tmp_obj, op); 1358 insert_ob_in_ob (tmp_obj, op);
1430 } 1359 }
1431 /* No harm setting this for potions/horns */ 1360 /* No harm setting this for potions/horns */
1432 op->other_arch = change->other_arch; 1361 op->other_arch = change->other_arch;
1433 } 1362 }
1434 1363
1435 if (change->stats.hp < 0) 1364 if (change->stats.hp < 0)
1436 op->stats.hp = -change->stats.hp; 1365 op->stats.hp = -change->stats.hp;
1437 else 1366 else
1438 op->stats.hp += change->stats.hp; 1367 op->stats.hp += change->stats.hp;
1368
1439 if (change->stats.maxhp < 0) 1369 if (change->stats.maxhp < 0)
1440 op->stats.maxhp = -change->stats.maxhp; 1370 op->stats.maxhp = -change->stats.maxhp;
1441 else 1371 else
1442 op->stats.maxhp += change->stats.maxhp; 1372 op->stats.maxhp += change->stats.maxhp;
1373
1443 if (change->stats.sp < 0) 1374 if (change->stats.sp < 0)
1444 op->stats.sp = -change->stats.sp; 1375 op->stats.sp = -change->stats.sp;
1445 else 1376 else
1446 op->stats.sp += change->stats.sp; 1377 op->stats.sp += change->stats.sp;
1378
1447 if (change->stats.maxsp < 0) 1379 if (change->stats.maxsp < 0)
1448 op->stats.maxsp = -change->stats.maxsp; 1380 op->stats.maxsp = -change->stats.maxsp;
1449 else 1381 else
1450 op->stats.maxsp += change->stats.maxsp; 1382 op->stats.maxsp += change->stats.maxsp;
1383
1451 if (change->stats.food < 0) 1384 if (change->stats.food < 0)
1452 op->stats.food = -(change->stats.food); 1385 op->stats.food = -(change->stats.food);
1453 else 1386 else
1454 op->stats.food += change->stats.food; 1387 op->stats.food += change->stats.food;
1388
1455 if (change->level < 0) 1389 if (change->level < 0)
1456 op->level = -(change->level); 1390 op->level = -(change->level);
1457 else 1391 else
1458 op->level += change->level; 1392 op->level += change->level;
1459 1393
1460 if (change->gen_sp_armour < 0) 1394 if (change->gen_sp_armour < 0)
1461 op->gen_sp_armour = -(change->gen_sp_armour); 1395 op->gen_sp_armour = -(change->gen_sp_armour);
1462 else 1396 else
1463 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;
1464 1398
1465 op->item_power = change->item_power; 1399 op->item_power = change->item_power;
1466 1400
1467 for (i=0; i<NROFATTACKS; i++) { 1401 for (i = 0; i < NROFATTACKS; i++)
1468 if (change->resist[i]) { 1402 if (change->resist[i])
1469 op->resist[i] += change->resist[i]; 1403 op->resist[i] += change->resist[i];
1470 } 1404
1471 }
1472 if (change->stats.dam) { 1405 if (change->stats.dam)
1406 {
1473 if (change->stats.dam < 0) 1407 if (change->stats.dam < 0)
1474 op->stats.dam = (-change->stats.dam); 1408 op->stats.dam = (-change->stats.dam);
1475 else if (op->stats.dam) { 1409 else if (op->stats.dam)
1410 {
1476 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);
1477 if (tmp == op->stats.dam) { 1412 if (tmp == op->stats.dam)
1413 {
1478 if (change->stats.dam < 10) 1414 if (change->stats.dam < 10)
1479 op->stats.dam--; 1415 op->stats.dam--;
1480 else 1416 else
1481 op->stats.dam++; 1417 op->stats.dam++;
1418 }
1419 else
1420 op->stats.dam = tmp;
1421 }
1482 } 1422 }
1483 else 1423
1484 op->stats.dam = tmp;
1485 }
1486 }
1487 if (change->weight) { 1424 if (change->weight)
1425 {
1488 if (change->weight < 0) 1426 if (change->weight < 0)
1489 op->weight = (-change->weight); 1427 op->weight = (-change->weight);
1490 else 1428 else
1491 op->weight = (op->weight * (change->weight)) / 100; 1429 op->weight = (op->weight * (change->weight)) / 100;
1492 } 1430 }
1431
1493 if (change->last_sp) { 1432 if (change->last_sp)
1433 {
1494 if (change->last_sp < 0) 1434 if (change->last_sp < 0)
1495 op->last_sp = (-change->last_sp); 1435 op->last_sp = (-change->last_sp);
1496 else 1436 else
1497 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);
1498 } 1438 }
1439
1499 if (change->gen_sp_armour) { 1440 if (change->gen_sp_armour)
1441 {
1500 if (change->gen_sp_armour < 0) 1442 if (change->gen_sp_armour < 0)
1501 op->gen_sp_armour = (-change->gen_sp_armour); 1443 op->gen_sp_armour = (-change->gen_sp_armour);
1502 else 1444 else
1503 op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) 1445 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1504 / (int)100);
1505 } 1446 }
1447
1506 op->value *= change->value; 1448 op->value *= change->value;
1507 1449
1508 if(change->material) op->material = change->material; 1450 if (change->materials)
1451 op->materials = change->materials;
1509 1452
1510 if (change->materialname) { 1453 if (change->materialname)
1511 if (op->materialname)
1512 free_string(op->materialname);
1513 op->materialname = add_refcount(change->materialname); 1454 op->materialname = change->materialname;
1514 }
1515 1455
1516 if (change->slaying) { 1456 if (change->slaying)
1517 if (op->slaying)
1518 free_string(op->slaying);
1519 op->slaying = add_refcount(change->slaying); 1457 op->slaying = change->slaying;
1520 } 1458
1521 if (change->race) { 1459 if (change->race)
1522 if (op->race) 1460 op->race = change->race;
1523 free_string(op->race); 1461
1524 op->race = add_refcount(change->race);
1525 }
1526 if (change->msg) { 1462 if (change->msg)
1527 if (op->msg) 1463 op->msg = change->msg;
1528 free_string(op->msg);
1529 op->msg = add_refcount(change->msg);
1530 }
1531 /* GROS: Added support for event_... in artifact file */
1532 for(j=0;j<NR_EVENTS;j++) {
1533 event *evt;
1534 event *evt2;
1535 event *evtn;
1536 event *evtp;
1537
1538 evt = find_event(change,j);
1539 evt2= find_event(op,j);
1540
1541 if ((evt) && (evt->hook)) {
1542 if ((evt2)&&(evt2->hook)) {
1543 free_string(evt2->hook);
1544 free_string(evt2->plugin);
1545 free_string(evt2->options);
1546 evtp = NULL;
1547 evtn = evt2->next;
1548 if (evt2 == op->events) {
1549 free(evt2);
1550 op->events = evtn;
1551 }
1552 else {
1553 evtp = op->events;
1554 while (evtp->next != evt2)
1555 evtp = evtp->next;
1556 free(evt2);
1557 evtp->next = evtn;
1558 }
1559 }
1560 else if (evt2 == NULL) {
1561 if (op->events == NULL) {
1562 evt2 = (event *)malloc(sizeof(event));
1563 op->events = evt2;
1564 }
1565 else {
1566 evtp = op->events;
1567 while (evtp->next != NULL)
1568 evtp = evtp->next;
1569 evtp->next = (event *)malloc(sizeof(event));
1570 evt2 = evtp->next;
1571 }
1572 }
1573 evt2->next = NULL;
1574 evt2->hook = add_refcount(evt->hook);
1575 evt2->plugin = add_refcount(evt->plugin);
1576 evt2->type = j;
1577
1578 if (evt->options)
1579 evt2->options = add_refcount(evt->options);
1580 else
1581 evt2->options = NULL;
1582 }
1583 }
1584} 1464}
1585 1465
1466static int
1586static int legal_artifact_combination(object *op, artifact *art) { 1467legal_artifact_combination (object *op, artifact *art)
1468{
1587 int neg, success = 0; 1469 int neg, success = 0;
1588 linked_char *tmp; 1470 linked_char *tmp;
1589 const char *name; 1471 const char *name;
1590 1472
1591 if (art->allowed == (linked_char *) NULL) 1473 if (!art->allowed)
1592 return 1; /* Ie, "all" */ 1474 return 1; /* Ie, "all" */
1475
1593 for (tmp = art->allowed; tmp; tmp = tmp->next) { 1476 for (tmp = art->allowed; tmp; tmp = tmp->next)
1477 {
1594#ifdef TREASURE_VERBOSE 1478#ifdef TREASURE_VERBOSE
1595 LOG(llevDebug, "legal_art: %s\n", tmp->name); 1479 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1596#endif 1480#endif
1597 if (*tmp->name == '!') 1481 if (*tmp->name == '!')
1598 name = tmp->name + 1, neg = 1; 1482 name = tmp->name + 1, neg = 1;
1599 else 1483 else
1600 name = tmp->name, neg = 0; 1484 name = tmp->name, neg = 0;
1601 1485
1602 /* If we match name, then return the opposite of 'neg' */ 1486 /* If we match name, then return the opposite of 'neg' */
1603 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)))
1604 return !neg; 1488 return !neg;
1605 1489
1606 /* 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
1607 * everything is allowed except what we match 1491 * everything is allowed except what we match
1608 */ 1492 */
1609 else if (neg) 1493 else if (neg)
1610 success = 1; 1494 success = 1;
1611 } 1495 }
1496
1612 return success; 1497 return success;
1613} 1498}
1614 1499
1615/* 1500/*
1616 * Fixes the given object, giving it the abilities and titles 1501 * Fixes the given object, giving it the abilities and titles
1617 * it should have due to the second artifact-template. 1502 * it should have due to the second artifact-template.
1618 */ 1503 */
1619 1504
1505void
1620void give_artifact_abilities(object *op, object *artifct) { 1506give_artifact_abilities (object *op, object *artifct)
1507{
1621 char new_name[MAX_BUF]; 1508 char new_name[MAX_BUF];
1622 1509
1623 sprintf(new_name, "of %s", artifct->name); 1510 sprintf (new_name, "of %s", &artifct->name);
1624 if (op->title)
1625 free_string(op->title);
1626 op->title = add_string(new_name); 1511 op->title = new_name;
1627 add_abilities(op, artifct); /* Give out the bonuses */ 1512 add_abilities (op, artifct); /* Give out the bonuses */
1628 1513
1629#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... */
1630 { 1515 {
1631 char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); 1516 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1517
1632 SET_FLAG(op, FLAG_IDENTIFIED); 1518 SET_FLAG (op, FLAG_IDENTIFIED);
1633 LOG(llevDebug, "Generated artifact %s %s [%s]\n", 1519 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1634 op->name, op->title, describe_item(op, NULL));
1635 if (!identified) 1520 if (!identified)
1636 CLEAR_FLAG(op, FLAG_IDENTIFIED); 1521 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1637 } 1522 }
1638#endif 1523#endif
1639 return; 1524 return;
1640} 1525}
1641 1526
1648 */ 1533 */
1649 1534
1650/* Give 1 re-roll attempt per artifact */ 1535/* Give 1 re-roll attempt per artifact */
1651#define ARTIFACT_TRIES 2 1536#define ARTIFACT_TRIES 2
1652 1537
1538void
1653void generate_artifact(object *op, int difficulty) { 1539generate_artifact (object *op, int difficulty)
1540{
1654 artifactlist *al; 1541 artifactlist *al;
1655 artifact *art; 1542 artifact *art;
1656 int i; 1543 int i;
1657 1544
1658 al = find_artifactlist(op->type); 1545 al = find_artifactlist (op->type);
1659 1546
1660 if (al==NULL) { 1547 if (al == NULL)
1548 {
1661#if 0 /* This is too verbose, usually */ 1549#if 0 /* This is too verbose, usually */
1662 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);
1663#endif
1664 return;
1665 }
1666
1667 for (i = 0; i < ARTIFACT_TRIES; i++) {
1668 int roll = RANDOM()% al->total_chance;
1669
1670 for (art=al->items; art!=NULL; art=art->next) {
1671 roll -= art->chance;
1672 if (roll<0) break;
1673 }
1674
1675 if (art == NULL || roll>=0) {
1676#if 1
1677 LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n",
1678 op->type);
1679#endif 1551#endif
1680 return; 1552 return;
1681 } 1553 }
1554
1555 for (i = 0; i < ARTIFACT_TRIES; i++)
1556 {
1557 int roll = rndm (al->total_chance);
1558
1559 for (art = al->items; art; art = art->next)
1560 {
1561 roll -= art->chance;
1562 if (roll < 0)
1563 break;
1564 }
1565
1566 if (art == NULL || roll >= 0)
1567 {
1568#if 1
1569 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1570#endif
1571 return;
1572 }
1682 if (!strcmp(art->item->name,"NONE")) 1573 if (!strcmp (art->item->name, "NONE"))
1683 return; 1574 return;
1684 if (FABS(op->magic) < art->item->magic) 1575 if (FABS (op->magic) < art->item->magic)
1685 continue; /* Not magic enough to be this item */ 1576 continue; /* Not magic enough to be this item */
1686 1577
1687 /* Map difficulty not high enough */ 1578 /* Map difficulty not high enough */
1688 if (difficulty<art->difficulty) 1579 if (difficulty < art->difficulty)
1689 continue; 1580 continue;
1690 1581
1691 if (!legal_artifact_combination(op, art)) { 1582 if (!legal_artifact_combination (op, art))
1583 {
1692#ifdef TREASURE_VERBOSE 1584#ifdef TREASURE_VERBOSE
1693 LOG(llevDebug, "%s of %s was not a legal combination.\n", 1585 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1694 op->name, art->item->name);
1695#endif 1586#endif
1696 continue; 1587 continue;
1697 } 1588 }
1589
1698 give_artifact_abilities(op, art->item); 1590 give_artifact_abilities (op, art->item);
1699 return; 1591 return;
1700 } 1592 }
1701} 1593}
1702 1594
1703/* fix_flesh_item() - objects of type FLESH are similar to type 1595/* fix_flesh_item() - objects of type FLESH are similar to type
1704 * FOOD, except they inherit properties (name, food value, etc). 1596 * FOOD, except they inherit properties (name, food value, etc).
1705 * 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.
1706 */ 1598 */
1707 1599
1600void
1708void fix_flesh_item(object *item, object *donor) { 1601fix_flesh_item (object *item, object *donor)
1602{
1709 char tmpbuf[MAX_BUF]; 1603 char tmpbuf[MAX_BUF];
1710 int i; 1604 int i;
1711 1605
1712 if(item->type==FLESH && donor) { 1606 if (item->type == FLESH && donor)
1607 {
1713 /* change the name */ 1608 /* change the name */
1714 sprintf(tmpbuf,"%s's %s",donor->name,item->name); 1609 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1715 FREE_AND_COPY(item->name, tmpbuf); 1610 item->name = tmpbuf;
1716 sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); 1611 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1717 FREE_AND_COPY(item->name_pl, tmpbuf); 1612 item->name_pl = tmpbuf;
1718 1613
1719 /* weight is FLESH weight/100 * donor */ 1614 /* weight is FLESH weight/100 * donor */
1720 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)
1721 item->weight=1; 1616 item->weight = 1;
1722 1617
1723 /* value is multiplied by level of donor */ 1618 /* value is multiplied by level of donor */
1724 item->value *= isqrt(donor->level*2); 1619 item->value *= isqrt (donor->level * 2);
1725 1620
1726 /* food value */ 1621 /* food value */
1727 item->stats.food += (donor->stats.hp/100) + donor->stats.Con; 1622 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1728 1623
1729 /* flesh items inherit some abilities of donor, but not 1624 /* flesh items inherit some abilities of donor, but not
1730 * full effect. 1625 * full effect.
1731 */ 1626 */
1732 for (i=0; i<NROFATTACKS; i++) 1627 for (i = 0; i < NROFATTACKS; i++)
1733 item->resist[i] = donor->resist[i]/2; 1628 item->resist[i] = donor->resist[i] / 2;
1734 1629
1735 /* item inherits donor's level (important for quezals) */ 1630 /* item inherits donor's level (important for quezals) */
1736 item->level = donor->level; 1631 item->level = donor->level;
1737 1632
1738 /* if donor has some attacktypes, the flesh is poisonous */ 1633 /* if donor has some attacktypes, the flesh is poisonous */
1739 if(donor->attacktype&AT_POISON) 1634 if (donor->attacktype & AT_POISON)
1740 item->type=POISON; 1635 item->type = POISON;
1741 if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; 1636 if (donor->attacktype & AT_ACID)
1637 item->stats.hp = -1 * item->stats.food;
1742 SET_FLAG(item,FLAG_NO_STEAL); 1638 SET_FLAG (item, FLAG_NO_STEAL);
1743 } 1639 }
1744} 1640}
1745 1641
1746/* special_potion() - so that old potion code is still done right. */ 1642/* special_potion() - so that old potion code is still done right. */
1747 1643int
1748int special_potion (object *op) { 1644special_potion (object *op)
1749 1645{
1750 int i;
1751
1752 if(op->attacktype) return 1; 1646 if (op->attacktype)
1753
1754 if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow
1755 || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1;
1756
1757 for (i=0; i<NROFATTACKS; i++)
1758 if (op->resist[i]) return 1;
1759
1760 return 0; 1647 return 1;
1761}
1762 1648
1649 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1650 return 1;
1651
1652 for (int i = 0; i < NROFATTACKS; i++)
1653 if (op->resist[i])
1654 return 1;
1655
1656 return 0;
1657}
1658
1659void
1763void free_treasurestruct(treasure *t) 1660free_treasurestruct (treasure *t)
1764{ 1661{
1765 if (t->next) free_treasurestruct(t->next); 1662 if (t->next) free_treasurestruct (t->next);
1766 if (t->next_yes) free_treasurestruct(t->next_yes); 1663 if (t->next_yes) free_treasurestruct (t->next_yes);
1767 if (t->next_no) free_treasurestruct(t->next_no); 1664 if (t->next_no) free_treasurestruct (t->next_no);
1768 free(t);
1769}
1770 1665
1666 delete t;
1667}
1668
1669void
1771void free_charlinks(linked_char *lc) 1670free_charlinks (linked_char *lc)
1772{ 1671{
1773 if (lc->next) free_charlinks(lc->next); 1672 if (lc->next)
1774 free(lc); 1673 free_charlinks (lc->next);
1775}
1776 1674
1675 delete lc;
1676}
1677
1678void
1777void free_artifact(artifact *at) 1679free_artifact (artifact *at)
1778{ 1680{
1779
1780 if (at->next) free_artifact(at->next); 1681 if (at->next) free_artifact (at->next);
1781 if (at->allowed) free_charlinks(at->allowed); 1682 if (at->allowed) free_charlinks (at->allowed);
1782 if (at->item) { 1683
1783 if (at->item->name) free_string(at->item->name); 1684 at->item->destroy (1);
1784 if (at->item->name_pl) free_string(at->item->name_pl); 1685
1785 if (at->item->msg) free_string(at->item->msg);
1786 if (at->item->title) free_string(at->item->title);
1787 free(at->item);
1788 }
1789 free(at); 1686 sfree (at);
1790} 1687}
1791 1688
1689void
1792void free_artifactlist(artifactlist *al) 1690free_artifactlist (artifactlist *al)
1793{ 1691{
1794 artifactlist *nextal; 1692 artifactlist *nextal;
1693
1795 for (al=first_artifactlist; al!=NULL; al=nextal) { 1694 for (al = first_artifactlist; al; al = nextal)
1695 {
1796 nextal=al->next; 1696 nextal = al->next;
1697
1797 if (al->items) { 1698 if (al->items)
1798 free_artifact(al->items); 1699 free_artifact (al->items);
1799 }
1800 free(al);
1801 }
1802}
1803 1700
1701 sfree (al);
1702 }
1703}
1704
1705void
1804void free_all_treasures(void) { 1706free_all_treasures (void)
1707{
1805treasurelist *tl, *next; 1708 treasurelist *tl, *next;
1806 1709
1807
1808 for (tl=first_treasurelist; tl!=NULL; tl=next) { 1710 for (tl = first_treasurelist; tl; tl = next)
1809 next=tl->next;
1810 if (tl->name) free_string(tl->name);
1811 if (tl->items) free_treasurestruct(tl->items);
1812 free(tl);
1813 } 1711 {
1712 clear (tl);
1713
1714 next = tl->next;
1715 delete tl;
1716 }
1717
1814 free_artifactlist(first_artifactlist); 1718 free_artifactlist (first_artifactlist);
1815} 1719}

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