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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.3 by root, Mon Aug 28 14:05:24 2006 UTC vs.
Revision 1.16 by root, Sun Sep 10 16:00:23 2006 UTC

1 1
2/* 2/*
3 * static char *rcs_treasure_c = 3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.3 2006/08/28 14:05:24 root Exp $"; 4 * "$Id: treasure.C,v 1.16 2006/09/10 16:00:23 root Exp $";
5 */ 5 */
6 6
7/* 7/*
8 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
9 9
35 * left on 35 * left on
36 */ 36 */
37#define TREASURE_DEBUG 37#define TREASURE_DEBUG
38 38
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 39/* TREASURE_VERBOSE enables copious output concerning artifact generation */
40
40/* #define TREASURE_VERBOSE */ 41/* #define TREASURE_VERBOSE */
41 42
42#include <global.h> 43#include <global.h>
43#include <treasure.h> 44#include <treasure.h>
44#include <funcpoint.h> 45#include <funcpoint.h>
45#include <loader.h> 46#include <loader.h>
46 47
47 48
48static void change_treasure(treasure *t, object *op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 50extern char *spell_mapping[];
50 51
51/* 52/*
52 * Initialize global archtype pointers: 53 * Initialize global archtype pointers:
53 */ 54 */
54 55
56void
55void init_archetype_pointers() { 57init_archetype_pointers ()
58{
56 int prev_warn = warn_archetypes; 59 int prev_warn = warn_archetypes;
60
57 warn_archetypes = 1; 61 warn_archetypes = 1;
58 if (ring_arch == NULL) 62 if (ring_arch == NULL)
59 ring_arch = find_archetype("ring"); 63 ring_arch = find_archetype ("ring");
60 if (amulet_arch == NULL) 64 if (amulet_arch == NULL)
61 amulet_arch = find_archetype("amulet"); 65 amulet_arch = find_archetype ("amulet");
62 if (staff_arch == NULL) 66 if (staff_arch == NULL)
63 staff_arch = find_archetype("staff"); 67 staff_arch = find_archetype ("staff");
64 if (crown_arch == NULL) 68 if (crown_arch == NULL)
65 crown_arch = find_archetype("crown"); 69 crown_arch = find_archetype ("crown");
66 warn_archetypes = prev_warn; 70 warn_archetypes = prev_warn;
67} 71}
68 72
69/* 73/*
70 * Allocate and return the pointer to an empty treasurelist structure. 74 * Allocate and return the pointer to an empty treasurelist structure.
71 */ 75 */
72 76
73static treasurelist *get_empty_treasurelist(void) { 77static treasurelist *
74 treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); 78get_empty_treasurelist (void)
75 if(tl==NULL) 79{
76 fatal(OUT_OF_MEMORY); 80 return new treasurelist;
77 memset(tl, 0, sizeof(treasurelist));
78 return tl;
79} 81}
80 82
81/* 83/*
82 * Allocate and return the pointer to an empty treasure structure. 84 * Allocate and return the pointer to an empty treasure structure.
83 */ 85 */
86//TODO: make this a constructor
87static treasure *
88get_empty_treasure (void)
89{
90 treasure *t = new treasure;
84 91
85static treasure *get_empty_treasure(void) {
86 treasure *t = (treasure *) calloc(1,sizeof(treasure));
87 if(t==NULL)
88 fatal(OUT_OF_MEMORY);
89 t->item=NULL;
90 t->name=NULL;
91 t->next=NULL;
92 t->next_yes=NULL;
93 t->next_no=NULL;
94 t->chance=100; 92 t->chance = 100;
95 t->magic=0; 93
96 t->nrof=0;
97 return t; 94 return t;
98} 95}
99 96
100/* 97/*
101 * Reads the lib/treasure file from disk, and parses the contents 98 * Reads the lib/treasure file from disk, and parses the contents
102 * into an internal treasure structure (very linked lists) 99 * into an internal treasure structure (very linked lists)
103 */ 100 */
104 101
102static treasure *
105static treasure *load_treasure(FILE *fp, int *line) { 103load_treasure (FILE * fp, int *line)
104{
106 char buf[MAX_BUF], *cp, variable[MAX_BUF]; 105 char buf[MAX_BUF], *cp, variable[MAX_BUF];
107 treasure *t=get_empty_treasure(); 106 treasure *t = get_empty_treasure ();
108 int value; 107 int value;
109 108
110 nroftreasures++; 109 nroftreasures++;
111 while(fgets(buf,MAX_BUF,fp)!=NULL) { 110 while (fgets (buf, MAX_BUF, fp) != NULL)
112 (*line)++; 111 {
112 (*line)++;
113 113
114 if(*buf=='#') 114 if (*buf == '#')
115 continue; 115 continue;
116 if((cp=strchr(buf,'\n'))!=NULL) 116 if ((cp = strchr (buf, '\n')) != NULL)
117 *cp='\0'; 117 *cp = '\0';
118 cp=buf; 118 cp = buf;
119 while(isspace(*cp)) /* Skip blanks */ 119 while (isspace (*cp)) /* Skip blanks */
120 cp++; 120 cp++;
121 121
122 if(sscanf(cp,"arch %s",variable)) { 122 if (sscanf (cp, "arch %s", variable))
123 {
123 if((t->item=find_archetype(variable))==NULL) 124 if ((t->item = find_archetype (variable)) == NULL)
124 LOG(llevError,"Treasure lacks archetype: %s\n",variable); 125 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
126 }
125 } else if (sscanf(cp, "list %s", variable)) 127 else if (sscanf (cp, "list %s", variable))
126 t->name = add_string(variable); 128 t->name = variable;
127 else if (sscanf(cp, "change_name %s", variable)) 129 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = add_string(variable); 130 t->change_arch.name = variable;
129 else if (sscanf(cp, "change_title %s", variable)) 131 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = add_string(variable); 132 t->change_arch.title = variable;
131 else if (sscanf(cp, "change_slaying %s", variable)) 133 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = add_string(variable); 134 t->change_arch.slaying = variable;
133 else if(sscanf(cp,"chance %d",&value)) 135 else if (sscanf (cp, "chance %d", &value))
134 t->chance=(uint8) value; 136 t->chance = (uint8) value;
135 else if(sscanf(cp,"nrof %d",&value)) 137 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof=(uint16) value; 138 t->nrof = (uint16) value;
137 else if(sscanf(cp,"magic %d",&value)) 139 else if (sscanf (cp, "magic %d", &value))
138 t->magic=(uint8) value; 140 t->magic = (uint8) value;
139 else if(!strcmp(cp,"yes")) 141 else if (!strcmp (cp, "yes"))
140 t->next_yes=load_treasure(fp, line); 142 t->next_yes = load_treasure (fp, line);
141 else if(!strcmp(cp,"no")) 143 else if (!strcmp (cp, "no"))
142 t->next_no=load_treasure(fp, line); 144 t->next_no = load_treasure (fp, line);
143 else if(!strcmp(cp,"end")) 145 else if (!strcmp (cp, "end"))
144 return t; 146 return t;
145 else if(!strcmp(cp,"more")) { 147 else if (!strcmp (cp, "more"))
148 {
146 t->next=load_treasure(fp, line); 149 t->next = load_treasure (fp, line);
147 return t; 150 return t;
148 } else 151 }
152 else
149 LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n", 153 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
150 cp,t->name?t->name:"null", *line);
151 } 154 }
152 LOG(llevError,"treasure lacks 'end'.\n"); 155 LOG (llevError, "treasure lacks 'end'.\n");
153 return t; 156 return t;
154} 157}
155 158
156#ifdef TREASURE_DEBUG 159#ifdef TREASURE_DEBUG
160
157/* recursived checks the linked list. Treasurelist is passed only 161/* recursived checks the linked list. Treasurelist is passed only
158 * so that the treasure name can be printed out 162 * so that the treasure name can be printed out
159 */ 163 */
164static void
160static void check_treasurelist(const treasure *t, const treasurelist *tl) 165check_treasurelist (const treasure *t, const treasurelist * tl)
161{ 166{
162 if (t->item==NULL && t->name==NULL) 167 if (t->item == NULL && t->name == NULL)
163 LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name); 168 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)) 169 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", 170 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
166 tl->name);
167 /* find_treasurelist will print out its own error message */ 171 /* find_treasurelist will print out its own error message */
168 if (t->name && strcmp(t->name,"NONE")) 172 if (t->name && *t->name)
169 (void) find_treasurelist(t->name); 173 (void) find_treasurelist (t->name);
174 if (t->next)
170 if (t->next) check_treasurelist(t->next, tl); 175 check_treasurelist (t->next, tl);
176 if (t->next_yes)
171 if (t->next_yes) check_treasurelist(t->next_yes,tl); 177 check_treasurelist (t->next_yes, tl);
178 if (t->next_no)
172 if (t->next_no) check_treasurelist(t->next_no, tl); 179 check_treasurelist (t->next_no, tl);
173} 180}
174#endif 181#endif
175 182
176/* 183/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 184 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 185 * Each treasure is parsed with the help of load_treasure().
179 */ 186 */
180 187
188void
181void load_treasures(void) { 189load_treasures (void)
190{
182 FILE *fp; 191 FILE *fp;
183 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; 192 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
184 treasurelist *previous=NULL; 193 treasurelist *previous = NULL;
185 treasure *t; 194 treasure *t;
186 int comp, line=0; 195 int comp, line = 0;
187 196
188 sprintf(filename,"%s/%s",settings.datadir,settings.treasures); 197 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
189 if((fp=open_and_uncompress(filename,0,&comp))==NULL) { 198 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
199 {
190 LOG(llevError,"Can't open treasure file.\n"); 200 LOG (llevError, "Can't open treasure file.\n");
191 return; 201 return;
192 } 202 }
193 while(fgets(buf,MAX_BUF,fp)!=NULL) { 203 while (fgets (buf, MAX_BUF, fp) != NULL)
194 line++; 204 {
195 if(*buf=='#') 205 line++;
206 if (*buf == '#')
196 continue; 207 continue;
197 208
198 if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) { 209 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
210 {
199 treasurelist *tl=get_empty_treasurelist(); 211 treasurelist *tl = get_empty_treasurelist ();
200 tl->name=add_string(name); 212
213 tl->name = name;
201 if(previous==NULL) 214 if (previous == NULL)
202 first_treasurelist=tl; 215 first_treasurelist = tl;
203 else 216 else
204 previous->next=tl; 217 previous->next = tl;
205 previous=tl; 218 previous = tl;
206 tl->items=load_treasure(fp, &line); 219 tl->items = load_treasure (fp, &line);
207 220
208 /* This is a one of the many items on the list should be generated. 221 /* 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 222 * Add up the chance total, and check to make sure the yes & no
210 * fields of the treasures are not being used. 223 * fields of the treasures are not being used.
211 */ 224 */
212 if (!strncmp(buf,"treasureone",11)) { 225 if (!strncmp (buf, "treasureone", 11))
226 {
213 for (t=tl->items; t!=NULL; t=t->next) { 227 for (t = tl->items; t != NULL; t = t->next)
228 {
214#ifdef TREASURE_DEBUG 229#ifdef TREASURE_DEBUG
215 if (t->next_yes || t->next_no) { 230 if (t->next_yes || t->next_no)
216 LOG(llevError,"Treasure %s is one item, but on treasure %s\n", 231 {
217 tl->name, t->item ? t->item->name : t->name); 232 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
218 LOG(llevError," the next_yes or next_no field is set\n"); 233 LOG (llevError, " the next_yes or next_no field is set\n");
219 } 234 }
220#endif 235#endif
221 tl->total_chance += t->chance; 236 tl->total_chance += t->chance;
222 } 237 }
223 } 238 }
224 } else 239 }
240 else
225 LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 241 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
226 } 242 }
227 close_and_delete(fp, comp); 243 close_and_delete (fp, comp);
228 244
229#ifdef TREASURE_DEBUG 245#ifdef TREASURE_DEBUG
230 /* Perform some checks on how valid the treasure data actually is. 246 /* Perform some checks on how valid the treasure data actually is.
231 * verify that list transitions work (ie, the list that it is supposed 247 * verify that list transitions work (ie, the list that it is supposed
232 * to transition to exists). Also, verify that at least the name 248 * to transition to exists). Also, verify that at least the name
233 * or archetype is set for each treasure element. 249 * or archetype is set for each treasure element.
234 */ 250 */
235 for (previous=first_treasurelist; previous!=NULL; previous=previous->next) 251 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
236 check_treasurelist(previous->items, previous); 252 check_treasurelist (previous->items, previous);
237#endif 253#endif
238} 254}
239 255
240/* 256/*
241 * Searches for the given treasurelist in the globally linked list 257 * Searches for the given treasurelist in the globally linked list
242 * of treasurelists which has been built by load_treasures(). 258 * of treasurelists which has been built by load_treasures().
243 */ 259 */
244 260
245treasurelist *find_treasurelist(const char *name) {
246 const char *tmp=find_string(name);
247 treasurelist *tl; 261treasurelist *
248 262find_treasurelist (const char *name)
263{
249 /* Special cases - randomitems of none is to override default. If 264 /* Special cases - randomitems of NULL is to override default. If
250 * first_treasurelist is null, it means we are on the first pass of 265 * 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 266 * of loading archetypes, so for now, just return - second pass will
252 * init these values. 267 * init these values.
253 */ 268 */
254 if (!strcmp(name,"none") || (!first_treasurelist)) return NULL; 269 if (!name)
255 if(tmp!=NULL) 270 return 0;
271
272 if (const char *tmp = shstr::find (name))
256 for(tl=first_treasurelist;tl!=NULL;tl=tl->next) 273 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
257 if(tmp==tl->name) 274 if (tmp == tl->name)
258 return tl; 275 return tl;
276
277 if (first_treasurelist)
259 LOG(llevError,"Couldn't find treasurelist %s\n",name); 278 LOG (llevError, "Couldn't find treasurelist %s\n", name);
279
260 return NULL; 280 return 0;
261} 281}
262 282
263 283
264/* 284/*
265 * Generates the objects specified by the given treasure. 285 * Generates the objects specified by the given treasure.
272 * abilities. This is used by summon spells, thus no summoned monsters 292 * abilities. This is used by summon spells, thus no summoned monsters
273 * start with equipment, but only their abilities). 293 * start with equipment, but only their abilities).
274 */ 294 */
275 295
276 296
297static void
277static void put_treasure (object *op, object *creator, int flags) 298put_treasure (object *op, object *creator, int flags)
278{ 299{
279 object *tmp; 300 object *tmp;
280 301
281 /* Bit of a hack - spells should never be put onto the map. The entire 302 /* 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 303 * 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 304 * this is the original object, or if this is an object that should be created
284 * by another object. 305 * by another object.
285 */ 306 */
286 if (flags & GT_ENVIRONMENT && op->type != SPELL) { 307 if (flags & GT_ENVIRONMENT && op->type != SPELL)
308 {
287 op->x = creator->x; 309 op->x = creator->x;
288 op->y = creator->y; 310 op->y = creator->y;
289 SET_FLAG(op, FLAG_OBJ_ORIGINAL); 311 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
290 insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); 312 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
291 } else { 313 }
314 else
315 {
292 op = insert_ob_in_ob (op, creator); 316 op = insert_ob_in_ob (op, creator);
293 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 317 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
294 monster_check_apply(creator, op); 318 monster_check_apply (creator, op);
295 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 319 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
296 esrv_send_item(tmp, op); 320 esrv_send_item (tmp, op);
297 } 321 }
298} 322}
299 323
300/* if there are change_xxx commands in the treasure, we include the changes 324/* if there are change_xxx commands in the treasure, we include the changes
301 * in the generated object 325 * in the generated object
302 */ 326 */
327static void
303static void change_treasure(treasure *t, object *op) 328change_treasure (treasure *t, object *op)
304{ 329{
305 /* CMD: change_name xxxx */ 330 /* CMD: change_name xxxx */
306 if(t->change_arch.name) 331 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 }
312 332 {
333 op->name = t->change_arch.name;
334 op->name_pl = t->change_arch.name;
335 }
336
313 if(t->change_arch.title) 337 if (t->change_arch.title)
314 {
315 if(op->title)
316 free_string(op->title);
317 op->title = add_string(t->change_arch.title); 338 op->title = t->change_arch.title;
318 }
319 339
320 if(t->change_arch.slaying) 340 if (t->change_arch.slaying)
321 {
322 if(op->slaying)
323 free_string(op->slaying);
324 op->slaying = add_string(t->change_arch.slaying); 341 op->slaying = t->change_arch.slaying;
325 }
326
327} 342}
328 343
344void
329void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { 345create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
346{
330 object *tmp; 347 object *tmp;
331 348
332
333 if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { 349 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
350 {
334 if (t->name) { 351 if (t->name)
352 {
335 if (strcmp(t->name,"NONE") && difficulty>=t->magic) 353 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
354 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
355 }
356 else
357 {
358 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
359 {
360 tmp = arch_to_object (t->item);
361 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
363 fix_generated_item (tmp, op, difficulty, t->magic, flag);
364 change_treasure (t, tmp);
365 put_treasure (tmp, op, flag);
366 }
367 }
368
369 if (t->next_yes != NULL)
370 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
371 }
372 else if (t->next_no != NULL)
373 create_all_treasures (t->next_no, op, flag, difficulty, tries);
374
375 if (t->next != NULL)
376 create_all_treasures (t->next, op, flag, difficulty, tries);
377}
378
379void
380create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
381{
382 int value = RANDOM () % tl->total_chance;
383 treasure *t;
384
385 if (tries++ > 100)
386 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return;
389 }
390
391 for (t = tl->items; t != NULL; t = t->next)
392 {
393 value -= t->chance;
394
395 if (value < 0)
396 break;
397 }
398
399 if (!t || value >= 0)
400 {
401 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
402 abort ();
403 return;
404 }
405
406 if (t->name)
407 {
408 if (!strcmp (t->name, "NONE"))
409 return;
410
411 if (difficulty >= t->magic)
336 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); 412 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
413 else if (t->nrof)
414 create_one_treasure (tl, op, flag, difficulty, tries);
415
416 return;
337 } 417 }
338 else { 418
339 if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { 419 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
420 {
340 tmp=arch_to_object(t->item); 421 object *tmp = arch_to_object (t->item);
422
423 if (!tmp)
424 return;
425
341 if(t->nrof&&tmp->nrof<=1) 426 if (t->nrof && tmp->nrof <= 1)
342 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 427 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
428
343 fix_generated_item (tmp, op, difficulty, t->magic, flag); 429 fix_generated_item (tmp, op, difficulty, t->magic, flag);
344 change_treasure(t, tmp); 430 change_treasure (t, tmp);
345 put_treasure (tmp, op, flag); 431 put_treasure (tmp, op, flag);
346 }
347 }
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}
356
357void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty,
358 int tries)
359{
360 int value = RANDOM() % tl->total_chance;
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 } 432 }
394} 433}
395 434
396/* This calls the appropriate treasure creation function. tries is passed 435/* This calls the appropriate treasure creation function. tries is passed
397 * to determine how many list transitions or attempts to create treasure 436 * 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 437 * 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 438 * 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 439 * created on weak maps, because it will exceed the number of allowed tries
401 * to do that. 440 * to do that.
402 */ 441 */
442void
403void create_treasure(treasurelist *t, object *op, int flag, int difficulty, 443create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
404 int tries)
405{ 444{
406 445
407 if (tries++>100) { 446 if (tries++ > 100)
447 {
408 LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); 448 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
409 return; 449 return;
410 } 450 }
411 if (t->total_chance) 451 if (t->total_chance)
412 create_one_treasure(t, op, flag,difficulty, tries); 452 create_one_treasure (t, op, flag, difficulty, tries);
413 else 453 else
414 create_all_treasures(t->items, op, flag, difficulty, tries); 454 create_all_treasures (t->items, op, flag, difficulty, tries);
415} 455}
416 456
417/* This is similar to the old generate treasure function. However, 457/* This is similar to the old generate treasure function. However,
418 * it instead takes a treasurelist. It is really just a wrapper around 458 * it instead takes a treasurelist. It is really just a wrapper around
419 * create_treasure. We create a dummy object that the treasure gets 459 * create_treasure. We create a dummy object that the treasure gets
420 * inserted into, and then return that treausre 460 * inserted into, and then return that treausre
421 */ 461 */
462object *
422object *generate_treasure(treasurelist *t, int difficulty) 463generate_treasure (treasurelist * t, int difficulty)
423{ 464{
424 object *ob = get_object(), *tmp; 465 object *ob = get_object (), *tmp;
425 466
426 create_treasure(t, ob, 0, difficulty, 0); 467 create_treasure (t, ob, 0, difficulty, 0);
427 468
428 /* Don't want to free the object we are about to return */ 469 /* Don't want to free the object we are about to return */
429 tmp = ob->inv; 470 tmp = ob->inv;
430 if (tmp!=NULL) remove_ob(tmp); 471 if (tmp != NULL)
472 remove_ob (tmp);
431 if (ob->inv) { 473 if (ob->inv)
474 {
432 LOG(llevError,"In generate treasure, created multiple objects.\n"); 475 LOG (llevError, "In generate treasure, created multiple objects.\n");
433 } 476 }
434 free_object(ob); 477 free_object (ob);
435 return tmp; 478 return tmp;
436} 479}
437 480
438/* 481/*
439 * This is a new way of calculating the chance for an item to have 482 * This is a new way of calculating the chance for an item to have
440 * a specific magical bonus. 483 * a specific magical bonus.
441 * The array has two arguments, the difficulty of the level, and the 484 * The array has two arguments, the difficulty of the level, and the
442 * magical bonus "wanted". 485 * magical bonus "wanted".
443 */ 486 */
444 487
445static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = 488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
446{ 489
447/*chance of magic difficulty*/ 490/*chance of magic difficulty*/
491
448/* +0 +1 +2 +3 +4 */ 492/* +0 +1 +2 +3 +4 */
449 { 95, 2, 2, 1, 0 }, /*1*/ 493 {95, 2, 2, 1, 0}, /*1 */
450 { 92, 5, 2, 1, 0 }, /*2*/ 494 {92, 5, 2, 1, 0}, /*2 */
451 { 85,10, 4, 1, 0 }, /*3*/ 495 {85, 10, 4, 1, 0}, /*3 */
452 { 80,14, 4, 2, 0 }, /*4*/ 496 {80, 14, 4, 2, 0}, /*4 */
453 { 75,17, 5, 2, 1 }, /*5*/ 497 {75, 17, 5, 2, 1}, /*5 */
454 { 70,18, 8, 3, 1 }, /*6*/ 498 {70, 18, 8, 3, 1}, /*6 */
455 { 65,21,10, 3, 1 }, /*7*/ 499 {65, 21, 10, 3, 1}, /*7 */
456 { 60,22,12, 4, 2 }, /*8*/ 500 {60, 22, 12, 4, 2}, /*8 */
457 { 55,25,14, 4, 2 }, /*9*/ 501 {55, 25, 14, 4, 2}, /*9 */
458 { 50,27,16, 5, 2 }, /*10*/ 502 {50, 27, 16, 5, 2}, /*10 */
459 { 45,28,18, 6, 3 }, /*11*/ 503 {45, 28, 18, 6, 3}, /*11 */
460 { 42,28,20, 7, 3 }, /*12*/ 504 {42, 28, 20, 7, 3}, /*12 */
461 { 40,27,21, 8, 4 }, /*13*/ 505 {40, 27, 21, 8, 4}, /*13 */
462 { 38,25,22,10, 5 }, /*14*/ 506 {38, 25, 22, 10, 5}, /*14 */
463 { 36,23,23,12, 6 }, /*15*/ 507 {36, 23, 23, 12, 6}, /*15 */
464 { 33,21,24,14, 8 }, /*16*/ 508 {33, 21, 24, 14, 8}, /*16 */
465 { 31,19,25,16, 9 }, /*17*/ 509 {31, 19, 25, 16, 9}, /*17 */
466 { 27,15,30,18,10 }, /*18*/ 510 {27, 15, 30, 18, 10}, /*18 */
467 { 20,12,30,25,13 }, /*19*/ 511 {20, 12, 30, 25, 13}, /*19 */
468 { 15,10,28,30,17 }, /*20*/ 512 {15, 10, 28, 30, 17}, /*20 */
469 { 13, 9,27,28,23 }, /*21*/ 513 {13, 9, 27, 28, 23}, /*21 */
470 { 10, 8,25,28,29 }, /*22*/ 514 {10, 8, 25, 28, 29}, /*22 */
471 { 8, 7,23,26,36 }, /*23*/ 515 {8, 7, 23, 26, 36}, /*23 */
472 { 6, 6,20,22,46 }, /*24*/ 516 {6, 6, 20, 22, 46}, /*24 */
473 { 4, 5,17,18,56 }, /*25*/ 517 {4, 5, 17, 18, 56}, /*25 */
474 { 2, 4,12,14,68 }, /*26*/ 518 {2, 4, 12, 14, 68}, /*26 */
475 { 0, 3, 7,10,80 }, /*27*/ 519 {0, 3, 7, 10, 80}, /*27 */
476 { 0, 0, 3, 7,90 }, /*28*/ 520 {0, 0, 3, 7, 90}, /*28 */
477 { 0, 0, 0, 3,97 }, /*29*/ 521 {0, 0, 0, 3, 97}, /*29 */
478 { 0, 0, 0, 0,100}, /*30*/ 522 {0, 0, 0, 0, 100}, /*30 */
479 { 0, 0, 0, 0,100}, /*31*/ 523 {0, 0, 0, 0, 100}, /*31 */
480}; 524};
481 525
482 526
483/* calculate the appropriate level for wands staves and scrolls. 527/* calculate the appropriate level for wands staves and scrolls.
484 * This code presumes that op has had its spell object created (in op->inv) 528 * This code presumes that op has had its spell object created (in op->inv)
485 * 529 *
486 * elmex Wed Aug 9 17:44:59 CEST 2006: 530 * elmex Wed Aug 9 17:44:59 CEST 2006:
487 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 531 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
488 */ 532 */
489 533
534int
490int level_for_item (const object *op, int difficulty) 535level_for_item (const object *op, int difficulty)
491{ 536{
492 int mult = 0, olevel = 0; 537 int olevel = 0;
493 538
494 if (!op->inv) 539 if (!op->inv)
495 { 540 {
496 LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name); 541 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
497 return 0; 542 return 0;
498 } 543 }
499 544
500 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 545 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
501 546
502 if (olevel <= 0) 547 if (olevel <= 0)
517 * Scaling difficulty by max_level, as difficulty is a level and not some 562 * Scaling difficulty by max_level, as difficulty is a level and not some
518 * weird integer between 1-31. 563 * weird integer between 1-31.
519 * 564 *
520 */ 565 */
521 566
567int
522int magic_from_difficulty(int difficulty) 568magic_from_difficulty (int difficulty)
523{ 569{
524 int percent = 0, magic = 0; 570 int percent = 0, magic = 0;
525 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 571 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
526 572
527 scaled_diff--; 573 scaled_diff--;
528 574
529 if(scaled_diff < 0) 575 if (scaled_diff < 0)
530 scaled_diff = 0; 576 scaled_diff = 0;
531 577
532 if (scaled_diff >= DIFFLEVELS) 578 if (scaled_diff >= DIFFLEVELS)
533 scaled_diff = DIFFLEVELS-1; 579 scaled_diff = DIFFLEVELS - 1;
534 580
535 percent = RANDOM()%100; 581 percent = RANDOM () % 100;
536 582
537 for(magic = 0; magic < (MAXMAGIC + 1); magic++) 583 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
538 { 584 {
539 percent -= difftomagic_list[scaled_diff][magic]; 585 percent -= difftomagic_list[scaled_diff][magic];
540 586
541 if (percent < 0) 587 if (percent < 0)
542 break; 588 break;
543 } 589 }
544 590
545 if (magic == (MAXMAGIC + 1)) 591 if (magic == (MAXMAGIC + 1))
546 { 592 {
547 LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
548 magic = 0; 594 magic = 0;
549 } 595 }
550 596
551 magic = (RANDOM() % 3) ? magic : -magic; 597 magic = (RANDOM () % 3) ? magic : -magic;
552 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 598 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
553 599
554 return magic; 600 return magic;
555} 601}
556 602
559 * the armour variable, and the effect on speed of armour. 605 * the armour variable, and the effect on speed of armour.
560 * This function doesn't work properly, should add use of archetypes 606 * This function doesn't work properly, should add use of archetypes
561 * to make it truly absolute. 607 * to make it truly absolute.
562 */ 608 */
563 609
610void
564void set_abs_magic(object *op, int magic) { 611set_abs_magic (object *op, int magic)
612{
565 if(!magic) 613 if (!magic)
566 return; 614 return;
567 615
568 op->magic=magic; 616 op->magic = magic;
569 if (op->arch) { 617 if (op->arch)
618 {
570 if (op->type == ARMOUR) 619 if (op->type == ARMOUR)
571 ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; 620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
572 621
573 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
574 magic = (-magic); 623 magic = (-magic);
575 op->weight = (op->arch->clone.weight*(100-magic*10))/100; 624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
625 }
576 } else { 626 else
627 {
577 if(op->type==ARMOUR) 628 if (op->type == ARMOUR)
578 ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; 629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
579 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
580 magic = (-magic); 631 magic = (-magic);
581 op->weight=(op->weight*(100-magic*10))/100; 632 op->weight = (op->weight * (100 - magic * 10)) / 100;
582 } 633 }
583} 634}
584 635
585/* 636/*
586 * Sets a random magical bonus in the given object based upon 637 * Sets a random magical bonus in the given object based upon
587 * the given difficulty, and the given max possible bonus. 638 * the given difficulty, and the given max possible bonus.
588 */ 639 */
589 640
641static void
590static void set_magic (int difficulty, object *op, int max_magic, int flags) 642set_magic (int difficulty, object *op, int max_magic, int flags)
591{ 643{
592 int i; 644 int i;
645
593 i = magic_from_difficulty(difficulty); 646 i = magic_from_difficulty (difficulty);
594 if ((flags & GT_ONLY_GOOD) && i < 0) 647 if ((flags & GT_ONLY_GOOD) && i < 0)
595 i = -i; 648 i = -i;
596 if(i > max_magic) 649 if (i > max_magic)
597 i = max_magic; 650 i = max_magic;
598 set_abs_magic(op,i); 651 set_abs_magic (op, i);
599 if (i < 0) 652 if (i < 0)
600 SET_FLAG(op, FLAG_CURSED); 653 SET_FLAG (op, FLAG_CURSED);
601} 654}
602 655
603/* 656/*
604 * Randomly adds one magical ability to the given object. 657 * Randomly adds one magical ability to the given object.
605 * Modified for Partial Resistance in many ways: 658 * Modified for Partial Resistance in many ways:
607 * is rolled again, increase it - the bonuses now stack with 660 * is rolled again, increase it - the bonuses now stack with
608 * other bonuses previously rolled and ones the item might natively have. 661 * other bonuses previously rolled and ones the item might natively have.
609 * 2) Add code to deal with new PR method. 662 * 2) Add code to deal with new PR method.
610 */ 663 */
611 664
665void
612void set_ring_bonus(object *op,int bonus) { 666set_ring_bonus (object *op, int bonus)
667{
613 668
614 int r=RANDOM()%(bonus>0?25:11); 669 int r = RANDOM () % (bonus > 0 ? 25 : 11);
615 670
616 if(op->type==AMULET) { 671 if (op->type == AMULET)
672 {
617 if(!(RANDOM()%21)) 673 if (!(RANDOM () % 21))
618 r=20+RANDOM()%2; 674 r = 20 + RANDOM () % 2;
619 else {
620 if(RANDOM()&2)
621 r=10;
622 else 675 else
623 r=11+RANDOM()%9; 676 {
624 } 677 if (RANDOM () & 2)
678 r = 10;
679 else
680 r = 11 + RANDOM () % 9;
681 }
625 } 682 }
626 683
627 switch(r) { 684 switch (r)
685 {
628 /* Redone by MSW 2000-11-26 to have much less code. Also, 686 /* Redone by MSW 2000-11-26 to have much less code. Also,
629 * bonuses and penalties will stack and add to existing values. 687 * bonuses and penalties will stack and add to existing values.
630 * of the item. 688 * of the item.
631 */ 689 */
632 case 0: 690 case 0:
633 case 1: 691 case 1:
634 case 2: 692 case 2:
635 case 3: 693 case 3:
636 case 4: 694 case 4:
637 case 5: 695 case 5:
638 case 6: 696 case 6:
639 set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); 697 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
640 break; 698 break;
641 699
642 case 7: 700 case 7:
643 op->stats.dam+=bonus; 701 op->stats.dam += bonus;
644 break; 702 break;
645 703
646 case 8: 704 case 8:
647 op->stats.wc+=bonus; 705 op->stats.wc += bonus;
648 break; 706 break;
649 707
650 case 9: 708 case 9:
651 op->stats.food+=bonus; /* hunger/sustenance */ 709 op->stats.food += bonus; /* hunger/sustenance */
652 break; 710 break;
653 711
654 case 10: 712 case 10:
655 op->stats.ac+=bonus; 713 op->stats.ac += bonus;
656 break; 714 break;
657 715
658 /* Item that gives protections/vulnerabilities */ 716 /* Item that gives protections/vulnerabilities */
659 case 11: 717 case 11:
660 case 12: 718 case 12:
661 case 13: 719 case 13:
662 case 14: 720 case 14:
663 case 15: 721 case 15:
664 case 16: 722 case 16:
665 case 17: 723 case 17:
666 case 18: 724 case 18:
667 case 19: 725 case 19:
668 { 726 {
669 int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; 727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
670 728
671 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
672 val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; 730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
673 731
674 /* Cursed items need to have higher negative values to equal out with 732 /* Cursed items need to have higher negative values to equal out with
675 * positive values for how protections work out. Put another 733 * positive values for how protections work out. Put another
676 * little random element in since that they don't always end up with 734 * little random element in since that they don't always end up with
677 * even values. 735 * even values.
678 */ 736 */
679 if (bonus<0) val = 2*-val - RANDOM() % b; 737 if (bonus < 0)
680 if (val>35) val=35; /* Upper limit */ 738 val = 2 * -val - RANDOM () % b;
681 b=0; 739 if (val > 35)
740 val = 35; /* Upper limit */
741 b = 0;
682 while (op->resist[resist_table[resist]]!=0 && b<4) { 742 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
683 resist=RANDOM() % num_resist_table; 744 resist = RANDOM () % num_resist_table;
684 } 745 }
685 if (b==4) return; /* Not able to find a free resistance */ 746 if (b == 4)
747 return; /* Not able to find a free resistance */
686 op->resist[resist_table[resist]] = val; 748 op->resist[resist_table[resist]] = val;
687 /* We should probably do something more clever here to adjust value 749 /* We should probably do something more clever here to adjust value
688 * based on how good a resistance we gave. 750 * based on how good a resistance we gave.
689 */ 751 */
690 break; 752 break;
691 } 753 }
692 case 20: 754 case 20:
693 if(op->type==AMULET) { 755 if (op->type == AMULET)
756 {
694 SET_FLAG(op,FLAG_REFL_SPELL); 757 SET_FLAG (op, FLAG_REFL_SPELL);
695 op->value*=11; 758 op->value *= 11;
696 } else { 759 }
760 else
761 {
697 op->stats.hp=1; /* regenerate hit points */ 762 op->stats.hp = 1; /* regenerate hit points */
698 op->value*=4; 763 op->value *= 4;
764 }
765 break;
766
767 case 21:
768 if (op->type == AMULET)
769 {
770 SET_FLAG (op, FLAG_REFL_MISSILE);
771 op->value *= 9;
772 }
773 else
774 {
775 op->stats.sp = 1; /* regenerate spell points */
776 op->value *= 3;
777 }
778 break;
779
780 case 22:
781 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3;
783 break;
699 } 784 }
700 break;
701
702 case 21:
703 if(op->type==AMULET) {
704 SET_FLAG(op,FLAG_REFL_MISSILE);
705 op->value*=9;
706 } else {
707 op->stats.sp=1; /* regenerate spell points */
708 op->value*=3;
709 }
710 break;
711
712 case 22:
713 op->stats.exp+=bonus; /* Speed! */
714 op->value=(op->value*2)/3;
715 break;
716 }
717 if(bonus>0) 785 if (bonus > 0)
718 op->value*=2*bonus; 786 op->value *= 2 * bonus;
719 else 787 else
720 op->value= -(op->value*2*bonus)/3; 788 op->value = -(op->value * 2 * bonus) / 3;
721} 789}
722 790
723/* 791/*
724 * get_magic(diff) will return a random number between 0 and 4. 792 * 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 793 * diff can be any value above 2. The higher the diff-variable, the
727 * It is only used in fix_generated_treasure() to set bonuses on 795 * It is only used in fix_generated_treasure() to set bonuses on
728 * rings and amulets. 796 * rings and amulets.
729 * Another scheme is used to calculate the magic of weapons and armours. 797 * Another scheme is used to calculate the magic of weapons and armours.
730 */ 798 */
731 799
800int
732int get_magic(int diff) { 801get_magic (int diff)
802{
733 int i; 803 int i;
804
734 if(diff<3) 805 if (diff < 3)
735 diff=3; 806 diff = 3;
736 for(i=0;i<4;i++) 807 for (i = 0; i < 4; i++)
737 if(RANDOM()%diff) return i; 808 if (RANDOM () % diff)
809 return i;
738 return 4; 810 return 4;
739} 811}
740 812
741#define DICE2 (get_magic(2)==2?2:1) 813#define DICE2 (get_magic(2)==2?2:1)
742#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 814#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
744/* 816/*
745 * fix_generated_item(): This is called after an item is generated, in 817 * fix_generated_item(): This is called after an item is generated, in
746 * order to set it up right. This produced magical bonuses, puts spells 818 * order to set it up right. This produced magical bonuses, puts spells
747 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 819 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
748 */ 820 */
821
749/* 4/28/96 added creator object from which op may now inherit properties based on 822/* 4/28/96 added creator object from which op may now inherit properties based on
750 * op->type. Right now, which stuff the creator passes on is object type 823 * op->type. Right now, which stuff the creator passes on is object type
751 * dependant. I know this is a spagetti manuever, but is there a cleaner 824 * dependant. I know this is a spagetti manuever, but is there a cleaner
752 * way to do this? b.t. */ 825 * way to do this? b.t. */
826
753/* 827/*
754 * ! (flags & GT_ENVIRONMENT): 828 * ! (flags & GT_ENVIRONMENT):
755 * Automatically calls fix_flesh_item(). 829 * Automatically calls fix_flesh_item().
756 * 830 *
757 * flags: 831 * flags:
760 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
761 * a working object - don't change magic, value, etc, but set it material 835 * a working object - don't change magic, value, etc, but set it material
762 * type as appropriate, for objects that need spell objects, set those, etc 836 * type as appropriate, for objects that need spell objects, set those, etc
763 */ 837 */
764 838
839void
765void fix_generated_item (object * op, object * creator, int difficulty, 840fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
766 int max_magic, int flags)
767{ 841{
768 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
769 843
770 if (!creator || creator->type == op->type) 844 if (!creator || creator->type == op->type)
771 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 845 creator = op; /*safety & to prevent polymorphed objects giving attributes */
776 850
777 if (op->randomitems && op->type != SPELL) 851 if (op->randomitems && op->type != SPELL)
778 { 852 {
779 create_treasure (op->randomitems, op, flags, difficulty, 0); 853 create_treasure (op->randomitems, op, flags, difficulty, 0);
780 if (!op->inv) 854 if (!op->inv)
781 LOG (llevDebug,
782 "fix_generated_item: Unable to generate treasure for %s\n", 855 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
783 op->name);
784 856
785 /* So the treasure doesn't get created again */ 857 /* So the treasure doesn't get created again */
786 op->randomitems = NULL; 858 op->randomitems = NULL;
787 } 859 }
788 860
802 if (!op->magic && max_magic) 874 if (!op->magic && max_magic)
803 set_magic (difficulty, op, max_magic, flags); 875 set_magic (difficulty, op, max_magic, flags);
804 876
805 num_enchantments = calc_item_power (op, 1); 877 num_enchantments = calc_item_power (op, 1);
806 878
807 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) 879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
808 || op->type == HORN 880 * used for shop_floors or treasures */
809 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
810 * used for shop_floors or treasures */
811 generate_artifact (op, difficulty); 881 generate_artifact (op, difficulty);
812 } 882 }
813 883
814 /* Object was made an artifact. Calculate its item_power rating. 884 /* Object was made an artifact. Calculate its item_power rating.
815 * the item_power in the object is what the artfiact adds. 885 * 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 892 * 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 893 * that since item_power is not quite linear, this actually ends up
824 * being somewhat of a bonus 894 * being somewhat of a bonus
825 */ 895 */
826 if (save_item_power) 896 if (save_item_power)
827 op->item_power =
828 save_item_power + get_power_from_ench (op->item_power); 897 op->item_power = save_item_power + get_power_from_ench (op->item_power);
829 else 898 else
830 op->item_power =
831 get_power_from_ench (op->item_power + num_enchantments); 899 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
832 } 900 }
833 else if (save_item_power) 901 else if (save_item_power)
834 { 902 {
835 /* restore the item_power field to the object if we haven't changed it. 903 /* 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 904 * we don't care about num_enchantments - that will basically just
844 * was never previously calculated. Let's compute a value and see if 912 * 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 913 * it is non-zero. If it indeed is, then assign it as the new
846 * item_power value. 914 * item_power value.
847 * - gros, 21th of July 2006. 915 * - gros, 21th of July 2006.
848 */ 916 */
849 op->item_power = calc_item_power(op,0); 917 op->item_power = calc_item_power (op, 0);
850 save_item_power = op->item_power; /* Just in case it would get used 918 save_item_power = op->item_power; /* Just in case it would get used
851 * again below */ 919 * again below */
852 } 920 }
853 } 921 }
854 922
855 /* materialtype modifications. Note we allow this on artifacts. */ 923 /* materialtype modifications. Note we allow this on artifacts. */
856 set_materialname (op, difficulty, NULL); 924 set_materialname (op, difficulty, NULL);
869 } 937 }
870 } 938 }
871 else if (!op->title) /* Only modify object if not special */ 939 else if (!op->title) /* Only modify object if not special */
872 switch (op->type) 940 switch (op->type)
873 { 941 {
874 case WEAPON: 942 case WEAPON:
875 case ARMOUR: 943 case ARMOUR:
876 case SHIELD: 944 case SHIELD:
877 case HELMET: 945 case HELMET:
878 case CLOAK: 946 case CLOAK:
879 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
880 set_ring_bonus (op, -DICE2); 948 set_ring_bonus (op, -DICE2);
881 break; 949 break;
882 950
883 case BRACERS: 951 case BRACERS:
884 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
953 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3;
957 }
958 break;
959
960 case POTION:
885 { 961 {
962 int too_many_tries = 0, is_special = 0;
963
964 /* Handle healing and magic power potions */
965 if (op->stats.sp && !op->randomitems)
966 {
967 object *tmp;
968
969 tmp = get_archetype (spell_mapping[op->stats.sp]);
970 insert_ob_in_ob (tmp, op);
971 op->stats.sp = 0;
972 }
973
974 while (!(is_special = special_potion (op)) && !op->inv)
975 {
976 generate_artifact (op, difficulty);
977 if (too_many_tries++ > 10)
978 break;
979 }
980
981 /* don't want to change value for healing/magic power potions,
982 * since the value set on those is already correct.
983 */
984 if (op->inv && op->randomitems)
985 {
986 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
989 }
990 else
991 {
992 op->name = "potion";
993 op->name_pl = "potions";
994 }
995
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
997 SET_FLAG (op, FLAG_CURSED);
998 break;
999 }
1000
1001 case AMULET:
1002 if (op->arch == amulet_arch)
1003 op->value *= 5; /* Since it's not just decoration */
1004
1005 case RING:
1006 if (op->arch == NULL)
1007 {
1008 remove_ob (op);
1009 free_object (op);
1010 op = NULL;
1011 break;
1012 }
1013
1014 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1015 break;
1016
1017 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1018 SET_FLAG (op, FLAG_CURSED);
1019
886 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1020 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 1021
892 case POTION: 1022 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; 1023 break;
911 }
912
913 /* don't want to change value for healing/magic power potions,
914 * since the value set on those is already correct.
915 */
916 if (op->inv && op->randomitems)
917 {
918 /* value multiplier is same as for scrolls */
919 op->value = (op->value * op->inv->value);
920 op->level =
921 op->inv->level / 2 + RANDOM () % difficulty
922 + RANDOM () % difficulty;
923 }
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
934 case AMULET:
935 if (op->arch == amulet_arch)
936 op->value *= 5; /* Since it's not just decoration */
937
938 case RING:
939 if (op->arch == NULL)
940 {
941 remove_ob (op);
942 free_object (op);
943 op = NULL;
944 break;
945 }
946
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 1024
968 if (!(RANDOM () % 4)) 1025 if (!(RANDOM () % 4))
969 { 1026 {
970 int d = (RANDOM () % 3
971 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1027 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1028
972 if (d > 0) 1029 if (d > 0)
973 op->value *= 5; 1030 op->value *= 3;
1031
974 set_ring_bonus (op, d); 1032 set_ring_bonus (op, d);
1033
1034 if (!(RANDOM () % 4))
1035 {
1036 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1037
1038 if (d > 0)
1039 op->value *= 5;
1040 set_ring_bonus (op, d);
1041 }
975 } 1042 }
976 }
977 1043
978 if (GET_ANIM_ID (op)) 1044 if (GET_ANIM_ID (op))
979 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1045 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
980 1046
981 break; 1047 break;
982 1048
983 case BOOK: 1049 case BOOK:
984 /* Is it an empty book?, if yes lets make a special· 1050 /* Is it an empty book?, if yes lets make a special·
985 * msg for it, and tailor its properties based on the· 1051 * msg for it, and tailor its properties based on the·
986 * creator and/or map level we found it on. 1052 * creator and/or map level we found it on.
987 */ 1053 */
988 if (!op->msg && RANDOM () % 10) 1054 if (!op->msg && RANDOM () % 10)
989 {
990 /* set the book level properly */
991 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
992 { 1055 {
1056 /* set the book level properly */
1057 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1058 {
993 if (op->map && op->map->difficulty) 1059 if (op->map && op->map->difficulty)
994 op->level =
995 RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1060 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1061 else
1062 op->level = RANDOM () % 20 + 1;
1063 }
996 else 1064 else
997 op->level = RANDOM () % 20 + 1; 1065 op->level = RANDOM () % creator->level;
1066
1067 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1068 /* books w/ info are worth more! */
1069 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1070 /* creator related stuff */
1071
1072 /* for library, chained books. Note that some monsters have no_pick
1073 * set - we don't want to set no pick in that case.
1074 */
1075 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1076 SET_FLAG (op, FLAG_NO_PICK);
1077 if (creator->slaying && !op->slaying) /* for check_inv floors */
1078 op->slaying = creator->slaying;
1079
1080 /* add exp so reading it gives xp (once) */
1081 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1082 }
1083 break;
1084
1085 case SPELLBOOK:
1086 op->value = op->value * op->inv->value;
1087 /* add exp so learning gives xp */
1088 op->level = op->inv->level;
1089 op->stats.exp = op->value;
1090 break;
1091
1092 case WAND:
1093 /* nrof in the treasure list is number of charges,
1094 * not number of wands. So copy that into food (charges),
1095 * and reset nrof.
1096 */
1097 op->stats.food = op->inv->nrof;
1098 op->nrof = 1;
1099 /* If the spell changes by level, choose a random level
1100 * for it, and adjust price. If the spell doesn't
1101 * change by level, just set the wand to the level of
1102 * the spell, and value calculation is simpler.
1103 */
1104 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1105 {
1106 op->level = level_for_item (op, difficulty);
1107 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
998 } 1108 }
999 else 1109 else
1000 op->level = RANDOM () % creator->level; 1110 {
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 + 1111 op->level = op->inv->level;
1010 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1112 op->value = op->value * op->inv->value;
1011 /* creator related stuff */ 1113 }
1114 break;
1012 1115
1013 /* for library, chained books. Note that some monsters have no_pick 1116 case ROD:
1014 * set - we don't want to set no pick in that case. 1117 op->level = level_for_item (op, difficulty);
1118 /* Add 50 to both level an divisor to keep prices a little more
1119 * reasonable. Otherwise, a high level version of a low level
1120 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1121 * 10 time multiplier). This way, the value are a bit more reasonable.
1015 */ 1122 */
1016 if (QUERY_FLAG (creator, FLAG_NO_PICK) && 1123 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1017 !QUERY_FLAG (creator, FLAG_MONSTER)) 1124 /* 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 = 1125 if (op->stats.maxhp)
1024 op->value > 10000 ? op->value / 5 : op->value / 10; 1126 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1025 } 1127 else
1128 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1129
1130 op->stats.hp = op->stats.maxhp;
1026 break; 1131 break;
1027 1132
1028 case SPELLBOOK: 1133 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); 1134 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 + 1135 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 1136
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 */ 1137 /* add exp so reading them properly gives xp */
1087 op->stats.exp = op->value / 5; 1138 op->stats.exp = op->value / 5;
1088 op->nrof = op->inv->nrof; 1139 op->nrof = op->inv->nrof;
1089 break; 1140 break;
1090 1141
1091 case RUNE: 1142 case RUNE:
1092 trap_adjust (op, difficulty); 1143 trap_adjust (op, difficulty);
1093 break; 1144 break;
1094 1145
1095 case TRAP: 1146 case TRAP:
1096 trap_adjust (op, difficulty); 1147 trap_adjust (op, difficulty);
1097 break; 1148 break;
1098 } /* switch type */ 1149 } /* switch type */
1099 1150
1100 if (flags & GT_STARTEQUIP) 1151 if (flags & GT_STARTEQUIP)
1101 { 1152 {
1102 if (op->nrof < 2 && op->type != CONTAINER 1153 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); 1154 SET_FLAG (op, FLAG_STARTEQUIP);
1105 else if (op->type != MONEY) 1155 else if (op->type != MONEY)
1106 op->value = 0; 1156 op->value = 0;
1107 } 1157 }
1108 1158
1120 1170
1121/* 1171/*
1122 * Allocate and return the pointer to an empty artifactlist structure. 1172 * Allocate and return the pointer to an empty artifactlist structure.
1123 */ 1173 */
1124 1174
1125static artifactlist *get_empty_artifactlist(void) { 1175static artifactlist *
1176get_empty_artifactlist (void)
1177{
1126 artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); 1178 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1179
1127 if(tl==NULL) 1180 if (tl == NULL)
1128 fatal(OUT_OF_MEMORY); 1181 fatal (OUT_OF_MEMORY);
1129 tl->next=NULL; 1182 tl->next = NULL;
1130 tl->items=NULL; 1183 tl->items = NULL;
1131 tl->total_chance=0; 1184 tl->total_chance = 0;
1132 return tl; 1185 return tl;
1133} 1186}
1134 1187
1135/* 1188/*
1136 * Allocate and return the pointer to an empty artifact structure. 1189 * Allocate and return the pointer to an empty artifact structure.
1137 */ 1190 */
1138 1191
1139static artifact *get_empty_artifact(void) { 1192static artifact *
1193get_empty_artifact (void)
1194{
1140 artifact *t = (artifact *) malloc(sizeof(artifact)); 1195 artifact *t = (artifact *) malloc (sizeof (artifact));
1196
1141 if(t==NULL) 1197 if (t == NULL)
1142 fatal(OUT_OF_MEMORY); 1198 fatal (OUT_OF_MEMORY);
1143 t->item=NULL; 1199 t->item = NULL;
1144 t->next=NULL; 1200 t->next = NULL;
1145 t->chance=0; 1201 t->chance = 0;
1146 t->difficulty=0; 1202 t->difficulty = 0;
1147 t->allowed = NULL; 1203 t->allowed = NULL;
1148 return t; 1204 return t;
1149} 1205}
1150 1206
1151/* 1207/*
1152 * Searches the artifact lists and returns one that has the same type 1208 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1209 * of objects on it.
1154 */ 1210 */
1155 1211
1212artifactlist *
1156artifactlist *find_artifactlist(int type) { 1213find_artifactlist (int type)
1214{
1157 artifactlist *al; 1215 artifactlist *al;
1158 1216
1159 for (al=first_artifactlist; al!=NULL; al=al->next) 1217 for (al = first_artifactlist; al != NULL; al = al->next)
1160 if (al->type == type) return al; 1218 if (al->type == type)
1219 return al;
1161 return NULL; 1220 return NULL;
1162} 1221}
1163 1222
1164/* 1223/*
1165 * For debugging purposes. Dumps all tables. 1224 * For debugging purposes. Dumps all tables.
1166 */ 1225 */
1167 1226
1227void
1168void dump_artifacts(void) { 1228dump_artifacts (void)
1229{
1169 artifactlist *al; 1230 artifactlist *al;
1170 artifact *art; 1231 artifact *art;
1171 linked_char *next; 1232 linked_char *next;
1172 1233
1173 fprintf(logfile,"\n"); 1234 fprintf (logfile, "\n");
1174 for (al=first_artifactlist; al!=NULL; al=al->next) { 1235 for (al = first_artifactlist; al != NULL; al = al->next)
1236 {
1175 fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1237 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) { 1238 for (art = al->items; art != NULL; art = art->next)
1177 fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n", 1239 {
1178 art->item->name, art->difficulty, art->chance); 1240 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1179 if (art->allowed !=NULL) { 1241 if (art->allowed != NULL)
1242 {
1180 fprintf(logfile,"\tAllowed combinations:"); 1243 fprintf (logfile, "\tAllowed combinations:");
1181 for (next=art->allowed; next!=NULL; next=next->next) 1244 for (next = art->allowed; next != NULL; next = next->next)
1182 fprintf(logfile, "%s,", next->name); 1245 fprintf (logfile, "%s,", &next->name);
1183 fprintf(logfile,"\n"); 1246 fprintf (logfile, "\n");
1247 }
1184 } 1248 }
1185 }
1186 } 1249 }
1187 fprintf(logfile,"\n"); 1250 fprintf (logfile, "\n");
1188} 1251}
1189 1252
1190/* 1253/*
1191 * For debugging purposes. Dumps all treasures recursively (see below). 1254 * For debugging purposes. Dumps all treasures recursively (see below).
1192 */ 1255 */
1256void
1193void dump_monster_treasure_rec (const char *name, treasure *t, int depth) 1257dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1194{ 1258{
1195 treasurelist *tl; 1259 treasurelist *tl;
1196 int i; 1260 int i;
1197 1261
1198 if (depth > 100) 1262 if (depth > 100)
1199 return; 1263 return;
1200 while (t != NULL) 1264 while (t != NULL)
1201 { 1265 {
1202 if (t->name != NULL) 1266 if (t->name != NULL)
1203 { 1267 {
1204 for (i = 0; i < depth; i++) 1268 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " "); 1269 fprintf (logfile, " ");
1206 fprintf (logfile, "{ (list: %s)\n", t->name); 1270 fprintf (logfile, "{ (list: %s)\n", &t->name);
1207 tl = find_treasurelist (t->name); 1271 tl = find_treasurelist (t->name);
1208 dump_monster_treasure_rec (name, tl->items, depth + 2); 1272 dump_monster_treasure_rec (name, tl->items, depth + 2);
1209 for (i = 0; i < depth; i++) 1273 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " "); 1274 fprintf (logfile, " ");
1211 fprintf (logfile, "} (end of list: %s)\n", t->name); 1275 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1212 } 1276 }
1213 else 1277 else
1214 { 1278 {
1215 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1217 if (t->item->clone.type == FLESH) 1281 if (t->item->clone.type == FLESH)
1218 fprintf (logfile, "%s's %s\n", name, t->item->clone.name); 1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1219 else 1283 else
1220 fprintf (logfile, "%s\n", t->item->clone.name); 1284 fprintf (logfile, "%s\n", &t->item->clone.name);
1221 } 1285 }
1222 if (t->next_yes != NULL) 1286 if (t->next_yes != NULL)
1223 { 1287 {
1224 for (i = 0; i < depth; i++) 1288 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " "); 1289 fprintf (logfile, " ");
1226 fprintf (logfile, " (if yes)\n"); 1290 fprintf (logfile, " (if yes)\n");
1227 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1228 } 1292 }
1229 if (t->next_no != NULL) 1293 if (t->next_no != NULL)
1230 { 1294 {
1231 for (i = 0; i < depth; i++) 1295 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " "); 1296 fprintf (logfile, " ");
1233 fprintf (logfile, " (if no)\n"); 1297 fprintf (logfile, " (if no)\n");
1234 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1298 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1235 } 1299 }
1236 t = t->next; 1300 t = t->next;
1237 } 1301 }
1238} 1302}
1239 1303
1240/* 1304/*
1241 * For debugging purposes. Dumps all treasures for a given monster. 1305 * For debugging purposes. Dumps all treasures for a given monster.
1242 * Created originally by Raphael Quinet for debugging the alchemy code. 1306 * Created originally by Raphael Quinet for debugging the alchemy code.
1243 */ 1307 */
1244 1308
1309void
1245void dump_monster_treasure (const char *name) 1310dump_monster_treasure (const char *name)
1246{ 1311{
1247 archetype *at; 1312 archetype *at;
1248 int found; 1313 int found;
1249 1314
1250 found = 0; 1315 found = 0;
1251 fprintf (logfile, "\n"); 1316 fprintf (logfile, "\n");
1252 for (at = first_archetype; at != NULL; at = at->next) 1317 for (at = first_archetype; at != NULL; at = at->next)
1253 if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1318 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1254 { 1319 {
1255 fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name, 1320 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1256 at->name);
1257 if (at->clone.randomitems != NULL) 1321 if (at->clone.randomitems != NULL)
1258 dump_monster_treasure_rec (at->clone.name, 1322 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1259 at->clone.randomitems->items, 1); 1323 else
1260 else
1261 fprintf (logfile, "(nothing)\n"); 1324 fprintf (logfile, "(nothing)\n");
1262 fprintf (logfile, "\n"); 1325 fprintf (logfile, "\n");
1263 found++; 1326 found++;
1264 } 1327 }
1265 if (found == 0) 1328 if (found == 0)
1266 fprintf (logfile, "No objects have the name %s!\n\n", name); 1329 fprintf (logfile, "No objects have the name %s!\n\n", name);
1267} 1330}
1268 1331
1269/* 1332/*
1270 * Builds up the lists of artifacts from the file in the libdir. 1333 * Builds up the lists of artifacts from the file in the libdir.
1271 */ 1334 */
1272 1335
1336void
1273void init_artifacts(void) { 1337init_artifacts (void)
1338{
1274 static int has_been_inited=0; 1339 static int has_been_inited = 0;
1275 FILE *fp_;
1276 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1340 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1277 artifact *art=NULL; 1341 artifact *art = NULL;
1278 linked_char *tmp; 1342 linked_char *tmp;
1279 int value, comp; 1343 int value;
1280 artifactlist *al; 1344 artifactlist *al;
1281 1345
1282 if (has_been_inited) return; 1346 if (has_been_inited)
1347 return;
1348 else
1283 else has_been_inited = 1; 1349 has_been_inited = 1;
1284 1350
1285 sprintf(filename, "%s/artifacts", settings.datadir); 1351 sprintf (filename, "%s/artifacts", settings.datadir);
1286 LOG(llevDebug, "Reading artifacts from %s...",filename); 1352 object_thawer thawer (filename);
1287 if ((fp_ = open_and_uncompress(filename, 0, &comp)) == NULL) {
1288 LOG(llevError, "Can't open %s.\n", filename);
1289 return;
1290 }
1291 1353
1292 object_thawer fp (fp_); 1354 if (!thawer)
1355 return;
1293 1356
1294 while (fgets(buf, HUGE_BUF, fp)!=NULL) { 1357 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1295 if (*buf=='#') continue;
1296 if((cp=strchr(buf,'\n'))!=NULL)
1297 *cp='\0';
1298 cp=buf;
1299 while(*cp==' ') /* Skip blanks */
1300 cp++;
1301 if (*cp=='\0') continue;
1302 1358 {
1359 if (*buf == '#')
1360 continue;
1361 if ((cp = strchr (buf, '\n')) != NULL)
1362 *cp = '\0';
1363 cp = buf;
1364 while (*cp == ' ') /* Skip blanks */
1365 cp++;
1366 if (*cp == '\0')
1367 continue;
1368
1303 if (!strncmp(cp, "Allowed", 7)) { 1369 if (!strncmp (cp, "Allowed", 7))
1304 if (art==NULL) {
1305 art=get_empty_artifact();
1306 nrofartifacts++;
1307 } 1370 {
1371 if (art == NULL)
1372 {
1373 art = get_empty_artifact ();
1374 nrofartifacts++;
1375 }
1308 cp = strchr(cp,' ') + 1; 1376 cp = strchr (cp, ' ') + 1;
1309 if (!strcmp(cp,"all")) continue; 1377 if (!strcmp (cp, "all"))
1378 continue;
1310 1379
1311 do { 1380 do
1312 nrofallowedstr++; 1381 {
1382 nrofallowedstr++;
1313 if ((next=strchr(cp, ','))!=NULL) 1383 if ((next = strchr (cp, ',')) != NULL)
1314 *(next++) = '\0'; 1384 *(next++) = '\0';
1315 tmp = (linked_char*) malloc(sizeof(linked_char)); 1385 tmp = new linked_char;
1316 tmp->name = add_string(cp); 1386
1387 tmp->name = cp;
1317 tmp->next = art->allowed; 1388 tmp->next = art->allowed;
1318 art->allowed = tmp; 1389 art->allowed = tmp;
1390 }
1319 } while ((cp=next)!=NULL); 1391 while ((cp = next) != NULL);
1320 } 1392 }
1321 else if (sscanf(cp, "chance %d", &value)) 1393 else if (sscanf (cp, "chance %d", &value))
1322 art->chance = (uint16) value; 1394 art->chance = (uint16) value;
1323 else if (sscanf(cp, "difficulty %d", &value)) 1395 else if (sscanf (cp, "difficulty %d", &value))
1324 art->difficulty = (uint8) value; 1396 art->difficulty = (uint8) value;
1325 else if (!strncmp(cp, "Object",6)) { 1397 else if (!strncmp (cp, "Object", 6))
1326 art->item = (object *) calloc(1, sizeof(object)); 1398 {
1327 reset_object(art->item); 1399 art->item = get_object ();
1328 if (!load_object(fp, art->item,LO_LINEMODE,0)) 1400
1401 if (!load_object (thawer, art->item, 0))
1329 LOG(llevError,"Init_Artifacts: Could not load object.\n"); 1402 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403
1330 art->item->name = add_string((strchr(cp, ' ')+1)); 1404 art->item->name = strchr (cp, ' ') + 1;
1331 al=find_artifactlist(art->item->type); 1405 al = find_artifactlist (art->item->type);
1332 if (al==NULL) { 1406 if (al == NULL)
1407 {
1333 al = get_empty_artifactlist(); 1408 al = get_empty_artifactlist ();
1334 al->type = art->item->type; 1409 al->type = art->item->type;
1335 al->next = first_artifactlist; 1410 al->next = first_artifactlist;
1336 first_artifactlist = al; 1411 first_artifactlist = al;
1337 } 1412 }
1338 art->next = al->items; 1413 art->next = al->items;
1339 al->items = art; 1414 al->items = art;
1340 art = NULL; 1415 art = NULL;
1341 } 1416 }
1342 else 1417 else
1343 LOG(llevError,"Unknown input in artifact file: %s\n", buf); 1418 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1344 } 1419 }
1345 1420
1346 close_and_delete(fp, comp);
1347
1348 for (al=first_artifactlist; al!=NULL; al=al->next) { 1421 for (al = first_artifactlist; al != NULL; al = al->next)
1422 {
1349 for (art=al->items; art!=NULL; art=art->next) { 1423 for (art = al->items; art != NULL; art = art->next)
1424 {
1350 if (!art->chance) 1425 if (!art->chance)
1351 LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); 1426 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1352 else 1427 else
1353 al->total_chance += art->chance; 1428 al->total_chance += art->chance;
1354 } 1429 }
1355#if 0 1430#if 0
1356 LOG(llevDebug,"Artifact list type %d has %d total chance\n", 1431 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1357 al->type, al->total_chance);
1358#endif 1432#endif
1359 } 1433 }
1360 1434
1361 LOG(llevDebug,"done.\n"); 1435 LOG (llevDebug, "done.\n");
1362} 1436}
1363 1437
1364 1438
1365/* 1439/*
1366 * Used in artifact generation. The bonuses of the first object 1440 * Used in artifact generation. The bonuses of the first object
1367 * is modified by the bonuses of the second object. 1441 * is modified by the bonuses of the second object.
1368 */ 1442 */
1369 1443
1444void
1370void add_abilities(object *op, object *change) { 1445add_abilities (object *op, object *change)
1446{
1371 int i,j, tmp; 1447 int i, tmp;
1372 1448
1373 if (change->face != blank_face) { 1449 if (change->face != blank_face)
1450 {
1374#ifdef TREASURE_VERBOSE 1451#ifdef TREASURE_VERBOSE
1375 LOG(llevDebug, "FACE: %d\n", change->face->number); 1452 LOG (llevDebug, "FACE: %d\n", change->face->number);
1376#endif 1453#endif
1377 op->face = change->face; 1454 op->face = change->face;
1378 } 1455 }
1456
1379 for (i = 0; i < NUM_STATS; i++) 1457 for (i = 0; i < NUM_STATS; i++)
1380 change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); 1458 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1381 1459
1382 op->attacktype |= change->attacktype; 1460 op->attacktype |= change->attacktype;
1383 op->path_attuned |= change->path_attuned; 1461 op->path_attuned |= change->path_attuned;
1384 op->path_repelled |= change->path_repelled; 1462 op->path_repelled |= change->path_repelled;
1385 op->path_denied |= change->path_denied; 1463 op->path_denied |= change->path_denied;
1386 op->move_type |= change->move_type; 1464 op->move_type |= change->move_type;
1387 op->stats.luck += change->stats.luck; 1465 op->stats.luck += change->stats.luck;
1388 1466
1389 if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); 1467 if (QUERY_FLAG (change, FLAG_CURSED))
1390 if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); 1468 SET_FLAG (op, FLAG_CURSED);
1469 if (QUERY_FLAG (change, FLAG_DAMNED))
1470 SET_FLAG (op, FLAG_DAMNED);
1391 if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) 1471 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); 1472 set_abs_magic (op, -op->magic);
1394 1473
1395 if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1474 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1396 if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1475 SET_FLAG (op, FLAG_LIFESAVE);
1397 if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1476 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1398 if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1477 SET_FLAG (op, FLAG_REFL_SPELL);
1399 if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1478 if (QUERY_FLAG (change, FLAG_STEALTH))
1400 if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1479 SET_FLAG (op, FLAG_STEALTH);
1401 if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1480 if (QUERY_FLAG (change, FLAG_XRAYS))
1402 if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); 1481 SET_FLAG (op, FLAG_XRAYS);
1482 if (QUERY_FLAG (change, FLAG_BLIND))
1483 SET_FLAG (op, FLAG_BLIND);
1484 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1485 SET_FLAG (op, FLAG_SEE_IN_DARK);
1486 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1487 SET_FLAG (op, FLAG_REFL_MISSILE);
1488 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1489 SET_FLAG (op, FLAG_MAKE_INVIS);
1403 1490
1404 if (QUERY_FLAG(change,FLAG_STAND_STILL)) { 1491 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1492 {
1405 CLEAR_FLAG(op,FLAG_ANIMATE); 1493 CLEAR_FLAG (op, FLAG_ANIMATE);
1406 /* so artifacts will join */ 1494 /* so artifacts will join */
1407 if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; 1495 if (!QUERY_FLAG (op, FLAG_ALIVE))
1496 op->speed = 0.0;
1497
1408 update_ob_speed(op); 1498 update_ob_speed (op);
1409 } 1499 }
1410 if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; 1500
1501 if (change->nrof)
1502 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1503
1411 op->stats.exp += change->stats.exp; /* Speed modifier */ 1504 op->stats.exp += change->stats.exp; /* Speed modifier */
1412 op->stats.wc += change->stats.wc; 1505 op->stats.wc += change->stats.wc;
1413 op->stats.ac += change->stats.ac; 1506 op->stats.ac += change->stats.ac;
1414 1507
1415 if (change->other_arch) { 1508 if (change->other_arch)
1509 {
1416 /* Basically, for horns & potions, the other_arch field is the spell 1510 /* 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 1511 * to cast. So convert that to into a spell and put it into
1418 * this object. 1512 * this object.
1419 */ 1513 */
1420 if (op->type == HORN || op->type == POTION) { 1514 if (op->type == HORN || op->type == POTION)
1515 {
1421 object *tmp_obj; 1516 object *tmp_obj;
1517
1422 /* Remove any spells this object currently has in it */ 1518 /* Remove any spells this object currently has in it */
1423 while (op->inv) { 1519 while (op->inv)
1424 tmp_obj = op->inv; 1520 {
1425 remove_ob(tmp_obj); 1521 tmp_obj = op->inv;
1426 free_object(tmp_obj); 1522 remove_ob (tmp_obj);
1427 } 1523 free_object (tmp_obj);
1524 }
1525
1428 tmp_obj = arch_to_object(change->other_arch); 1526 tmp_obj = arch_to_object (change->other_arch);
1429 insert_ob_in_ob(tmp_obj, op); 1527 insert_ob_in_ob (tmp_obj, op);
1430 } 1528 }
1431 /* No harm setting this for potions/horns */ 1529 /* No harm setting this for potions/horns */
1432 op->other_arch = change->other_arch; 1530 op->other_arch = change->other_arch;
1433 } 1531 }
1434 1532
1435 if (change->stats.hp < 0) 1533 if (change->stats.hp < 0)
1436 op->stats.hp = -change->stats.hp; 1534 op->stats.hp = -change->stats.hp;
1437 else 1535 else
1438 op->stats.hp += change->stats.hp; 1536 op->stats.hp += change->stats.hp;
1537
1439 if (change->stats.maxhp < 0) 1538 if (change->stats.maxhp < 0)
1440 op->stats.maxhp = -change->stats.maxhp; 1539 op->stats.maxhp = -change->stats.maxhp;
1441 else 1540 else
1442 op->stats.maxhp += change->stats.maxhp; 1541 op->stats.maxhp += change->stats.maxhp;
1542
1443 if (change->stats.sp < 0) 1543 if (change->stats.sp < 0)
1444 op->stats.sp = -change->stats.sp; 1544 op->stats.sp = -change->stats.sp;
1445 else 1545 else
1446 op->stats.sp += change->stats.sp; 1546 op->stats.sp += change->stats.sp;
1547
1447 if (change->stats.maxsp < 0) 1548 if (change->stats.maxsp < 0)
1448 op->stats.maxsp = -change->stats.maxsp; 1549 op->stats.maxsp = -change->stats.maxsp;
1449 else 1550 else
1450 op->stats.maxsp += change->stats.maxsp; 1551 op->stats.maxsp += change->stats.maxsp;
1552
1451 if (change->stats.food < 0) 1553 if (change->stats.food < 0)
1452 op->stats.food = -(change->stats.food); 1554 op->stats.food = -(change->stats.food);
1453 else 1555 else
1454 op->stats.food += change->stats.food; 1556 op->stats.food += change->stats.food;
1557
1455 if (change->level < 0) 1558 if (change->level < 0)
1456 op->level = -(change->level); 1559 op->level = -(change->level);
1457 else 1560 else
1458 op->level += change->level; 1561 op->level += change->level;
1459 1562
1460 if (change->gen_sp_armour < 0) 1563 if (change->gen_sp_armour < 0)
1461 op->gen_sp_armour = -(change->gen_sp_armour); 1564 op->gen_sp_armour = -(change->gen_sp_armour);
1462 else 1565 else
1463 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1566 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1464 1567
1465 op->item_power = change->item_power; 1568 op->item_power = change->item_power;
1466 1569
1467 for (i=0; i<NROFATTACKS; i++) { 1570 for (i = 0; i < NROFATTACKS; i++)
1571 {
1468 if (change->resist[i]) { 1572 if (change->resist[i])
1573 {
1469 op->resist[i] += change->resist[i]; 1574 op->resist[i] += change->resist[i];
1470 } 1575 }
1471 } 1576 }
1577
1472 if (change->stats.dam) { 1578 if (change->stats.dam)
1579 {
1473 if (change->stats.dam < 0) 1580 if (change->stats.dam < 0)
1474 op->stats.dam = (-change->stats.dam); 1581 op->stats.dam = (-change->stats.dam);
1475 else if (op->stats.dam) { 1582 else if (op->stats.dam)
1583 {
1476 tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10); 1584 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1477 if (tmp == op->stats.dam) { 1585 if (tmp == op->stats.dam)
1586 {
1478 if (change->stats.dam < 10) 1587 if (change->stats.dam < 10)
1479 op->stats.dam--; 1588 op->stats.dam--;
1480 else 1589 else
1481 op->stats.dam++; 1590 op->stats.dam++;
1591 }
1592 else
1593 op->stats.dam = tmp;
1594 }
1482 } 1595 }
1483 else 1596
1484 op->stats.dam = tmp;
1485 }
1486 }
1487 if (change->weight) { 1597 if (change->weight)
1598 {
1488 if (change->weight < 0) 1599 if (change->weight < 0)
1489 op->weight = (-change->weight); 1600 op->weight = (-change->weight);
1490 else 1601 else
1491 op->weight = (op->weight * (change->weight)) / 100; 1602 op->weight = (op->weight * (change->weight)) / 100;
1492 } 1603 }
1604
1493 if (change->last_sp) { 1605 if (change->last_sp)
1606 {
1494 if (change->last_sp < 0) 1607 if (change->last_sp < 0)
1495 op->last_sp = (-change->last_sp); 1608 op->last_sp = (-change->last_sp);
1496 else 1609 else
1497 op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100); 1610 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1498 } 1611 }
1612
1499 if (change->gen_sp_armour) { 1613 if (change->gen_sp_armour)
1614 {
1500 if (change->gen_sp_armour < 0) 1615 if (change->gen_sp_armour < 0)
1501 op->gen_sp_armour = (-change->gen_sp_armour); 1616 op->gen_sp_armour = (-change->gen_sp_armour);
1502 else 1617 else
1503 op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) 1618 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1504 / (int)100);
1505 } 1619 }
1620
1506 op->value *= change->value; 1621 op->value *= change->value;
1507 1622
1623 if (change->material)
1508 if(change->material) op->material = change->material; 1624 op->material = change->material;
1509 1625
1510 if (change->materialname) { 1626 if (change->materialname)
1511 if (op->materialname)
1512 free_string(op->materialname);
1513 op->materialname = add_refcount(change->materialname); 1627 op->materialname = change->materialname;
1514 }
1515 1628
1516 if (change->slaying) { 1629 if (change->slaying)
1517 if (op->slaying)
1518 free_string(op->slaying);
1519 op->slaying = add_refcount(change->slaying); 1630 op->slaying = change->slaying;
1520 } 1631
1521 if (change->race) { 1632 if (change->race)
1522 if (op->race) 1633 op->race = change->race;
1523 free_string(op->race); 1634
1524 op->race = add_refcount(change->race);
1525 }
1526 if (change->msg) { 1635 if (change->msg)
1527 if (op->msg) 1636 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} 1637}
1585 1638
1639static int
1586static int legal_artifact_combination(object *op, artifact *art) { 1640legal_artifact_combination (object *op, artifact * art)
1641{
1587 int neg, success = 0; 1642 int neg, success = 0;
1588 linked_char *tmp; 1643 linked_char *tmp;
1589 const char *name; 1644 const char *name;
1590 1645
1591 if (art->allowed == (linked_char *) NULL) 1646 if (art->allowed == (linked_char *) NULL)
1592 return 1; /* Ie, "all" */ 1647 return 1; /* Ie, "all" */
1593 for (tmp = art->allowed; tmp; tmp = tmp->next) { 1648 for (tmp = art->allowed; tmp; tmp = tmp->next)
1649 {
1594#ifdef TREASURE_VERBOSE 1650#ifdef TREASURE_VERBOSE
1595 LOG(llevDebug, "legal_art: %s\n", tmp->name); 1651 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1596#endif 1652#endif
1597 if (*tmp->name == '!') 1653 if (*tmp->name == '!')
1598 name = tmp->name + 1, neg = 1; 1654 name = tmp->name + 1, neg = 1;
1599 else 1655 else
1600 name = tmp->name, neg = 0; 1656 name = tmp->name, neg = 0;
1601 1657
1602 /* If we match name, then return the opposite of 'neg' */ 1658 /* If we match name, then return the opposite of 'neg' */
1603 if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) 1659 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1604 return !neg; 1660 return !neg;
1605 1661
1606 /* Set success as true, since if the match was an inverse, it means 1662 /* Set success as true, since if the match was an inverse, it means
1607 * everything is allowed except what we match 1663 * everything is allowed except what we match
1608 */ 1664 */
1609 else if (neg) 1665 else if (neg)
1610 success = 1; 1666 success = 1;
1611 } 1667 }
1612 return success; 1668 return success;
1613} 1669}
1614 1670
1615/* 1671/*
1616 * Fixes the given object, giving it the abilities and titles 1672 * Fixes the given object, giving it the abilities and titles
1617 * it should have due to the second artifact-template. 1673 * it should have due to the second artifact-template.
1618 */ 1674 */
1619 1675
1676void
1620void give_artifact_abilities(object *op, object *artifct) { 1677give_artifact_abilities (object *op, object *artifct)
1678{
1621 char new_name[MAX_BUF]; 1679 char new_name[MAX_BUF];
1622 1680
1623 sprintf(new_name, "of %s", artifct->name); 1681 sprintf (new_name, "of %s", &artifct->name);
1624 if (op->title)
1625 free_string(op->title);
1626 op->title = add_string(new_name); 1682 op->title = new_name;
1627 add_abilities(op, artifct); /* Give out the bonuses */ 1683 add_abilities (op, artifct); /* Give out the bonuses */
1628 1684
1629#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1685#if 0 /* Bit verbose, but keep it here until next time I need it... */
1630 { 1686 {
1631 char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); 1687 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1688
1632 SET_FLAG(op, FLAG_IDENTIFIED); 1689 SET_FLAG (op, FLAG_IDENTIFIED);
1633 LOG(llevDebug, "Generated artifact %s %s [%s]\n", 1690 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) 1691 if (!identified)
1636 CLEAR_FLAG(op, FLAG_IDENTIFIED); 1692 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1637 } 1693 }
1638#endif 1694#endif
1639 return; 1695 return;
1640} 1696}
1641 1697
1648 */ 1704 */
1649 1705
1650/* Give 1 re-roll attempt per artifact */ 1706/* Give 1 re-roll attempt per artifact */
1651#define ARTIFACT_TRIES 2 1707#define ARTIFACT_TRIES 2
1652 1708
1709void
1653void generate_artifact(object *op, int difficulty) { 1710generate_artifact (object *op, int difficulty)
1711{
1654 artifactlist *al; 1712 artifactlist *al;
1655 artifact *art; 1713 artifact *art;
1656 int i; 1714 int i;
1657 1715
1658 al = find_artifactlist(op->type); 1716 al = find_artifactlist (op->type);
1659 1717
1660 if (al==NULL) { 1718 if (al == NULL)
1719 {
1661#if 0 /* This is too verbose, usually */ 1720#if 0 /* This is too verbose, usually */
1662 LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1721 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 1722#endif
1680 return; 1723 return;
1681 } 1724 }
1725
1726 for (i = 0; i < ARTIFACT_TRIES; i++)
1727 {
1728 int roll = RANDOM () % al->total_chance;
1729
1730 for (art = al->items; art != NULL; art = art->next)
1731 {
1732 roll -= art->chance;
1733 if (roll < 0)
1734 break;
1735 }
1736
1737 if (art == NULL || roll >= 0)
1738 {
1739#if 1
1740 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1741#endif
1742 return;
1743 }
1682 if (!strcmp(art->item->name,"NONE")) 1744 if (!strcmp (art->item->name, "NONE"))
1683 return; 1745 return;
1684 if (FABS(op->magic) < art->item->magic) 1746 if (FABS (op->magic) < art->item->magic)
1685 continue; /* Not magic enough to be this item */ 1747 continue; /* Not magic enough to be this item */
1686 1748
1687 /* Map difficulty not high enough */ 1749 /* Map difficulty not high enough */
1688 if (difficulty<art->difficulty) 1750 if (difficulty < art->difficulty)
1689 continue; 1751 continue;
1690 1752
1691 if (!legal_artifact_combination(op, art)) { 1753 if (!legal_artifact_combination (op, art))
1754 {
1692#ifdef TREASURE_VERBOSE 1755#ifdef TREASURE_VERBOSE
1693 LOG(llevDebug, "%s of %s was not a legal combination.\n", 1756 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1694 op->name, art->item->name);
1695#endif 1757#endif
1696 continue; 1758 continue;
1697 } 1759 }
1698 give_artifact_abilities(op, art->item); 1760 give_artifact_abilities (op, art->item);
1699 return; 1761 return;
1700 } 1762 }
1701} 1763}
1702 1764
1703/* fix_flesh_item() - objects of type FLESH are similar to type 1765/* fix_flesh_item() - objects of type FLESH are similar to type
1704 * FOOD, except they inherit properties (name, food value, etc). 1766 * FOOD, except they inherit properties (name, food value, etc).
1705 * based on the original owner (or 'donor' if you like). -b.t. 1767 * based on the original owner (or 'donor' if you like). -b.t.
1706 */ 1768 */
1707 1769
1770void
1708void fix_flesh_item(object *item, object *donor) { 1771fix_flesh_item (object *item, object *donor)
1772{
1709 char tmpbuf[MAX_BUF]; 1773 char tmpbuf[MAX_BUF];
1710 int i; 1774 int i;
1711 1775
1712 if(item->type==FLESH && donor) { 1776 if (item->type == FLESH && donor)
1777 {
1713 /* change the name */ 1778 /* change the name */
1714 sprintf(tmpbuf,"%s's %s",donor->name,item->name); 1779 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1715 FREE_AND_COPY(item->name, tmpbuf); 1780 item->name = tmpbuf;
1716 sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); 1781 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1717 FREE_AND_COPY(item->name_pl, tmpbuf); 1782 item->name_pl = tmpbuf;
1718 1783
1719 /* weight is FLESH weight/100 * donor */ 1784 /* weight is FLESH weight/100 * donor */
1720 if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) 1785 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1721 item->weight=1; 1786 item->weight = 1;
1722 1787
1723 /* value is multiplied by level of donor */ 1788 /* value is multiplied by level of donor */
1724 item->value *= isqrt(donor->level*2); 1789 item->value *= isqrt (donor->level * 2);
1725 1790
1726 /* food value */ 1791 /* food value */
1727 item->stats.food += (donor->stats.hp/100) + donor->stats.Con; 1792 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1728 1793
1729 /* flesh items inherit some abilities of donor, but not 1794 /* flesh items inherit some abilities of donor, but not
1730 * full effect. 1795 * full effect.
1731 */ 1796 */
1732 for (i=0; i<NROFATTACKS; i++) 1797 for (i = 0; i < NROFATTACKS; i++)
1733 item->resist[i] = donor->resist[i]/2; 1798 item->resist[i] = donor->resist[i] / 2;
1734 1799
1735 /* item inherits donor's level (important for quezals) */ 1800 /* item inherits donor's level (important for quezals) */
1736 item->level = donor->level; 1801 item->level = donor->level;
1737 1802
1738 /* if donor has some attacktypes, the flesh is poisonous */ 1803 /* if donor has some attacktypes, the flesh is poisonous */
1739 if(donor->attacktype&AT_POISON) 1804 if (donor->attacktype & AT_POISON)
1740 item->type=POISON; 1805 item->type = POISON;
1741 if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; 1806 if (donor->attacktype & AT_ACID)
1807 item->stats.hp = -1 * item->stats.food;
1742 SET_FLAG(item,FLAG_NO_STEAL); 1808 SET_FLAG (item, FLAG_NO_STEAL);
1743 } 1809 }
1744} 1810}
1745 1811
1746/* special_potion() - so that old potion code is still done right. */ 1812/* special_potion() - so that old potion code is still done right. */
1747 1813
1814int
1748int special_potion (object *op) { 1815special_potion (object *op)
1816{
1749 1817
1750 int i; 1818 int i;
1751 1819
1752 if(op->attacktype) return 1; 1820 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; 1821 return 1;
1761}
1762 1822
1823 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1824 return 1;
1825
1826 for (i = 0; i < NROFATTACKS; i++)
1827 if (op->resist[i])
1828 return 1;
1829
1830 return 0;
1831}
1832
1833void
1763void free_treasurestruct(treasure *t) 1834free_treasurestruct (treasure *t)
1764{ 1835{
1836 if (t->next)
1765 if (t->next) free_treasurestruct(t->next); 1837 free_treasurestruct (t->next);
1838 if (t->next_yes)
1766 if (t->next_yes) free_treasurestruct(t->next_yes); 1839 free_treasurestruct (t->next_yes);
1840 if (t->next_no)
1767 if (t->next_no) free_treasurestruct(t->next_no); 1841 free_treasurestruct (t->next_no);
1768 free(t);
1769}
1770 1842
1843 delete t;
1844}
1845
1846void
1771void free_charlinks(linked_char *lc) 1847free_charlinks (linked_char *lc)
1772{ 1848{
1773 if (lc->next) free_charlinks(lc->next); 1849 if (lc->next)
1774 free(lc); 1850 free_charlinks (lc->next);
1775}
1776 1851
1852 delete lc;
1853}
1854
1855void
1777void free_artifact(artifact *at) 1856free_artifact (artifact * at)
1778{ 1857{
1779 1858 if (at->next)
1780 if (at->next) free_artifact(at->next); 1859 free_artifact (at->next);
1860
1861 if (at->allowed)
1781 if (at->allowed) free_charlinks(at->allowed); 1862 free_charlinks (at->allowed);
1782 if (at->item) {
1783 if (at->item->name) free_string(at->item->name);
1784 if (at->item->name_pl) free_string(at->item->name_pl);
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);
1790}
1791 1863
1864 at->item->free (1);
1865
1866 delete at;
1867}
1868
1869void
1792void free_artifactlist(artifactlist *al) 1870free_artifactlist (artifactlist * al)
1793{ 1871{
1794 artifactlist *nextal; 1872 artifactlist *nextal;
1873
1795 for (al=first_artifactlist; al!=NULL; al=nextal) { 1874 for (al = first_artifactlist; al != NULL; al = nextal)
1875 {
1796 nextal=al->next; 1876 nextal = al->next;
1877
1797 if (al->items) { 1878 if (al->items)
1798 free_artifact(al->items); 1879 free_artifact (al->items);
1799 }
1800 free(al);
1801 }
1802}
1803 1880
1881 free (al);
1882 }
1883}
1884
1885void
1804void free_all_treasures(void) { 1886free_all_treasures (void)
1887{
1805treasurelist *tl, *next; 1888 treasurelist *tl, *next;
1806 1889
1807 1890
1808 for (tl=first_treasurelist; tl!=NULL; tl=next) { 1891 for (tl = first_treasurelist; tl != NULL; 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 } 1892 {
1893 next = tl->next;
1894 if (tl->items)
1895 free_treasurestruct (tl->items);
1896 delete tl;
1897 }
1814 free_artifactlist(first_artifactlist); 1898 free_artifactlist (first_artifactlist);
1815} 1899}

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