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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.4 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.11 by root, Mon Sep 4 11:07:59 2006 UTC

1 1
2/* 2/*
3 * static char *rcs_treasure_c = 3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.4 2006/08/29 08:01:36 root Exp $"; 4 * "$Id: treasure.C,v 1.11 2006/09/04 11:07:59 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
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/* #define TREASURE_VERBOSE */ 40/* #define TREASURE_VERBOSE */
41 41
42#include <global.h> 42#include <global.h>
43#include <treasure.h> 43#include <treasure.h>
44#include <funcpoint.h> 44#include <funcpoint.h>
45#include <loader.h> 45#include <loader.h>
46 46
47 47
48static void change_treasure(treasure *t, object *op); /* overrule default values */ 48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 49extern char *spell_mapping[];
50 50
51/* 51/*
52 * Initialize global archtype pointers: 52 * Initialize global archtype pointers:
53 */ 53 */
54 54
55void
55void init_archetype_pointers() { 56init_archetype_pointers ()
57{
56 int prev_warn = warn_archetypes; 58 int prev_warn = warn_archetypes;
57 warn_archetypes = 1; 59 warn_archetypes = 1;
58 if (ring_arch == NULL) 60 if (ring_arch == NULL)
59 ring_arch = find_archetype("ring"); 61 ring_arch = find_archetype ("ring");
60 if (amulet_arch == NULL) 62 if (amulet_arch == NULL)
61 amulet_arch = find_archetype("amulet"); 63 amulet_arch = find_archetype ("amulet");
62 if (staff_arch == NULL) 64 if (staff_arch == NULL)
63 staff_arch = find_archetype("staff"); 65 staff_arch = find_archetype ("staff");
64 if (crown_arch == NULL) 66 if (crown_arch == NULL)
65 crown_arch = find_archetype("crown"); 67 crown_arch = find_archetype ("crown");
66 warn_archetypes = prev_warn; 68 warn_archetypes = prev_warn;
67} 69}
68 70
69/* 71/*
70 * Allocate and return the pointer to an empty treasurelist structure. 72 * Allocate and return the pointer to an empty treasurelist structure.
71 */ 73 */
72 74
73static treasurelist *get_empty_treasurelist(void) { 75static treasurelist *
74 treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); 76get_empty_treasurelist (void)
75 if(tl==NULL) 77{
76 fatal(OUT_OF_MEMORY); 78 return new treasurelist;
77 memset(tl, 0, sizeof(treasurelist));
78 return tl;
79} 79}
80 80
81/* 81/*
82 * Allocate and return the pointer to an empty treasure structure. 82 * Allocate and return the pointer to an empty treasure structure.
83 */ 83 */
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
84 89
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; 90 t->chance = 100;
95 t->magic=0; 91
96 t->nrof=0;
97 return t; 92 return t;
98} 93}
99 94
100/* 95/*
101 * Reads the lib/treasure file from disk, and parses the contents 96 * Reads the lib/treasure file from disk, and parses the contents
102 * into an internal treasure structure (very linked lists) 97 * into an internal treasure structure (very linked lists)
103 */ 98 */
104 99
100static treasure *
105static treasure *load_treasure(FILE *fp, int *line) { 101load_treasure (FILE * fp, int *line)
102{
106 char buf[MAX_BUF], *cp, variable[MAX_BUF]; 103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
107 treasure *t=get_empty_treasure(); 104 treasure *t = get_empty_treasure ();
108 int value; 105 int value;
109 106
110 nroftreasures++; 107 nroftreasures++;
111 while(fgets(buf,MAX_BUF,fp)!=NULL) { 108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
112 (*line)++; 110 (*line)++;
113 111
114 if(*buf=='#') 112 if (*buf == '#')
115 continue; 113 continue;
116 if((cp=strchr(buf,'\n'))!=NULL) 114 if ((cp = strchr (buf, '\n')) != NULL)
117 *cp='\0'; 115 *cp = '\0';
118 cp=buf; 116 cp = buf;
119 while(isspace(*cp)) /* Skip blanks */ 117 while (isspace (*cp)) /* Skip blanks */
120 cp++; 118 cp++;
121 119
122 if(sscanf(cp,"arch %s",variable)) { 120 if (sscanf (cp, "arch %s", variable))
121 {
123 if((t->item=find_archetype(variable))==NULL) 122 if ((t->item = find_archetype (variable)) == NULL)
124 LOG(llevError,"Treasure lacks archetype: %s\n",variable); 123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 } else if (sscanf(cp, "list %s", variable)) 125 else if (sscanf (cp, "list %s", variable))
126 t->name = add_string(variable); 126 t->name = variable;
127 else if (sscanf(cp, "change_name %s", variable)) 127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = add_string(variable); 128 t->change_arch.name = variable;
129 else if (sscanf(cp, "change_title %s", variable)) 129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = add_string(variable); 130 t->change_arch.title = variable;
131 else if (sscanf(cp, "change_slaying %s", variable)) 131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = add_string(variable); 132 t->change_arch.slaying = variable;
133 else if(sscanf(cp,"chance %d",&value)) 133 else if (sscanf (cp, "chance %d", &value))
134 t->chance=(uint8) value; 134 t->chance = (uint8) value;
135 else if(sscanf(cp,"nrof %d",&value)) 135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof=(uint16) value; 136 t->nrof = (uint16) value;
137 else if(sscanf(cp,"magic %d",&value)) 137 else if (sscanf (cp, "magic %d", &value))
138 t->magic=(uint8) value; 138 t->magic = (uint8) value;
139 else if(!strcmp(cp,"yes")) 139 else if (!strcmp (cp, "yes"))
140 t->next_yes=load_treasure(fp, line); 140 t->next_yes = load_treasure (fp, line);
141 else if(!strcmp(cp,"no")) 141 else if (!strcmp (cp, "no"))
142 t->next_no=load_treasure(fp, line); 142 t->next_no = load_treasure (fp, line);
143 else if(!strcmp(cp,"end")) 143 else if (!strcmp (cp, "end"))
144 return t; 144 return t;
145 else if(!strcmp(cp,"more")) { 145 else if (!strcmp (cp, "more"))
146 {
146 t->next=load_treasure(fp, line); 147 t->next = load_treasure (fp, line);
147 return t; 148 return t;
149 }
148 } else 150 else
149 LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n", 151 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 } 152 }
152 LOG(llevError,"treasure lacks 'end'.\n"); 153 LOG (llevError, "treasure lacks 'end'.\n");
153 return t; 154 return t;
154} 155}
155 156
156#ifdef TREASURE_DEBUG 157#ifdef TREASURE_DEBUG
157/* recursived checks the linked list. Treasurelist is passed only 158/* recursived checks the linked list. Treasurelist is passed only
158 * so that the treasure name can be printed out 159 * so that the treasure name can be printed out
159 */ 160 */
161static void
160static void check_treasurelist(const treasure *t, const treasurelist *tl) 162check_treasurelist (const treasure * t, const treasurelist * tl)
161{ 163{
162 if (t->item==NULL && t->name==NULL) 164 if (t->item == NULL && t->name == NULL)
163 LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name); 165 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)) 166 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", 167 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 */ 168 /* find_treasurelist will print out its own error message */
168 if (t->name && strcmp(t->name,"NONE")) 169 if (t->name && *t->name)
169 (void) find_treasurelist(t->name); 170 (void) find_treasurelist (t->name);
171 if (t->next)
170 if (t->next) check_treasurelist(t->next, tl); 172 check_treasurelist (t->next, tl);
173 if (t->next_yes)
171 if (t->next_yes) check_treasurelist(t->next_yes,tl); 174 check_treasurelist (t->next_yes, tl);
175 if (t->next_no)
172 if (t->next_no) check_treasurelist(t->next_no, tl); 176 check_treasurelist (t->next_no, tl);
173} 177}
174#endif 178#endif
175 179
176/* 180/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 181 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 182 * Each treasure is parsed with the help of load_treasure().
179 */ 183 */
180 184
185void
181void load_treasures(void) { 186load_treasures (void)
187{
182 FILE *fp; 188 FILE *fp;
183 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; 189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
184 treasurelist *previous=NULL; 190 treasurelist *previous = NULL;
185 treasure *t; 191 treasure *t;
186 int comp, line=0; 192 int comp, line = 0;
187 193
188 sprintf(filename,"%s/%s",settings.datadir,settings.treasures); 194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
189 if((fp=open_and_uncompress(filename,0,&comp))==NULL) { 195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
196 {
190 LOG(llevError,"Can't open treasure file.\n"); 197 LOG (llevError, "Can't open treasure file.\n");
191 return; 198 return;
192 } 199 }
193 while(fgets(buf,MAX_BUF,fp)!=NULL) { 200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
194 line++; 202 line++;
195 if(*buf=='#') 203 if (*buf == '#')
196 continue; 204 continue;
197 205
198 if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) { 206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 {
199 treasurelist *tl=get_empty_treasurelist(); 208 treasurelist *tl = get_empty_treasurelist ();
200 tl->name=add_string(name); 209 tl->name = name;
201 if(previous==NULL) 210 if (previous == NULL)
202 first_treasurelist=tl; 211 first_treasurelist = tl;
203 else 212 else
204 previous->next=tl; 213 previous->next = tl;
205 previous=tl; 214 previous = tl;
206 tl->items=load_treasure(fp, &line); 215 tl->items = load_treasure (fp, &line);
207 216
208 /* This is a one of the many items on the list should be generated. 217 /* 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 218 * Add up the chance total, and check to make sure the yes & no
210 * fields of the treasures are not being used. 219 * fields of the treasures are not being used.
211 */ 220 */
212 if (!strncmp(buf,"treasureone",11)) { 221 if (!strncmp (buf, "treasureone", 11))
222 {
213 for (t=tl->items; t!=NULL; t=t->next) { 223 for (t = tl->items; t != NULL; t = t->next)
224 {
214#ifdef TREASURE_DEBUG 225#ifdef TREASURE_DEBUG
215 if (t->next_yes || t->next_no) { 226 if (t->next_yes || t->next_no)
216 LOG(llevError,"Treasure %s is one item, but on treasure %s\n", 227 {
217 tl->name, t->item ? t->item->name : t->name); 228 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"); 229 LOG (llevError, " the next_yes or next_no field is set\n");
219 } 230 }
220#endif 231#endif
221 tl->total_chance += t->chance; 232 tl->total_chance += t->chance;
222 } 233 }
223 } 234 }
235 }
224 } else 236 else
225 LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
226 } 238 }
227 close_and_delete(fp, comp); 239 close_and_delete (fp, comp);
228 240
229#ifdef TREASURE_DEBUG 241#ifdef TREASURE_DEBUG
230 /* Perform some checks on how valid the treasure data actually is. 242 /* Perform some checks on how valid the treasure data actually is.
231 * verify that list transitions work (ie, the list that it is supposed 243 * verify that list transitions work (ie, the list that it is supposed
232 * to transition to exists). Also, verify that at least the name 244 * to transition to exists). Also, verify that at least the name
233 * or archetype is set for each treasure element. 245 * or archetype is set for each treasure element.
234 */ 246 */
235 for (previous=first_treasurelist; previous!=NULL; previous=previous->next) 247 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
236 check_treasurelist(previous->items, previous); 248 check_treasurelist (previous->items, previous);
237#endif 249#endif
238} 250}
239 251
240/* 252/*
241 * Searches for the given treasurelist in the globally linked list 253 * Searches for the given treasurelist in the globally linked list
242 * of treasurelists which has been built by load_treasures(). 254 * of treasurelists which has been built by load_treasures().
243 */ 255 */
244 256
257treasurelist *
245treasurelist *find_treasurelist(const char *name) { 258find_treasurelist (const char *name)
259{
246 const char *tmp=find_string(name); 260 const char *tmp = shstr::find (name);
247 treasurelist *tl; 261 treasurelist *tl;
248 262
249 /* Special cases - randomitems of none is to override default. If 263 /* Special cases - randomitems of none is to override default. If
250 * first_treasurelist is null, it means we are on the first pass of 264 * 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 265 * of loading archetyps, so for now, just return - second pass will
252 * init these values. 266 * init these values.
253 */ 267 */
254 if (!strcmp(name,"none") || (!first_treasurelist)) return NULL; 268 if (!name || !*name)
269 return NULL;
270
255 if(tmp!=NULL) 271 if (tmp != NULL)
256 for(tl=first_treasurelist;tl!=NULL;tl=tl->next) 272 for (tl = first_treasurelist; tl != NULL; tl = tl->next)
273 {
257 if(tmp==tl->name) 274 if (tmp == tl->name)
258 return tl; 275 return tl;
276 }
277
278 if (first_treasurelist)
259 LOG(llevError,"Couldn't find treasurelist %s\n",name); 279 LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp);
280
260 return NULL; 281 return NULL;
261} 282}
262 283
263 284
264/* 285/*
272 * abilities. This is used by summon spells, thus no summoned monsters 293 * abilities. This is used by summon spells, thus no summoned monsters
273 * start with equipment, but only their abilities). 294 * start with equipment, but only their abilities).
274 */ 295 */
275 296
276 297
298static void
277static void put_treasure (object *op, object *creator, int flags) 299put_treasure (object * op, object * creator, int flags)
278{ 300{
279 object *tmp; 301 object *tmp;
280 302
281 /* Bit of a hack - spells should never be put onto the map. The entire 303 /* 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 304 * 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 305 * this is the original object, or if this is an object that should be created
284 * by another object. 306 * by another object.
285 */ 307 */
286 if (flags & GT_ENVIRONMENT && op->type != SPELL) { 308 if (flags & GT_ENVIRONMENT && op->type != SPELL)
309 {
287 op->x = creator->x; 310 op->x = creator->x;
288 op->y = creator->y; 311 op->y = creator->y;
289 SET_FLAG(op, FLAG_OBJ_ORIGINAL); 312 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
290 insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); 313 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
291 } else { 314 }
315 else
316 {
292 op = insert_ob_in_ob (op, creator); 317 op = insert_ob_in_ob (op, creator);
293 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
294 monster_check_apply(creator, op); 319 monster_check_apply (creator, op);
295 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 320 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
296 esrv_send_item(tmp, op); 321 esrv_send_item (tmp, op);
297 } 322 }
298} 323}
299 324
300/* if there are change_xxx commands in the treasure, we include the changes 325/* if there are change_xxx commands in the treasure, we include the changes
301 * in the generated object 326 * in the generated object
302 */ 327 */
328static void
303static void change_treasure(treasure *t, object *op) 329change_treasure (treasure * t, object * op)
304{ 330{
305 /* CMD: change_name xxxx */ 331 /* CMD: change_name xxxx */
306 if(t->change_arch.name) 332 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 }
312 333 {
334 op->name = t->change_arch.name;
335 op->name_pl = t->change_arch.name;
336 }
337
313 if(t->change_arch.title) 338 if (t->change_arch.title)
314 {
315 if(op->title)
316 free_string(op->title);
317 op->title = add_string(t->change_arch.title); 339 op->title = t->change_arch.title;
318 }
319 340
320 if(t->change_arch.slaying) 341 if (t->change_arch.slaying)
321 {
322 if(op->slaying)
323 free_string(op->slaying);
324 op->slaying = add_string(t->change_arch.slaying); 342 op->slaying = t->change_arch.slaying;
325 }
326
327} 343}
328 344
345void
329void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { 346create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries)
347{
330 object *tmp; 348 object *tmp;
331 349
332 350
333 if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { 351 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
352 {
334 if (t->name) { 353 if (t->name)
354 {
335 if (strcmp(t->name,"NONE") && difficulty>=t->magic) 355 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
336 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); 356 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
337 } 357 }
338 else { 358 else
359 {
339 if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { 360 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
361 {
340 tmp=arch_to_object(t->item); 362 tmp = arch_to_object (t->item);
363 if (t->nrof && tmp->nrof <= 1)
364 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
365 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag);
368 }
369 }
370 if (t->next_yes != NULL)
371 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
372 }
373 else if (t->next_no != NULL)
374 create_all_treasures (t->next_no, op, flag, difficulty, tries);
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 for (t = tl->items; t != NULL; t = t->next)
391 {
392 value -= t->chance;
393 if (value < 0)
394 break;
395 }
396
397 if (!t || value >= 0)
398 {
399 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
400 abort ();
401 return;
402 }
403 if (t->name)
404 {
405 if (!strcmp (t->name, "NONE"))
406 return;
407 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
409 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries);
411 return;
412 }
413 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
414 {
415 object *tmp = arch_to_object (t->item);
416 if (!tmp)
417 return;
341 if(t->nrof&&tmp->nrof<=1) 418 if (t->nrof && tmp->nrof <= 1)
342 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
343 fix_generated_item (tmp, op, difficulty, t->magic, flag); 420 fix_generated_item (tmp, op, difficulty, t->magic, flag);
344 change_treasure(t, tmp); 421 change_treasure (t, tmp);
345 put_treasure (tmp, op, flag); 422 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 } 423 }
394} 424}
395 425
396/* This calls the appropriate treasure creation function. tries is passed 426/* This calls the appropriate treasure creation function. tries is passed
397 * to determine how many list transitions or attempts to create treasure 427 * 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 428 * 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 429 * 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 430 * created on weak maps, because it will exceed the number of allowed tries
401 * to do that. 431 * to do that.
402 */ 432 */
433void
403void create_treasure(treasurelist *t, object *op, int flag, int difficulty, 434create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries)
404 int tries)
405{ 435{
406 436
407 if (tries++>100) { 437 if (tries++ > 100)
438 {
408 LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); 439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
409 return; 440 return;
410 } 441 }
411 if (t->total_chance) 442 if (t->total_chance)
412 create_one_treasure(t, op, flag,difficulty, tries); 443 create_one_treasure (t, op, flag, difficulty, tries);
413 else 444 else
414 create_all_treasures(t->items, op, flag, difficulty, tries); 445 create_all_treasures (t->items, op, flag, difficulty, tries);
415} 446}
416 447
417/* This is similar to the old generate treasure function. However, 448/* This is similar to the old generate treasure function. However,
418 * it instead takes a treasurelist. It is really just a wrapper around 449 * it instead takes a treasurelist. It is really just a wrapper around
419 * create_treasure. We create a dummy object that the treasure gets 450 * create_treasure. We create a dummy object that the treasure gets
420 * inserted into, and then return that treausre 451 * inserted into, and then return that treausre
421 */ 452 */
453object *
422object *generate_treasure(treasurelist *t, int difficulty) 454generate_treasure (treasurelist * t, int difficulty)
423{ 455{
424 object *ob = get_object(), *tmp; 456 object *ob = get_object (), *tmp;
425 457
426 create_treasure(t, ob, 0, difficulty, 0); 458 create_treasure (t, ob, 0, difficulty, 0);
427 459
428 /* Don't want to free the object we are about to return */ 460 /* Don't want to free the object we are about to return */
429 tmp = ob->inv; 461 tmp = ob->inv;
430 if (tmp!=NULL) remove_ob(tmp); 462 if (tmp != NULL)
463 remove_ob (tmp);
431 if (ob->inv) { 464 if (ob->inv)
465 {
432 LOG(llevError,"In generate treasure, created multiple objects.\n"); 466 LOG (llevError, "In generate treasure, created multiple objects.\n");
433 } 467 }
434 free_object(ob); 468 free_object (ob);
435 return tmp; 469 return tmp;
436} 470}
437 471
438/* 472/*
439 * This is a new way of calculating the chance for an item to have 473 * This is a new way of calculating the chance for an item to have
440 * a specific magical bonus. 474 * a specific magical bonus.
441 * The array has two arguments, the difficulty of the level, and the 475 * The array has two arguments, the difficulty of the level, and the
442 * magical bonus "wanted". 476 * magical bonus "wanted".
443 */ 477 */
444 478
445static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = 479static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
446{
447/*chance of magic difficulty*/ 480/*chance of magic difficulty*/
448/* +0 +1 +2 +3 +4 */ 481/* +0 +1 +2 +3 +4 */
449 { 95, 2, 2, 1, 0 }, /*1*/ 482 {95, 2, 2, 1, 0}, /*1 */
450 { 92, 5, 2, 1, 0 }, /*2*/ 483 {92, 5, 2, 1, 0}, /*2 */
451 { 85,10, 4, 1, 0 }, /*3*/ 484 {85, 10, 4, 1, 0}, /*3 */
452 { 80,14, 4, 2, 0 }, /*4*/ 485 {80, 14, 4, 2, 0}, /*4 */
453 { 75,17, 5, 2, 1 }, /*5*/ 486 {75, 17, 5, 2, 1}, /*5 */
454 { 70,18, 8, 3, 1 }, /*6*/ 487 {70, 18, 8, 3, 1}, /*6 */
455 { 65,21,10, 3, 1 }, /*7*/ 488 {65, 21, 10, 3, 1}, /*7 */
456 { 60,22,12, 4, 2 }, /*8*/ 489 {60, 22, 12, 4, 2}, /*8 */
457 { 55,25,14, 4, 2 }, /*9*/ 490 {55, 25, 14, 4, 2}, /*9 */
458 { 50,27,16, 5, 2 }, /*10*/ 491 {50, 27, 16, 5, 2}, /*10 */
459 { 45,28,18, 6, 3 }, /*11*/ 492 {45, 28, 18, 6, 3}, /*11 */
460 { 42,28,20, 7, 3 }, /*12*/ 493 {42, 28, 20, 7, 3}, /*12 */
461 { 40,27,21, 8, 4 }, /*13*/ 494 {40, 27, 21, 8, 4}, /*13 */
462 { 38,25,22,10, 5 }, /*14*/ 495 {38, 25, 22, 10, 5}, /*14 */
463 { 36,23,23,12, 6 }, /*15*/ 496 {36, 23, 23, 12, 6}, /*15 */
464 { 33,21,24,14, 8 }, /*16*/ 497 {33, 21, 24, 14, 8}, /*16 */
465 { 31,19,25,16, 9 }, /*17*/ 498 {31, 19, 25, 16, 9}, /*17 */
466 { 27,15,30,18,10 }, /*18*/ 499 {27, 15, 30, 18, 10}, /*18 */
467 { 20,12,30,25,13 }, /*19*/ 500 {20, 12, 30, 25, 13}, /*19 */
468 { 15,10,28,30,17 }, /*20*/ 501 {15, 10, 28, 30, 17}, /*20 */
469 { 13, 9,27,28,23 }, /*21*/ 502 {13, 9, 27, 28, 23}, /*21 */
470 { 10, 8,25,28,29 }, /*22*/ 503 {10, 8, 25, 28, 29}, /*22 */
471 { 8, 7,23,26,36 }, /*23*/ 504 {8, 7, 23, 26, 36}, /*23 */
472 { 6, 6,20,22,46 }, /*24*/ 505 {6, 6, 20, 22, 46}, /*24 */
473 { 4, 5,17,18,56 }, /*25*/ 506 {4, 5, 17, 18, 56}, /*25 */
474 { 2, 4,12,14,68 }, /*26*/ 507 {2, 4, 12, 14, 68}, /*26 */
475 { 0, 3, 7,10,80 }, /*27*/ 508 {0, 3, 7, 10, 80}, /*27 */
476 { 0, 0, 3, 7,90 }, /*28*/ 509 {0, 0, 3, 7, 90}, /*28 */
477 { 0, 0, 0, 3,97 }, /*29*/ 510 {0, 0, 0, 3, 97}, /*29 */
478 { 0, 0, 0, 0,100}, /*30*/ 511 {0, 0, 0, 0, 100}, /*30 */
479 { 0, 0, 0, 0,100}, /*31*/ 512 {0, 0, 0, 0, 100}, /*31 */
480}; 513};
481 514
482 515
483/* calculate the appropriate level for wands staves and scrolls. 516/* calculate the appropriate level for wands staves and scrolls.
484 * This code presumes that op has had its spell object created (in op->inv) 517 * This code presumes that op has had its spell object created (in op->inv)
485 * 518 *
486 * elmex Wed Aug 9 17:44:59 CEST 2006: 519 * elmex Wed Aug 9 17:44:59 CEST 2006:
487 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 520 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
488 */ 521 */
489 522
523int
490int level_for_item (const object *op, int difficulty) 524level_for_item (const object * op, int difficulty)
491{ 525{
492 int mult = 0, olevel = 0; 526 int mult = 0, olevel = 0;
493 527
494 if (!op->inv) 528 if (!op->inv)
495 { 529 {
496 LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name); 530 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
497 return 0; 531 return 0;
498 } 532 }
499 533
500 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 534 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
501 535
502 if (olevel <= 0) 536 if (olevel <= 0)
517 * Scaling difficulty by max_level, as difficulty is a level and not some 551 * Scaling difficulty by max_level, as difficulty is a level and not some
518 * weird integer between 1-31. 552 * weird integer between 1-31.
519 * 553 *
520 */ 554 */
521 555
556int
522int magic_from_difficulty(int difficulty) 557magic_from_difficulty (int difficulty)
523{ 558{
524 int percent = 0, magic = 0; 559 int percent = 0, magic = 0;
525 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 560 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
526 561
527 scaled_diff--; 562 scaled_diff--;
528 563
529 if(scaled_diff < 0) 564 if (scaled_diff < 0)
530 scaled_diff = 0; 565 scaled_diff = 0;
531 566
532 if (scaled_diff >= DIFFLEVELS) 567 if (scaled_diff >= DIFFLEVELS)
533 scaled_diff = DIFFLEVELS-1; 568 scaled_diff = DIFFLEVELS - 1;
534 569
535 percent = RANDOM()%100; 570 percent = RANDOM () % 100;
536 571
537 for(magic = 0; magic < (MAXMAGIC + 1); magic++) 572 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
538 { 573 {
539 percent -= difftomagic_list[scaled_diff][magic]; 574 percent -= difftomagic_list[scaled_diff][magic];
540 575
541 if (percent < 0) 576 if (percent < 0)
542 break; 577 break;
543 } 578 }
544 579
545 if (magic == (MAXMAGIC + 1)) 580 if (magic == (MAXMAGIC + 1))
546 { 581 {
547 LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 582 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
548 magic = 0; 583 magic = 0;
549 } 584 }
550 585
551 magic = (RANDOM() % 3) ? magic : -magic; 586 magic = (RANDOM () % 3) ? magic : -magic;
552 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 587 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
553 588
554 return magic; 589 return magic;
555} 590}
556 591
559 * the armour variable, and the effect on speed of armour. 594 * the armour variable, and the effect on speed of armour.
560 * This function doesn't work properly, should add use of archetypes 595 * This function doesn't work properly, should add use of archetypes
561 * to make it truly absolute. 596 * to make it truly absolute.
562 */ 597 */
563 598
599void
564void set_abs_magic(object *op, int magic) { 600set_abs_magic (object * op, int magic)
601{
565 if(!magic) 602 if (!magic)
566 return; 603 return;
567 604
568 op->magic=magic; 605 op->magic = magic;
569 if (op->arch) { 606 if (op->arch)
607 {
570 if (op->type == ARMOUR) 608 if (op->type == ARMOUR)
571 ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; 609 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
572 610
573 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 611 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
574 magic = (-magic); 612 magic = (-magic);
575 op->weight = (op->arch->clone.weight*(100-magic*10))/100; 613 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
614 }
576 } else { 615 else
616 {
577 if(op->type==ARMOUR) 617 if (op->type == ARMOUR)
578 ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; 618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
579 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 619 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
580 magic = (-magic); 620 magic = (-magic);
581 op->weight=(op->weight*(100-magic*10))/100; 621 op->weight = (op->weight * (100 - magic * 10)) / 100;
582 } 622 }
583} 623}
584 624
585/* 625/*
586 * Sets a random magical bonus in the given object based upon 626 * Sets a random magical bonus in the given object based upon
587 * the given difficulty, and the given max possible bonus. 627 * the given difficulty, and the given max possible bonus.
588 */ 628 */
589 629
630static void
590static void set_magic (int difficulty, object *op, int max_magic, int flags) 631set_magic (int difficulty, object * op, int max_magic, int flags)
591{ 632{
592 int i; 633 int i;
593 i = magic_from_difficulty(difficulty); 634 i = magic_from_difficulty (difficulty);
594 if ((flags & GT_ONLY_GOOD) && i < 0) 635 if ((flags & GT_ONLY_GOOD) && i < 0)
595 i = -i; 636 i = -i;
596 if(i > max_magic) 637 if (i > max_magic)
597 i = max_magic; 638 i = max_magic;
598 set_abs_magic(op,i); 639 set_abs_magic (op, i);
599 if (i < 0) 640 if (i < 0)
600 SET_FLAG(op, FLAG_CURSED); 641 SET_FLAG (op, FLAG_CURSED);
601} 642}
602 643
603/* 644/*
604 * Randomly adds one magical ability to the given object. 645 * Randomly adds one magical ability to the given object.
605 * Modified for Partial Resistance in many ways: 646 * Modified for Partial Resistance in many ways:
607 * is rolled again, increase it - the bonuses now stack with 648 * is rolled again, increase it - the bonuses now stack with
608 * other bonuses previously rolled and ones the item might natively have. 649 * other bonuses previously rolled and ones the item might natively have.
609 * 2) Add code to deal with new PR method. 650 * 2) Add code to deal with new PR method.
610 */ 651 */
611 652
653void
612void set_ring_bonus(object *op,int bonus) { 654set_ring_bonus (object * op, int bonus)
655{
613 656
614 int r=RANDOM()%(bonus>0?25:11); 657 int r = RANDOM () % (bonus > 0 ? 25 : 11);
615 658
616 if(op->type==AMULET) { 659 if (op->type == AMULET)
660 {
617 if(!(RANDOM()%21)) 661 if (!(RANDOM () % 21))
618 r=20+RANDOM()%2; 662 r = 20 + RANDOM () % 2;
619 else { 663 else
620 if(RANDOM()&2) 664 {
621 r=10; 665 if (RANDOM () & 2)
622 else 666 r = 10;
623 r=11+RANDOM()%9; 667 else
624 } 668 r = 11 + RANDOM () % 9;
669 }
625 } 670 }
626 671
627 switch(r) { 672 switch (r)
673 {
628 /* Redone by MSW 2000-11-26 to have much less code. Also, 674 /* Redone by MSW 2000-11-26 to have much less code. Also,
629 * bonuses and penalties will stack and add to existing values. 675 * bonuses and penalties will stack and add to existing values.
630 * of the item. 676 * of the item.
631 */ 677 */
632 case 0: 678 case 0:
633 case 1: 679 case 1:
634 case 2: 680 case 2:
635 case 3: 681 case 3:
636 case 4: 682 case 4:
637 case 5: 683 case 5:
638 case 6: 684 case 6:
639 set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); 685 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
640 break; 686 break;
641 687
642 case 7: 688 case 7:
643 op->stats.dam+=bonus; 689 op->stats.dam += bonus;
644 break; 690 break;
645 691
646 case 8: 692 case 8:
647 op->stats.wc+=bonus; 693 op->stats.wc += bonus;
648 break; 694 break;
649 695
650 case 9: 696 case 9:
651 op->stats.food+=bonus; /* hunger/sustenance */ 697 op->stats.food += bonus; /* hunger/sustenance */
652 break; 698 break;
653 699
654 case 10: 700 case 10:
655 op->stats.ac+=bonus; 701 op->stats.ac += bonus;
656 break; 702 break;
657 703
658 /* Item that gives protections/vulnerabilities */ 704 /* Item that gives protections/vulnerabilities */
659 case 11: 705 case 11:
660 case 12: 706 case 12:
661 case 13: 707 case 13:
662 case 14: 708 case 14:
663 case 15: 709 case 15:
664 case 16: 710 case 16:
665 case 17: 711 case 17:
666 case 18: 712 case 18:
667 case 19: 713 case 19:
668 { 714 {
669 int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; 715 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
670 716
671 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 717 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
672 val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; 718 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
673 719
674 /* Cursed items need to have higher negative values to equal out with 720 /* Cursed items need to have higher negative values to equal out with
675 * positive values for how protections work out. Put another 721 * positive values for how protections work out. Put another
676 * little random element in since that they don't always end up with 722 * little random element in since that they don't always end up with
677 * even values. 723 * even values.
678 */ 724 */
679 if (bonus<0) val = 2*-val - RANDOM() % b; 725 if (bonus < 0)
680 if (val>35) val=35; /* Upper limit */ 726 val = 2 * -val - RANDOM () % b;
681 b=0; 727 if (val > 35)
728 val = 35; /* Upper limit */
729 b = 0;
682 while (op->resist[resist_table[resist]]!=0 && b<4) { 730 while (op->resist[resist_table[resist]] != 0 && b < 4)
731 {
683 resist=RANDOM() % num_resist_table; 732 resist = RANDOM () % num_resist_table;
684 } 733 }
734 if (b == 4)
685 if (b==4) return; /* Not able to find a free resistance */ 735 return; /* Not able to find a free resistance */
686 op->resist[resist_table[resist]] = val; 736 op->resist[resist_table[resist]] = val;
687 /* We should probably do something more clever here to adjust value 737 /* We should probably do something more clever here to adjust value
688 * based on how good a resistance we gave. 738 * based on how good a resistance we gave.
689 */ 739 */
690 break; 740 break;
691 } 741 }
692 case 20: 742 case 20:
693 if(op->type==AMULET) { 743 if (op->type == AMULET)
744 {
694 SET_FLAG(op,FLAG_REFL_SPELL); 745 SET_FLAG (op, FLAG_REFL_SPELL);
695 op->value*=11; 746 op->value *= 11;
696 } else { 747 }
748 else
749 {
697 op->stats.hp=1; /* regenerate hit points */ 750 op->stats.hp = 1; /* regenerate hit points */
698 op->value*=4; 751 op->value *= 4;
699 } 752 }
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; 753 break;
711 754
712 case 22: 755 case 21:
713 op->stats.exp+=bonus; /* Speed! */ 756 if (op->type == AMULET)
714 op->value=(op->value*2)/3; 757 {
715 break; 758 SET_FLAG (op, FLAG_REFL_MISSILE);
716 } 759 op->value *= 9;
717 if(bonus>0) 760 }
718 op->value*=2*bonus;
719 else 761 else
762 {
763 op->stats.sp = 1; /* regenerate spell points */
764 op->value *= 3;
765 }
766 break;
767
768 case 22:
769 op->stats.exp += bonus; /* Speed! */
770 op->value = (op->value * 2) / 3;
771 break;
772 }
773 if (bonus > 0)
774 op->value *= 2 * bonus;
775 else
720 op->value= -(op->value*2*bonus)/3; 776 op->value = -(op->value * 2 * bonus) / 3;
721} 777}
722 778
723/* 779/*
724 * get_magic(diff) will return a random number between 0 and 4. 780 * 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 781 * 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 783 * It is only used in fix_generated_treasure() to set bonuses on
728 * rings and amulets. 784 * rings and amulets.
729 * Another scheme is used to calculate the magic of weapons and armours. 785 * Another scheme is used to calculate the magic of weapons and armours.
730 */ 786 */
731 787
788int
732int get_magic(int diff) { 789get_magic (int diff)
790{
733 int i; 791 int i;
734 if(diff<3) 792 if (diff < 3)
735 diff=3; 793 diff = 3;
736 for(i=0;i<4;i++) 794 for (i = 0; i < 4; i++)
737 if(RANDOM()%diff) return i; 795 if (RANDOM () % diff)
796 return i;
738 return 4; 797 return 4;
739} 798}
740 799
741#define DICE2 (get_magic(2)==2?2:1) 800#define DICE2 (get_magic(2)==2?2:1)
742#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 801#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
760 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 819 * 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 820 * 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 821 * type as appropriate, for objects that need spell objects, set those, etc
763 */ 822 */
764 823
824void
765void fix_generated_item (object * op, object * creator, int difficulty, 825fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags)
766 int max_magic, int flags)
767{ 826{
768 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 827 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
769 828
770 if (!creator || creator->type == op->type) 829 if (!creator || creator->type == op->type)
771 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 830 creator = op; /*safety & to prevent polymorphed objects giving attributes */
772 831
773 /* If we make an artifact, this information will be destroyed */ 832 /* If we make an artifact, this information will be destroyed */
774 save_item_power = op->item_power; 833 save_item_power = op->item_power;
775 op->item_power = 0; 834 op->item_power = 0;
776 835
777 if (op->randomitems && op->type != SPELL) 836 if (op->randomitems && op->type != SPELL)
778 { 837 {
779 create_treasure (op->randomitems, op, flags, difficulty, 0); 838 create_treasure (op->randomitems, op, flags, difficulty, 0);
780 if (!op->inv) 839 if (!op->inv)
781 LOG (llevDebug,
782 "fix_generated_item: Unable to generate treasure for %s\n", 840 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
783 op->name);
784 841
785 /* So the treasure doesn't get created again */ 842 /* So the treasure doesn't get created again */
786 op->randomitems = NULL; 843 op->randomitems = NULL;
787 } 844 }
788 845
790 difficulty = 1; 847 difficulty = 1;
791 848
792 if (!(flags & GT_MINIMAL)) 849 if (!(flags & GT_MINIMAL))
793 { 850 {
794 if (op->arch == crown_arch) 851 if (op->arch == crown_arch)
795 { 852 {
796 set_magic (difficulty, op, max_magic, flags); 853 set_magic (difficulty, op, max_magic, flags);
797 num_enchantments = calc_item_power (op, 1); 854 num_enchantments = calc_item_power (op, 1);
798 generate_artifact (op, difficulty); 855 generate_artifact (op, difficulty);
799 } 856 }
800 else 857 else
801 { 858 {
802 if (!op->magic && max_magic) 859 if (!op->magic && max_magic)
803 set_magic (difficulty, op, max_magic, flags); 860 set_magic (difficulty, op, max_magic, flags);
804 861
805 num_enchantments = calc_item_power (op, 1); 862 num_enchantments = calc_item_power (op, 1);
806 863
807 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) 864 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
808 || op->type == HORN 865 * 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); 866 generate_artifact (op, difficulty);
812 } 867 }
813 868
814 /* Object was made an artifact. Calculate its item_power rating. 869 /* Object was made an artifact. Calculate its item_power rating.
815 * the item_power in the object is what the artfiact adds. 870 * the item_power in the object is what the artfiact adds.
816 */ 871 */
817 if (op->title) 872 if (op->title)
818 { 873 {
819 /* if save_item_power is set, then most likely we started with an 874 /* if save_item_power is set, then most likely we started with an
820 * artifact and have added new abilities to it - this is rare, but 875 * artifact and have added new abilities to it - this is rare, but
821 * but I have seen things like 'strange rings of fire'. So just figure 876 * but I have seen things like 'strange rings of fire'. So just figure
822 * out the power from the base power plus what this one adds. Note 877 * 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 878 * that since item_power is not quite linear, this actually ends up
824 * being somewhat of a bonus 879 * being somewhat of a bonus
825 */ 880 */
826 if (save_item_power) 881 if (save_item_power)
827 op->item_power =
828 save_item_power + get_power_from_ench (op->item_power); 882 op->item_power = save_item_power + get_power_from_ench (op->item_power);
829 else 883 else
830 op->item_power =
831 get_power_from_ench (op->item_power + num_enchantments); 884 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
832 } 885 }
833 else if (save_item_power) 886 else if (save_item_power)
834 { 887 {
835 /* restore the item_power field to the object if we haven't changed it. 888 /* 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 889 * we don't care about num_enchantments - that will basically just
837 * have calculated some value from the base attributes of the archetype. 890 * have calculated some value from the base attributes of the archetype.
838 */ 891 */
839 op->item_power = save_item_power; 892 op->item_power = save_item_power;
840 } 893 }
841 else 894 else
842 { 895 {
843 /* item_power was zero. This is suspicious, as it may be because it 896 /* item_power was zero. This is suspicious, as it may be because it
844 * was never previously calculated. Let's compute a value and see if 897 * 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 898 * it is non-zero. If it indeed is, then assign it as the new
846 * item_power value. 899 * item_power value.
847 * - gros, 21th of July 2006. 900 * - gros, 21th of July 2006.
848 */ 901 */
849 op->item_power = calc_item_power(op,0); 902 op->item_power = calc_item_power (op, 0);
850 save_item_power = op->item_power; /* Just in case it would get used 903 save_item_power = op->item_power; /* Just in case it would get used
851 * again below */ 904 * again below */
852 } 905 }
853 } 906 }
854 907
855 /* materialtype modifications. Note we allow this on artifacts. */ 908 /* materialtype modifications. Note we allow this on artifacts. */
856 set_materialname (op, difficulty, NULL); 909 set_materialname (op, difficulty, NULL);
857 910
858 if (flags & GT_MINIMAL) 911 if (flags & GT_MINIMAL)
859 { 912 {
860 if (op->type == POTION) 913 if (op->type == POTION)
861 /* Handle healing and magic power potions */ 914 /* Handle healing and magic power potions */
862 if (op->stats.sp && !op->randomitems) 915 if (op->stats.sp && !op->randomitems)
863 { 916 {
864 object *tmp; 917 object *tmp;
865 918
866 tmp = get_archetype (spell_mapping[op->stats.sp]); 919 tmp = get_archetype (spell_mapping[op->stats.sp]);
867 insert_ob_in_ob (tmp, op); 920 insert_ob_in_ob (tmp, op);
868 op->stats.sp = 0; 921 op->stats.sp = 0;
869 } 922 }
870 } 923 }
871 else if (!op->title) /* Only modify object if not special */ 924 else if (!op->title) /* Only modify object if not special */
872 switch (op->type) 925 switch (op->type)
873 { 926 {
874 case WEAPON: 927 case WEAPON:
875 case ARMOUR: 928 case ARMOUR:
876 case SHIELD: 929 case SHIELD:
877 case HELMET: 930 case HELMET:
878 case CLOAK: 931 case CLOAK:
879 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 932 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
880 set_ring_bonus (op, -DICE2); 933 set_ring_bonus (op, -DICE2);
881 break; 934 break;
882 935
883 case BRACERS: 936 case BRACERS:
884 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 937 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
885 { 938 {
886 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
887 if (!QUERY_FLAG (op, FLAG_CURSED)) 940 if (!QUERY_FLAG (op, FLAG_CURSED))
888 op->value *= 3; 941 op->value *= 3;
889 } 942 }
890 break; 943 break;
891 944
892 case POTION: 945 case POTION:
893 { 946 {
894 int too_many_tries = 0, is_special = 0; 947 int too_many_tries = 0, is_special = 0;
895 948
896 /* Handle healing and magic power potions */ 949 /* Handle healing and magic power potions */
897 if (op->stats.sp && !op->randomitems) 950 if (op->stats.sp && !op->randomitems)
898 { 951 {
899 object *tmp; 952 object *tmp;
900 953
901 tmp = get_archetype (spell_mapping[op->stats.sp]); 954 tmp = get_archetype (spell_mapping[op->stats.sp]);
902 insert_ob_in_ob (tmp, op); 955 insert_ob_in_ob (tmp, op);
903 op->stats.sp = 0; 956 op->stats.sp = 0;
904 } 957 }
905 958
906 while (!(is_special = special_potion (op)) && !op->inv) 959 while (!(is_special = special_potion (op)) && !op->inv)
907 { 960 {
908 generate_artifact (op, difficulty); 961 generate_artifact (op, difficulty);
909 if (too_many_tries++ > 10) 962 if (too_many_tries++ > 10)
910 break; 963 break;
911 } 964 }
912 965
913 /* don't want to change value for healing/magic power potions, 966 /* don't want to change value for healing/magic power potions,
914 * since the value set on those is already correct. 967 * since the value set on those is already correct.
915 */ 968 */
916 if (op->inv && op->randomitems) 969 if (op->inv && op->randomitems)
917 { 970 {
918 /* value multiplier is same as for scrolls */ 971 /* value multiplier is same as for scrolls */
919 op->value = (op->value * op->inv->value); 972 op->value = (op->value * op->inv->value);
920 op->level = 973 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
921 op->inv->level / 2 + RANDOM () % difficulty 974 }
922 + RANDOM () % difficulty; 975 else
923 } 976 {
924 else 977 op->name = "potion";
925 { 978 op->name_pl = "potions";
926 FREE_AND_COPY (op->name, "potion"); 979 }
927 FREE_AND_COPY (op->name_pl, "potions"); 980
928 }
929 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 981 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
930 SET_FLAG (op, FLAG_CURSED); 982 SET_FLAG (op, FLAG_CURSED);
931 break; 983 break;
932 } 984 }
933 985
934 case AMULET: 986 case AMULET:
935 if (op->arch == amulet_arch) 987 if (op->arch == amulet_arch)
936 op->value *= 5; /* Since it's not just decoration */ 988 op->value *= 5; /* Since it's not just decoration */
937 989
938 case RING: 990 case RING:
939 if (op->arch == NULL) 991 if (op->arch == NULL)
940 { 992 {
941 remove_ob (op); 993 remove_ob (op);
942 free_object (op); 994 free_object (op);
943 op = NULL; 995 op = NULL;
944 break; 996 break;
945 } 997 }
946 998
947 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 999 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
948 break; 1000 break;
949 1001
950 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1002 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
951 SET_FLAG (op, FLAG_CURSED); 1003 SET_FLAG (op, FLAG_CURSED);
952 1004
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1005 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
954 1006
955 if (op->type != RING) /* Amulets have only one ability */ 1007 if (op->type != RING) /* Amulets have only one ability */
956 break; 1008 break;
957 1009
1010 if (!(RANDOM () % 4))
1011 {
1012 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1013
1014 if (d > 0)
1015 op->value *= 3;
1016
1017 set_ring_bonus (op, d);
1018
958 if (!(RANDOM () % 4)) 1019 if (!(RANDOM () % 4))
959 { 1020 {
960 int d = (RANDOM () % 2 1021 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
961 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1022 if (d > 0)
962 1023 op->value *= 5;
963 if (d > 0)
964 op->value *= 3;
965
966 set_ring_bonus (op, d); 1024 set_ring_bonus (op, d);
1025 }
1026 }
967 1027
968 if (!(RANDOM () % 4))
969 {
970 int d = (RANDOM () % 3
971 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
972 if (d > 0)
973 op->value *= 5;
974 set_ring_bonus (op, d);
975 }
976 }
977
978 if (GET_ANIM_ID (op)) 1028 if (GET_ANIM_ID (op))
979 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1029 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
980 1030
981 break; 1031 break;
982 1032
983 case BOOK: 1033 case BOOK:
984 /* Is it an empty book?, if yes lets make a special· 1034 /* Is it an empty book?, if yes lets make a special·
985 * msg for it, and tailor its properties based on the· 1035 * msg for it, and tailor its properties based on the·
986 * creator and/or map level we found it on. 1036 * creator and/or map level we found it on.
987 */ 1037 */
988 if (!op->msg && RANDOM () % 10) 1038 if (!op->msg && RANDOM () % 10)
989 { 1039 {
990 /* set the book level properly */ 1040 /* set the book level properly */
991 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1041 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
992 { 1042 {
993 if (op->map && op->map->difficulty) 1043 if (op->map && op->map->difficulty)
994 op->level =
995 RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1044 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
996 else 1045 else
997 op->level = RANDOM () % 20 + 1; 1046 op->level = RANDOM () % 20 + 1;
998 } 1047 }
999 else 1048 else
1000 op->level = RANDOM () % creator->level; 1049 op->level = RANDOM () % creator->level;
1001 1050
1002 tailor_readable_ob (op, 1051 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1003 (creator
1004 && creator->stats.sp) ? creator->stats.
1005 sp : -1);
1006 /* books w/ info are worth more! */ 1052 /* books w/ info are worth more! */
1007 op->value *= 1053 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1008 ((op->level >
1009 10 ? op->level : (op->level +
1010 1) / 2) * ((strlen (op->msg) / 250) + 1));
1011 /* creator related stuff */ 1054 /* creator related stuff */
1012 1055
1013 /* for library, chained books. Note that some monsters have no_pick 1056 /* for library, chained books. Note that some monsters have no_pick
1014 * set - we don't want to set no pick in that case. 1057 * set - we don't want to set no pick in that case.
1015 */ 1058 */
1016 if (QUERY_FLAG (creator, FLAG_NO_PICK) && 1059 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1017 !QUERY_FLAG (creator, FLAG_MONSTER))
1018 SET_FLAG (op, FLAG_NO_PICK); 1060 SET_FLAG (op, FLAG_NO_PICK);
1019 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1061 if (creator->slaying && !op->slaying) /* for check_inv floors */
1020 op->slaying = add_string (creator->slaying); 1062 op->slaying = creator->slaying;
1021 1063
1022 /* add exp so reading it gives xp (once) */ 1064 /* add exp so reading it gives xp (once) */
1023 op->stats.exp =
1024 op->value > 10000 ? op->value / 5 : op->value / 10; 1065 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1025 } 1066 }
1026 break; 1067 break;
1027 1068
1028 case SPELLBOOK: 1069 case SPELLBOOK:
1029 op->value = op->value * op->inv->value; 1070 op->value = op->value * op->inv->value;
1030 /* add exp so learning gives xp */ 1071 /* add exp so learning gives xp */
1031 op->level = op->inv->level; 1072 op->level = op->inv->level;
1032 op->stats.exp = op->value; 1073 op->stats.exp = op->value;
1033 break; 1074 break;
1034 1075
1035 case WAND: 1076 case WAND:
1036 /* nrof in the treasure list is number of charges, 1077 /* nrof in the treasure list is number of charges,
1037 * not number of wands. So copy that into food (charges), 1078 * not number of wands. So copy that into food (charges),
1038 * and reset nrof. 1079 * and reset nrof.
1039 */ 1080 */
1040 op->stats.food = op->inv->nrof; 1081 op->stats.food = op->inv->nrof;
1041 op->nrof = 1; 1082 op->nrof = 1;
1042 /* If the spell changes by level, choose a random level 1083 /* If the spell changes by level, choose a random level
1043 * for it, and adjust price. If the spell doesn't 1084 * for it, and adjust price. If the spell doesn't
1044 * change by level, just set the wand to the level of 1085 * change by level, just set the wand to the level of
1045 * the spell, and value calculation is simpler. 1086 * the spell, and value calculation is simpler.
1046 */ 1087 */
1047 if (op->inv->duration_modifier || op->inv->dam_modifier || 1088 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1048 op->inv->range_modifier) 1089 {
1049 {
1050 op->level = level_for_item (op, difficulty); 1090 op->level = level_for_item (op, difficulty);
1051 op->value = op->value * op->inv->value * (op->level + 50) / 1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1052 (op->inv->level + 50); 1092 }
1053 } 1093 else
1054 else 1094 {
1055 {
1056 op->level = op->inv->level; 1095 op->level = op->inv->level;
1057 op->value = op->value * op->inv->value; 1096 op->value = op->value * op->inv->value;
1058 } 1097 }
1059 break; 1098 break;
1060 1099
1061 case ROD: 1100 case ROD:
1062 op->level = level_for_item (op, difficulty); 1101 op->level = level_for_item (op, difficulty);
1063 /* Add 50 to both level an divisor to keep prices a little more 1102 /* Add 50 to both level an divisor to keep prices a little more
1064 * reasonable. Otherwise, a high level version of a low level 1103 * 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 = 1104 * 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. 1105 * 10 time multiplier). This way, the value are a bit more reasonable.
1067 */ 1106 */
1068 op->value =
1069 op->value * op->inv->value * (op->level + 50) / (op->inv->level + 1107 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 */ 1108 /* maxhp is used to denote how many 'charges' the rod holds before */
1072 if (op->stats.maxhp) 1109 if (op->stats.maxhp)
1073 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1110 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1074 else 1111 else
1075 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1112 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1076 1113
1077 op->stats.hp = op->stats.maxhp; 1114 op->stats.hp = op->stats.maxhp;
1078 break; 1115 break;
1079 1116
1080 case SCROLL: 1117 case SCROLL:
1081 op->level = level_for_item (op, difficulty); 1118 op->level = level_for_item (op, difficulty);
1082 op->value = 1119 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1083 op->value * op->inv->value
1084 * (op->level + 50) / (op->inv->level + 50);
1085 1120
1086 /* add exp so reading them properly gives xp */ 1121 /* add exp so reading them properly gives xp */
1087 op->stats.exp = op->value / 5; 1122 op->stats.exp = op->value / 5;
1088 op->nrof = op->inv->nrof; 1123 op->nrof = op->inv->nrof;
1089 break; 1124 break;
1090 1125
1091 case RUNE: 1126 case RUNE:
1092 trap_adjust (op, difficulty); 1127 trap_adjust (op, difficulty);
1093 break; 1128 break;
1094 1129
1095 case TRAP: 1130 case TRAP:
1096 trap_adjust (op, difficulty); 1131 trap_adjust (op, difficulty);
1097 break; 1132 break;
1098 } /* switch type */ 1133 } /* switch type */
1099 1134
1100 if (flags & GT_STARTEQUIP) 1135 if (flags & GT_STARTEQUIP)
1101 { 1136 {
1102 if (op->nrof < 2 && op->type != CONTAINER 1137 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); 1138 SET_FLAG (op, FLAG_STARTEQUIP);
1105 else if (op->type != MONEY) 1139 else if (op->type != MONEY)
1106 op->value = 0; 1140 op->value = 0;
1107 } 1141 }
1108 1142
1109 if (!(flags & GT_ENVIRONMENT)) 1143 if (!(flags & GT_ENVIRONMENT))
1110 fix_flesh_item (op, creator); 1144 fix_flesh_item (op, creator);
1111} 1145}
1120 1154
1121/* 1155/*
1122 * Allocate and return the pointer to an empty artifactlist structure. 1156 * Allocate and return the pointer to an empty artifactlist structure.
1123 */ 1157 */
1124 1158
1125static artifactlist *get_empty_artifactlist(void) { 1159static artifactlist *
1160get_empty_artifactlist (void)
1161{
1126 artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); 1162 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1127 if(tl==NULL) 1163 if (tl == NULL)
1128 fatal(OUT_OF_MEMORY); 1164 fatal (OUT_OF_MEMORY);
1129 tl->next=NULL; 1165 tl->next = NULL;
1130 tl->items=NULL; 1166 tl->items = NULL;
1131 tl->total_chance=0; 1167 tl->total_chance = 0;
1132 return tl; 1168 return tl;
1133} 1169}
1134 1170
1135/* 1171/*
1136 * Allocate and return the pointer to an empty artifact structure. 1172 * Allocate and return the pointer to an empty artifact structure.
1137 */ 1173 */
1138 1174
1139static artifact *get_empty_artifact(void) { 1175static artifact *
1176get_empty_artifact (void)
1177{
1140 artifact *t = (artifact *) malloc(sizeof(artifact)); 1178 artifact *t = (artifact *) malloc (sizeof (artifact));
1141 if(t==NULL) 1179 if (t == NULL)
1142 fatal(OUT_OF_MEMORY); 1180 fatal (OUT_OF_MEMORY);
1143 t->item=NULL; 1181 t->item = NULL;
1144 t->next=NULL; 1182 t->next = NULL;
1145 t->chance=0; 1183 t->chance = 0;
1146 t->difficulty=0; 1184 t->difficulty = 0;
1147 t->allowed = NULL; 1185 t->allowed = NULL;
1148 return t; 1186 return t;
1149} 1187}
1150 1188
1151/* 1189/*
1152 * Searches the artifact lists and returns one that has the same type 1190 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1191 * of objects on it.
1154 */ 1192 */
1155 1193
1194artifactlist *
1156artifactlist *find_artifactlist(int type) { 1195find_artifactlist (int type)
1196{
1157 artifactlist *al; 1197 artifactlist *al;
1158 1198
1159 for (al=first_artifactlist; al!=NULL; al=al->next) 1199 for (al = first_artifactlist; al != NULL; al = al->next)
1160 if (al->type == type) return al; 1200 if (al->type == type)
1201 return al;
1161 return NULL; 1202 return NULL;
1162} 1203}
1163 1204
1164/* 1205/*
1165 * For debugging purposes. Dumps all tables. 1206 * For debugging purposes. Dumps all tables.
1166 */ 1207 */
1167 1208
1209void
1168void dump_artifacts(void) { 1210dump_artifacts (void)
1211{
1169 artifactlist *al; 1212 artifactlist *al;
1170 artifact *art; 1213 artifact *art;
1171 linked_char *next; 1214 linked_char *next;
1172 1215
1173 fprintf(logfile,"\n"); 1216 fprintf (logfile, "\n");
1174 for (al=first_artifactlist; al!=NULL; al=al->next) { 1217 for (al = first_artifactlist; al != NULL; al = al->next)
1218 {
1175 fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1219 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) { 1220 for (art = al->items; art != NULL; art = art->next)
1177 fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n", 1221 {
1178 art->item->name, art->difficulty, art->chance); 1222 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1179 if (art->allowed !=NULL) { 1223 if (art->allowed != NULL)
1224 {
1180 fprintf(logfile,"\tAllowed combinations:"); 1225 fprintf (logfile, "\tAllowed combinations:");
1181 for (next=art->allowed; next!=NULL; next=next->next) 1226 for (next = art->allowed; next != NULL; next = next->next)
1182 fprintf(logfile, "%s,", next->name); 1227 fprintf (logfile, "%s,", &next->name);
1183 fprintf(logfile,"\n"); 1228 fprintf (logfile, "\n");
1184 }
1185 } 1229 }
1230 }
1186 } 1231 }
1187 fprintf(logfile,"\n"); 1232 fprintf (logfile, "\n");
1188} 1233}
1189 1234
1190/* 1235/*
1191 * For debugging purposes. Dumps all treasures recursively (see below). 1236 * For debugging purposes. Dumps all treasures recursively (see below).
1192 */ 1237 */
1238void
1193void dump_monster_treasure_rec (const char *name, treasure *t, int depth) 1239dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1194{ 1240{
1195 treasurelist *tl; 1241 treasurelist *tl;
1196 int i; 1242 int i;
1197 1243
1198 if (depth > 100) 1244 if (depth > 100)
1199 return; 1245 return;
1200 while (t != NULL) 1246 while (t != NULL)
1201 { 1247 {
1202 if (t->name != NULL) 1248 if (t->name != NULL)
1203 { 1249 {
1204 for (i = 0; i < depth; i++) 1250 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " "); 1251 fprintf (logfile, " ");
1206 fprintf (logfile, "{ (list: %s)\n", t->name); 1252 fprintf (logfile, "{ (list: %s)\n", &t->name);
1207 tl = find_treasurelist (t->name); 1253 tl = find_treasurelist (t->name);
1208 dump_monster_treasure_rec (name, tl->items, depth + 2); 1254 dump_monster_treasure_rec (name, tl->items, depth + 2);
1209 for (i = 0; i < depth; i++) 1255 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " "); 1256 fprintf (logfile, " ");
1211 fprintf (logfile, "} (end of list: %s)\n", t->name); 1257 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1212 } 1258 }
1213 else 1259 else
1214 { 1260 {
1215 for (i = 0; i < depth; i++) 1261 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " "); 1262 fprintf (logfile, " ");
1217 if (t->item->clone.type == FLESH) 1263 if (t->item->clone.type == FLESH)
1218 fprintf (logfile, "%s's %s\n", name, t->item->clone.name); 1264 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1219 else 1265 else
1220 fprintf (logfile, "%s\n", t->item->clone.name); 1266 fprintf (logfile, "%s\n", &t->item->clone.name);
1221 } 1267 }
1222 if (t->next_yes != NULL) 1268 if (t->next_yes != NULL)
1223 { 1269 {
1224 for (i = 0; i < depth; i++) 1270 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " "); 1271 fprintf (logfile, " ");
1226 fprintf (logfile, " (if yes)\n"); 1272 fprintf (logfile, " (if yes)\n");
1227 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1273 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1228 } 1274 }
1229 if (t->next_no != NULL) 1275 if (t->next_no != NULL)
1230 { 1276 {
1231 for (i = 0; i < depth; i++) 1277 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " "); 1278 fprintf (logfile, " ");
1233 fprintf (logfile, " (if no)\n"); 1279 fprintf (logfile, " (if no)\n");
1234 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1280 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1235 } 1281 }
1236 t = t->next; 1282 t = t->next;
1237 } 1283 }
1238} 1284}
1239 1285
1240/* 1286/*
1241 * For debugging purposes. Dumps all treasures for a given monster. 1287 * For debugging purposes. Dumps all treasures for a given monster.
1242 * Created originally by Raphael Quinet for debugging the alchemy code. 1288 * Created originally by Raphael Quinet for debugging the alchemy code.
1243 */ 1289 */
1244 1290
1291void
1245void dump_monster_treasure (const char *name) 1292dump_monster_treasure (const char *name)
1246{ 1293{
1247 archetype *at; 1294 archetype *at;
1248 int found; 1295 int found;
1249 1296
1250 found = 0; 1297 found = 0;
1251 fprintf (logfile, "\n"); 1298 fprintf (logfile, "\n");
1252 for (at = first_archetype; at != NULL; at = at->next) 1299 for (at = first_archetype; at != NULL; at = at->next)
1253 if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1300 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1254 { 1301 {
1255 fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name, 1302 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1256 at->name);
1257 if (at->clone.randomitems != NULL) 1303 if (at->clone.randomitems != NULL)
1258 dump_monster_treasure_rec (at->clone.name, 1304 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1259 at->clone.randomitems->items, 1); 1305 else
1260 else
1261 fprintf (logfile, "(nothing)\n"); 1306 fprintf (logfile, "(nothing)\n");
1262 fprintf (logfile, "\n"); 1307 fprintf (logfile, "\n");
1263 found++; 1308 found++;
1264 } 1309 }
1265 if (found == 0) 1310 if (found == 0)
1266 fprintf (logfile, "No objects have the name %s!\n\n", name); 1311 fprintf (logfile, "No objects have the name %s!\n\n", name);
1267} 1312}
1268 1313
1269/* 1314/*
1270 * Builds up the lists of artifacts from the file in the libdir. 1315 * Builds up the lists of artifacts from the file in the libdir.
1271 */ 1316 */
1272 1317
1318void
1273void init_artifacts(void) { 1319init_artifacts (void)
1320{
1274 static int has_been_inited=0; 1321 static int has_been_inited = 0;
1275 FILE *fp_;
1276 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1322 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1277 artifact *art=NULL; 1323 artifact *art = NULL;
1278 linked_char *tmp; 1324 linked_char *tmp;
1279 int value, comp; 1325 int value, comp;
1280 artifactlist *al; 1326 artifactlist *al;
1281 1327
1282 if (has_been_inited) return; 1328 if (has_been_inited)
1329 return;
1330 else
1283 else has_been_inited = 1; 1331 has_been_inited = 1;
1284 1332
1285 sprintf(filename, "%s/artifacts", settings.datadir); 1333 sprintf (filename, "%s/artifacts", settings.datadir);
1286 LOG(llevDebug, "Reading artifacts from %s...",filename); 1334 object_thawer thawer (filename);
1287 if ((fp_ = open_and_uncompress(filename, 0, &comp)) == NULL) { 1335
1288 LOG(llevError, "Can't open %s.\n", filename); 1336 if (!thawer)
1289 return; 1337 return;
1290 }
1291 1338
1292 object_thawer fp (fp_);
1293
1294 while (fgets(buf, HUGE_BUF, fp)!=NULL) { 1339 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1295 if (*buf=='#') continue; 1340 {
1341 if (*buf == '#')
1342 continue;
1296 if((cp=strchr(buf,'\n'))!=NULL) 1343 if ((cp = strchr (buf, '\n')) != NULL)
1297 *cp='\0'; 1344 *cp = '\0';
1298 cp=buf; 1345 cp = buf;
1299 while(*cp==' ') /* Skip blanks */ 1346 while (*cp == ' ') /* Skip blanks */
1300 cp++; 1347 cp++;
1301 if (*cp=='\0') continue; 1348 if (*cp == '\0')
1302 1349 continue;
1350
1303 if (!strncmp(cp, "Allowed", 7)) { 1351 if (!strncmp (cp, "Allowed", 7))
1304 if (art==NULL) { 1352 {
1353 if (art == NULL)
1354 {
1305 art=get_empty_artifact(); 1355 art = get_empty_artifact ();
1306 nrofartifacts++; 1356 nrofartifacts++;
1307 } 1357 }
1308 cp = strchr(cp,' ') + 1; 1358 cp = strchr (cp, ' ') + 1;
1309 if (!strcmp(cp,"all")) continue; 1359 if (!strcmp (cp, "all"))
1360 continue;
1310 1361
1311 do { 1362 do
1363 {
1312 nrofallowedstr++; 1364 nrofallowedstr++;
1313 if ((next=strchr(cp, ','))!=NULL) 1365 if ((next = strchr (cp, ',')) != NULL)
1314 *(next++) = '\0'; 1366 *(next++) = '\0';
1315 tmp = (linked_char*) malloc(sizeof(linked_char)); 1367 tmp = new linked_char;
1316 tmp->name = add_string(cp); 1368 tmp->name = cp;
1317 tmp->next = art->allowed; 1369 tmp->next = art->allowed;
1318 art->allowed = tmp; 1370 art->allowed = tmp;
1319 } while ((cp=next)!=NULL); 1371 }
1320 } 1372 while ((cp = next) != NULL);
1373 }
1321 else if (sscanf(cp, "chance %d", &value)) 1374 else if (sscanf (cp, "chance %d", &value))
1322 art->chance = (uint16) value; 1375 art->chance = (uint16) value;
1323 else if (sscanf(cp, "difficulty %d", &value)) 1376 else if (sscanf (cp, "difficulty %d", &value))
1324 art->difficulty = (uint8) value; 1377 art->difficulty = (uint8) value;
1325 else if (!strncmp(cp, "Object",6)) { 1378 else if (!strncmp (cp, "Object", 6))
1326 art->item = (object *) calloc(1, sizeof(object)); 1379 {
1327 reset_object(art->item); 1380 art->item = get_object ();
1328 if (!load_object(fp, art->item,LO_LINEMODE,0)) 1381
1382 if (!load_object (thawer, art->item, 0))
1329 LOG(llevError,"Init_Artifacts: Could not load object.\n"); 1383 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1330 art->item->name = add_string((strchr(cp, ' ')+1)); 1384
1385 art->item->name = strchr (cp, ' ') + 1;
1331 al=find_artifactlist(art->item->type); 1386 al = find_artifactlist (art->item->type);
1332 if (al==NULL) { 1387 if (al == NULL)
1388 {
1333 al = get_empty_artifactlist(); 1389 al = get_empty_artifactlist ();
1334 al->type = art->item->type; 1390 al->type = art->item->type;
1335 al->next = first_artifactlist; 1391 al->next = first_artifactlist;
1336 first_artifactlist = al; 1392 first_artifactlist = al;
1337 }
1338 art->next = al->items;
1339 al->items = art;
1340 art = NULL;
1341 }
1342 else
1343 LOG(llevError,"Unknown input in artifact file: %s\n", buf);
1344 } 1393 }
1394 art->next = al->items;
1395 al->items = art;
1396 art = NULL;
1397 }
1398 else
1399 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1400 }
1345 1401
1346 close_and_delete(fp, comp);
1347
1348 for (al=first_artifactlist; al!=NULL; al=al->next) { 1402 for (al = first_artifactlist; al != NULL; al = al->next)
1403 {
1349 for (art=al->items; art!=NULL; art=art->next) { 1404 for (art = al->items; art != NULL; art = art->next)
1405 {
1350 if (!art->chance) 1406 if (!art->chance)
1351 LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); 1407 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1352 else 1408 else
1353 al->total_chance += art->chance; 1409 al->total_chance += art->chance;
1354 } 1410 }
1355#if 0 1411#if 0
1356 LOG(llevDebug,"Artifact list type %d has %d total chance\n", 1412 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1357 al->type, al->total_chance);
1358#endif 1413#endif
1359 } 1414 }
1360 1415
1361 LOG(llevDebug,"done.\n"); 1416 LOG (llevDebug, "done.\n");
1362} 1417}
1363 1418
1364 1419
1365/* 1420/*
1366 * Used in artifact generation. The bonuses of the first object 1421 * Used in artifact generation. The bonuses of the first object
1367 * is modified by the bonuses of the second object. 1422 * is modified by the bonuses of the second object.
1368 */ 1423 */
1369 1424
1425void
1370void add_abilities(object *op, object *change) { 1426add_abilities (object * op, object * change)
1427{
1371 int i,j, tmp; 1428 int i, j, tmp;
1372 1429
1373 if (change->face != blank_face) { 1430 if (change->face != blank_face)
1431 {
1374#ifdef TREASURE_VERBOSE 1432#ifdef TREASURE_VERBOSE
1375 LOG(llevDebug, "FACE: %d\n", change->face->number); 1433 LOG (llevDebug, "FACE: %d\n", change->face->number);
1376#endif 1434#endif
1377 op->face = change->face; 1435 op->face = change->face;
1378 } 1436 }
1437
1379 for (i = 0; i < NUM_STATS; i++) 1438 for (i = 0; i < NUM_STATS; i++)
1380 change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); 1439 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1381 1440
1382 op->attacktype |= change->attacktype; 1441 op->attacktype |= change->attacktype;
1383 op->path_attuned |= change->path_attuned; 1442 op->path_attuned |= change->path_attuned;
1384 op->path_repelled |= change->path_repelled; 1443 op->path_repelled |= change->path_repelled;
1385 op->path_denied |= change->path_denied; 1444 op->path_denied |= change->path_denied;
1386 op->move_type |= change->move_type; 1445 op->move_type |= change->move_type;
1387 op->stats.luck += change->stats.luck; 1446 op->stats.luck += change->stats.luck;
1388 1447
1389 if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); 1448 if (QUERY_FLAG (change, FLAG_CURSED))
1390 if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); 1449 SET_FLAG (op, FLAG_CURSED);
1450 if (QUERY_FLAG (change, FLAG_DAMNED))
1451 SET_FLAG (op, FLAG_DAMNED);
1391 if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) 1452 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); 1453 set_abs_magic (op, -op->magic);
1394 1454
1395 if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1455 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1396 if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1456 SET_FLAG (op, FLAG_LIFESAVE);
1397 if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1457 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1398 if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1458 SET_FLAG (op, FLAG_REFL_SPELL);
1399 if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1459 if (QUERY_FLAG (change, FLAG_STEALTH))
1400 if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1460 SET_FLAG (op, FLAG_STEALTH);
1401 if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1461 if (QUERY_FLAG (change, FLAG_XRAYS))
1402 if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); 1462 SET_FLAG (op, FLAG_XRAYS);
1463 if (QUERY_FLAG (change, FLAG_BLIND))
1464 SET_FLAG (op, FLAG_BLIND);
1465 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1466 SET_FLAG (op, FLAG_SEE_IN_DARK);
1467 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1468 SET_FLAG (op, FLAG_REFL_MISSILE);
1469 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1470 SET_FLAG (op, FLAG_MAKE_INVIS);
1403 1471
1404 if (QUERY_FLAG(change,FLAG_STAND_STILL)) { 1472 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1473 {
1405 CLEAR_FLAG(op,FLAG_ANIMATE); 1474 CLEAR_FLAG (op, FLAG_ANIMATE);
1406 /* so artifacts will join */ 1475 /* so artifacts will join */
1407 if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; 1476 if (!QUERY_FLAG (op, FLAG_ALIVE))
1477 op->speed = 0.0;
1408 update_ob_speed(op); 1478 update_ob_speed (op);
1409 } 1479 }
1410 if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; 1480
1481 if (change->nrof)
1482 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1483
1411 op->stats.exp += change->stats.exp; /* Speed modifier */ 1484 op->stats.exp += change->stats.exp; /* Speed modifier */
1412 op->stats.wc += change->stats.wc; 1485 op->stats.wc += change->stats.wc;
1413 op->stats.ac += change->stats.ac; 1486 op->stats.ac += change->stats.ac;
1414 1487
1415 if (change->other_arch) { 1488 if (change->other_arch)
1489 {
1416 /* Basically, for horns & potions, the other_arch field is the spell 1490 /* 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 1491 * to cast. So convert that to into a spell and put it into
1418 * this object. 1492 * this object.
1419 */ 1493 */
1420 if (op->type == HORN || op->type == POTION) { 1494 if (op->type == HORN || op->type == POTION)
1495 {
1421 object *tmp_obj; 1496 object *tmp_obj;
1422 /* Remove any spells this object currently has in it */ 1497 /* Remove any spells this object currently has in it */
1423 while (op->inv) { 1498 while (op->inv)
1499 {
1424 tmp_obj = op->inv; 1500 tmp_obj = op->inv;
1425 remove_ob(tmp_obj); 1501 remove_ob (tmp_obj);
1426 free_object(tmp_obj); 1502 free_object (tmp_obj);
1427 } 1503 }
1504
1428 tmp_obj = arch_to_object(change->other_arch); 1505 tmp_obj = arch_to_object (change->other_arch);
1429 insert_ob_in_ob(tmp_obj, op); 1506 insert_ob_in_ob (tmp_obj, op);
1430 } 1507 }
1431 /* No harm setting this for potions/horns */ 1508 /* No harm setting this for potions/horns */
1432 op->other_arch = change->other_arch; 1509 op->other_arch = change->other_arch;
1433 } 1510 }
1434 1511
1435 if (change->stats.hp < 0) 1512 if (change->stats.hp < 0)
1436 op->stats.hp = -change->stats.hp; 1513 op->stats.hp = -change->stats.hp;
1437 else 1514 else
1438 op->stats.hp += change->stats.hp; 1515 op->stats.hp += change->stats.hp;
1516
1439 if (change->stats.maxhp < 0) 1517 if (change->stats.maxhp < 0)
1440 op->stats.maxhp = -change->stats.maxhp; 1518 op->stats.maxhp = -change->stats.maxhp;
1441 else 1519 else
1442 op->stats.maxhp += change->stats.maxhp; 1520 op->stats.maxhp += change->stats.maxhp;
1521
1443 if (change->stats.sp < 0) 1522 if (change->stats.sp < 0)
1444 op->stats.sp = -change->stats.sp; 1523 op->stats.sp = -change->stats.sp;
1445 else 1524 else
1446 op->stats.sp += change->stats.sp; 1525 op->stats.sp += change->stats.sp;
1526
1447 if (change->stats.maxsp < 0) 1527 if (change->stats.maxsp < 0)
1448 op->stats.maxsp = -change->stats.maxsp; 1528 op->stats.maxsp = -change->stats.maxsp;
1449 else 1529 else
1450 op->stats.maxsp += change->stats.maxsp; 1530 op->stats.maxsp += change->stats.maxsp;
1531
1451 if (change->stats.food < 0) 1532 if (change->stats.food < 0)
1452 op->stats.food = -(change->stats.food); 1533 op->stats.food = -(change->stats.food);
1453 else 1534 else
1454 op->stats.food += change->stats.food; 1535 op->stats.food += change->stats.food;
1536
1455 if (change->level < 0) 1537 if (change->level < 0)
1456 op->level = -(change->level); 1538 op->level = -(change->level);
1457 else 1539 else
1458 op->level += change->level; 1540 op->level += change->level;
1459 1541
1460 if (change->gen_sp_armour < 0) 1542 if (change->gen_sp_armour < 0)
1461 op->gen_sp_armour = -(change->gen_sp_armour); 1543 op->gen_sp_armour = -(change->gen_sp_armour);
1462 else 1544 else
1463 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1545 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1464 1546
1465 op->item_power = change->item_power; 1547 op->item_power = change->item_power;
1466 1548
1467 for (i=0; i<NROFATTACKS; i++) { 1549 for (i = 0; i < NROFATTACKS; i++)
1550 {
1468 if (change->resist[i]) { 1551 if (change->resist[i])
1552 {
1469 op->resist[i] += change->resist[i]; 1553 op->resist[i] += change->resist[i];
1470 } 1554 }
1471 } 1555 }
1556
1472 if (change->stats.dam) { 1557 if (change->stats.dam)
1558 {
1473 if (change->stats.dam < 0) 1559 if (change->stats.dam < 0)
1474 op->stats.dam = (-change->stats.dam); 1560 op->stats.dam = (-change->stats.dam);
1475 else if (op->stats.dam) { 1561 else if (op->stats.dam)
1562 {
1476 tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10); 1563 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1477 if (tmp == op->stats.dam) { 1564 if (tmp == op->stats.dam)
1565 {
1478 if (change->stats.dam < 10) 1566 if (change->stats.dam < 10)
1479 op->stats.dam--; 1567 op->stats.dam--;
1480 else 1568 else
1481 op->stats.dam++; 1569 op->stats.dam++;
1482 }
1483 else
1484 op->stats.dam = tmp;
1485 }
1486 } 1570 }
1571 else
1572 op->stats.dam = tmp;
1573 }
1574 }
1575
1487 if (change->weight) { 1576 if (change->weight)
1577 {
1488 if (change->weight < 0) 1578 if (change->weight < 0)
1489 op->weight = (-change->weight); 1579 op->weight = (-change->weight);
1490 else 1580 else
1491 op->weight = (op->weight * (change->weight)) / 100; 1581 op->weight = (op->weight * (change->weight)) / 100;
1492 } 1582 }
1583
1493 if (change->last_sp) { 1584 if (change->last_sp)
1585 {
1494 if (change->last_sp < 0) 1586 if (change->last_sp < 0)
1495 op->last_sp = (-change->last_sp); 1587 op->last_sp = (-change->last_sp);
1496 else 1588 else
1497 op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100); 1589 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1498 } 1590 }
1591
1499 if (change->gen_sp_armour) { 1592 if (change->gen_sp_armour)
1593 {
1500 if (change->gen_sp_armour < 0) 1594 if (change->gen_sp_armour < 0)
1501 op->gen_sp_armour = (-change->gen_sp_armour); 1595 op->gen_sp_armour = (-change->gen_sp_armour);
1502 else 1596 else
1503 op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) 1597 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1504 / (int)100);
1505 } 1598 }
1599
1506 op->value *= change->value; 1600 op->value *= change->value;
1507 1601
1602 if (change->material)
1508 if(change->material) op->material = change->material; 1603 op->material = change->material;
1509 1604
1510 if (change->materialname) { 1605 if (change->materialname)
1511 if (op->materialname)
1512 free_string(op->materialname);
1513 op->materialname = add_refcount(change->materialname); 1606 op->materialname = change->materialname;
1514 }
1515 1607
1516 if (change->slaying) { 1608 if (change->slaying)
1517 if (op->slaying)
1518 free_string(op->slaying);
1519 op->slaying = add_refcount(change->slaying); 1609 op->slaying = change->slaying;
1520 } 1610
1521 if (change->race) { 1611 if (change->race)
1522 if (op->race)
1523 free_string(op->race);
1524 op->race = add_refcount(change->race); 1612 op->race = change->race;
1525 } 1613
1526 if (change->msg) { 1614 if (change->msg)
1527 if (op->msg) 1615 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} 1616}
1585 1617
1618static int
1586static int legal_artifact_combination(object *op, artifact *art) { 1619legal_artifact_combination (object * op, artifact * art)
1620{
1587 int neg, success = 0; 1621 int neg, success = 0;
1588 linked_char *tmp; 1622 linked_char *tmp;
1589 const char *name; 1623 const char *name;
1590 1624
1591 if (art->allowed == (linked_char *) NULL) 1625 if (art->allowed == (linked_char *) NULL)
1592 return 1; /* Ie, "all" */ 1626 return 1; /* Ie, "all" */
1593 for (tmp = art->allowed; tmp; tmp = tmp->next) { 1627 for (tmp = art->allowed; tmp; tmp = tmp->next)
1628 {
1594#ifdef TREASURE_VERBOSE 1629#ifdef TREASURE_VERBOSE
1595 LOG(llevDebug, "legal_art: %s\n", tmp->name); 1630 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1596#endif 1631#endif
1597 if (*tmp->name == '!') 1632 if (*tmp->name == '!')
1598 name = tmp->name + 1, neg = 1; 1633 name = tmp->name + 1, neg = 1;
1599 else 1634 else
1600 name = tmp->name, neg = 0; 1635 name = tmp->name, neg = 0;
1601 1636
1602 /* If we match name, then return the opposite of 'neg' */ 1637 /* If we match name, then return the opposite of 'neg' */
1603 if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) 1638 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1604 return !neg; 1639 return !neg;
1605 1640
1606 /* Set success as true, since if the match was an inverse, it means 1641 /* Set success as true, since if the match was an inverse, it means
1607 * everything is allowed except what we match 1642 * everything is allowed except what we match
1608 */ 1643 */
1609 else if (neg) 1644 else if (neg)
1610 success = 1; 1645 success = 1;
1611 } 1646 }
1612 return success; 1647 return success;
1613} 1648}
1614 1649
1615/* 1650/*
1616 * Fixes the given object, giving it the abilities and titles 1651 * Fixes the given object, giving it the abilities and titles
1617 * it should have due to the second artifact-template. 1652 * it should have due to the second artifact-template.
1618 */ 1653 */
1619 1654
1655void
1620void give_artifact_abilities(object *op, object *artifct) { 1656give_artifact_abilities (object * op, object * artifct)
1657{
1621 char new_name[MAX_BUF]; 1658 char new_name[MAX_BUF];
1622 1659
1623 sprintf(new_name, "of %s", artifct->name); 1660 sprintf (new_name, "of %s", &artifct->name);
1624 if (op->title)
1625 free_string(op->title);
1626 op->title = add_string(new_name); 1661 op->title = new_name;
1627 add_abilities(op, artifct); /* Give out the bonuses */ 1662 add_abilities (op, artifct); /* Give out the bonuses */
1628 1663
1629#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1664#if 0 /* Bit verbose, but keep it here until next time I need it... */
1630 { 1665 {
1631 char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); 1666 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1632 SET_FLAG(op, FLAG_IDENTIFIED); 1667 SET_FLAG (op, FLAG_IDENTIFIED);
1633 LOG(llevDebug, "Generated artifact %s %s [%s]\n", 1668 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) 1669 if (!identified)
1636 CLEAR_FLAG(op, FLAG_IDENTIFIED); 1670 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1637 } 1671 }
1638#endif 1672#endif
1639 return; 1673 return;
1640} 1674}
1641 1675
1648 */ 1682 */
1649 1683
1650/* Give 1 re-roll attempt per artifact */ 1684/* Give 1 re-roll attempt per artifact */
1651#define ARTIFACT_TRIES 2 1685#define ARTIFACT_TRIES 2
1652 1686
1687void
1653void generate_artifact(object *op, int difficulty) { 1688generate_artifact (object * op, int difficulty)
1689{
1654 artifactlist *al; 1690 artifactlist *al;
1655 artifact *art; 1691 artifact *art;
1656 int i; 1692 int i;
1657 1693
1658 al = find_artifactlist(op->type); 1694 al = find_artifactlist (op->type);
1659 1695
1660 if (al==NULL) { 1696 if (al == NULL)
1697 {
1661#if 0 /* This is too verbose, usually */ 1698#if 0 /* This is too verbose, usually */
1662 LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1699 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 1700#endif
1680 return; 1701 return;
1681 } 1702 }
1703
1704 for (i = 0; i < ARTIFACT_TRIES; i++)
1705 {
1706 int roll = RANDOM () % al->total_chance;
1707
1708 for (art = al->items; art != NULL; art = art->next)
1709 {
1710 roll -= art->chance;
1711 if (roll < 0)
1712 break;
1713 }
1714
1715 if (art == NULL || roll >= 0)
1716 {
1717#if 1
1718 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1719#endif
1720 return;
1721 }
1682 if (!strcmp(art->item->name,"NONE")) 1722 if (!strcmp (art->item->name, "NONE"))
1683 return; 1723 return;
1684 if (FABS(op->magic) < art->item->magic) 1724 if (FABS (op->magic) < art->item->magic)
1685 continue; /* Not magic enough to be this item */ 1725 continue; /* Not magic enough to be this item */
1686 1726
1687 /* Map difficulty not high enough */ 1727 /* Map difficulty not high enough */
1688 if (difficulty<art->difficulty) 1728 if (difficulty < art->difficulty)
1689 continue; 1729 continue;
1690 1730
1691 if (!legal_artifact_combination(op, art)) { 1731 if (!legal_artifact_combination (op, art))
1732 {
1692#ifdef TREASURE_VERBOSE 1733#ifdef TREASURE_VERBOSE
1693 LOG(llevDebug, "%s of %s was not a legal combination.\n", 1734 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1694 op->name, art->item->name);
1695#endif 1735#endif
1696 continue; 1736 continue;
1697 } 1737 }
1698 give_artifact_abilities(op, art->item); 1738 give_artifact_abilities (op, art->item);
1699 return; 1739 return;
1700 } 1740 }
1701} 1741}
1702 1742
1703/* fix_flesh_item() - objects of type FLESH are similar to type 1743/* fix_flesh_item() - objects of type FLESH are similar to type
1704 * FOOD, except they inherit properties (name, food value, etc). 1744 * FOOD, except they inherit properties (name, food value, etc).
1705 * based on the original owner (or 'donor' if you like). -b.t. 1745 * based on the original owner (or 'donor' if you like). -b.t.
1706 */ 1746 */
1707 1747
1748void
1708void fix_flesh_item(object *item, object *donor) { 1749fix_flesh_item (object * item, object * donor)
1750{
1709 char tmpbuf[MAX_BUF]; 1751 char tmpbuf[MAX_BUF];
1710 int i; 1752 int i;
1711 1753
1712 if(item->type==FLESH && donor) { 1754 if (item->type == FLESH && donor)
1755 {
1713 /* change the name */ 1756 /* change the name */
1714 sprintf(tmpbuf,"%s's %s",donor->name,item->name); 1757 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf;
1715 FREE_AND_COPY(item->name, tmpbuf);
1716 sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); 1758 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf;
1717 FREE_AND_COPY(item->name_pl, tmpbuf);
1718 1759
1719 /* weight is FLESH weight/100 * donor */ 1760 /* weight is FLESH weight/100 * donor */
1720 if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) 1761 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1721 item->weight=1; 1762 item->weight = 1;
1722 1763
1723 /* value is multiplied by level of donor */ 1764 /* value is multiplied by level of donor */
1724 item->value *= isqrt(donor->level*2); 1765 item->value *= isqrt (donor->level * 2);
1725 1766
1726 /* food value */ 1767 /* food value */
1727 item->stats.food += (donor->stats.hp/100) + donor->stats.Con; 1768 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1728 1769
1729 /* flesh items inherit some abilities of donor, but not 1770 /* flesh items inherit some abilities of donor, but not
1730 * full effect. 1771 * full effect.
1731 */ 1772 */
1732 for (i=0; i<NROFATTACKS; i++) 1773 for (i = 0; i < NROFATTACKS; i++)
1733 item->resist[i] = donor->resist[i]/2; 1774 item->resist[i] = donor->resist[i] / 2;
1734 1775
1735 /* item inherits donor's level (important for quezals) */ 1776 /* item inherits donor's level (important for quezals) */
1736 item->level = donor->level; 1777 item->level = donor->level;
1737 1778
1738 /* if donor has some attacktypes, the flesh is poisonous */ 1779 /* if donor has some attacktypes, the flesh is poisonous */
1739 if(donor->attacktype&AT_POISON) 1780 if (donor->attacktype & AT_POISON)
1740 item->type=POISON; 1781 item->type = POISON;
1741 if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; 1782 if (donor->attacktype & AT_ACID)
1783 item->stats.hp = -1 * item->stats.food;
1742 SET_FLAG(item,FLAG_NO_STEAL); 1784 SET_FLAG (item, FLAG_NO_STEAL);
1743 } 1785 }
1744} 1786}
1745 1787
1746/* special_potion() - so that old potion code is still done right. */ 1788/* special_potion() - so that old potion code is still done right. */
1747 1789
1790int
1748int special_potion (object *op) { 1791special_potion (object * op)
1792{
1749 1793
1750 int i; 1794 int i;
1751 1795
1752 if(op->attacktype) return 1; 1796 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; 1797 return 1;
1761}
1762 1798
1799 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1800 return 1;
1801
1802 for (i = 0; i < NROFATTACKS; i++)
1803 if (op->resist[i])
1804 return 1;
1805
1806 return 0;
1807}
1808
1809void
1763void free_treasurestruct(treasure *t) 1810free_treasurestruct (treasure * t)
1764{ 1811{
1812 if (t->next)
1765 if (t->next) free_treasurestruct(t->next); 1813 free_treasurestruct (t->next);
1814 if (t->next_yes)
1766 if (t->next_yes) free_treasurestruct(t->next_yes); 1815 free_treasurestruct (t->next_yes);
1816 if (t->next_no)
1767 if (t->next_no) free_treasurestruct(t->next_no); 1817 free_treasurestruct (t->next_no);
1768 free(t);
1769}
1770 1818
1819 delete t;
1820}
1821
1822void
1771void free_charlinks(linked_char *lc) 1823free_charlinks (linked_char * lc)
1772{ 1824{
1825 if (lc->next)
1773 if (lc->next) free_charlinks(lc->next); 1826 free_charlinks (lc->next);
1774 free(lc);
1775}
1776 1827
1828 delete lc;
1829}
1830
1831void
1777void free_artifact(artifact *at) 1832free_artifact (artifact * at)
1778{ 1833{
1779 1834
1835 if (at->next)
1780 if (at->next) free_artifact(at->next); 1836 free_artifact (at->next);
1837 if (at->allowed)
1781 if (at->allowed) free_charlinks(at->allowed); 1838 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 1839
1840 delete at->item;
1841
1842 delete at;
1843}
1844
1845void
1792void free_artifactlist(artifactlist *al) 1846free_artifactlist (artifactlist * al)
1793{ 1847{
1794 artifactlist *nextal; 1848 artifactlist *nextal;
1795 for (al=first_artifactlist; al!=NULL; al=nextal) { 1849 for (al = first_artifactlist; al != NULL; al = nextal)
1850 {
1796 nextal=al->next; 1851 nextal = al->next;
1797 if (al->items) { 1852 if (al->items)
1853 {
1798 free_artifact(al->items); 1854 free_artifact (al->items);
1799 } 1855 }
1800 free(al); 1856 free (al);
1801 } 1857 }
1802} 1858}
1803 1859
1860void
1804void free_all_treasures(void) { 1861free_all_treasures (void)
1862{
1805treasurelist *tl, *next; 1863 treasurelist *tl, *next;
1806 1864
1807 1865
1808 for (tl=first_treasurelist; tl!=NULL; tl=next) { 1866 for (tl = first_treasurelist; tl != NULL; tl = next)
1867 {
1809 next=tl->next; 1868 next = tl->next;
1810 if (tl->name) free_string(tl->name); 1869 if (tl->items)
1811 if (tl->items) free_treasurestruct(tl->items); 1870 free_treasurestruct (tl->items);
1812 free(tl); 1871 delete tl;
1813 } 1872 }
1814 free_artifactlist(first_artifactlist); 1873 free_artifactlist (first_artifactlist);
1815} 1874}

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