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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 1.40 by root, Wed Mar 14 00:04:58 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.4 2006/08/29 08:01:36 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29 24
30#define ALLOWED_COMBINATION 25#define ALLOWED_COMBINATION
31 26
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 27/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 28 * It is useful for finding bugs in the treasures file. Since it only
35 * left on 30 * left on
36 */ 31 */
37#define TREASURE_DEBUG 32#define TREASURE_DEBUG
38 33
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 34/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35
40/* #define TREASURE_VERBOSE */ 36/* #define TREASURE_VERBOSE */
41 37
42#include <global.h> 38#include <global.h>
43#include <treasure.h> 39#include <treasure.h>
44#include <funcpoint.h> 40#include <funcpoint.h>
45#include <loader.h> 41#include <loader.h>
46 42
47 43
48static void change_treasure(treasure *t, object *op); /* overrule default values */ 44static void change_treasure (treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 45extern char *spell_mapping[];
50 46
51/* 47/*
52 * Initialize global archtype pointers: 48 * Initialize global archtype pointers:
53 */ 49 */
54 50
51void
55void init_archetype_pointers() { 52init_archetype_pointers ()
53{
56 int prev_warn = warn_archetypes; 54 int prev_warn = warn_archetypes;
55
57 warn_archetypes = 1; 56 warn_archetypes = 1;
58 if (ring_arch == NULL) 57 if (ring_arch == NULL)
59 ring_arch = find_archetype("ring"); 58 ring_arch = archetype::find ("ring");
60 if (amulet_arch == NULL) 59 if (amulet_arch == NULL)
61 amulet_arch = find_archetype("amulet"); 60 amulet_arch = archetype::find ("amulet");
62 if (staff_arch == NULL) 61 if (staff_arch == NULL)
63 staff_arch = find_archetype("staff"); 62 staff_arch = archetype::find ("staff");
64 if (crown_arch == NULL) 63 if (crown_arch == NULL)
65 crown_arch = find_archetype("crown"); 64 crown_arch = archetype::find ("crown");
66 warn_archetypes = prev_warn; 65 warn_archetypes = prev_warn;
67} 66}
68 67
69/* 68/*
70 * Allocate and return the pointer to an empty treasurelist structure. 69 * Allocate and return the pointer to an empty treasurelist structure.
71 */ 70 */
72 71
73static treasurelist *get_empty_treasurelist(void) { 72static treasurelist *
74 treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); 73get_empty_treasurelist (void)
75 if(tl==NULL) 74{
76 fatal(OUT_OF_MEMORY); 75 return new treasurelist;
77 memset(tl, 0, sizeof(treasurelist));
78 return tl;
79} 76}
80 77
81/* 78/*
82 * Allocate and return the pointer to an empty treasure structure. 79 * Allocate and return the pointer to an empty treasure structure.
83 */ 80 */
81//TODO: make this a constructor
82static treasure *
83get_empty_treasure (void)
84{
85 treasure *t = new treasure;
84 86
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; 87 t->chance = 100;
95 t->magic=0; 88
96 t->nrof=0;
97 return t; 89 return t;
98} 90}
99 91
100/* 92/*
101 * Reads the lib/treasure file from disk, and parses the contents 93 * Reads the lib/treasure file from disk, and parses the contents
102 * into an internal treasure structure (very linked lists) 94 * into an internal treasure structure (very linked lists)
103 */ 95 */
104 96
97static treasure *
105static treasure *load_treasure(FILE *fp, int *line) { 98load_treasure (FILE * fp, int *line)
99{
106 char buf[MAX_BUF], *cp, variable[MAX_BUF]; 100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
107 treasure *t=get_empty_treasure(); 101 treasure *t = get_empty_treasure ();
108 int value; 102 int value;
109 103
110 nroftreasures++; 104 nroftreasures++;
111 while(fgets(buf,MAX_BUF,fp)!=NULL) { 105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
112 (*line)++; 107 (*line)++;
113 108
114 if(*buf=='#') 109 if (*buf == '#')
115 continue; 110 continue;
116 if((cp=strchr(buf,'\n'))!=NULL) 111 if ((cp = strchr (buf, '\n')) != NULL)
117 *cp='\0'; 112 *cp = '\0';
118 cp=buf; 113 cp = buf;
119 while(isspace(*cp)) /* Skip blanks */ 114 while (isspace (*cp)) /* Skip blanks */
120 cp++; 115 cp++;
121 116
122 if(sscanf(cp,"arch %s",variable)) { 117 if (sscanf (cp, "arch %s", variable))
118 {
123 if((t->item=find_archetype(variable))==NULL) 119 if ((t->item = archetype::find (variable)) == NULL)
124 LOG(llevError,"Treasure lacks archetype: %s\n",variable); 120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 }
125 } else if (sscanf(cp, "list %s", variable)) 122 else if (sscanf (cp, "list %s", variable))
126 t->name = add_string(variable); 123 t->name = variable;
127 else if (sscanf(cp, "change_name %s", variable)) 124 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = add_string(variable); 125 t->change_arch.name = variable;
129 else if (sscanf(cp, "change_title %s", variable)) 126 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = add_string(variable); 127 t->change_arch.title = variable;
131 else if (sscanf(cp, "change_slaying %s", variable)) 128 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = add_string(variable); 129 t->change_arch.slaying = variable;
133 else if(sscanf(cp,"chance %d",&value)) 130 else if (sscanf (cp, "chance %d", &value))
134 t->chance=(uint8) value; 131 t->chance = (uint8) value;
135 else if(sscanf(cp,"nrof %d",&value)) 132 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof=(uint16) value; 133 t->nrof = (uint16) value;
137 else if(sscanf(cp,"magic %d",&value)) 134 else if (sscanf (cp, "magic %d", &value))
138 t->magic=(uint8) value; 135 t->magic = (uint8) value;
139 else if(!strcmp(cp,"yes")) 136 else if (!strcmp (cp, "yes"))
140 t->next_yes=load_treasure(fp, line); 137 t->next_yes = load_treasure (fp, line);
141 else if(!strcmp(cp,"no")) 138 else if (!strcmp (cp, "no"))
142 t->next_no=load_treasure(fp, line); 139 t->next_no = load_treasure (fp, line);
143 else if(!strcmp(cp,"end")) 140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 {
144 t->next = load_treasure (fp, line);
144 return t; 145 return t;
145 else if(!strcmp(cp,"more")) { 146 }
146 t->next=load_treasure(fp, line);
147 return t;
148 } else 147 else
149 LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n", 148 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 } 149 }
152 LOG(llevError,"treasure lacks 'end'.\n"); 150 LOG (llevError, "treasure lacks 'end'.\n");
153 return t; 151 return t;
154} 152}
155 153
156#ifdef TREASURE_DEBUG 154#ifdef TREASURE_DEBUG
155
157/* recursived checks the linked list. Treasurelist is passed only 156/* recursived checks the linked list. Treasurelist is passed only
158 * so that the treasure name can be printed out 157 * so that the treasure name can be printed out
159 */ 158 */
159static void
160static void check_treasurelist(const treasure *t, const treasurelist *tl) 160check_treasurelist (const treasure *t, const treasurelist * tl)
161{ 161{
162 if (t->item==NULL && t->name==NULL)
163 LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name);
164 if (t->chance>=100 && t->next_yes && (t->next || t->next_no)) 162 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", 163 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 */ 164 /* find_treasurelist will print out its own error message */
168 if (t->name && strcmp(t->name,"NONE")) 165 if (t->name && *t->name)
169 (void) find_treasurelist(t->name); 166 find_treasurelist (t->name);
167 if (t->next)
170 if (t->next) check_treasurelist(t->next, tl); 168 check_treasurelist (t->next, tl);
169 if (t->next_yes)
171 if (t->next_yes) check_treasurelist(t->next_yes,tl); 170 check_treasurelist (t->next_yes, tl);
171 if (t->next_no)
172 if (t->next_no) check_treasurelist(t->next_no, tl); 172 check_treasurelist (t->next_no, tl);
173} 173}
174#endif 174#endif
175 175
176/* 176/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 178 * Each treasure is parsed with the help of load_treasure().
179 */ 179 */
180 180
181void
181void load_treasures(void) { 182load_treasures (void)
183{
182 FILE *fp; 184 FILE *fp;
183 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; 185 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
184 treasurelist *previous=NULL; 186 treasurelist *previous = NULL;
185 treasure *t; 187 treasure *t;
186 int comp, line=0; 188 int comp, line = 0;
187 189
188 sprintf(filename,"%s/%s",settings.datadir,settings.treasures); 190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
189 if((fp=open_and_uncompress(filename,0,&comp))==NULL) { 191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
192 {
190 LOG(llevError,"Can't open treasure file.\n"); 193 LOG (llevError, "Can't open treasure file.\n");
191 return; 194 return;
192 } 195 }
193 while(fgets(buf,MAX_BUF,fp)!=NULL) { 196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
194 line++; 198 line++;
195 if(*buf=='#') 199 if (*buf == '#' || *buf == '\n')
196 continue; 200 ; // ignore
197
198 if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) { 201 else if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
202 {
199 treasurelist *tl=get_empty_treasurelist(); 203 treasurelist *tl = get_empty_treasurelist ();
204
200 tl->name=add_string(name); 205 tl->name = name;
201 if(previous==NULL) 206 if (previous == NULL)
202 first_treasurelist=tl; 207 first_treasurelist = tl;
203 else 208 else
204 previous->next=tl; 209 previous->next = tl;
210
205 previous=tl; 211 previous = tl;
206 tl->items=load_treasure(fp, &line); 212 tl->items = load_treasure (fp, &line);
207 213
208 /* This is a one of the many items on the list should be generated. 214 /* 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 215 * Add up the chance total, and check to make sure the yes & no
210 * fields of the treasures are not being used. 216 * fields of the treasures are not being used.
211 */ 217 */
212 if (!strncmp(buf,"treasureone",11)) { 218 if (!strncmp (buf, "treasureone", 11))
219 {
213 for (t=tl->items; t!=NULL; t=t->next) { 220 for (t = tl->items; t != NULL; t = t->next)
221 {
214#ifdef TREASURE_DEBUG 222#ifdef TREASURE_DEBUG
215 if (t->next_yes || t->next_no) { 223 if (t->next_yes || t->next_no)
224 {
216 LOG(llevError,"Treasure %s is one item, but on treasure %s\n", 225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
217 tl->name, t->item ? t->item->name : t->name);
218 LOG(llevError," the next_yes or next_no field is set\n"); 226 LOG (llevError, " the next_yes or next_no field is set\n");
219 } 227 }
220#endif 228#endif
221 tl->total_chance += t->chance; 229 tl->total_chance += t->chance;
222 } 230 }
223 } 231 }
232 }
224 } else 233 else
225 LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
226 } 235 }
227 close_and_delete(fp, comp); 236 close_and_delete (fp, comp);
228 237
229#ifdef TREASURE_DEBUG 238#ifdef TREASURE_DEBUG
230 /* Perform some checks on how valid the treasure data actually is. 239 /* Perform some checks on how valid the treasure data actually is.
231 * verify that list transitions work (ie, the list that it is supposed 240 * verify that list transitions work (ie, the list that it is supposed
232 * to transition to exists). Also, verify that at least the name 241 * to transition to exists). Also, verify that at least the name
233 * or archetype is set for each treasure element. 242 * or archetype is set for each treasure element.
234 */ 243 */
235 for (previous=first_treasurelist; previous!=NULL; previous=previous->next) 244 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
236 check_treasurelist(previous->items, previous); 245 check_treasurelist (previous->items, previous);
237#endif 246#endif
238} 247}
239 248
240/* 249/*
241 * Searches for the given treasurelist in the globally linked list 250 * Searches for the given treasurelist in the globally linked list
242 * of treasurelists which has been built by load_treasures(). 251 * of treasurelists which has been built by load_treasures().
243 */ 252 */
244 253
245treasurelist *find_treasurelist(const char *name) {
246 const char *tmp=find_string(name);
247 treasurelist *tl; 254treasurelist *
255find_treasurelist (const char *name)
256{
257 shstr_cmp name_ (name);
248 258
249 /* Special cases - randomitems of none is to override default. If 259 if (!name_)
250 * first_treasurelist is null, it means we are on the first pass of 260 return 0;
251 * of loading archetyps, so for now, just return - second pass will 261
252 * init these values.
253 */
254 if (!strcmp(name,"none") || (!first_treasurelist)) return NULL;
255 if(tmp!=NULL)
256 for(tl=first_treasurelist;tl!=NULL;tl=tl->next) 262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
257 if(tmp==tl->name) 263 if (name_ == tl->name)
258 return tl; 264 return tl;
265
266 if (first_treasurelist)
259 LOG(llevError,"Couldn't find treasurelist %s\n",name); 267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
268
260 return NULL; 269 return 0;
261} 270}
262 271
263 272
264/* 273/*
265 * Generates the objects specified by the given treasure. 274 * Generates the objects specified by the given treasure.
270 * being generated. 279 * being generated.
271 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 280 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
272 * abilities. This is used by summon spells, thus no summoned monsters 281 * abilities. This is used by summon spells, thus no summoned monsters
273 * start with equipment, but only their abilities). 282 * start with equipment, but only their abilities).
274 */ 283 */
275 284static void
276
277static void put_treasure (object *op, object *creator, int flags) 285put_treasure (object *op, object *creator, int flags)
278{ 286{
279 object *tmp; 287 object *tmp;
280 288
281 /* Bit of a hack - spells should never be put onto the map. The entire 289 /* 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 290 * 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 291 * this is the original object, or if this is an object that should be created
284 * by another object. 292 * by another object.
285 */ 293 */
286 if (flags & GT_ENVIRONMENT && op->type != SPELL) { 294 if (flags & GT_ENVIRONMENT && op->type != SPELL)
287 op->x = creator->x; 295 {
288 op->y = creator->y;
289 SET_FLAG(op, FLAG_OBJ_ORIGINAL); 296 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
290 insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); 297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
291 } else { 298 }
292 op = insert_ob_in_ob (op, creator); 299 else
300 {
301 op = creator->insert (op);
302
293 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
294 monster_check_apply(creator, op); 304 monster_check_apply (creator, op);
305
295 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
296 esrv_send_item(tmp, op); 307 esrv_send_item (tmp, op);
297 } 308 }
298} 309}
299 310
300/* if there are change_xxx commands in the treasure, we include the changes 311/* if there are change_xxx commands in the treasure, we include the changes
301 * in the generated object 312 * in the generated object
302 */ 313 */
314static void
303static void change_treasure(treasure *t, object *op) 315change_treasure (treasure *t, object *op)
304{ 316{
305 /* CMD: change_name xxxx */ 317 /* CMD: change_name xxxx */
306 if(t->change_arch.name) 318 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 }
312 319 {
320 op->name = t->change_arch.name;
321 op->name_pl = t->change_arch.name;
322 }
323
313 if(t->change_arch.title) 324 if (t->change_arch.title)
314 {
315 if(op->title)
316 free_string(op->title);
317 op->title = add_string(t->change_arch.title); 325 op->title = t->change_arch.title;
318 }
319 326
320 if(t->change_arch.slaying) 327 if (t->change_arch.slaying)
321 {
322 if(op->slaying)
323 free_string(op->slaying);
324 op->slaying = add_string(t->change_arch.slaying); 328 op->slaying = t->change_arch.slaying;
325 }
326
327} 329}
328 330
331void
329void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { 332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{
330 object *tmp; 334 object *tmp;
331 335
332
333 if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { 336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 {
334 if (t->name) { 338 if (t->name)
335 if (strcmp(t->name,"NONE") && difficulty>=t->magic) 339 {
340 if (difficulty >= t->magic)
341 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
336 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); 344 create_treasure (tl, op, flag, difficulty, tries);
337 } 345 }
346 }
338 else { 347 else
348 {
339 if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { 349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 {
340 tmp=arch_to_object(t->item); 351 tmp = arch_to_object (t->item);
341 if(t->nrof&&tmp->nrof<=1) 352 if (t->nrof && tmp->nrof <= 1)
342 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 353 tmp->nrof = rndm (t->nrof) + 1;
354
343 fix_generated_item (tmp, op, difficulty, t->magic, flag); 355 fix_generated_item (tmp, op, difficulty, t->magic, flag);
344 change_treasure(t, tmp); 356 change_treasure (t, tmp);
345 put_treasure (tmp, op, flag); 357 put_treasure (tmp, op, flag);
358 }
346 } 359 }
347 } 360
348 if(t->next_yes!=NULL) 361 if (t->next_yes != NULL)
349 create_all_treasures(t->next_yes,op,flag,difficulty, tries); 362 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
350 } else 363 }
351 if(t->next_no!=NULL) 364 else if (t->next_no != NULL)
352 create_all_treasures(t->next_no,op,flag,difficulty,tries); 365 create_all_treasures (t->next_no, op, flag, difficulty, tries);
366
353 if(t->next!=NULL) 367 if (t->next != NULL)
354 create_all_treasures(t->next,op,flag,difficulty, tries); 368 create_all_treasures (t->next, op, flag, difficulty, tries);
355} 369}
356 370
371void
357void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty, 372create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
358 int tries)
359{ 373{
360 int value = RANDOM() % tl->total_chance; 374 int value = rndm (tl->total_chance);
361 treasure *t; 375 treasure *t;
362 376
363 if (tries++>100) { 377 if (tries++ > 100)
378 {
364 LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n"); 379 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
380 return;
381 }
382
383 for (t = tl->items; t != NULL; t = t->next)
384 {
385 value -= t->chance;
386
387 if (value < 0)
388 break;
389 }
390
391 if (!t || value >= 0)
392 {
393 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
394 abort ();
395 return;
396 }
397
398 if (t->name)
399 {
400 if (difficulty >= t->magic)
401 {
402 treasurelist *tl = find_treasurelist (t->name);
403 if (tl)
404 create_treasure (tl, op, flag, difficulty, tries);
405 }
406 else if (t->nrof)
407 create_one_treasure (tl, op, flag, difficulty, tries);
408
409 return;
410 }
411
412 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
413 {
414 object *tmp = arch_to_object (t->item);
415
416 if (!tmp)
365 return; 417 return;
366 }
367 for (t=tl->items; t!=NULL; t=t->next) {
368 value -= t->chance;
369 if (value<0) break;
370 }
371 418
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) 419 if (t->nrof && tmp->nrof <= 1)
389 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 420 tmp->nrof = rndm (t->nrof) + 1;
421
390 fix_generated_item (tmp, op, difficulty, t->magic, flag); 422 fix_generated_item (tmp, op, difficulty, t->magic, flag);
391 change_treasure(t, tmp); 423 change_treasure (t, tmp);
392 put_treasure (tmp, op, flag); 424 put_treasure (tmp, op, flag);
393 } 425 }
394} 426}
395 427
396/* This calls the appropriate treasure creation function. tries is passed 428/* This calls the appropriate treasure creation function. tries is passed
397 * to determine how many list transitions or attempts to create treasure 429 * 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 430 * 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 431 * 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 432 * created on weak maps, because it will exceed the number of allowed tries
401 * to do that. 433 * to do that.
402 */ 434 */
435void
403void create_treasure(treasurelist *t, object *op, int flag, int difficulty, 436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
404 int tries)
405{ 437{
406
407 if (tries++>100) { 438 if (tries++ > 100)
439 {
408 LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); 440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
409 return; 441 return;
410 } 442 }
443
411 if (t->total_chance) 444 if (tl->total_chance)
412 create_one_treasure(t, op, flag,difficulty, tries); 445 create_one_treasure (tl, op, flag, difficulty, tries);
413 else 446 else
414 create_all_treasures(t->items, op, flag, difficulty, tries); 447 create_all_treasures (tl->items, op, flag, difficulty, tries);
415} 448}
416 449
417/* This is similar to the old generate treasure function. However, 450/* This is similar to the old generate treasure function. However,
418 * it instead takes a treasurelist. It is really just a wrapper around 451 * it instead takes a treasurelist. It is really just a wrapper around
419 * create_treasure. We create a dummy object that the treasure gets 452 * create_treasure. We create a dummy object that the treasure gets
420 * inserted into, and then return that treausre 453 * inserted into, and then return that treausre
421 */ 454 */
455object *
422object *generate_treasure(treasurelist *t, int difficulty) 456generate_treasure (treasurelist *tl, int difficulty)
423{ 457{
458 difficulty = clamp (difficulty, 1, settings.max_level);
459
424 object *ob = get_object(), *tmp; 460 object *ob = object::create (), *tmp;
425 461
426 create_treasure(t, ob, 0, difficulty, 0); 462 create_treasure (tl, ob, 0, difficulty, 0);
427 463
428 /* Don't want to free the object we are about to return */ 464 /* Don't want to free the object we are about to return */
429 tmp = ob->inv; 465 tmp = ob->inv;
430 if (tmp!=NULL) remove_ob(tmp); 466 if (tmp != NULL)
467 tmp->remove ();
468
431 if (ob->inv) { 469 if (ob->inv)
432 LOG(llevError,"In generate treasure, created multiple objects.\n"); 470 LOG (llevError, "In generate treasure, created multiple objects.\n");
433 } 471
434 free_object(ob); 472 ob->destroy ();
435 return tmp; 473 return tmp;
436} 474}
437 475
438/* 476/*
439 * This is a new way of calculating the chance for an item to have 477 * This is a new way of calculating the chance for an item to have
440 * a specific magical bonus. 478 * a specific magical bonus.
441 * The array has two arguments, the difficulty of the level, and the 479 * The array has two arguments, the difficulty of the level, and the
442 * magical bonus "wanted". 480 * magical bonus "wanted".
443 */ 481 */
444 482
445static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = 483static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
446{ 484
447/*chance of magic difficulty*/ 485/*chance of magic difficulty*/
486
448/* +0 +1 +2 +3 +4 */ 487/* +0 +1 +2 +3 +4 */
449 { 95, 2, 2, 1, 0 }, /*1*/ 488 {95, 2, 2, 1, 0}, /*1 */
450 { 92, 5, 2, 1, 0 }, /*2*/ 489 {92, 5, 2, 1, 0}, /*2 */
451 { 85,10, 4, 1, 0 }, /*3*/ 490 {85, 10, 4, 1, 0}, /*3 */
452 { 80,14, 4, 2, 0 }, /*4*/ 491 {80, 14, 4, 2, 0}, /*4 */
453 { 75,17, 5, 2, 1 }, /*5*/ 492 {75, 17, 5, 2, 1}, /*5 */
454 { 70,18, 8, 3, 1 }, /*6*/ 493 {70, 18, 8, 3, 1}, /*6 */
455 { 65,21,10, 3, 1 }, /*7*/ 494 {65, 21, 10, 3, 1}, /*7 */
456 { 60,22,12, 4, 2 }, /*8*/ 495 {60, 22, 12, 4, 2}, /*8 */
457 { 55,25,14, 4, 2 }, /*9*/ 496 {55, 25, 14, 4, 2}, /*9 */
458 { 50,27,16, 5, 2 }, /*10*/ 497 {50, 27, 16, 5, 2}, /*10 */
459 { 45,28,18, 6, 3 }, /*11*/ 498 {45, 28, 18, 6, 3}, /*11 */
460 { 42,28,20, 7, 3 }, /*12*/ 499 {42, 28, 20, 7, 3}, /*12 */
461 { 40,27,21, 8, 4 }, /*13*/ 500 {40, 27, 21, 8, 4}, /*13 */
462 { 38,25,22,10, 5 }, /*14*/ 501 {38, 25, 22, 10, 5}, /*14 */
463 { 36,23,23,12, 6 }, /*15*/ 502 {36, 23, 23, 12, 6}, /*15 */
464 { 33,21,24,14, 8 }, /*16*/ 503 {33, 21, 24, 14, 8}, /*16 */
465 { 31,19,25,16, 9 }, /*17*/ 504 {31, 19, 25, 16, 9}, /*17 */
466 { 27,15,30,18,10 }, /*18*/ 505 {27, 15, 30, 18, 10}, /*18 */
467 { 20,12,30,25,13 }, /*19*/ 506 {20, 12, 30, 25, 13}, /*19 */
468 { 15,10,28,30,17 }, /*20*/ 507 {15, 10, 28, 30, 17}, /*20 */
469 { 13, 9,27,28,23 }, /*21*/ 508 {13, 9, 27, 28, 23}, /*21 */
470 { 10, 8,25,28,29 }, /*22*/ 509 {10, 8, 25, 28, 29}, /*22 */
471 { 8, 7,23,26,36 }, /*23*/ 510 {8, 7, 23, 26, 36}, /*23 */
472 { 6, 6,20,22,46 }, /*24*/ 511 {6, 6, 20, 22, 46}, /*24 */
473 { 4, 5,17,18,56 }, /*25*/ 512 {4, 5, 17, 18, 56}, /*25 */
474 { 2, 4,12,14,68 }, /*26*/ 513 {2, 4, 12, 14, 68}, /*26 */
475 { 0, 3, 7,10,80 }, /*27*/ 514 {0, 3, 7, 10, 80}, /*27 */
476 { 0, 0, 3, 7,90 }, /*28*/ 515 {0, 0, 3, 7, 90}, /*28 */
477 { 0, 0, 0, 3,97 }, /*29*/ 516 {0, 0, 0, 3, 97}, /*29 */
478 { 0, 0, 0, 0,100}, /*30*/ 517 {0, 0, 0, 0, 100}, /*30 */
479 { 0, 0, 0, 0,100}, /*31*/ 518 {0, 0, 0, 0, 100}, /*31 */
480}; 519};
481 520
482 521
483/* calculate the appropriate level for wands staves and scrolls. 522/* calculate the appropriate level for wands staves and scrolls.
484 * This code presumes that op has had its spell object created (in op->inv) 523 * This code presumes that op has had its spell object created (in op->inv)
485 * 524 *
486 * elmex Wed Aug 9 17:44:59 CEST 2006: 525 * elmex Wed Aug 9 17:44:59 CEST 2006:
487 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 526 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
488 */ 527 */
489 528
529int
490int level_for_item (const object *op, int difficulty) 530level_for_item (const object *op, int difficulty)
491{ 531{
492 int mult = 0, olevel = 0; 532 int olevel = 0;
493 533
494 if (!op->inv) 534 if (!op->inv)
495 { 535 {
496 LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name); 536 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
497 return 0; 537 return 0;
498 } 538 }
499 539
500 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 540 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
501 541
502 if (olevel <= 0) 542 if (olevel <= 0)
517 * Scaling difficulty by max_level, as difficulty is a level and not some 557 * Scaling difficulty by max_level, as difficulty is a level and not some
518 * weird integer between 1-31. 558 * weird integer between 1-31.
519 * 559 *
520 */ 560 */
521 561
562int
522int magic_from_difficulty(int difficulty) 563magic_from_difficulty (int difficulty)
523{ 564{
524 int percent = 0, magic = 0; 565 int percent = 0, magic = 0;
525 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 566 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
526 567
527 scaled_diff--; 568 scaled_diff--;
528 569
529 if(scaled_diff < 0) 570 if (scaled_diff < 0)
530 scaled_diff = 0; 571 scaled_diff = 0;
531 572
532 if (scaled_diff >= DIFFLEVELS) 573 if (scaled_diff >= DIFFLEVELS)
533 scaled_diff = DIFFLEVELS-1; 574 scaled_diff = DIFFLEVELS - 1;
534 575
535 percent = RANDOM()%100; 576 percent = rndm (100);
536 577
537 for(magic = 0; magic < (MAXMAGIC + 1); magic++) 578 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
538 { 579 {
539 percent -= difftomagic_list[scaled_diff][magic]; 580 percent -= difftomagic_list[scaled_diff][magic];
540 581
541 if (percent < 0) 582 if (percent < 0)
542 break; 583 break;
543 } 584 }
544 585
545 if (magic == (MAXMAGIC + 1)) 586 if (magic == (MAXMAGIC + 1))
546 { 587 {
547 LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 588 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
548 magic = 0; 589 magic = 0;
549 } 590 }
550 591
551 magic = (RANDOM() % 3) ? magic : -magic; 592 magic = (rndm (3)) ? magic : -magic;
552 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 593 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
553 594
554 return magic; 595 return magic;
555} 596}
556 597
559 * the armour variable, and the effect on speed of armour. 600 * the armour variable, and the effect on speed of armour.
560 * This function doesn't work properly, should add use of archetypes 601 * This function doesn't work properly, should add use of archetypes
561 * to make it truly absolute. 602 * to make it truly absolute.
562 */ 603 */
563 604
605void
564void set_abs_magic(object *op, int magic) { 606set_abs_magic (object *op, int magic)
607{
565 if(!magic) 608 if (!magic)
566 return; 609 return;
567 610
568 op->magic=magic; 611 op->magic = magic;
569 if (op->arch) { 612 if (op->arch)
613 {
570 if (op->type == ARMOUR) 614 if (op->type == ARMOUR)
571 ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; 615 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
572 616
573 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 617 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
574 magic = (-magic); 618 magic = (-magic);
575 op->weight = (op->arch->clone.weight*(100-magic*10))/100; 619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
620 }
576 } else { 621 else
622 {
577 if(op->type==ARMOUR) 623 if (op->type == ARMOUR)
578 ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; 624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
579 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 625 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
580 magic = (-magic); 626 magic = (-magic);
581 op->weight=(op->weight*(100-magic*10))/100; 627 op->weight = (op->weight * (100 - magic * 10)) / 100;
582 } 628 }
583} 629}
584 630
585/* 631/*
586 * Sets a random magical bonus in the given object based upon 632 * Sets a random magical bonus in the given object based upon
587 * the given difficulty, and the given max possible bonus. 633 * the given difficulty, and the given max possible bonus.
588 */ 634 */
589 635
636static void
590static void set_magic (int difficulty, object *op, int max_magic, int flags) 637set_magic (int difficulty, object *op, int max_magic, int flags)
591{ 638{
592 int i; 639 int i;
640
593 i = magic_from_difficulty(difficulty); 641 i = magic_from_difficulty (difficulty);
594 if ((flags & GT_ONLY_GOOD) && i < 0) 642 if ((flags & GT_ONLY_GOOD) && i < 0)
595 i = -i; 643 i = -i;
596 if(i > max_magic) 644 if (i > max_magic)
597 i = max_magic; 645 i = max_magic;
598 set_abs_magic(op,i); 646 set_abs_magic (op, i);
599 if (i < 0) 647 if (i < 0)
600 SET_FLAG(op, FLAG_CURSED); 648 SET_FLAG (op, FLAG_CURSED);
601} 649}
602 650
603/* 651/*
604 * Randomly adds one magical ability to the given object. 652 * Randomly adds one magical ability to the given object.
605 * Modified for Partial Resistance in many ways: 653 * Modified for Partial Resistance in many ways:
607 * is rolled again, increase it - the bonuses now stack with 655 * is rolled again, increase it - the bonuses now stack with
608 * other bonuses previously rolled and ones the item might natively have. 656 * other bonuses previously rolled and ones the item might natively have.
609 * 2) Add code to deal with new PR method. 657 * 2) Add code to deal with new PR method.
610 */ 658 */
611 659
660void
612void set_ring_bonus(object *op,int bonus) { 661set_ring_bonus (object *op, int bonus)
662{
613 663
614 int r=RANDOM()%(bonus>0?25:11); 664 int r = rndm (bonus > 0 ? 25 : 11);
615 665
616 if(op->type==AMULET) { 666 if (op->type == AMULET)
617 if(!(RANDOM()%21)) 667 {
618 r=20+RANDOM()%2; 668 if (!(rndm (21)))
669 r = 20 + rndm (2);
619 else { 670 else
620 if(RANDOM()&2) 671 {
672 if (rndm (2))
621 r=10; 673 r = 10;
622 else 674 else
623 r=11+RANDOM()%9; 675 r = 11 + rndm (9);
624 } 676 }
625 } 677 }
626 678
627 switch(r) { 679 switch (r)
680 {
628 /* Redone by MSW 2000-11-26 to have much less code. Also, 681 /* Redone by MSW 2000-11-26 to have much less code. Also,
629 * bonuses and penalties will stack and add to existing values. 682 * bonuses and penalties will stack and add to existing values.
630 * of the item. 683 * of the item.
631 */ 684 */
632 case 0: 685 case 0:
633 case 1: 686 case 1:
634 case 2: 687 case 2:
635 case 3: 688 case 3:
636 case 4: 689 case 4:
637 case 5: 690 case 5:
638 case 6: 691 case 6:
639 set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); 692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
640 break; 693 break;
641 694
642 case 7: 695 case 7:
643 op->stats.dam+=bonus; 696 op->stats.dam += bonus;
644 break; 697 break;
645 698
646 case 8: 699 case 8:
647 op->stats.wc+=bonus; 700 op->stats.wc += bonus;
648 break; 701 break;
649 702
650 case 9: 703 case 9:
651 op->stats.food+=bonus; /* hunger/sustenance */ 704 op->stats.food += bonus; /* hunger/sustenance */
652 break; 705 break;
653 706
654 case 10: 707 case 10:
655 op->stats.ac+=bonus; 708 op->stats.ac += bonus;
656 break; 709 break;
657 710
658 /* Item that gives protections/vulnerabilities */ 711 /* Item that gives protections/vulnerabilities */
659 case 11: 712 case 11:
660 case 12: 713 case 12:
661 case 13: 714 case 13:
662 case 14: 715 case 14:
663 case 15: 716 case 15:
664 case 16: 717 case 16:
665 case 17: 718 case 17:
666 case 18: 719 case 18:
667 case 19: 720 case 19:
668 { 721 {
669 int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
670 723
671 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 724 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
672 val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
673 726
674 /* Cursed items need to have higher negative values to equal out with 727 /* Cursed items need to have higher negative values to equal out with
675 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
676 * little random element in since that they don't always end up with 729 * little random element in since that they don't always end up with
677 * even values. 730 * even values.
678 */ 731 */
679 if (bonus<0) val = 2*-val - RANDOM() % b; 732 if (bonus < 0)
680 if (val>35) val=35; /* Upper limit */ 733 val = 2 * -val - rndm (b);
734 if (val > 35)
735 val = 35; /* Upper limit */
681 b=0; 736 b = 0;
737
682 while (op->resist[resist_table[resist]]!=0 && b<4) { 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
683 resist=RANDOM() % num_resist_table; 739 resist = rndm (num_resist_table);
684 } 740
741 if (b == 4)
685 if (b==4) return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
686 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
687 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
688 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
689 */ 747 */
690 break; 748 break;
691 } 749 }
692 case 20: 750 case 20:
693 if(op->type==AMULET) { 751 if (op->type == AMULET)
752 {
694 SET_FLAG(op,FLAG_REFL_SPELL); 753 SET_FLAG (op, FLAG_REFL_SPELL);
695 op->value*=11; 754 op->value *= 11;
696 } else {
697 op->stats.hp=1; /* regenerate hit points */
698 op->value*=4;
699 } 755 }
756 else
757 {
758 op->stats.hp = 1; /* regenerate hit points */
759 op->value *= 4;
760 }
700 break; 761 break;
701 762
702 case 21: 763 case 21:
703 if(op->type==AMULET) { 764 if (op->type == AMULET)
765 {
704 SET_FLAG(op,FLAG_REFL_MISSILE); 766 SET_FLAG (op, FLAG_REFL_MISSILE);
705 op->value*=9; 767 op->value *= 9;
706 } else {
707 op->stats.sp=1; /* regenerate spell points */
708 op->value*=3;
709 } 768 }
769 else
770 {
771 op->stats.sp = 1; /* regenerate spell points */
772 op->value *= 3;
773 }
710 break; 774 break;
711 775
712 case 22: 776 case 22:
713 op->stats.exp+=bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
714 op->value=(op->value*2)/3; 778 op->value = (op->value * 2) / 3;
715 break; 779 break;
716 } 780 }
781
717 if(bonus>0) 782 if (bonus > 0)
718 op->value*=2*bonus; 783 op->value *= 2 * bonus;
719 else 784 else
720 op->value= -(op->value*2*bonus)/3; 785 op->value = -(op->value * 2 * bonus) / 3;
721} 786}
722 787
723/* 788/*
724 * get_magic(diff) will return a random number between 0 and 4. 789 * 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 790 * diff can be any value above 2. The higher the diff-variable, the
726 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
727 * It is only used in fix_generated_treasure() to set bonuses on 792 * It is only used in fix_generated_treasure() to set bonuses on
728 * rings and amulets. 793 * rings and amulets.
729 * Another scheme is used to calculate the magic of weapons and armours. 794 * Another scheme is used to calculate the magic of weapons and armours.
730 */ 795 */
731 796int
732int get_magic(int diff) { 797get_magic (int diff)
798{
733 int i; 799 int i;
800
734 if(diff<3) 801 if (diff < 3)
735 diff=3; 802 diff = 3;
803
736 for(i=0;i<4;i++) 804 for (i = 0; i < 4; i++)
737 if(RANDOM()%diff) return i; 805 if (rndm (diff))
806 return i;
807
738 return 4; 808 return 4;
739} 809}
740 810
741#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
742#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
743 813
744/* 814/*
745 * fix_generated_item(): This is called after an item is generated, in 815 * fix_generated_item(): This is called after an item is generated, in
746 * order to set it up right. This produced magical bonuses, puts spells 816 * order to set it up right. This produced magical bonuses, puts spells
747 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
748 */ 818 */
819
749/* 4/28/96 added creator object from which op may now inherit properties based on 820/* 4/28/96 added creator object from which op may now inherit properties based on
750 * op->type. Right now, which stuff the creator passes on is object type 821 * op->type. Right now, which stuff the creator passes on is object type
751 * dependant. I know this is a spagetti manuever, but is there a cleaner 822 * dependant. I know this is a spagetti manuever, but is there a cleaner
752 * way to do this? b.t. */ 823 * way to do this? b.t. */
824
753/* 825/*
754 * ! (flags & GT_ENVIRONMENT): 826 * ! (flags & GT_ENVIRONMENT):
755 * Automatically calls fix_flesh_item(). 827 * Automatically calls fix_flesh_item().
756 * 828 *
757 * flags: 829 * flags:
759 * value. 831 * value.
760 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 832 * 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 833 * 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 834 * type as appropriate, for objects that need spell objects, set those, etc
763 */ 835 */
764 836void
765void fix_generated_item (object * op, object * creator, int difficulty, 837fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
766 int max_magic, int flags)
767{ 838{
768 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 839 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
769 840
770 if (!creator || creator->type == op->type) 841 if (!creator || creator->type == op->type)
771 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 842 creator = op; /*safety & to prevent polymorphed objects giving attributes */
776 847
777 if (op->randomitems && op->type != SPELL) 848 if (op->randomitems && op->type != SPELL)
778 { 849 {
779 create_treasure (op->randomitems, op, flags, difficulty, 0); 850 create_treasure (op->randomitems, op, flags, difficulty, 0);
780 if (!op->inv) 851 if (!op->inv)
781 LOG (llevDebug,
782 "fix_generated_item: Unable to generate treasure for %s\n", 852 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
783 op->name);
784 853
785 /* So the treasure doesn't get created again */ 854 /* So the treasure doesn't get created again */
786 op->randomitems = NULL; 855 op->randomitems = NULL;
787 } 856 }
788 857
789 if (difficulty < 1) 858 if (difficulty < 1)
790 difficulty = 1; 859 difficulty = 1;
860
861 if (INVOKE_OBJECT (ADD_BONUS, op,
862 ARG_OBJECT (creator != op ? creator : 0),
863 ARG_INT (difficulty), ARG_INT (max_magic),
864 ARG_INT (flags)))
865 return;
791 866
792 if (!(flags & GT_MINIMAL)) 867 if (!(flags & GT_MINIMAL))
793 { 868 {
794 if (op->arch == crown_arch) 869 if (op->arch == crown_arch)
795 { 870 {
802 if (!op->magic && max_magic) 877 if (!op->magic && max_magic)
803 set_magic (difficulty, op, max_magic, flags); 878 set_magic (difficulty, op, max_magic, flags);
804 879
805 num_enchantments = calc_item_power (op, 1); 880 num_enchantments = calc_item_power (op, 1);
806 881
807 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) 882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
808 || op->type == HORN 883 || op->type == HORN
809 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
810 * used for shop_floors or treasures */ 885 * used for shop_floors or treasures */
811 generate_artifact (op, difficulty); 886 generate_artifact (op, difficulty);
812 } 887 }
813 888
814 /* Object was made an artifact. Calculate its item_power rating. 889 /* Object was made an artifact. Calculate its item_power rating.
815 * the item_power in the object is what the artfiact adds. 890 * the item_power in the object is what the artfiact adds.
822 * out the power from the base power plus what this one adds. Note 897 * 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 898 * that since item_power is not quite linear, this actually ends up
824 * being somewhat of a bonus 899 * being somewhat of a bonus
825 */ 900 */
826 if (save_item_power) 901 if (save_item_power)
827 op->item_power =
828 save_item_power + get_power_from_ench (op->item_power); 902 op->item_power = save_item_power + get_power_from_ench (op->item_power);
829 else 903 else
830 op->item_power =
831 get_power_from_ench (op->item_power + num_enchantments); 904 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
832 } 905 }
833 else if (save_item_power) 906 else if (save_item_power)
834 { 907 {
835 /* restore the item_power field to the object if we haven't changed it. 908 /* 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 909 * we don't care about num_enchantments - that will basically just
844 * was never previously calculated. Let's compute a value and see if 917 * 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 918 * it is non-zero. If it indeed is, then assign it as the new
846 * item_power value. 919 * item_power value.
847 * - gros, 21th of July 2006. 920 * - gros, 21th of July 2006.
848 */ 921 */
849 op->item_power = calc_item_power(op,0); 922 op->item_power = calc_item_power (op, 0);
850 save_item_power = op->item_power; /* Just in case it would get used 923 save_item_power = op->item_power; /* Just in case it would get used
851 * again below */ 924 * again below */
852 } 925 }
853 } 926 }
854 927
855 /* materialtype modifications. Note we allow this on artifacts. */ 928 /* materialtype modifications. Note we allow this on artifacts. */
856 set_materialname (op, difficulty, NULL); 929 set_materialname (op, difficulty, NULL);
869 } 942 }
870 } 943 }
871 else if (!op->title) /* Only modify object if not special */ 944 else if (!op->title) /* Only modify object if not special */
872 switch (op->type) 945 switch (op->type)
873 { 946 {
874 case WEAPON: 947 case WEAPON:
875 case ARMOUR: 948 case ARMOUR:
876 case SHIELD: 949 case SHIELD:
877 case HELMET: 950 case HELMET:
878 case CLOAK: 951 case CLOAK:
879 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
880 set_ring_bonus (op, -DICE2); 953 set_ring_bonus (op, -DICE2);
881 break; 954 break;
882 955
883 case BRACERS: 956 case BRACERS:
884 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
958 {
959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
960 if (!QUERY_FLAG (op, FLAG_CURSED))
961 op->value *= 3;
962 }
963 break;
964
965 case POTION:
885 { 966 {
967 int too_many_tries = 0, is_special = 0;
968
969 /* Handle healing and magic power potions */
970 if (op->stats.sp && !op->randomitems)
971 {
972 object *tmp;
973
974 tmp = get_archetype (spell_mapping[op->stats.sp]);
975 insert_ob_in_ob (tmp, op);
976 op->stats.sp = 0;
977 }
978
979 while (!(is_special = special_potion (op)) && !op->inv)
980 {
981 generate_artifact (op, difficulty);
982 if (too_many_tries++ > 10)
983 break;
984 }
985
986 /* don't want to change value for healing/magic power potions,
987 * since the value set on those is already correct.
988 */
989 if (op->inv && op->randomitems)
990 {
991 /* value multiplier is same as for scrolls */
992 op->value = (op->value * op->inv->value);
993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
994 }
995 else
996 {
997 op->name = "potion";
998 op->name_pl = "potions";
999 }
1000
1001 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1002 SET_FLAG (op, FLAG_CURSED);
1003 break;
1004 }
1005
1006 case AMULET:
1007 if (op->arch == amulet_arch)
1008 op->value *= 5; /* Since it's not just decoration */
1009
1010 case RING:
1011 if (op->arch == NULL)
1012 {
1013 op->destroy ();
1014 op = 0;
1015 break;
1016 }
1017
1018 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1019 break;
1020
1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1022 SET_FLAG (op, FLAG_CURSED);
1023
886 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1024 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
887 if (!QUERY_FLAG (op, FLAG_CURSED))
888 op->value *= 3;
889 }
890 break;
891 1025
892 case POTION: 1026 if (op->type != RING) /* Amulets have only one ability */
893 {
894 int too_many_tries = 0, is_special = 0;
895
896 /* Handle healing and magic power potions */
897 if (op->stats.sp && !op->randomitems)
898 {
899 object *tmp;
900
901 tmp = get_archetype (spell_mapping[op->stats.sp]);
902 insert_ob_in_ob (tmp, op);
903 op->stats.sp = 0;
904 }
905
906 while (!(is_special = special_potion (op)) && !op->inv)
907 {
908 generate_artifact (op, difficulty);
909 if (too_many_tries++ > 10)
910 break; 1027 break;
911 }
912 1028
913 /* don't want to change value for healing/magic power potions, 1029 if (!(rndm (4)))
914 * since the value set on those is already correct.
915 */
916 if (op->inv && op->randomitems)
917 { 1030 {
918 /* value multiplier is same as for scrolls */ 1031 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
919 op->value = (op->value * op->inv->value); 1032
920 op->level = 1033 if (d > 0)
921 op->inv->level / 2 + RANDOM () % difficulty 1034 op->value *= 3;
922 + RANDOM () % difficulty; 1035
1036 set_ring_bonus (op, d);
1037
1038 if (!(rndm (4)))
1039 {
1040 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1041
1042 if (d > 0)
1043 op->value *= 5;
1044 set_ring_bonus (op, d);
1045 }
923 } 1046 }
924 else
925 {
926 FREE_AND_COPY (op->name, "potion");
927 FREE_AND_COPY (op->name_pl, "potions");
928 }
929 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
930 SET_FLAG (op, FLAG_CURSED);
931 break;
932 }
933 1047
934 case AMULET: 1048 if (GET_ANIM_ID (op))
935 if (op->arch == amulet_arch) 1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
936 op->value *= 5; /* Since it's not just decoration */
937 1050
938 case RING:
939 if (op->arch == NULL)
940 {
941 remove_ob (op);
942 free_object (op);
943 op = NULL;
944 break; 1051 break;
1052
1053 case BOOK:
1054 /* Is it an empty book?, if yes lets make a special·
1055 * msg for it, and tailor its properties based on the·
1056 * creator and/or map level we found it on.
945 } 1057 */
946 1058 if (!op->msg && rndm (10))
947 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
948 break;
949
950 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
951 SET_FLAG (op, FLAG_CURSED);
952
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
954
955 if (op->type != RING) /* Amulets have only one ability */
956 break;
957
958 if (!(RANDOM () % 4))
959 {
960 int d = (RANDOM () % 2
961 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
962
963 if (d > 0)
964 op->value *= 3;
965
966 set_ring_bonus (op, d);
967
968 if (!(RANDOM () % 4))
969 { 1059 {
970 int d = (RANDOM () % 3 1060 /* set the book level properly */
971 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
972 if (d > 0) 1062 {
973 op->value *= 5; 1063 if (op->map && op->map->difficulty)
974 set_ring_bonus (op, d); 1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1065 else
1066 op->level = rndm (20) + 1;
1067 }
1068 else
1069 op->level = rndm (creator->level);
1070
1071 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1072 /* books w/ info are worth more! */
1073 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1074 /* creator related stuff */
1075
1076 /* for library, chained books. Note that some monsters have no_pick
1077 * set - we don't want to set no pick in that case.
1078 */
1079 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1080 SET_FLAG (op, FLAG_NO_PICK);
1081 if (creator->slaying && !op->slaying) /* for check_inv floors */
1082 op->slaying = creator->slaying;
1083
1084 /* add exp so reading it gives xp (once) */
1085 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
975 } 1086 }
976 }
977
978 if (GET_ANIM_ID (op))
979 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
980
981 break; 1087 break;
982 1088
983 case BOOK: 1089 case SPELLBOOK:
984 /* Is it an empty book?, if yes lets make a special· 1090 op->value = op->value * op->inv->value;
985 * msg for it, and tailor its properties based on the· 1091 /* add exp so learning gives xp */
986 * creator and/or map level we found it on. 1092 op->level = op->inv->level;
1093 op->stats.exp = op->value;
1094 break;
1095
1096 case WAND:
1097 /* nrof in the treasure list is number of charges,
1098 * not number of wands. So copy that into food (charges),
1099 * and reset nrof.
987 */ 1100 */
988 if (!op->msg && RANDOM () % 10) 1101 op->stats.food = op->inv->nrof;
1102 op->nrof = 1;
1103 /* If the spell changes by level, choose a random level
1104 * for it, and adjust price. If the spell doesn't
1105 * change by level, just set the wand to the level of
1106 * the spell, and value calculation is simpler.
989 { 1107 */
990 /* set the book level properly */ 1108 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
991 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
992 { 1109 {
993 if (op->map && op->map->difficulty) 1110 op->level = level_for_item (op, difficulty);
994 op->level = 1111 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
995 RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
996 else
997 op->level = RANDOM () % 20 + 1;
998 } 1112 }
999 else 1113 else
1000 op->level = RANDOM () % creator->level; 1114 {
1001
1002 tailor_readable_ob (op,
1003 (creator
1004 && creator->stats.sp) ? creator->stats.
1005 sp : -1);
1006 /* books w/ info are worth more! */
1007 op->value *=
1008 ((op->level >
1009 10 ? op->level : (op->level + 1115 op->level = op->inv->level;
1010 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1116 op->value = op->value * op->inv->value;
1011 /* creator related stuff */ 1117 }
1118 break;
1012 1119
1013 /* for library, chained books. Note that some monsters have no_pick 1120 case ROD:
1014 * set - we don't want to set no pick in that case. 1121 op->level = level_for_item (op, difficulty);
1122 /* Add 50 to both level an divisor to keep prices a little more
1123 * reasonable. Otherwise, a high level version of a low level
1124 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1125 * 10 time multiplier). This way, the value are a bit more reasonable.
1015 */ 1126 */
1016 if (QUERY_FLAG (creator, FLAG_NO_PICK) && 1127 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1017 !QUERY_FLAG (creator, FLAG_MONSTER)) 1128 /* maxhp is used to denote how many 'charges' the rod holds before */
1018 SET_FLAG (op, FLAG_NO_PICK);
1019 if (creator->slaying && !op->slaying) /* for check_inv floors */
1020 op->slaying = add_string (creator->slaying);
1021
1022 /* add exp so reading it gives xp (once) */
1023 op->stats.exp = 1129 if (op->stats.maxhp)
1024 op->value > 10000 ? op->value / 5 : op->value / 10; 1130 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1025 } 1131 else
1132 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1133
1134 op->stats.hp = op->stats.maxhp;
1026 break; 1135 break;
1027 1136
1028 case SPELLBOOK: 1137 case SCROLL:
1029 op->value = op->value * op->inv->value;
1030 /* add exp so learning gives xp */
1031 op->level = op->inv->level;
1032 op->stats.exp = op->value;
1033 break;
1034
1035 case WAND:
1036 /* nrof in the treasure list is number of charges,
1037 * not number of wands. So copy that into food (charges),
1038 * and reset nrof.
1039 */
1040 op->stats.food = op->inv->nrof;
1041 op->nrof = 1;
1042 /* If the spell changes by level, choose a random level
1043 * for it, and adjust price. If the spell doesn't
1044 * change by level, just set the wand to the level of
1045 * the spell, and value calculation is simpler.
1046 */
1047 if (op->inv->duration_modifier || op->inv->dam_modifier ||
1048 op->inv->range_modifier)
1049 {
1050 op->level = level_for_item (op, difficulty); 1138 op->level = level_for_item (op, difficulty);
1051 op->value = op->value * op->inv->value * (op->level + 50) /
1052 (op->inv->level + 50);
1053 }
1054 else
1055 {
1056 op->level = op->inv->level;
1057 op->value = op->value * op->inv->value;
1058 }
1059 break;
1060
1061 case ROD:
1062 op->level = level_for_item (op, difficulty);
1063 /* Add 50 to both level an divisor to keep prices a little more
1064 * reasonable. Otherwise, a high level version of a low level
1065 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1066 * 10 time multiplier). This way, the value are a bit more reasonable.
1067 */
1068 op->value =
1069 op->value * op->inv->value * (op->level + 50) / (op->inv->level + 1139 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1070 50);
1071 /* maxhp is used to denote how many 'charges' the rod holds before */
1072 if (op->stats.maxhp)
1073 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1074 else
1075 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1076 1140
1077 op->stats.hp = op->stats.maxhp;
1078 break;
1079
1080 case SCROLL:
1081 op->level = level_for_item (op, difficulty);
1082 op->value =
1083 op->value * op->inv->value
1084 * (op->level + 50) / (op->inv->level + 50);
1085
1086 /* add exp so reading them properly gives xp */ 1141 /* add exp so reading them properly gives xp */
1087 op->stats.exp = op->value / 5; 1142 op->stats.exp = op->value / 5;
1088 op->nrof = op->inv->nrof; 1143 op->nrof = op->inv->nrof;
1089 break; 1144 break;
1090 1145
1091 case RUNE: 1146 case RUNE:
1092 trap_adjust (op, difficulty); 1147 trap_adjust (op, difficulty);
1093 break; 1148 break;
1094 1149
1095 case TRAP: 1150 case TRAP:
1096 trap_adjust (op, difficulty); 1151 trap_adjust (op, difficulty);
1097 break; 1152 break;
1098 } /* switch type */ 1153 } /* switch type */
1099 1154
1100 if (flags & GT_STARTEQUIP) 1155 if (flags & GT_STARTEQUIP)
1101 { 1156 {
1102 if (op->nrof < 2 && op->type != CONTAINER 1157 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); 1158 SET_FLAG (op, FLAG_STARTEQUIP);
1105 else if (op->type != MONEY) 1159 else if (op->type != MONEY)
1106 op->value = 0; 1160 op->value = 0;
1107 } 1161 }
1108 1162
1119 */ 1173 */
1120 1174
1121/* 1175/*
1122 * Allocate and return the pointer to an empty artifactlist structure. 1176 * Allocate and return the pointer to an empty artifactlist structure.
1123 */ 1177 */
1124 1178static artifactlist *
1125static artifactlist *get_empty_artifactlist(void) { 1179get_empty_artifactlist (void)
1180{
1126 artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); 1181 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1182
1127 if(tl==NULL) 1183 if (al == NULL)
1128 fatal(OUT_OF_MEMORY); 1184 fatal (OUT_OF_MEMORY);
1129 tl->next=NULL; 1185 al->next = NULL;
1130 tl->items=NULL; 1186 al->items = NULL;
1131 tl->total_chance=0; 1187 al->total_chance = 0;
1132 return tl; 1188 return al;
1133} 1189}
1134 1190
1135/* 1191/*
1136 * Allocate and return the pointer to an empty artifact structure. 1192 * Allocate and return the pointer to an empty artifact structure.
1137 */ 1193 */
1138 1194static artifact *
1139static artifact *get_empty_artifact(void) { 1195get_empty_artifact (void)
1196{
1140 artifact *t = (artifact *) malloc(sizeof(artifact)); 1197 artifact *a = (artifact *) malloc (sizeof (artifact));
1198
1141 if(t==NULL) 1199 if (a == NULL)
1142 fatal(OUT_OF_MEMORY); 1200 fatal (OUT_OF_MEMORY);
1201
1143 t->item=NULL; 1202 a->item = NULL;
1144 t->next=NULL; 1203 a->next = NULL;
1145 t->chance=0; 1204 a->chance = 0;
1146 t->difficulty=0; 1205 a->difficulty = 0;
1147 t->allowed = NULL; 1206 a->allowed = NULL;
1148 return t; 1207 return a;
1149} 1208}
1150 1209
1151/* 1210/*
1152 * Searches the artifact lists and returns one that has the same type 1211 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1212 * of objects on it.
1154 */ 1213 */
1155 1214artifactlist *
1156artifactlist *find_artifactlist(int type) { 1215find_artifactlist (int type)
1216{
1157 artifactlist *al; 1217 artifactlist *al;
1158 1218
1159 for (al=first_artifactlist; al!=NULL; al=al->next) 1219 for (al = first_artifactlist; al; al = al->next)
1160 if (al->type == type) return al; 1220 if (al->type == type)
1221 return al;
1222
1161 return NULL; 1223 return 0;
1162} 1224}
1163 1225
1164/* 1226/*
1165 * For debugging purposes. Dumps all tables. 1227 * For debugging purposes. Dumps all tables.
1166 */ 1228 */
1167 1229void
1168void dump_artifacts(void) { 1230dump_artifacts (void)
1231{
1169 artifactlist *al; 1232 artifactlist *al;
1170 artifact *art; 1233 artifact *art;
1171 linked_char *next; 1234 linked_char *next;
1172 1235
1173 fprintf(logfile,"\n"); 1236 fprintf (logfile, "\n");
1174 for (al=first_artifactlist; al!=NULL; al=al->next) { 1237 for (al = first_artifactlist; al != NULL; al = al->next)
1238 {
1175 fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1239 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) { 1240 for (art = al->items; art != NULL; art = art->next)
1177 fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n", 1241 {
1178 art->item->name, art->difficulty, art->chance); 1242 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1179 if (art->allowed !=NULL) { 1243 if (art->allowed != NULL)
1244 {
1180 fprintf(logfile,"\tAllowed combinations:"); 1245 fprintf (logfile, "\tallowed combinations:");
1181 for (next=art->allowed; next!=NULL; next=next->next) 1246 for (next = art->allowed; next != NULL; next = next->next)
1182 fprintf(logfile, "%s,", next->name); 1247 fprintf (logfile, "%s,", &next->name);
1183 fprintf(logfile,"\n"); 1248 fprintf (logfile, "\n");
1249 }
1184 } 1250 }
1185 }
1186 } 1251 }
1187 fprintf(logfile,"\n"); 1252 fprintf (logfile, "\n");
1188} 1253}
1189 1254
1190/* 1255/*
1191 * For debugging purposes. Dumps all treasures recursively (see below). 1256 * For debugging purposes. Dumps all treasures recursively (see below).
1192 */ 1257 */
1258void
1193void dump_monster_treasure_rec (const char *name, treasure *t, int depth) 1259dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1194{ 1260{
1195 treasurelist *tl; 1261 treasurelist *tl;
1196 int i; 1262 int i;
1197 1263
1198 if (depth > 100) 1264 if (depth > 100)
1199 return; 1265 return;
1200 while (t != NULL) 1266 while (t)
1201 { 1267 {
1202 if (t->name != NULL) 1268 if (t->name)
1203 { 1269 {
1204 for (i = 0; i < depth; i++) 1270 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " "); 1271 fprintf (logfile, " ");
1206 fprintf (logfile, "{ (list: %s)\n", t->name); 1272 fprintf (logfile, "{ (list: %s)\n", &t->name);
1207 tl = find_treasurelist (t->name); 1273 tl = find_treasurelist (t->name);
1274 if (tl)
1208 dump_monster_treasure_rec (name, tl->items, depth + 2); 1275 dump_monster_treasure_rec (name, tl->items, depth + 2);
1209 for (i = 0; i < depth; i++) 1276 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " "); 1277 fprintf (logfile, " ");
1211 fprintf (logfile, "} (end of list: %s)\n", t->name); 1278 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1212 } 1279 }
1213 else 1280 else
1214 { 1281 {
1215 for (i = 0; i < depth; i++) 1282 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " "); 1283 fprintf (logfile, " ");
1217 if (t->item->clone.type == FLESH) 1284 if (t->item && t->item->clone.type == FLESH)
1218 fprintf (logfile, "%s's %s\n", name, t->item->clone.name); 1285 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1219 else 1286 else
1220 fprintf (logfile, "%s\n", t->item->clone.name); 1287 fprintf (logfile, "%s\n", &t->item->clone.name);
1221 } 1288 }
1289
1222 if (t->next_yes != NULL) 1290 if (t->next_yes)
1223 { 1291 {
1224 for (i = 0; i < depth; i++) 1292 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " "); 1293 fprintf (logfile, " ");
1226 fprintf (logfile, " (if yes)\n"); 1294 fprintf (logfile, " (if yes)\n");
1227 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1295 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1228 } 1296 }
1297
1229 if (t->next_no != NULL) 1298 if (t->next_no)
1230 { 1299 {
1231 for (i = 0; i < depth; i++) 1300 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " "); 1301 fprintf (logfile, " ");
1233 fprintf (logfile, " (if no)\n"); 1302 fprintf (logfile, " (if no)\n");
1234 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1303 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1235 } 1304 }
1305
1236 t = t->next; 1306 t = t->next;
1237 } 1307 }
1238} 1308}
1239 1309
1240/* 1310/*
1241 * For debugging purposes. Dumps all treasures for a given monster. 1311 * For debugging purposes. Dumps all treasures for a given monster.
1242 * Created originally by Raphael Quinet for debugging the alchemy code. 1312 * Created originally by Raphael Quinet for debugging the alchemy code.
1243 */ 1313 */
1244 1314
1315void
1245void dump_monster_treasure (const char *name) 1316dump_monster_treasure (const char *name)
1246{ 1317{
1247 archetype *at; 1318 archetype *at;
1248 int found; 1319 int found;
1249 1320
1250 found = 0; 1321 found = 0;
1251 fprintf (logfile, "\n"); 1322 fprintf (logfile, "\n");
1323
1252 for (at = first_archetype; at != NULL; at = at->next) 1324 for (at = first_archetype; at != NULL; at = at->next)
1253 if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1325 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1254 { 1326 {
1255 fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name, 1327 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1256 at->name);
1257 if (at->clone.randomitems != NULL) 1328 if (at->clone.randomitems != NULL)
1258 dump_monster_treasure_rec (at->clone.name, 1329 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1259 at->clone.randomitems->items, 1);
1260 else 1330 else
1261 fprintf (logfile, "(nothing)\n"); 1331 fprintf (logfile, "(nothing)\n");
1332
1262 fprintf (logfile, "\n"); 1333 fprintf (logfile, "\n");
1263 found++; 1334 found++;
1264 } 1335 }
1336
1265 if (found == 0) 1337 if (found == 0)
1266 fprintf (logfile, "No objects have the name %s!\n\n", name); 1338 fprintf (logfile, "No objects have the name %s!\n\n", name);
1267} 1339}
1268 1340
1269/* 1341/*
1270 * Builds up the lists of artifacts from the file in the libdir. 1342 * Builds up the lists of artifacts from the file in the libdir.
1271 */ 1343 */
1272 1344void
1273void init_artifacts(void) { 1345init_artifacts (void)
1346{
1274 static int has_been_inited=0; 1347 static int has_been_inited = 0;
1275 FILE *fp_; 1348 char filename[MAX_BUF];
1276 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1277 artifact *art=NULL; 1349 artifact *art = NULL;
1278 linked_char *tmp;
1279 int value, comp;
1280 artifactlist *al; 1350 artifactlist *al;
1281 1351
1282 if (has_been_inited) return; 1352 if (has_been_inited)
1353 return;
1354 else
1283 else has_been_inited = 1; 1355 has_been_inited = 1;
1284 1356
1285 sprintf(filename, "%s/artifacts", settings.datadir); 1357 sprintf (filename, "%s/artifacts", settings.datadir);
1286 LOG(llevDebug, "Reading artifacts from %s...",filename); 1358 object_thawer f (filename);
1287 if ((fp_ = open_and_uncompress(filename, 0, &comp)) == NULL) { 1359
1288 LOG(llevError, "Can't open %s.\n", filename); 1360 if (!f)
1289 return; 1361 return;
1290 }
1291 1362
1292 object_thawer fp (fp_); 1363 f.next ();
1293 1364
1294 while (fgets(buf, HUGE_BUF, fp)!=NULL) { 1365 for (;;)
1295 if (*buf=='#') continue;
1296 if((cp=strchr(buf,'\n'))!=NULL)
1297 *cp='\0';
1298 cp=buf;
1299 while(*cp==' ') /* Skip blanks */
1300 cp++;
1301 if (*cp=='\0') continue;
1302 1366 {
1303 if (!strncmp(cp, "Allowed", 7)) { 1367 switch (f.kw)
1368 {
1369 case KW_allowed:
1304 if (art==NULL) { 1370 if (!art)
1371 {
1305 art=get_empty_artifact(); 1372 art = get_empty_artifact ();
1306 nrofartifacts++; 1373 nrofartifacts++;
1307 } 1374 }
1308 cp = strchr(cp,' ') + 1;
1309 if (!strcmp(cp,"all")) continue;
1310 1375
1311 do { 1376 {
1377 if (!strcmp (f.get_str (), "all"))
1378 break;
1379
1380 char *next, *cp = f.get_str ();
1381
1382 do
1383 {
1312 nrofallowedstr++; 1384 nrofallowedstr++;
1385
1313 if ((next=strchr(cp, ','))!=NULL) 1386 if ((next = strchr (cp, ',')))
1314 *(next++) = '\0'; 1387 *next++ = '\0';
1315 tmp = (linked_char*) malloc(sizeof(linked_char)); 1388
1389 linked_char *tmp = new linked_char;
1390
1316 tmp->name = add_string(cp); 1391 tmp->name = cp;
1317 tmp->next = art->allowed; 1392 tmp->next = art->allowed;
1318 art->allowed = tmp; 1393 art->allowed = tmp;
1394 }
1319 } while ((cp=next)!=NULL); 1395 while ((cp = next));
1320 }
1321 else if (sscanf(cp, "chance %d", &value))
1322 art->chance = (uint16) value;
1323 else if (sscanf(cp, "difficulty %d", &value))
1324 art->difficulty = (uint8) value;
1325 else if (!strncmp(cp, "Object",6)) {
1326 art->item = (object *) calloc(1, sizeof(object));
1327 reset_object(art->item);
1328 if (!load_object(fp, art->item,LO_LINEMODE,0))
1329 LOG(llevError,"Init_Artifacts: Could not load object.\n");
1330 art->item->name = add_string((strchr(cp, ' ')+1));
1331 al=find_artifactlist(art->item->type);
1332 if (al==NULL) {
1333 al = get_empty_artifactlist();
1334 al->type = art->item->type;
1335 al->next = first_artifactlist;
1336 first_artifactlist = al;
1337 } 1396 }
1397 break;
1398
1399 case KW_chance:
1400 f.get (art->chance);
1401 break;
1402
1403 case KW_difficulty:
1404 f.get (art->difficulty);
1405 break;
1406
1407 case KW_object:
1408 {
1409 art->item = object::create ();
1410
1411 if (!art->item->parse_kv (f))
1412 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1413
1414 al = find_artifactlist (art->item->type);
1415
1416 if (!al)
1417 {
1418 al = get_empty_artifactlist ();
1419 al->type = art->item->type;
1420 al->next = first_artifactlist;
1421 first_artifactlist = al;
1422 }
1423
1338 art->next = al->items; 1424 art->next = al->items;
1339 al->items = art; 1425 al->items = art;
1340 art = NULL; 1426 art = 0;
1427 }
1428 continue;
1429
1430 case KW_EOF:
1431 goto done;
1432
1433 default:
1434 if (!f.parse_error ("artifacts file"))
1435 cleanup ("artifacts file required");
1436 break;
1437 }
1438
1439 f.next ();
1440 }
1441
1442done:
1443 for (al = first_artifactlist; al; al = al->next)
1444 {
1445 for (art = al->items; art; art = art->next)
1341 } 1446 {
1342 else
1343 LOG(llevError,"Unknown input in artifact file: %s\n", buf);
1344 }
1345
1346 close_and_delete(fp, comp);
1347
1348 for (al=first_artifactlist; al!=NULL; al=al->next) {
1349 for (art=al->items; art!=NULL; art=art->next) {
1350 if (!art->chance) 1447 if (!art->chance)
1351 LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); 1448 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1352 else 1449 else
1353 al->total_chance += art->chance; 1450 al->total_chance += art->chance;
1354 } 1451 }
1355#if 0 1452#if 0
1356 LOG(llevDebug,"Artifact list type %d has %d total chance\n", 1453 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1357 al->type, al->total_chance);
1358#endif 1454#endif
1359 } 1455 }
1360 1456
1361 LOG(llevDebug,"done.\n"); 1457 LOG (llevDebug, "done.\n");
1362} 1458}
1363 1459
1364 1460
1365/* 1461/*
1366 * Used in artifact generation. The bonuses of the first object 1462 * Used in artifact generation. The bonuses of the first object
1367 * is modified by the bonuses of the second object. 1463 * is modified by the bonuses of the second object.
1368 */ 1464 */
1369 1465
1466void
1370void add_abilities(object *op, object *change) { 1467add_abilities (object *op, object *change)
1468{
1371 int i,j, tmp; 1469 int i, tmp;
1372 1470
1373 if (change->face != blank_face) { 1471 if (change->face != blank_face)
1472 {
1374#ifdef TREASURE_VERBOSE 1473#ifdef TREASURE_VERBOSE
1375 LOG(llevDebug, "FACE: %d\n", change->face->number); 1474 LOG (llevDebug, "FACE: %d\n", change->face->number);
1376#endif 1475#endif
1377 op->face = change->face; 1476 op->face = change->face;
1378 } 1477 }
1478
1379 for (i = 0; i < NUM_STATS; i++) 1479 for (i = 0; i < NUM_STATS; i++)
1380 change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); 1480 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1381 1481
1382 op->attacktype |= change->attacktype; 1482 op->attacktype |= change->attacktype;
1383 op->path_attuned |= change->path_attuned; 1483 op->path_attuned |= change->path_attuned;
1384 op->path_repelled |= change->path_repelled; 1484 op->path_repelled |= change->path_repelled;
1385 op->path_denied |= change->path_denied; 1485 op->path_denied |= change->path_denied;
1386 op->move_type |= change->move_type; 1486 op->move_type |= change->move_type;
1387 op->stats.luck += change->stats.luck; 1487 op->stats.luck += change->stats.luck;
1388 1488
1389 if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); 1489 if (QUERY_FLAG (change, FLAG_CURSED))
1390 if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); 1490 SET_FLAG (op, FLAG_CURSED);
1491 if (QUERY_FLAG (change, FLAG_DAMNED))
1492 SET_FLAG (op, FLAG_DAMNED);
1391 if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) 1493 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); 1494 set_abs_magic (op, -op->magic);
1394 1495
1395 if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1496 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1396 if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1497 SET_FLAG (op, FLAG_LIFESAVE);
1397 if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1498 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1398 if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1499 SET_FLAG (op, FLAG_REFL_SPELL);
1399 if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1500 if (QUERY_FLAG (change, FLAG_STEALTH))
1400 if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1501 SET_FLAG (op, FLAG_STEALTH);
1401 if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1502 if (QUERY_FLAG (change, FLAG_XRAYS))
1402 if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); 1503 SET_FLAG (op, FLAG_XRAYS);
1504 if (QUERY_FLAG (change, FLAG_BLIND))
1505 SET_FLAG (op, FLAG_BLIND);
1506 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1507 SET_FLAG (op, FLAG_SEE_IN_DARK);
1508 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1509 SET_FLAG (op, FLAG_REFL_MISSILE);
1510 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1511 SET_FLAG (op, FLAG_MAKE_INVIS);
1403 1512
1404 if (QUERY_FLAG(change,FLAG_STAND_STILL)) { 1513 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1514 {
1405 CLEAR_FLAG(op,FLAG_ANIMATE); 1515 CLEAR_FLAG (op, FLAG_ANIMATE);
1406 /* so artifacts will join */ 1516 /* so artifacts will join */
1407 if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; 1517 if (!QUERY_FLAG (op, FLAG_ALIVE))
1408 update_ob_speed(op); 1518 op->speed = 0.0;
1519
1520 op->set_speed (op->speed);
1409 } 1521 }
1410 if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; 1522
1523 if (change->nrof)
1524 op->nrof = rndm (change->nrof) + 1;
1525
1411 op->stats.exp += change->stats.exp; /* Speed modifier */ 1526 op->stats.exp += change->stats.exp; /* Speed modifier */
1412 op->stats.wc += change->stats.wc; 1527 op->stats.wc += change->stats.wc;
1413 op->stats.ac += change->stats.ac; 1528 op->stats.ac += change->stats.ac;
1414 1529
1415 if (change->other_arch) { 1530 if (change->other_arch)
1531 {
1416 /* Basically, for horns & potions, the other_arch field is the spell 1532 /* 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 1533 * to cast. So convert that to into a spell and put it into
1418 * this object. 1534 * this object.
1419 */ 1535 */
1420 if (op->type == HORN || op->type == POTION) { 1536 if (op->type == HORN || op->type == POTION)
1537 {
1421 object *tmp_obj; 1538 object *tmp_obj;
1539
1422 /* Remove any spells this object currently has in it */ 1540 /* Remove any spells this object currently has in it */
1423 while (op->inv) { 1541 while (op->inv)
1424 tmp_obj = op->inv; 1542 op->inv->destroy ();
1425 remove_ob(tmp_obj); 1543
1426 free_object(tmp_obj); 1544 tmp_obj = arch_to_object (change->other_arch);
1545 insert_ob_in_ob (tmp_obj, op);
1546 }
1547 /* No harm setting this for potions/horns */
1548 op->other_arch = change->other_arch;
1549 }
1550
1551 if (change->stats.hp < 0)
1552 op->stats.hp = -change->stats.hp;
1553 else
1554 op->stats.hp += change->stats.hp;
1555
1556 if (change->stats.maxhp < 0)
1557 op->stats.maxhp = -change->stats.maxhp;
1558 else
1559 op->stats.maxhp += change->stats.maxhp;
1560
1561 if (change->stats.sp < 0)
1562 op->stats.sp = -change->stats.sp;
1563 else
1564 op->stats.sp += change->stats.sp;
1565
1566 if (change->stats.maxsp < 0)
1567 op->stats.maxsp = -change->stats.maxsp;
1568 else
1569 op->stats.maxsp += change->stats.maxsp;
1570
1571 if (change->stats.food < 0)
1572 op->stats.food = -(change->stats.food);
1573 else
1574 op->stats.food += change->stats.food;
1575
1576 if (change->level < 0)
1577 op->level = -(change->level);
1578 else
1579 op->level += change->level;
1580
1581 if (change->gen_sp_armour < 0)
1582 op->gen_sp_armour = -(change->gen_sp_armour);
1583 else
1584 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1585
1586 op->item_power = change->item_power;
1587
1588 for (i = 0; i < NROFATTACKS; i++)
1589 if (change->resist[i])
1590 op->resist[i] += change->resist[i];
1591
1592 if (change->stats.dam)
1593 {
1594 if (change->stats.dam < 0)
1595 op->stats.dam = (-change->stats.dam);
1596 else if (op->stats.dam)
1597 {
1598 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1599 if (tmp == op->stats.dam)
1600 {
1601 if (change->stats.dam < 10)
1602 op->stats.dam--;
1603 else
1604 op->stats.dam++;
1427 } 1605 }
1428 tmp_obj = arch_to_object(change->other_arch); 1606 else
1429 insert_ob_in_ob(tmp_obj, op); 1607 op->stats.dam = tmp;
1430 } 1608 }
1431 /* No harm setting this for potions/horns */ 1609 }
1432 op->other_arch = change->other_arch; 1610
1611 if (change->weight)
1433 } 1612 {
1434
1435 if (change->stats.hp < 0) 1613 if (change->weight < 0)
1436 op->stats.hp = -change->stats.hp; 1614 op->weight = (-change->weight);
1437 else 1615 else
1438 op->stats.hp += change->stats.hp; 1616 op->weight = (op->weight * (change->weight)) / 100;
1617 }
1618
1619 if (change->last_sp)
1620 {
1439 if (change->stats.maxhp < 0) 1621 if (change->last_sp < 0)
1440 op->stats.maxhp = -change->stats.maxhp; 1622 op->last_sp = (-change->last_sp);
1441 else 1623 else
1442 op->stats.maxhp += change->stats.maxhp; 1624 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1443 if (change->stats.sp < 0) 1625 }
1444 op->stats.sp = -change->stats.sp;
1445 else
1446 op->stats.sp += change->stats.sp;
1447 if (change->stats.maxsp < 0)
1448 op->stats.maxsp = -change->stats.maxsp;
1449 else
1450 op->stats.maxsp += change->stats.maxsp;
1451 if (change->stats.food < 0)
1452 op->stats.food = -(change->stats.food);
1453 else
1454 op->stats.food += change->stats.food;
1455 if (change->level < 0)
1456 op->level = -(change->level);
1457 else
1458 op->level += change->level;
1459 1626
1627 if (change->gen_sp_armour)
1628 {
1460 if (change->gen_sp_armour < 0) 1629 if (change->gen_sp_armour < 0)
1461 op->gen_sp_armour = -(change->gen_sp_armour); 1630 op->gen_sp_armour = (-change->gen_sp_armour);
1462 else
1463 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1464
1465 op->item_power = change->item_power;
1466
1467 for (i=0; i<NROFATTACKS; i++) {
1468 if (change->resist[i]) {
1469 op->resist[i] += change->resist[i];
1470 }
1471 }
1472 if (change->stats.dam) {
1473 if (change->stats.dam < 0)
1474 op->stats.dam = (-change->stats.dam);
1475 else if (op->stats.dam) {
1476 tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10);
1477 if (tmp == op->stats.dam) {
1478 if (change->stats.dam < 10)
1479 op->stats.dam--;
1480 else
1481 op->stats.dam++;
1482 }
1483 else
1484 op->stats.dam = tmp;
1485 }
1486 }
1487 if (change->weight) {
1488 if (change->weight < 0)
1489 op->weight = (-change->weight);
1490 else 1631 else
1491 op->weight = (op->weight * (change->weight)) / 100;
1492 }
1493 if (change->last_sp) {
1494 if (change->last_sp < 0)
1495 op->last_sp = (-change->last_sp);
1496 else
1497 op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100);
1498 }
1499 if (change->gen_sp_armour) {
1500 if (change->gen_sp_armour < 0)
1501 op->gen_sp_armour = (-change->gen_sp_armour);
1502 else
1503 op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) 1632 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1504 / (int)100);
1505 } 1633 }
1634
1506 op->value *= change->value; 1635 op->value *= change->value;
1507 1636
1508 if(change->material) op->material = change->material; 1637 if (change->materials)
1638 op->materials = change->materials;
1509 1639
1510 if (change->materialname) { 1640 if (change->materialname)
1511 if (op->materialname)
1512 free_string(op->materialname);
1513 op->materialname = add_refcount(change->materialname); 1641 op->materialname = change->materialname;
1514 }
1515 1642
1516 if (change->slaying) { 1643 if (change->slaying)
1517 if (op->slaying)
1518 free_string(op->slaying);
1519 op->slaying = add_refcount(change->slaying); 1644 op->slaying = change->slaying;
1520 } 1645
1521 if (change->race) { 1646 if (change->race)
1522 if (op->race)
1523 free_string(op->race);
1524 op->race = add_refcount(change->race); 1647 op->race = change->race;
1525 } 1648
1526 if (change->msg) { 1649 if (change->msg)
1527 if (op->msg) 1650 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} 1651}
1585 1652
1653static int
1586static int legal_artifact_combination(object *op, artifact *art) { 1654legal_artifact_combination (object *op, artifact * art)
1655{
1587 int neg, success = 0; 1656 int neg, success = 0;
1588 linked_char *tmp; 1657 linked_char *tmp;
1589 const char *name; 1658 const char *name;
1590 1659
1591 if (art->allowed == (linked_char *) NULL) 1660 if (art->allowed == (linked_char *) NULL)
1592 return 1; /* Ie, "all" */ 1661 return 1; /* Ie, "all" */
1593 for (tmp = art->allowed; tmp; tmp = tmp->next) { 1662 for (tmp = art->allowed; tmp; tmp = tmp->next)
1663 {
1594#ifdef TREASURE_VERBOSE 1664#ifdef TREASURE_VERBOSE
1595 LOG(llevDebug, "legal_art: %s\n", tmp->name); 1665 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1596#endif 1666#endif
1597 if (*tmp->name == '!') 1667 if (*tmp->name == '!')
1598 name = tmp->name + 1, neg = 1; 1668 name = tmp->name + 1, neg = 1;
1599 else 1669 else
1600 name = tmp->name, neg = 0; 1670 name = tmp->name, neg = 0;
1601 1671
1602 /* If we match name, then return the opposite of 'neg' */ 1672 /* If we match name, then return the opposite of 'neg' */
1603 if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) 1673 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1604 return !neg; 1674 return !neg;
1605 1675
1606 /* Set success as true, since if the match was an inverse, it means 1676 /* Set success as true, since if the match was an inverse, it means
1607 * everything is allowed except what we match 1677 * everything is allowed except what we match
1608 */ 1678 */
1609 else if (neg) 1679 else if (neg)
1610 success = 1; 1680 success = 1;
1611 } 1681 }
1612 return success; 1682 return success;
1613} 1683}
1614 1684
1615/* 1685/*
1616 * Fixes the given object, giving it the abilities and titles 1686 * Fixes the given object, giving it the abilities and titles
1617 * it should have due to the second artifact-template. 1687 * it should have due to the second artifact-template.
1618 */ 1688 */
1619 1689
1690void
1620void give_artifact_abilities(object *op, object *artifct) { 1691give_artifact_abilities (object *op, object *artifct)
1692{
1621 char new_name[MAX_BUF]; 1693 char new_name[MAX_BUF];
1622 1694
1623 sprintf(new_name, "of %s", artifct->name); 1695 sprintf (new_name, "of %s", &artifct->name);
1624 if (op->title)
1625 free_string(op->title);
1626 op->title = add_string(new_name); 1696 op->title = new_name;
1627 add_abilities(op, artifct); /* Give out the bonuses */ 1697 add_abilities (op, artifct); /* Give out the bonuses */
1628 1698
1629#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1699#if 0 /* Bit verbose, but keep it here until next time I need it... */
1630 { 1700 {
1631 char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); 1701 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1702
1632 SET_FLAG(op, FLAG_IDENTIFIED); 1703 SET_FLAG (op, FLAG_IDENTIFIED);
1633 LOG(llevDebug, "Generated artifact %s %s [%s]\n", 1704 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) 1705 if (!identified)
1636 CLEAR_FLAG(op, FLAG_IDENTIFIED); 1706 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1637 } 1707 }
1638#endif 1708#endif
1639 return; 1709 return;
1640} 1710}
1641 1711
1648 */ 1718 */
1649 1719
1650/* Give 1 re-roll attempt per artifact */ 1720/* Give 1 re-roll attempt per artifact */
1651#define ARTIFACT_TRIES 2 1721#define ARTIFACT_TRIES 2
1652 1722
1723void
1653void generate_artifact(object *op, int difficulty) { 1724generate_artifact (object *op, int difficulty)
1725{
1654 artifactlist *al; 1726 artifactlist *al;
1655 artifact *art; 1727 artifact *art;
1656 int i; 1728 int i;
1657 1729
1658 al = find_artifactlist(op->type); 1730 al = find_artifactlist (op->type);
1659 1731
1660 if (al==NULL) { 1732 if (al == NULL)
1733 {
1661#if 0 /* This is too verbose, usually */ 1734#if 0 /* This is too verbose, usually */
1662 LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1735 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 1736#endif
1680 return; 1737 return;
1681 } 1738 }
1739
1740 for (i = 0; i < ARTIFACT_TRIES; i++)
1741 {
1742 int roll = rndm (al->total_chance);
1743
1744 for (art = al->items; art; art = art->next)
1745 {
1746 roll -= art->chance;
1747 if (roll < 0)
1748 break;
1749 }
1750
1751 if (art == NULL || roll >= 0)
1752 {
1753#if 1
1754 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1755#endif
1756 return;
1757 }
1682 if (!strcmp(art->item->name,"NONE")) 1758 if (!strcmp (art->item->name, "NONE"))
1683 return; 1759 return;
1684 if (FABS(op->magic) < art->item->magic) 1760 if (FABS (op->magic) < art->item->magic)
1685 continue; /* Not magic enough to be this item */ 1761 continue; /* Not magic enough to be this item */
1686 1762
1687 /* Map difficulty not high enough */ 1763 /* Map difficulty not high enough */
1688 if (difficulty<art->difficulty) 1764 if (difficulty < art->difficulty)
1689 continue; 1765 continue;
1690 1766
1691 if (!legal_artifact_combination(op, art)) { 1767 if (!legal_artifact_combination (op, art))
1768 {
1692#ifdef TREASURE_VERBOSE 1769#ifdef TREASURE_VERBOSE
1693 LOG(llevDebug, "%s of %s was not a legal combination.\n", 1770 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1694 op->name, art->item->name);
1695#endif 1771#endif
1696 continue; 1772 continue;
1697 } 1773 }
1698 give_artifact_abilities(op, art->item); 1774 give_artifact_abilities (op, art->item);
1699 return; 1775 return;
1700 } 1776 }
1701} 1777}
1702 1778
1703/* fix_flesh_item() - objects of type FLESH are similar to type 1779/* fix_flesh_item() - objects of type FLESH are similar to type
1704 * FOOD, except they inherit properties (name, food value, etc). 1780 * FOOD, except they inherit properties (name, food value, etc).
1705 * based on the original owner (or 'donor' if you like). -b.t. 1781 * based on the original owner (or 'donor' if you like). -b.t.
1706 */ 1782 */
1707 1783
1784void
1708void fix_flesh_item(object *item, object *donor) { 1785fix_flesh_item (object *item, object *donor)
1786{
1709 char tmpbuf[MAX_BUF]; 1787 char tmpbuf[MAX_BUF];
1710 int i; 1788 int i;
1711 1789
1712 if(item->type==FLESH && donor) { 1790 if (item->type == FLESH && donor)
1791 {
1713 /* change the name */ 1792 /* change the name */
1714 sprintf(tmpbuf,"%s's %s",donor->name,item->name); 1793 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1715 FREE_AND_COPY(item->name, tmpbuf); 1794 item->name = tmpbuf;
1716 sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); 1795 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1717 FREE_AND_COPY(item->name_pl, tmpbuf); 1796 item->name_pl = tmpbuf;
1718 1797
1719 /* weight is FLESH weight/100 * donor */ 1798 /* weight is FLESH weight/100 * donor */
1720 if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) 1799 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1721 item->weight=1; 1800 item->weight = 1;
1722 1801
1723 /* value is multiplied by level of donor */ 1802 /* value is multiplied by level of donor */
1724 item->value *= isqrt(donor->level*2); 1803 item->value *= isqrt (donor->level * 2);
1725 1804
1726 /* food value */ 1805 /* food value */
1727 item->stats.food += (donor->stats.hp/100) + donor->stats.Con; 1806 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1728 1807
1729 /* flesh items inherit some abilities of donor, but not 1808 /* flesh items inherit some abilities of donor, but not
1730 * full effect. 1809 * full effect.
1731 */ 1810 */
1732 for (i=0; i<NROFATTACKS; i++) 1811 for (i = 0; i < NROFATTACKS; i++)
1733 item->resist[i] = donor->resist[i]/2; 1812 item->resist[i] = donor->resist[i] / 2;
1734 1813
1735 /* item inherits donor's level (important for quezals) */ 1814 /* item inherits donor's level (important for quezals) */
1736 item->level = donor->level; 1815 item->level = donor->level;
1737 1816
1738 /* if donor has some attacktypes, the flesh is poisonous */ 1817 /* if donor has some attacktypes, the flesh is poisonous */
1739 if(donor->attacktype&AT_POISON) 1818 if (donor->attacktype & AT_POISON)
1740 item->type=POISON; 1819 item->type = POISON;
1741 if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; 1820 if (donor->attacktype & AT_ACID)
1821 item->stats.hp = -1 * item->stats.food;
1742 SET_FLAG(item,FLAG_NO_STEAL); 1822 SET_FLAG (item, FLAG_NO_STEAL);
1743 } 1823 }
1744} 1824}
1745 1825
1746/* special_potion() - so that old potion code is still done right. */ 1826/* special_potion() - so that old potion code is still done right. */
1747 1827
1828int
1748int special_potion (object *op) { 1829special_potion (object *op)
1749 1830{
1750 int i;
1751
1752 if(op->attacktype) return 1; 1831 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; 1832 return 1;
1761}
1762 1833
1834 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1835 return 1;
1836
1837 for (int i = 0; i < NROFATTACKS; i++)
1838 if (op->resist[i])
1839 return 1;
1840
1841 return 0;
1842}
1843
1844void
1763void free_treasurestruct(treasure *t) 1845free_treasurestruct (treasure *t)
1764{ 1846{
1847 if (t->next)
1765 if (t->next) free_treasurestruct(t->next); 1848 free_treasurestruct (t->next);
1849 if (t->next_yes)
1766 if (t->next_yes) free_treasurestruct(t->next_yes); 1850 free_treasurestruct (t->next_yes);
1851 if (t->next_no)
1767 if (t->next_no) free_treasurestruct(t->next_no); 1852 free_treasurestruct (t->next_no);
1768 free(t);
1769}
1770 1853
1854 delete t;
1855}
1856
1857void
1771void free_charlinks(linked_char *lc) 1858free_charlinks (linked_char *lc)
1772{ 1859{
1860 if (lc->next)
1773 if (lc->next) free_charlinks(lc->next); 1861 free_charlinks (lc->next);
1774 free(lc);
1775}
1776 1862
1863 delete lc;
1864}
1865
1866void
1777void free_artifact(artifact *at) 1867free_artifact (artifact * at)
1778{ 1868{
1779 1869 if (at->next)
1780 if (at->next) free_artifact(at->next); 1870 free_artifact (at->next);
1871
1872 if (at->allowed)
1781 if (at->allowed) free_charlinks(at->allowed); 1873 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 1874
1875 at->item->destroy (1);
1876
1877 delete at;
1878}
1879
1880void
1792void free_artifactlist(artifactlist *al) 1881free_artifactlist (artifactlist * al)
1793{ 1882{
1794 artifactlist *nextal; 1883 artifactlist *nextal;
1884
1795 for (al=first_artifactlist; al!=NULL; al=nextal) { 1885 for (al = first_artifactlist; al; al = nextal)
1886 {
1796 nextal=al->next; 1887 nextal = al->next;
1888
1797 if (al->items) { 1889 if (al->items)
1798 free_artifact(al->items); 1890 free_artifact (al->items);
1799 } 1891
1800 free(al); 1892 free (al);
1801 } 1893 }
1802} 1894}
1803 1895
1896void
1804void free_all_treasures(void) { 1897free_all_treasures (void)
1898{
1805treasurelist *tl, *next; 1899 treasurelist *tl, *next;
1806 1900
1807 1901
1808 for (tl=first_treasurelist; tl!=NULL; tl=next) { 1902 for (tl = first_treasurelist; tl != NULL; tl = next)
1903 {
1809 next=tl->next; 1904 next = tl->next;
1810 if (tl->name) free_string(tl->name); 1905 if (tl->items)
1811 if (tl->items) free_treasurestruct(tl->items); 1906 free_treasurestruct (tl->items);
1812 free(tl); 1907 delete tl;
1813 } 1908 }
1814 free_artifactlist(first_artifactlist); 1909 free_artifactlist (first_artifactlist);
1815} 1910}

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