ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
(Generate patch)

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.4 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.43 by root, Mon Apr 16 11:09:30 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
30#define ALLOWED_COMBINATION
31 24
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
35 * left on 28 * left on
36 */ 29 */
37#define TREASURE_DEBUG 30#define TREASURE_DEBUG
38 31
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
33
40/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
41 35
42#include <global.h> 36#include <global.h>
43#include <treasure.h> 37#include <treasure.h>
44#include <funcpoint.h> 38#include <funcpoint.h>
45#include <loader.h> 39#include <loader.h>
46 40
47
48static void change_treasure(treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 41extern char *spell_mapping[];
50 42
43static treasurelist *first_treasurelist;
44
45static void change_treasure (treasure *t, object *op); /* overrule default values */
46
47typedef std::tr1::unordered_map<
48 const char *,
49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
55
56static tl_map_t tl_map;
57
51/* 58/*
52 * Initialize global archtype pointers: 59 * Initialize global archtype pointers:
53 */ 60 */
54 61void
55void init_archetype_pointers() { 62init_archetype_pointers ()
63{
56 int prev_warn = warn_archetypes; 64 int prev_warn = warn_archetypes;
65
57 warn_archetypes = 1; 66 warn_archetypes = 1;
67
58 if (ring_arch == NULL) 68 if (ring_arch == NULL)
59 ring_arch = find_archetype("ring"); 69 ring_arch = archetype::find ("ring");
60 if (amulet_arch == NULL) 70 if (amulet_arch == NULL)
61 amulet_arch = find_archetype("amulet"); 71 amulet_arch = archetype::find ("amulet");
62 if (staff_arch == NULL) 72 if (staff_arch == NULL)
63 staff_arch = find_archetype("staff"); 73 staff_arch = archetype::find ("staff");
64 if (crown_arch == NULL) 74 if (crown_arch == NULL)
65 crown_arch = find_archetype("crown"); 75 crown_arch = archetype::find ("crown");
76
66 warn_archetypes = prev_warn; 77 warn_archetypes = prev_warn;
67} 78}
68 79
69/* 80/*
70 * Allocate and return the pointer to an empty treasurelist structure. 81 * Searches for the given treasurelist in the globally linked list
82 * of treasurelists which has been built by load_treasures().
71 */ 83 */
84treasurelist *
85treasurelist::find (const char *name)
86{
87 if (!name)
88 return 0;
72 89
73static treasurelist *get_empty_treasurelist(void) { 90 AUTODECL (i, tl_map.find (name));
74 treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); 91
75 if(tl==NULL) 92 if (i == tl_map.end ())
76 fatal(OUT_OF_MEMORY); 93 return 0;
77 memset(tl, 0, sizeof(treasurelist)); 94
95 return i->second;
96}
97
98/*
99 * Searches for the given treasurelist in the globally linked list
100 * of treasurelists which has been built by load_treasures().
101 */
102treasurelist *
103treasurelist::get (const char *name)
104{
105 treasurelist *tl = find (name);
106
107 if (!tl)
108 {
109 tl = new treasurelist;
110
111 tl->name = name;
112 tl->next = first_treasurelist;
113 first_treasurelist = tl;
114
115 tl_map.insert (std::make_pair (tl->name, tl));
116 }
117
78 return tl; 118 return tl;
79} 119}
80 120
81/* 121//TODO: class method
82 * Allocate and return the pointer to an empty treasure structure. 122void
83 */ 123clear (treasurelist *tl)
84 124{
85static treasure *get_empty_treasure(void) { 125 if (tl->items)
86 treasure *t = (treasure *) calloc(1,sizeof(treasure)); 126 {
87 if(t==NULL) 127 free_treasurestruct (tl->items);
88 fatal(OUT_OF_MEMORY); 128 tl->items = 0;
89 t->item=NULL; 129 }
90 t->name=NULL;
91 t->next=NULL;
92 t->next_yes=NULL;
93 t->next_no=NULL;
94 t->chance=100;
95 t->magic=0;
96 t->nrof=0;
97 return t;
98} 130}
99 131
100/* 132/*
101 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
102 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
103 */ 135 */
104 136static treasure *
105static treasure *load_treasure(FILE *fp, int *line) { 137load_treasure (object_thawer &f)
106 char buf[MAX_BUF], *cp, variable[MAX_BUF]; 138{
107 treasure *t=get_empty_treasure(); 139 treasure *t = new treasure;
108 int value; 140 int value;
109 141
110 nroftreasures++; 142 nroftreasures++;
111 while(fgets(buf,MAX_BUF,fp)!=NULL) {
112 (*line)++;
113 143
114 if(*buf=='#') 144 for (;;)
115 continue; 145 {
116 if((cp=strchr(buf,'\n'))!=NULL) 146 coroapi::cede_every (10);
117 *cp='\0';
118 cp=buf;
119 while(isspace(*cp)) /* Skip blanks */
120 cp++;
121 147
122 if(sscanf(cp,"arch %s",variable)) { 148 f.next ();
123 if((t->item=find_archetype(variable))==NULL) 149
124 LOG(llevError,"Treasure lacks archetype: %s\n",variable); 150 switch (f.kw)
125 } else if (sscanf(cp, "list %s", variable)) 151 {
126 t->name = add_string(variable); 152 case KW_arch:
127 else if (sscanf(cp, "change_name %s", variable)) 153 if (!(t->item = archetype::find (f.get_str ())))
128 t->change_arch.name = add_string(variable); 154 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
129 else if (sscanf(cp, "change_title %s", variable)) 155 break;
130 t->change_arch.title = add_string(variable); 156
131 else if (sscanf(cp, "change_slaying %s", variable)) 157 case KW_list: f.get (t->name); break;
132 t->change_arch.slaying = add_string(variable); 158 case KW_change_name: f.get (t->change_arch.name); break;
133 else if(sscanf(cp,"chance %d",&value)) 159 case KW_change_title: f.get (t->change_arch.title); break;
134 t->chance=(uint8) value; 160 case KW_change_slaying: f.get (t->change_arch.slaying); break;
135 else if(sscanf(cp,"nrof %d",&value)) 161 case KW_chance: f.get (t->chance); break;
136 t->nrof=(uint16) value; 162 case KW_nrof: f.get (t->nrof); break;
137 else if(sscanf(cp,"magic %d",&value)) 163 case KW_magic: f.get (t->magic); break;
138 t->magic=(uint8) value; 164
139 else if(!strcmp(cp,"yes")) 165 case KW_yes: t->next_yes = load_treasure (f); break;
140 t->next_yes=load_treasure(fp, line); 166 case KW_no: t->next_no = load_treasure (f); break;
141 else if(!strcmp(cp,"no")) 167
142 t->next_no=load_treasure(fp, line); 168 case KW_end:
143 else if(!strcmp(cp,"end"))
144 return t; 169 return t;
145 else if(!strcmp(cp,"more")) { 170
171 case KW_more:
146 t->next=load_treasure(fp, line); 172 t->next = load_treasure (f);
147 return t; 173 return t;
174
175 default:
176 if (!f.parse_error ("treasure list"))
177 return t; // error
178
179 return t;
148 } else 180 }
149 LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n",
150 cp,t->name?t->name:"null", *line);
151 } 181 }
152 LOG(llevError,"treasure lacks 'end'.\n");
153 return t;
154} 182}
155 183
156#ifdef TREASURE_DEBUG 184#ifdef TREASURE_DEBUG
157/* recursived checks the linked list. Treasurelist is passed only 185/* recursived checks the linked list. Treasurelist is passed only
158 * so that the treasure name can be printed out 186 * so that the treasure name can be printed out
159 */ 187 */
188static void
160static void check_treasurelist(const treasure *t, const treasurelist *tl) 189check_treasurelist (const treasure *t, const treasurelist * tl)
161{ 190{
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)) 191 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", 192 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); 193
167 /* find_treasurelist will print out its own error message */ 194 if (t->next)
168 if (t->name && strcmp(t->name,"NONE"))
169 (void) find_treasurelist(t->name);
170 if (t->next) check_treasurelist(t->next, tl); 195 check_treasurelist (t->next, tl);
196
197 if (t->next_yes)
171 if (t->next_yes) check_treasurelist(t->next_yes,tl); 198 check_treasurelist (t->next_yes, tl);
199
200 if (t->next_no)
172 if (t->next_no) check_treasurelist(t->next_no, tl); 201 check_treasurelist (t->next_no, tl);
173} 202}
174#endif 203#endif
175 204
176/* 205/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 206 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 207 * Each treasure is parsed with the help of load_treasure().
179 */ 208 */
180 209bool
181void load_treasures(void) { 210load_treasure_file (const char *filename)
182 FILE *fp; 211{
183 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
184 treasurelist *previous=NULL;
185 treasure *t; 212 treasure *t;
186 int comp, line=0; 213 int comp, line = 0;
187 214
188 sprintf(filename,"%s/%s",settings.datadir,settings.treasures); 215 object_thawer f (filename);
189 if((fp=open_and_uncompress(filename,0,&comp))==NULL) { 216
217 if (!f)
218 {
190 LOG(llevError,"Can't open treasure file.\n"); 219 LOG (llevError, "Can't open treasure file.\n");
191 return; 220 return false;
221 }
222
223 f.next ();
224
225 for (;;)
192 } 226 {
193 while(fgets(buf,MAX_BUF,fp)!=NULL) { 227 switch (f.kw)
194 line++; 228 {
195 if(*buf=='#') 229 case KW_treasure:
196 continue; 230 case KW_treasureone:
197
198 if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) {
199 treasurelist *tl=get_empty_treasurelist();
200 tl->name=add_string(name);
201 if(previous==NULL)
202 first_treasurelist=tl;
203 else 231 {
204 previous->next=tl; 232 bool one = f.kw == KW_treasureone;
205 previous=tl; 233 treasurelist *tl = treasurelist::get (f.get_str ());
234
235 clear (tl);
206 tl->items=load_treasure(fp, &line); 236 tl->items = load_treasure (f);
207 237
238 if (!tl->items)
239 return false;
240
208 /* This is a one of the many items on the list should be generated. 241 /* 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 242 * Add up the chance total, and check to make sure the yes & no
210 * fields of the treasures are not being used. 243 * fields of the treasures are not being used.
211 */ 244 */
212 if (!strncmp(buf,"treasureone",11)) { 245 if (one)
246 {
213 for (t=tl->items; t!=NULL; t=t->next) { 247 for (t = tl->items; t; t = t->next)
248 {
214#ifdef TREASURE_DEBUG 249#ifdef TREASURE_DEBUG
215 if (t->next_yes || t->next_no) { 250 if (t->next_yes || t->next_no)
251 {
216 LOG(llevError,"Treasure %s is one item, but on treasure %s\n", 252 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"); 253 LOG (llevError, " the next_yes or next_no field is set\n");
254 }
255#endif
256 tl->total_chance += t->chance;
219 } 257 }
220#endif
221 tl->total_chance += t->chance;
222 } 258 }
223 } 259 }
224 } else 260 break;
225 LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
226 }
227 close_and_delete(fp, comp);
228 261
262 case KW_EOF:
229#ifdef TREASURE_DEBUG 263#ifdef TREASURE_DEBUG
230 /* Perform some checks on how valid the treasure data actually is. 264 /* Perform some checks on how valid the treasure data actually is.
231 * verify that list transitions work (ie, the list that it is supposed 265 * verify that list transitions work (ie, the list that it is supposed
232 * to transition to exists). Also, verify that at least the name 266 * to transition to exists). Also, verify that at least the name
233 * or archetype is set for each treasure element. 267 * or archetype is set for each treasure element.
234 */ 268 */
235 for (previous=first_treasurelist; previous!=NULL; previous=previous->next) 269 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
236 check_treasurelist(previous->items, previous); 270 check_treasurelist (tl->items, tl);
237#endif 271#endif
238}
239
240/*
241 * Searches for the given treasurelist in the globally linked list
242 * of treasurelists which has been built by load_treasures().
243 */
244
245treasurelist *find_treasurelist(const char *name) {
246 const char *tmp=find_string(name);
247 treasurelist *tl;
248
249 /* Special cases - randomitems of none is to override default. If
250 * first_treasurelist is null, it means we are on the first pass of
251 * of loading archetyps, so for now, just return - second pass will
252 * init these values.
253 */
254 if (!strcmp(name,"none") || (!first_treasurelist)) return NULL;
255 if(tmp!=NULL)
256 for(tl=first_treasurelist;tl!=NULL;tl=tl->next)
257 if(tmp==tl->name)
258 return tl; 272 return true;
259 LOG(llevError,"Couldn't find treasurelist %s\n",name);
260 return NULL;
261}
262 273
274 default:
275 if (!f.parse_error ("treasure lists"))
276 return false;
277
278 break;
279 }
280
281 f.next ();
282 }
283}
263 284
264/* 285/*
265 * Generates the objects specified by the given treasure. 286 * Generates the objects specified by the given treasure.
266 * It goes recursively through the rest of the linked list. 287 * It goes recursively through the rest of the linked list.
267 * If there is a certain percental chance for a treasure to be generated, 288 * If there is a certain percental chance for a treasure to be generated,
270 * being generated. 291 * being generated.
271 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 292 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
272 * abilities. This is used by summon spells, thus no summoned monsters 293 * abilities. This is used by summon spells, thus no summoned monsters
273 * start with equipment, but only their abilities). 294 * start with equipment, but only their abilities).
274 */ 295 */
275 296static void
276
277static void put_treasure (object *op, object *creator, int flags) 297put_treasure (object *op, object *creator, int flags)
278{ 298{
279 object *tmp; 299 object *tmp;
280 300
281 /* Bit of a hack - spells should never be put onto the map. The entire 301 /* 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 302 * 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 303 * this is the original object, or if this is an object that should be created
284 * by another object. 304 * by another object.
285 */ 305 */
286 if (flags & GT_ENVIRONMENT && op->type != SPELL) { 306 if (flags & GT_ENVIRONMENT && op->type != SPELL)
287 op->x = creator->x; 307 {
288 op->y = creator->y;
289 SET_FLAG(op, FLAG_OBJ_ORIGINAL); 308 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
290 insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); 309 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
291 } else { 310 }
292 op = insert_ob_in_ob (op, creator); 311 else
312 {
313 op = creator->insert (op);
314
293 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 315 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
294 monster_check_apply(creator, op); 316 monster_check_apply (creator, op);
317
295 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 318 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
296 esrv_send_item(tmp, op); 319 esrv_send_item (tmp, op);
297 } 320 }
298} 321}
299 322
300/* if there are change_xxx commands in the treasure, we include the changes 323/* if there are change_xxx commands in the treasure, we include the changes
301 * in the generated object 324 * in the generated object
302 */ 325 */
326static void
303static void change_treasure(treasure *t, object *op) 327change_treasure (treasure *t, object *op)
304{ 328{
305 /* CMD: change_name xxxx */ 329 /* CMD: change_name xxxx */
306 if(t->change_arch.name) 330 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 }
312 331 {
332 op->name = t->change_arch.name;
333 op->name_pl = t->change_arch.name;
334 }
335
313 if(t->change_arch.title) 336 if (t->change_arch.title)
314 {
315 if(op->title)
316 free_string(op->title);
317 op->title = add_string(t->change_arch.title); 337 op->title = t->change_arch.title;
318 }
319 338
320 if(t->change_arch.slaying) 339 if (t->change_arch.slaying)
321 {
322 if(op->slaying)
323 free_string(op->slaying);
324 op->slaying = add_string(t->change_arch.slaying); 340 op->slaying = t->change_arch.slaying;
325 }
326
327} 341}
328 342
343static void
329void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { 344create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
330 object *tmp; 345{
331
332
333 if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { 346 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
347 {
334 if (t->name) { 348 if (t->name)
335 if (strcmp(t->name,"NONE") && difficulty>=t->magic) 349 {
350 if (difficulty >= t->magic)
336 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); 351 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries);
337 } 352 }
338 else { 353 else
354 {
339 if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { 355 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
356 {
340 tmp=arch_to_object(t->item); 357 object *tmp = arch_to_object (t->item);
358
359 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = rndm (t->nrof) + 1;
361
362 fix_generated_item (tmp, op, difficulty, t->magic, flag);
363 change_treasure (t, tmp);
364 put_treasure (tmp, op, flag);
365 }
366 }
367
368 if (t->next_yes)
369 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
370 }
371 else if (t->next_no)
372 create_all_treasures (t->next_no, op, flag, difficulty, tries);
373
374 if (t->next)
375 create_all_treasures (t->next, op, flag, difficulty, tries);
376}
377
378static void
379create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
380{
381 int value = rndm (tl->total_chance);
382 treasure *t;
383
384 if (tries++ > 100)
385 {
386 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
387 return;
388 }
389
390 for (t = tl->items; t; t = t->next)
391 {
392 value -= t->chance;
393
394 if (value < 0)
395 break;
396 }
397
398 if (!t || value >= 0)
399 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
400
401 if (t->name)
402 {
403 if (difficulty >= t->magic)
404 {
405 treasurelist *tl = treasurelist::find (t->name);
406 if (tl)
407 create_treasure (tl, op, flag, difficulty, tries);
408 }
409 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries);
411 }
412 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
413 {
414 if (object *tmp = arch_to_object (t->item))
415 {
341 if(t->nrof&&tmp->nrof<=1) 416 if (t->nrof && tmp->nrof <= 1)
342 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 417 tmp->nrof = rndm (t->nrof) + 1;
418
343 fix_generated_item (tmp, op, difficulty, t->magic, flag); 419 fix_generated_item (tmp, op, difficulty, t->magic, flag);
344 change_treasure(t, tmp); 420 change_treasure (t, tmp);
345 put_treasure (tmp, op, flag); 421 put_treasure (tmp, op, flag);
346 } 422 }
347 }
348 if(t->next_yes!=NULL)
349 create_all_treasures(t->next_yes,op,flag,difficulty, tries);
350 } else
351 if(t->next_no!=NULL)
352 create_all_treasures(t->next_no,op,flag,difficulty,tries);
353 if(t->next!=NULL)
354 create_all_treasures(t->next,op,flag,difficulty, tries);
355}
356
357void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty,
358 int tries)
359{
360 int value = RANDOM() % tl->total_chance;
361 treasure *t;
362
363 if (tries++>100) {
364 LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n");
365 return;
366 }
367 for (t=tl->items; t!=NULL; t=t->next) {
368 value -= t->chance;
369 if (value<0) break;
370 }
371
372 if (!t || value>=0) {
373 LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n");
374 abort();
375 return;
376 }
377 if (t->name) {
378 if (!strcmp(t->name,"NONE")) return;
379 if (difficulty>=t->magic)
380 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
381 else if (t->nrof)
382 create_one_treasure(tl, op, flag, difficulty, tries);
383 return;
384 }
385 if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) {
386 object *tmp=arch_to_object(t->item);
387 if (!tmp) return;
388 if(t->nrof && tmp->nrof<=1)
389 tmp->nrof = RANDOM()%((int) t->nrof) + 1;
390 fix_generated_item (tmp, op, difficulty, t->magic, flag);
391 change_treasure(t, tmp);
392 put_treasure (tmp, op, flag);
393 } 423 }
394} 424}
395 425
396/* This calls the appropriate treasure creation function. tries is passed 426/* This calls the appropriate treasure creation function. tries is passed
397 * to determine how many list transitions or attempts to create treasure 427 * to determine how many list transitions or attempts to create treasure
398 * have been made. It is really in place to prevent infinite loops with 428 * have been made. It is really in place to prevent infinite loops with
399 * list transitions, or so that excessively good treasure will not be 429 * list transitions, or so that excessively good treasure will not be
400 * created on weak maps, because it will exceed the number of allowed tries 430 * created on weak maps, because it will exceed the number of allowed tries
401 * to do that. 431 * to do that.
402 */ 432 */
433void
403void create_treasure(treasurelist *t, object *op, int flag, int difficulty, 434create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
404 int tries)
405{ 435{
436 // empty treasurelists are legal
437 if (!tl->items)
438 return;
406 439
407 if (tries++>100) { 440 if (tries++ > 100)
441 {
408 LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); 442 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
409 return; 443 return;
410 } 444 }
445
411 if (t->total_chance) 446 if (tl->total_chance)
412 create_one_treasure(t, op, flag,difficulty, tries); 447 create_one_treasure (tl, op, flag, difficulty, tries);
413 else 448 else
414 create_all_treasures(t->items, op, flag, difficulty, tries); 449 create_all_treasures (tl->items, op, flag, difficulty, tries);
415} 450}
416 451
417/* This is similar to the old generate treasure function. However, 452/* This is similar to the old generate treasure function. However,
418 * it instead takes a treasurelist. It is really just a wrapper around 453 * it instead takes a treasurelist. It is really just a wrapper around
419 * create_treasure. We create a dummy object that the treasure gets 454 * create_treasure. We create a dummy object that the treasure gets
420 * inserted into, and then return that treausre 455 * inserted into, and then return that treausre
421 */ 456 */
457object *
422object *generate_treasure(treasurelist *t, int difficulty) 458generate_treasure (treasurelist *tl, int difficulty)
423{ 459{
460 difficulty = clamp (difficulty, 1, settings.max_level);
461
424 object *ob = get_object(), *tmp; 462 object *ob = object::create (), *tmp;
425 463
426 create_treasure(t, ob, 0, difficulty, 0); 464 create_treasure (tl, ob, 0, difficulty, 0);
427 465
428 /* Don't want to free the object we are about to return */ 466 /* Don't want to free the object we are about to return */
429 tmp = ob->inv; 467 tmp = ob->inv;
430 if (tmp!=NULL) remove_ob(tmp); 468 if (tmp != NULL)
469 tmp->remove ();
470
431 if (ob->inv) { 471 if (ob->inv)
432 LOG(llevError,"In generate treasure, created multiple objects.\n"); 472 LOG (llevError, "In generate treasure, created multiple objects.\n");
433 } 473
434 free_object(ob); 474 ob->destroy ();
435 return tmp; 475 return tmp;
436} 476}
437 477
438/* 478/*
439 * This is a new way of calculating the chance for an item to have 479 * This is a new way of calculating the chance for an item to have
440 * a specific magical bonus. 480 * a specific magical bonus.
441 * The array has two arguments, the difficulty of the level, and the 481 * The array has two arguments, the difficulty of the level, and the
442 * magical bonus "wanted". 482 * magical bonus "wanted".
443 */ 483 */
444 484
445static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = 485static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
446{ 486
447/*chance of magic difficulty*/ 487// chance of magic difficulty
448/* +0 +1 +2 +3 +4 */ 488// +0 +1 +2 +3 +4
449 { 95, 2, 2, 1, 0 }, /*1*/ 489 {95, 2, 2, 1, 0}, // 1
450 { 92, 5, 2, 1, 0 }, /*2*/ 490 {92, 5, 2, 1, 0}, // 2
451 { 85,10, 4, 1, 0 }, /*3*/ 491 {85, 10, 4, 1, 0}, // 3
452 { 80,14, 4, 2, 0 }, /*4*/ 492 {80, 14, 4, 2, 0}, // 4
453 { 75,17, 5, 2, 1 }, /*5*/ 493 {75, 17, 5, 2, 1}, // 5
454 { 70,18, 8, 3, 1 }, /*6*/ 494 {70, 18, 8, 3, 1}, // 6
455 { 65,21,10, 3, 1 }, /*7*/ 495 {65, 21, 10, 3, 1}, // 7
456 { 60,22,12, 4, 2 }, /*8*/ 496 {60, 22, 12, 4, 2}, // 8
457 { 55,25,14, 4, 2 }, /*9*/ 497 {55, 25, 14, 4, 2}, // 9
458 { 50,27,16, 5, 2 }, /*10*/ 498 {50, 27, 16, 5, 2}, // 10
459 { 45,28,18, 6, 3 }, /*11*/ 499 {45, 28, 18, 6, 3}, // 11
460 { 42,28,20, 7, 3 }, /*12*/ 500 {42, 28, 20, 7, 3}, // 12
461 { 40,27,21, 8, 4 }, /*13*/ 501 {40, 27, 21, 8, 4}, // 13
462 { 38,25,22,10, 5 }, /*14*/ 502 {38, 25, 22, 10, 5}, // 14
463 { 36,23,23,12, 6 }, /*15*/ 503 {36, 23, 23, 12, 6}, // 15
464 { 33,21,24,14, 8 }, /*16*/ 504 {33, 21, 24, 14, 8}, // 16
465 { 31,19,25,16, 9 }, /*17*/ 505 {31, 19, 25, 16, 9}, // 17
466 { 27,15,30,18,10 }, /*18*/ 506 {27, 15, 30, 18, 10}, // 18
467 { 20,12,30,25,13 }, /*19*/ 507 {20, 12, 30, 25, 13}, // 19
468 { 15,10,28,30,17 }, /*20*/ 508 {15, 10, 28, 30, 17}, // 20
469 { 13, 9,27,28,23 }, /*21*/ 509 {13, 9, 27, 28, 23}, // 21
470 { 10, 8,25,28,29 }, /*22*/ 510 {10, 8, 25, 28, 29}, // 22
471 { 8, 7,23,26,36 }, /*23*/ 511 { 8, 7, 23, 26, 36}, // 23
472 { 6, 6,20,22,46 }, /*24*/ 512 { 6, 6, 20, 22, 46}, // 24
473 { 4, 5,17,18,56 }, /*25*/ 513 { 4, 5, 17, 18, 56}, // 25
474 { 2, 4,12,14,68 }, /*26*/ 514 { 2, 4, 12, 14, 68}, // 26
475 { 0, 3, 7,10,80 }, /*27*/ 515 { 0, 3, 7, 10, 80}, // 27
476 { 0, 0, 3, 7,90 }, /*28*/ 516 { 0, 0, 3, 7, 90}, // 28
477 { 0, 0, 0, 3,97 }, /*29*/ 517 { 0, 0, 0, 3, 97}, // 29
478 { 0, 0, 0, 0,100}, /*30*/ 518 { 0, 0, 0, 0, 100}, // 30
479 { 0, 0, 0, 0,100}, /*31*/ 519 { 0, 0, 0, 0, 100}, // 31
480}; 520};
481 521
482 522
483/* calculate the appropriate level for wands staves and scrolls. 523/* calculate the appropriate level for wands staves and scrolls.
484 * This code presumes that op has had its spell object created (in op->inv) 524 * This code presumes that op has had its spell object created (in op->inv)
485 * 525 *
486 * elmex Wed Aug 9 17:44:59 CEST 2006: 526 * elmex Wed Aug 9 17:44:59 CEST 2006:
487 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 527 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
488 */ 528 */
489 529
530int
490int level_for_item (const object *op, int difficulty) 531level_for_item (const object *op, int difficulty)
491{ 532{
492 int mult = 0, olevel = 0; 533 int olevel = 0;
493 534
494 if (!op->inv) 535 if (!op->inv)
495 { 536 {
496 LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name); 537 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
497 return 0; 538 return 0;
498 } 539 }
499 540
500 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 541 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
501 542
502 if (olevel <= 0) 543 if (olevel <= 0)
516 * elmex Thu Aug 10 18:45:44 CEST 2006: 557 * elmex Thu Aug 10 18:45:44 CEST 2006:
517 * Scaling difficulty by max_level, as difficulty is a level and not some 558 * Scaling difficulty by max_level, as difficulty is a level and not some
518 * weird integer between 1-31. 559 * weird integer between 1-31.
519 * 560 *
520 */ 561 */
521 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:
606 * 1) Since rings can have multiple bonuses, if the same bonus 654 * 1) Since rings can have multiple bonuses, if the same bonus
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 659void
612void set_ring_bonus(object *op,int bonus) { 660set_ring_bonus (object *op, int bonus)
661{
613 662
614 int r=RANDOM()%(bonus>0?25:11); 663 int r = rndm (bonus > 0 ? 25 : 11);
615 664
616 if(op->type==AMULET) { 665 if (op->type == AMULET)
617 if(!(RANDOM()%21)) 666 {
618 r=20+RANDOM()%2; 667 if (!(rndm (21)))
668 r = 20 + rndm (2);
619 else { 669 else
620 if(RANDOM()&2) 670 {
671 if (rndm (2))
621 r=10; 672 r = 10;
622 else 673 else
623 r=11+RANDOM()%9; 674 r = 11 + rndm (9);
624 } 675 }
625 } 676 }
626 677
627 switch(r) { 678 switch (r)
679 {
628 /* Redone by MSW 2000-11-26 to have much less code. Also, 680 /* Redone by MSW 2000-11-26 to have much less code. Also,
629 * bonuses and penalties will stack and add to existing values. 681 * bonuses and penalties will stack and add to existing values.
630 * of the item. 682 * of the item.
631 */ 683 */
632 case 0: 684 case 0:
633 case 1: 685 case 1:
634 case 2: 686 case 2:
635 case 3: 687 case 3:
636 case 4: 688 case 4:
637 case 5: 689 case 5:
638 case 6: 690 case 6:
639 set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); 691 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
640 break; 692 break;
641 693
642 case 7: 694 case 7:
643 op->stats.dam+=bonus; 695 op->stats.dam += bonus;
644 break; 696 break;
645 697
646 case 8: 698 case 8:
647 op->stats.wc+=bonus; 699 op->stats.wc += bonus;
648 break; 700 break;
649 701
650 case 9: 702 case 9:
651 op->stats.food+=bonus; /* hunger/sustenance */ 703 op->stats.food += bonus; /* hunger/sustenance */
652 break; 704 break;
653 705
654 case 10: 706 case 10:
655 op->stats.ac+=bonus; 707 op->stats.ac += bonus;
656 break; 708 break;
657 709
658 /* Item that gives protections/vulnerabilities */ 710 /* Item that gives protections/vulnerabilities */
659 case 11: 711 case 11:
660 case 12: 712 case 12:
661 case 13: 713 case 13:
662 case 14: 714 case 14:
663 case 15: 715 case 15:
664 case 16: 716 case 16:
665 case 17: 717 case 17:
666 case 18: 718 case 18:
667 case 19: 719 case 19:
668 { 720 {
669 int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; 721 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
670 722
671 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
672 val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; 724 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
673 725
674 /* Cursed items need to have higher negative values to equal out with 726 /* Cursed items need to have higher negative values to equal out with
675 * positive values for how protections work out. Put another 727 * positive values for how protections work out. Put another
676 * little random element in since that they don't always end up with 728 * little random element in since that they don't always end up with
677 * even values. 729 * even values.
678 */ 730 */
679 if (bonus<0) val = 2*-val - RANDOM() % b; 731 if (bonus < 0)
680 if (val>35) val=35; /* Upper limit */ 732 val = 2 * -val - rndm (b);
733 if (val > 35)
734 val = 35; /* Upper limit */
681 b=0; 735 b = 0;
736
682 while (op->resist[resist_table[resist]]!=0 && b<4) { 737 while (op->resist[resist_table[resist]] != 0 && b < 4)
683 resist=RANDOM() % num_resist_table; 738 resist = rndm (num_resist_table);
684 } 739
740 if (b == 4)
685 if (b==4) return; /* Not able to find a free resistance */ 741 return; /* Not able to find a free resistance */
742
686 op->resist[resist_table[resist]] = val; 743 op->resist[resist_table[resist]] = val;
687 /* We should probably do something more clever here to adjust value 744 /* We should probably do something more clever here to adjust value
688 * based on how good a resistance we gave. 745 * based on how good a resistance we gave.
689 */ 746 */
690 break; 747 break;
691 } 748 }
692 case 20: 749 case 20:
693 if(op->type==AMULET) { 750 if (op->type == AMULET)
751 {
694 SET_FLAG(op,FLAG_REFL_SPELL); 752 SET_FLAG (op, FLAG_REFL_SPELL);
695 op->value*=11; 753 op->value *= 11;
696 } else {
697 op->stats.hp=1; /* regenerate hit points */
698 op->value*=4;
699 } 754 }
755 else
756 {
757 op->stats.hp = 1; /* regenerate hit points */
758 op->value *= 4;
759 }
700 break; 760 break;
701 761
702 case 21: 762 case 21:
703 if(op->type==AMULET) { 763 if (op->type == AMULET)
764 {
704 SET_FLAG(op,FLAG_REFL_MISSILE); 765 SET_FLAG (op, FLAG_REFL_MISSILE);
705 op->value*=9; 766 op->value *= 9;
706 } else {
707 op->stats.sp=1; /* regenerate spell points */
708 op->value*=3;
709 } 767 }
768 else
769 {
770 op->stats.sp = 1; /* regenerate spell points */
771 op->value *= 3;
772 }
710 break; 773 break;
711 774
712 case 22: 775 case 22:
713 op->stats.exp+=bonus; /* Speed! */ 776 op->stats.exp += bonus; /* Speed! */
714 op->value=(op->value*2)/3; 777 op->value = (op->value * 2) / 3;
715 break; 778 break;
716 } 779 }
780
717 if(bonus>0) 781 if (bonus > 0)
718 op->value*=2*bonus; 782 op->value *= 2 * bonus;
719 else 783 else
720 op->value= -(op->value*2*bonus)/3; 784 op->value = -(op->value * 2 * bonus) / 3;
721} 785}
722 786
723/* 787/*
724 * get_magic(diff) will return a random number between 0 and 4. 788 * 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 789 * diff can be any value above 2. The higher the diff-variable, the
726 * higher is the chance of returning a low number. 790 * higher is the chance of returning a low number.
727 * It is only used in fix_generated_treasure() to set bonuses on 791 * It is only used in fix_generated_treasure() to set bonuses on
728 * rings and amulets. 792 * rings and amulets.
729 * Another scheme is used to calculate the magic of weapons and armours. 793 * Another scheme is used to calculate the magic of weapons and armours.
730 */ 794 */
731 795int
732int get_magic(int diff) { 796get_magic (int diff)
797{
733 int i; 798 int i;
799
734 if(diff<3) 800 if (diff < 3)
735 diff=3; 801 diff = 3;
802
736 for(i=0;i<4;i++) 803 for (i = 0; i < 4; i++)
737 if(RANDOM()%diff) return i; 804 if (rndm (diff))
805 return i;
806
738 return 4; 807 return 4;
739} 808}
740 809
741#define DICE2 (get_magic(2)==2?2:1) 810#define DICE2 (get_magic(2)==2?2:1)
742#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 811#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
743 812
744/* 813/*
745 * fix_generated_item(): This is called after an item is generated, in 814 * 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 815 * order to set it up right. This produced magical bonuses, puts spells
747 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 816 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
748 */ 817 */
818
749/* 4/28/96 added creator object from which op may now inherit properties based on 819/* 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 820 * 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 821 * dependant. I know this is a spagetti manuever, but is there a cleaner
752 * way to do this? b.t. */ 822 * way to do this? b.t. */
823
753/* 824/*
754 * ! (flags & GT_ENVIRONMENT): 825 * ! (flags & GT_ENVIRONMENT):
755 * Automatically calls fix_flesh_item(). 826 * Automatically calls fix_flesh_item().
756 * 827 *
757 * flags: 828 * flags:
759 * value. 830 * value.
760 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 831 * 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 832 * 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 833 * type as appropriate, for objects that need spell objects, set those, etc
763 */ 834 */
764 835void
765void fix_generated_item (object * op, object * creator, int difficulty, 836fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
766 int max_magic, int flags)
767{ 837{
768 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
769 839
770 if (!creator || creator->type == op->type) 840 if (!creator || creator->type == op->type)
771 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 841 creator = op; /*safety & to prevent polymorphed objects giving attributes */
776 846
777 if (op->randomitems && op->type != SPELL) 847 if (op->randomitems && op->type != SPELL)
778 { 848 {
779 create_treasure (op->randomitems, op, flags, difficulty, 0); 849 create_treasure (op->randomitems, op, flags, difficulty, 0);
780 if (!op->inv) 850 if (!op->inv)
781 LOG (llevDebug,
782 "fix_generated_item: Unable to generate treasure for %s\n", 851 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
783 op->name);
784 852
785 /* So the treasure doesn't get created again */ 853 /* So the treasure doesn't get created again */
786 op->randomitems = NULL; 854 op->randomitems = 0;
787 } 855 }
788 856
789 if (difficulty < 1) 857 if (difficulty < 1)
790 difficulty = 1; 858 difficulty = 1;
859
860 if (INVOKE_OBJECT (ADD_BONUS, op,
861 ARG_OBJECT (creator != op ? creator : 0),
862 ARG_INT (difficulty), ARG_INT (max_magic),
863 ARG_INT (flags)))
864 return;
791 865
792 if (!(flags & GT_MINIMAL)) 866 if (!(flags & GT_MINIMAL))
793 { 867 {
794 if (op->arch == crown_arch) 868 if (op->arch == crown_arch)
795 { 869 {
802 if (!op->magic && max_magic) 876 if (!op->magic && max_magic)
803 set_magic (difficulty, op, max_magic, flags); 877 set_magic (difficulty, op, max_magic, flags);
804 878
805 num_enchantments = calc_item_power (op, 1); 879 num_enchantments = calc_item_power (op, 1);
806 880
807 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) 881 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
808 || op->type == HORN 882 || op->type == HORN
809 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 883 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
810 * used for shop_floors or treasures */ 884 * used for shop_floors or treasures */
811 generate_artifact (op, difficulty); 885 generate_artifact (op, difficulty);
812 } 886 }
813 887
814 /* Object was made an artifact. Calculate its item_power rating. 888 /* Object was made an artifact. Calculate its item_power rating.
815 * the item_power in the object is what the artfiact adds. 889 * 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 896 * 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 897 * that since item_power is not quite linear, this actually ends up
824 * being somewhat of a bonus 898 * being somewhat of a bonus
825 */ 899 */
826 if (save_item_power) 900 if (save_item_power)
827 op->item_power =
828 save_item_power + get_power_from_ench (op->item_power); 901 op->item_power = save_item_power + get_power_from_ench (op->item_power);
829 else 902 else
830 op->item_power =
831 get_power_from_ench (op->item_power + num_enchantments); 903 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
832 } 904 }
833 else if (save_item_power) 905 else if (save_item_power)
834 { 906 {
835 /* restore the item_power field to the object if we haven't changed it. 907 /* 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 908 * we don't care about num_enchantments - that will basically just
844 * was never previously calculated. Let's compute a value and see if 916 * 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 917 * it is non-zero. If it indeed is, then assign it as the new
846 * item_power value. 918 * item_power value.
847 * - gros, 21th of July 2006. 919 * - gros, 21th of July 2006.
848 */ 920 */
849 op->item_power = calc_item_power(op,0); 921 op->item_power = calc_item_power (op, 0);
850 save_item_power = op->item_power; /* Just in case it would get used 922 save_item_power = op->item_power; /* Just in case it would get used
851 * again below */ 923 * again below */
852 } 924 }
853 } 925 }
854 926
855 /* materialtype modifications. Note we allow this on artifacts. */ 927 /* materialtype modifications. Note we allow this on artifacts. */
856 set_materialname (op, difficulty, NULL); 928 set_materialname (op, difficulty, NULL);
869 } 941 }
870 } 942 }
871 else if (!op->title) /* Only modify object if not special */ 943 else if (!op->title) /* Only modify object if not special */
872 switch (op->type) 944 switch (op->type)
873 { 945 {
874 case WEAPON: 946 case WEAPON:
875 case ARMOUR: 947 case ARMOUR:
876 case SHIELD: 948 case SHIELD:
877 case HELMET: 949 case HELMET:
878 case CLOAK: 950 case CLOAK:
879 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 951 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
880 set_ring_bonus (op, -DICE2); 952 set_ring_bonus (op, -DICE2);
881 break; 953 break;
882 954
883 case BRACERS: 955 case BRACERS:
884 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 956 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
957 {
958 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
959 if (!QUERY_FLAG (op, FLAG_CURSED))
960 op->value *= 3;
961 }
962 break;
963
964 case POTION:
885 { 965 {
966 int too_many_tries = 0, is_special = 0;
967
968 /* Handle healing and magic power potions */
969 if (op->stats.sp && !op->randomitems)
970 {
971 object *tmp;
972
973 tmp = get_archetype (spell_mapping[op->stats.sp]);
974 insert_ob_in_ob (tmp, op);
975 op->stats.sp = 0;
976 }
977
978 while (!(is_special = special_potion (op)) && !op->inv)
979 {
980 generate_artifact (op, difficulty);
981 if (too_many_tries++ > 10)
982 break;
983 }
984
985 /* don't want to change value for healing/magic power potions,
986 * since the value set on those is already correct.
987 */
988 if (op->inv && op->randomitems)
989 {
990 /* value multiplier is same as for scrolls */
991 op->value = (op->value * op->inv->value);
992 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
993 }
994 else
995 {
996 op->name = "potion";
997 op->name_pl = "potions";
998 }
999
1000 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1001 SET_FLAG (op, FLAG_CURSED);
1002 break;
1003 }
1004
1005 case AMULET:
1006 if (op->arch == amulet_arch)
1007 op->value *= 5; /* Since it's not just decoration */
1008
1009 case RING:
1010 if (op->arch == NULL)
1011 {
1012 op->destroy ();
1013 op = 0;
1014 break;
1015 }
1016
1017 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1018 break;
1019
1020 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1021 SET_FLAG (op, FLAG_CURSED);
1022
886 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1023 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 1024
892 case POTION: 1025 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; 1026 break;
911 }
912 1027
913 /* don't want to change value for healing/magic power potions, 1028 if (!(rndm (4)))
914 * since the value set on those is already correct.
915 */
916 if (op->inv && op->randomitems)
917 { 1029 {
918 /* value multiplier is same as for scrolls */ 1030 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
919 op->value = (op->value * op->inv->value); 1031
920 op->level = 1032 if (d > 0)
921 op->inv->level / 2 + RANDOM () % difficulty 1033 op->value *= 3;
922 + RANDOM () % difficulty; 1034
1035 set_ring_bonus (op, d);
1036
1037 if (!(rndm (4)))
1038 {
1039 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1040
1041 if (d > 0)
1042 op->value *= 5;
1043 set_ring_bonus (op, d);
1044 }
923 } 1045 }
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 1046
934 case AMULET: 1047 if (GET_ANIM_ID (op))
935 if (op->arch == amulet_arch) 1048 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
936 op->value *= 5; /* Since it's not just decoration */
937 1049
938 case RING:
939 if (op->arch == NULL)
940 {
941 remove_ob (op);
942 free_object (op);
943 op = NULL;
944 break; 1050 break;
1051
1052 case BOOK:
1053 /* Is it an empty book?, if yes lets make a special·
1054 * msg for it, and tailor its properties based on the·
1055 * creator and/or map level we found it on.
945 } 1056 */
946 1057 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 { 1058 {
970 int d = (RANDOM () % 3 1059 /* set the book level properly */
971 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1060 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
972 if (d > 0) 1061 {
973 op->value *= 5; 1062 if (op->map && op->map->difficulty)
974 set_ring_bonus (op, d); 1063 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1064 else
1065 op->level = rndm (20) + 1;
1066 }
1067 else
1068 op->level = rndm (creator->level);
1069
1070 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1071 /* books w/ info are worth more! */
1072 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1073 /* creator related stuff */
1074
1075 /* for library, chained books. Note that some monsters have no_pick
1076 * set - we don't want to set no pick in that case.
1077 */
1078 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1079 SET_FLAG (op, FLAG_NO_PICK);
1080 if (creator->slaying && !op->slaying) /* for check_inv floors */
1081 op->slaying = creator->slaying;
1082
1083 /* add exp so reading it gives xp (once) */
1084 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
975 } 1085 }
976 }
977
978 if (GET_ANIM_ID (op))
979 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
980
981 break; 1086 break;
982 1087
983 case BOOK: 1088 case SPELLBOOK:
984 /* Is it an empty book?, if yes lets make a special· 1089 op->value = op->value * op->inv->value;
985 * msg for it, and tailor its properties based on the· 1090 /* add exp so learning gives xp */
986 * creator and/or map level we found it on. 1091 op->level = op->inv->level;
1092 op->stats.exp = op->value;
1093 break;
1094
1095 case WAND:
1096 /* nrof in the treasure list is number of charges,
1097 * not number of wands. So copy that into food (charges),
1098 * and reset nrof.
987 */ 1099 */
988 if (!op->msg && RANDOM () % 10) 1100 op->stats.food = op->inv->nrof;
1101 op->nrof = 1;
1102 /* If the spell changes by level, choose a random level
1103 * for it, and adjust price. If the spell doesn't
1104 * change by level, just set the wand to the level of
1105 * the spell, and value calculation is simpler.
989 { 1106 */
990 /* set the book level properly */ 1107 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
991 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
992 { 1108 {
993 if (op->map && op->map->difficulty) 1109 op->level = level_for_item (op, difficulty);
994 op->level = 1110 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 } 1111 }
999 else 1112 else
1000 op->level = RANDOM () % creator->level; 1113 {
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 + 1114 op->level = op->inv->level;
1010 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1115 op->value = op->value * op->inv->value;
1011 /* creator related stuff */ 1116 }
1117 break;
1012 1118
1013 /* for library, chained books. Note that some monsters have no_pick 1119 case ROD:
1014 * set - we don't want to set no pick in that case. 1120 op->level = level_for_item (op, difficulty);
1121 /* Add 50 to both level an divisor to keep prices a little more
1122 * reasonable. Otherwise, a high level version of a low level
1123 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1124 * 10 time multiplier). This way, the value are a bit more reasonable.
1015 */ 1125 */
1016 if (QUERY_FLAG (creator, FLAG_NO_PICK) && 1126 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1017 !QUERY_FLAG (creator, FLAG_MONSTER)) 1127 /* 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 = 1128 if (op->stats.maxhp)
1024 op->value > 10000 ? op->value / 5 : op->value / 10; 1129 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1025 } 1130 else
1131 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1132
1133 op->stats.hp = op->stats.maxhp;
1026 break; 1134 break;
1027 1135
1028 case SPELLBOOK: 1136 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); 1137 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 + 1138 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 1139
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 */ 1140 /* add exp so reading them properly gives xp */
1087 op->stats.exp = op->value / 5; 1141 op->stats.exp = op->value / 5;
1088 op->nrof = op->inv->nrof; 1142 op->nrof = op->inv->nrof;
1089 break; 1143 break;
1090 1144
1091 case RUNE: 1145 case RUNE:
1092 trap_adjust (op, difficulty); 1146 trap_adjust (op, difficulty);
1093 break; 1147 break;
1094 1148
1095 case TRAP: 1149 case TRAP:
1096 trap_adjust (op, difficulty); 1150 trap_adjust (op, difficulty);
1097 break; 1151 break;
1098 } /* switch type */ 1152 } /* switch type */
1099 1153
1100 if (flags & GT_STARTEQUIP) 1154 if (flags & GT_STARTEQUIP)
1101 { 1155 {
1102 if (op->nrof < 2 && op->type != CONTAINER 1156 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); 1157 SET_FLAG (op, FLAG_STARTEQUIP);
1105 else if (op->type != MONEY) 1158 else if (op->type != MONEY)
1106 op->value = 0; 1159 op->value = 0;
1107 } 1160 }
1108 1161
1119 */ 1172 */
1120 1173
1121/* 1174/*
1122 * Allocate and return the pointer to an empty artifactlist structure. 1175 * Allocate and return the pointer to an empty artifactlist structure.
1123 */ 1176 */
1124 1177static artifactlist *
1125static artifactlist *get_empty_artifactlist(void) { 1178get_empty_artifactlist (void)
1126 artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); 1179{
1127 if(tl==NULL) 1180 return salloc0 <artifactlist> ();
1128 fatal(OUT_OF_MEMORY);
1129 tl->next=NULL;
1130 tl->items=NULL;
1131 tl->total_chance=0;
1132 return tl;
1133} 1181}
1134 1182
1135/* 1183/*
1136 * Allocate and return the pointer to an empty artifact structure. 1184 * Allocate and return the pointer to an empty artifact structure.
1137 */ 1185 */
1138 1186static artifact *
1139static artifact *get_empty_artifact(void) { 1187get_empty_artifact (void)
1140 artifact *t = (artifact *) malloc(sizeof(artifact)); 1188{
1141 if(t==NULL) 1189 return salloc0 <artifact> ();
1142 fatal(OUT_OF_MEMORY);
1143 t->item=NULL;
1144 t->next=NULL;
1145 t->chance=0;
1146 t->difficulty=0;
1147 t->allowed = NULL;
1148 return t;
1149} 1190}
1150 1191
1151/* 1192/*
1152 * Searches the artifact lists and returns one that has the same type 1193 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1194 * of objects on it.
1154 */ 1195 */
1155
1156artifactlist *find_artifactlist(int type) {
1157 artifactlist *al; 1196artifactlist *
1158 1197find_artifactlist (int type)
1198{
1159 for (al=first_artifactlist; al!=NULL; al=al->next) 1199 for (artifactlist *al = first_artifactlist; al; al = al->next)
1160 if (al->type == type) return al; 1200 if (al->type == type)
1201 return al;
1202
1161 return NULL; 1203 return 0;
1162} 1204}
1163 1205
1164/* 1206/*
1165 * For debugging purposes. Dumps all tables. 1207 * For debugging purposes. Dumps all tables.
1166 */ 1208 */
1167 1209void
1168void dump_artifacts(void) { 1210dump_artifacts (void)
1211{
1169 artifactlist *al; 1212 artifactlist *al;
1170 artifact *art; 1213 artifact *art;
1171 linked_char *next; 1214 linked_char *next;
1172 1215
1173 fprintf(logfile,"\n"); 1216 fprintf (logfile, "\n");
1174 for (al=first_artifactlist; al!=NULL; al=al->next) { 1217 for (al = first_artifactlist; al != NULL; al = al->next)
1218 {
1175 fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1219 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1176 for (art=al->items; art!=NULL; art=art->next) { 1220 for (art = al->items; art != NULL; art = art->next)
1177 fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n", 1221 {
1178 art->item->name, art->difficulty, art->chance); 1222 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1179 if (art->allowed !=NULL) { 1223 if (art->allowed != NULL)
1224 {
1180 fprintf(logfile,"\tAllowed combinations:"); 1225 fprintf (logfile, "\tallowed combinations:");
1181 for (next=art->allowed; next!=NULL; next=next->next) 1226 for (next = art->allowed; next != NULL; next = next->next)
1182 fprintf(logfile, "%s,", next->name); 1227 fprintf (logfile, "%s,", &next->name);
1183 fprintf(logfile,"\n"); 1228 fprintf (logfile, "\n");
1229 }
1184 } 1230 }
1185 }
1186 } 1231 }
1187 fprintf(logfile,"\n"); 1232 fprintf (logfile, "\n");
1188} 1233}
1189 1234
1190/* 1235/*
1191 * For debugging purposes. Dumps all treasures recursively (see below). 1236 * For debugging purposes. Dumps all treasures recursively (see below).
1192 */ 1237 */
1238void
1193void dump_monster_treasure_rec (const char *name, treasure *t, int depth) 1239dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1194{ 1240{
1195 treasurelist *tl; 1241 treasurelist *tl;
1196 int i; 1242 int i;
1197 1243
1198 if (depth > 100) 1244 if (depth > 100)
1199 return; 1245 return;
1200 while (t != NULL) 1246
1247 while (t)
1201 { 1248 {
1202 if (t->name != NULL) 1249 if (t->name)
1203 { 1250 {
1204 for (i = 0; i < depth; i++) 1251 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " "); 1252 fprintf (logfile, " ");
1253
1206 fprintf (logfile, "{ (list: %s)\n", t->name); 1254 fprintf (logfile, "{ (list: %s)\n", &t->name);
1255
1207 tl = find_treasurelist (t->name); 1256 tl = treasurelist::find (t->name);
1257 if (tl)
1208 dump_monster_treasure_rec (name, tl->items, depth + 2); 1258 dump_monster_treasure_rec (name, tl->items, depth + 2);
1259
1209 for (i = 0; i < depth; i++) 1260 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " "); 1261 fprintf (logfile, " ");
1262
1211 fprintf (logfile, "} (end of list: %s)\n", t->name); 1263 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1212 } 1264 }
1213 else 1265 else
1214 { 1266 {
1215 for (i = 0; i < depth; i++) 1267 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " "); 1268 fprintf (logfile, " ");
1269
1217 if (t->item->clone.type == FLESH) 1270 if (t->item && t->item->clone.type == FLESH)
1218 fprintf (logfile, "%s's %s\n", name, t->item->clone.name); 1271 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1219 else 1272 else
1220 fprintf (logfile, "%s\n", t->item->clone.name); 1273 fprintf (logfile, "%s\n", &t->item->clone.name);
1221 } 1274 }
1275
1222 if (t->next_yes != NULL) 1276 if (t->next_yes)
1223 { 1277 {
1224 for (i = 0; i < depth; i++) 1278 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " "); 1279 fprintf (logfile, " ");
1280
1226 fprintf (logfile, " (if yes)\n"); 1281 fprintf (logfile, " (if yes)\n");
1227 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1282 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1228 } 1283 }
1284
1229 if (t->next_no != NULL) 1285 if (t->next_no)
1230 { 1286 {
1231 for (i = 0; i < depth; i++) 1287 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " "); 1288 fprintf (logfile, " ");
1289
1233 fprintf (logfile, " (if no)\n"); 1290 fprintf (logfile, " (if no)\n");
1234 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1291 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1235 } 1292 }
1293
1236 t = t->next; 1294 t = t->next;
1237 } 1295 }
1238} 1296}
1239 1297
1240/* 1298/*
1241 * For debugging purposes. Dumps all treasures for a given monster. 1299 * For debugging purposes. Dumps all treasures for a given monster.
1242 * Created originally by Raphael Quinet for debugging the alchemy code. 1300 * Created originally by Raphael Quinet for debugging the alchemy code.
1243 */ 1301 */
1244 1302void
1245void dump_monster_treasure (const char *name) 1303dump_monster_treasure (const char *name)
1246{ 1304{
1247 archetype *at; 1305 archetype *at;
1248 int found; 1306 int found;
1249 1307
1250 found = 0; 1308 found = 0;
1251 fprintf (logfile, "\n"); 1309 fprintf (logfile, "\n");
1310
1252 for (at = first_archetype; at != NULL; at = at->next) 1311 for (at = first_archetype; at != NULL; at = at->next)
1253 if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1312 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1254 { 1313 {
1255 fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name, 1314 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1256 at->name);
1257 if (at->clone.randomitems != NULL) 1315 if (at->clone.randomitems != NULL)
1258 dump_monster_treasure_rec (at->clone.name, 1316 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1259 at->clone.randomitems->items, 1);
1260 else 1317 else
1261 fprintf (logfile, "(nothing)\n"); 1318 fprintf (logfile, "(nothing)\n");
1319
1262 fprintf (logfile, "\n"); 1320 fprintf (logfile, "\n");
1263 found++; 1321 found++;
1264 } 1322 }
1323
1265 if (found == 0) 1324 if (found == 0)
1266 fprintf (logfile, "No objects have the name %s!\n\n", name); 1325 fprintf (logfile, "No objects have the name %s!\n\n", name);
1267} 1326}
1268 1327
1269/* 1328/*
1270 * Builds up the lists of artifacts from the file in the libdir. 1329 * Builds up the lists of artifacts from the file in the libdir.
1271 */ 1330 */
1272 1331void
1273void init_artifacts(void) { 1332init_artifacts (void)
1333{
1274 static int has_been_inited=0; 1334 static int has_been_inited = 0;
1275 FILE *fp_; 1335 char filename[MAX_BUF];
1276 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1277 artifact *art=NULL; 1336 artifact *art = NULL;
1278 linked_char *tmp;
1279 int value, comp;
1280 artifactlist *al; 1337 artifactlist *al;
1281 1338
1282 if (has_been_inited) return; 1339 if (has_been_inited)
1340 return;
1341 else
1283 else has_been_inited = 1; 1342 has_been_inited = 1;
1284 1343
1285 sprintf(filename, "%s/artifacts", settings.datadir); 1344 sprintf (filename, "%s/artifacts", settings.datadir);
1286 LOG(llevDebug, "Reading artifacts from %s...",filename); 1345 object_thawer f (filename);
1287 if ((fp_ = open_and_uncompress(filename, 0, &comp)) == NULL) { 1346
1288 LOG(llevError, "Can't open %s.\n", filename); 1347 if (!f)
1289 return; 1348 return;
1290 }
1291 1349
1292 object_thawer fp (fp_); 1350 f.next ();
1293 1351
1294 while (fgets(buf, HUGE_BUF, fp)!=NULL) { 1352 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 1353 {
1303 if (!strncmp(cp, "Allowed", 7)) { 1354 switch (f.kw)
1355 {
1356 case KW_allowed:
1304 if (art==NULL) { 1357 if (!art)
1358 {
1305 art=get_empty_artifact(); 1359 art = get_empty_artifact ();
1306 nrofartifacts++; 1360 nrofartifacts++;
1307 } 1361 }
1308 cp = strchr(cp,' ') + 1;
1309 if (!strcmp(cp,"all")) continue;
1310 1362
1311 do { 1363 {
1364 if (!strcmp (f.get_str (), "all"))
1365 break;
1366
1367 char *next, *cp = f.get_str ();
1368
1369 do
1370 {
1312 nrofallowedstr++; 1371 nrofallowedstr++;
1372
1313 if ((next=strchr(cp, ','))!=NULL) 1373 if ((next = strchr (cp, ',')))
1314 *(next++) = '\0'; 1374 *next++ = '\0';
1315 tmp = (linked_char*) malloc(sizeof(linked_char)); 1375
1376 linked_char *tmp = new linked_char;
1377
1316 tmp->name = add_string(cp); 1378 tmp->name = cp;
1317 tmp->next = art->allowed; 1379 tmp->next = art->allowed;
1318 art->allowed = tmp; 1380 art->allowed = tmp;
1381 }
1319 } while ((cp=next)!=NULL); 1382 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 } 1383 }
1384 break;
1385
1386 case KW_chance:
1387 f.get (art->chance);
1388 break;
1389
1390 case KW_difficulty:
1391 f.get (art->difficulty);
1392 break;
1393
1394 case KW_object:
1395 {
1396 art->item = object::create ();
1397
1398 if (!art->item->parse_kv (f))
1399 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1400
1401 al = find_artifactlist (art->item->type);
1402
1403 if (!al)
1404 {
1405 al = get_empty_artifactlist ();
1406 al->type = art->item->type;
1407 al->next = first_artifactlist;
1408 first_artifactlist = al;
1409 }
1410
1338 art->next = al->items; 1411 art->next = al->items;
1339 al->items = art; 1412 al->items = art;
1340 art = NULL; 1413 art = 0;
1414 }
1415 continue;
1416
1417 case KW_EOF:
1418 goto done;
1419
1420 default:
1421 if (!f.parse_error ("artifacts file"))
1422 cleanup ("artifacts file required");
1423 break;
1424 }
1425
1426 f.next ();
1427 }
1428
1429done:
1430 for (al = first_artifactlist; al; al = al->next)
1431 {
1432 for (art = al->items; art; art = art->next)
1341 } 1433 {
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) 1434 if (!art->chance)
1351 LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); 1435 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1352 else 1436 else
1353 al->total_chance += art->chance; 1437 al->total_chance += art->chance;
1354 } 1438 }
1355#if 0 1439#if 0
1356 LOG(llevDebug,"Artifact list type %d has %d total chance\n", 1440 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1357 al->type, al->total_chance);
1358#endif 1441#endif
1359 } 1442 }
1360 1443
1361 LOG(llevDebug,"done.\n"); 1444 LOG (llevDebug, "done.\n");
1362} 1445}
1363 1446
1364 1447
1365/* 1448/*
1366 * Used in artifact generation. The bonuses of the first object 1449 * Used in artifact generation. The bonuses of the first object
1367 * is modified by the bonuses of the second object. 1450 * is modified by the bonuses of the second object.
1368 */ 1451 */
1369 1452
1453void
1370void add_abilities(object *op, object *change) { 1454add_abilities (object *op, object *change)
1455{
1371 int i,j, tmp; 1456 int i, tmp;
1372 1457
1373 if (change->face != blank_face) { 1458 if (change->face != blank_face)
1459 {
1374#ifdef TREASURE_VERBOSE 1460#ifdef TREASURE_VERBOSE
1375 LOG(llevDebug, "FACE: %d\n", change->face->number); 1461 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1376#endif 1462#endif
1377 op->face = change->face; 1463 op->face = change->face;
1378 } 1464 }
1465
1379 for (i = 0; i < NUM_STATS; i++) 1466 for (i = 0; i < NUM_STATS; i++)
1380 change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); 1467 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1381 1468
1382 op->attacktype |= change->attacktype; 1469 op->attacktype |= change->attacktype;
1383 op->path_attuned |= change->path_attuned; 1470 op->path_attuned |= change->path_attuned;
1384 op->path_repelled |= change->path_repelled; 1471 op->path_repelled |= change->path_repelled;
1385 op->path_denied |= change->path_denied; 1472 op->path_denied |= change->path_denied;
1386 op->move_type |= change->move_type; 1473 op->move_type |= change->move_type;
1387 op->stats.luck += change->stats.luck; 1474 op->stats.luck += change->stats.luck;
1388 1475
1389 if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); 1476 if (QUERY_FLAG (change, FLAG_CURSED))
1390 if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); 1477 SET_FLAG (op, FLAG_CURSED);
1478 if (QUERY_FLAG (change, FLAG_DAMNED))
1479 SET_FLAG (op, FLAG_DAMNED);
1391 if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) 1480 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); 1481 set_abs_magic (op, -op->magic);
1394 1482
1395 if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1483 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1396 if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1484 SET_FLAG (op, FLAG_LIFESAVE);
1397 if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1485 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1398 if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1486 SET_FLAG (op, FLAG_REFL_SPELL);
1399 if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1487 if (QUERY_FLAG (change, FLAG_STEALTH))
1400 if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1488 SET_FLAG (op, FLAG_STEALTH);
1401 if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1489 if (QUERY_FLAG (change, FLAG_XRAYS))
1402 if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); 1490 SET_FLAG (op, FLAG_XRAYS);
1491 if (QUERY_FLAG (change, FLAG_BLIND))
1492 SET_FLAG (op, FLAG_BLIND);
1493 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1494 SET_FLAG (op, FLAG_SEE_IN_DARK);
1495 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1496 SET_FLAG (op, FLAG_REFL_MISSILE);
1497 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1498 SET_FLAG (op, FLAG_MAKE_INVIS);
1403 1499
1404 if (QUERY_FLAG(change,FLAG_STAND_STILL)) { 1500 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1501 {
1405 CLEAR_FLAG(op,FLAG_ANIMATE); 1502 CLEAR_FLAG (op, FLAG_ANIMATE);
1406 /* so artifacts will join */ 1503 /* so artifacts will join */
1407 if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; 1504 if (!QUERY_FLAG (op, FLAG_ALIVE))
1408 update_ob_speed(op); 1505 op->speed = 0.0;
1506
1507 op->set_speed (op->speed);
1409 } 1508 }
1410 if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; 1509
1510 if (change->nrof)
1511 op->nrof = rndm (change->nrof) + 1;
1512
1411 op->stats.exp += change->stats.exp; /* Speed modifier */ 1513 op->stats.exp += change->stats.exp; /* Speed modifier */
1412 op->stats.wc += change->stats.wc; 1514 op->stats.wc += change->stats.wc;
1413 op->stats.ac += change->stats.ac; 1515 op->stats.ac += change->stats.ac;
1414 1516
1415 if (change->other_arch) { 1517 if (change->other_arch)
1518 {
1416 /* Basically, for horns & potions, the other_arch field is the spell 1519 /* 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 1520 * to cast. So convert that to into a spell and put it into
1418 * this object. 1521 * this object.
1419 */ 1522 */
1420 if (op->type == HORN || op->type == POTION) { 1523 if (op->type == HORN || op->type == POTION)
1524 {
1421 object *tmp_obj; 1525 object *tmp_obj;
1526
1422 /* Remove any spells this object currently has in it */ 1527 /* Remove any spells this object currently has in it */
1423 while (op->inv) { 1528 while (op->inv)
1424 tmp_obj = op->inv; 1529 op->inv->destroy ();
1425 remove_ob(tmp_obj); 1530
1426 free_object(tmp_obj); 1531 tmp_obj = arch_to_object (change->other_arch);
1532 insert_ob_in_ob (tmp_obj, op);
1533 }
1534 /* No harm setting this for potions/horns */
1535 op->other_arch = change->other_arch;
1536 }
1537
1538 if (change->stats.hp < 0)
1539 op->stats.hp = -change->stats.hp;
1540 else
1541 op->stats.hp += change->stats.hp;
1542
1543 if (change->stats.maxhp < 0)
1544 op->stats.maxhp = -change->stats.maxhp;
1545 else
1546 op->stats.maxhp += change->stats.maxhp;
1547
1548 if (change->stats.sp < 0)
1549 op->stats.sp = -change->stats.sp;
1550 else
1551 op->stats.sp += change->stats.sp;
1552
1553 if (change->stats.maxsp < 0)
1554 op->stats.maxsp = -change->stats.maxsp;
1555 else
1556 op->stats.maxsp += change->stats.maxsp;
1557
1558 if (change->stats.food < 0)
1559 op->stats.food = -(change->stats.food);
1560 else
1561 op->stats.food += change->stats.food;
1562
1563 if (change->level < 0)
1564 op->level = -(change->level);
1565 else
1566 op->level += change->level;
1567
1568 if (change->gen_sp_armour < 0)
1569 op->gen_sp_armour = -(change->gen_sp_armour);
1570 else
1571 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1572
1573 op->item_power = change->item_power;
1574
1575 for (i = 0; i < NROFATTACKS; i++)
1576 if (change->resist[i])
1577 op->resist[i] += change->resist[i];
1578
1579 if (change->stats.dam)
1580 {
1581 if (change->stats.dam < 0)
1582 op->stats.dam = (-change->stats.dam);
1583 else if (op->stats.dam)
1584 {
1585 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1586 if (tmp == op->stats.dam)
1587 {
1588 if (change->stats.dam < 10)
1589 op->stats.dam--;
1590 else
1591 op->stats.dam++;
1427 } 1592 }
1428 tmp_obj = arch_to_object(change->other_arch); 1593 else
1429 insert_ob_in_ob(tmp_obj, op); 1594 op->stats.dam = tmp;
1430 } 1595 }
1431 /* No harm setting this for potions/horns */ 1596 }
1432 op->other_arch = change->other_arch; 1597
1598 if (change->weight)
1433 } 1599 {
1434
1435 if (change->stats.hp < 0) 1600 if (change->weight < 0)
1436 op->stats.hp = -change->stats.hp; 1601 op->weight = (-change->weight);
1437 else 1602 else
1438 op->stats.hp += change->stats.hp; 1603 op->weight = (op->weight * (change->weight)) / 100;
1604 }
1605
1606 if (change->last_sp)
1607 {
1439 if (change->stats.maxhp < 0) 1608 if (change->last_sp < 0)
1440 op->stats.maxhp = -change->stats.maxhp; 1609 op->last_sp = (-change->last_sp);
1441 else 1610 else
1442 op->stats.maxhp += change->stats.maxhp; 1611 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1443 if (change->stats.sp < 0) 1612 }
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 1613
1614 if (change->gen_sp_armour)
1615 {
1460 if (change->gen_sp_armour < 0) 1616 if (change->gen_sp_armour < 0)
1461 op->gen_sp_armour = -(change->gen_sp_armour); 1617 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 1618 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)) 1619 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1504 / (int)100);
1505 } 1620 }
1621
1506 op->value *= change->value; 1622 op->value *= change->value;
1507 1623
1508 if(change->material) op->material = change->material; 1624 if (change->materials)
1625 op->materials = change->materials;
1509 1626
1510 if (change->materialname) { 1627 if (change->materialname)
1511 if (op->materialname)
1512 free_string(op->materialname);
1513 op->materialname = add_refcount(change->materialname); 1628 op->materialname = change->materialname;
1514 }
1515 1629
1516 if (change->slaying) { 1630 if (change->slaying)
1517 if (op->slaying)
1518 free_string(op->slaying);
1519 op->slaying = add_refcount(change->slaying); 1631 op->slaying = change->slaying;
1520 } 1632
1521 if (change->race) { 1633 if (change->race)
1522 if (op->race)
1523 free_string(op->race);
1524 op->race = add_refcount(change->race); 1634 op->race = change->race;
1525 } 1635
1526 if (change->msg) { 1636 if (change->msg)
1527 if (op->msg) 1637 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} 1638}
1585 1639
1640static int
1586static int legal_artifact_combination(object *op, artifact *art) { 1641legal_artifact_combination (object *op, artifact * art)
1642{
1587 int neg, success = 0; 1643 int neg, success = 0;
1588 linked_char *tmp; 1644 linked_char *tmp;
1589 const char *name; 1645 const char *name;
1590 1646
1591 if (art->allowed == (linked_char *) NULL) 1647 if (art->allowed == (linked_char *) NULL)
1592 return 1; /* Ie, "all" */ 1648 return 1; /* Ie, "all" */
1593 for (tmp = art->allowed; tmp; tmp = tmp->next) { 1649 for (tmp = art->allowed; tmp; tmp = tmp->next)
1650 {
1594#ifdef TREASURE_VERBOSE 1651#ifdef TREASURE_VERBOSE
1595 LOG(llevDebug, "legal_art: %s\n", tmp->name); 1652 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1596#endif 1653#endif
1597 if (*tmp->name == '!') 1654 if (*tmp->name == '!')
1598 name = tmp->name + 1, neg = 1; 1655 name = tmp->name + 1, neg = 1;
1599 else 1656 else
1600 name = tmp->name, neg = 0; 1657 name = tmp->name, neg = 0;
1601 1658
1602 /* If we match name, then return the opposite of 'neg' */ 1659 /* If we match name, then return the opposite of 'neg' */
1603 if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) 1660 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1604 return !neg; 1661 return !neg;
1605 1662
1606 /* Set success as true, since if the match was an inverse, it means 1663 /* Set success as true, since if the match was an inverse, it means
1607 * everything is allowed except what we match 1664 * everything is allowed except what we match
1608 */ 1665 */
1609 else if (neg) 1666 else if (neg)
1610 success = 1; 1667 success = 1;
1611 } 1668 }
1612 return success; 1669 return success;
1613} 1670}
1614 1671
1615/* 1672/*
1616 * Fixes the given object, giving it the abilities and titles 1673 * Fixes the given object, giving it the abilities and titles
1617 * it should have due to the second artifact-template. 1674 * it should have due to the second artifact-template.
1618 */ 1675 */
1619 1676
1677void
1620void give_artifact_abilities(object *op, object *artifct) { 1678give_artifact_abilities (object *op, object *artifct)
1679{
1621 char new_name[MAX_BUF]; 1680 char new_name[MAX_BUF];
1622 1681
1623 sprintf(new_name, "of %s", artifct->name); 1682 sprintf (new_name, "of %s", &artifct->name);
1624 if (op->title)
1625 free_string(op->title);
1626 op->title = add_string(new_name); 1683 op->title = new_name;
1627 add_abilities(op, artifct); /* Give out the bonuses */ 1684 add_abilities (op, artifct); /* Give out the bonuses */
1628 1685
1629#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1686#if 0 /* Bit verbose, but keep it here until next time I need it... */
1630 { 1687 {
1631 char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); 1688 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1689
1632 SET_FLAG(op, FLAG_IDENTIFIED); 1690 SET_FLAG (op, FLAG_IDENTIFIED);
1633 LOG(llevDebug, "Generated artifact %s %s [%s]\n", 1691 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) 1692 if (!identified)
1636 CLEAR_FLAG(op, FLAG_IDENTIFIED); 1693 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1637 } 1694 }
1638#endif 1695#endif
1639 return; 1696 return;
1640} 1697}
1641 1698
1648 */ 1705 */
1649 1706
1650/* Give 1 re-roll attempt per artifact */ 1707/* Give 1 re-roll attempt per artifact */
1651#define ARTIFACT_TRIES 2 1708#define ARTIFACT_TRIES 2
1652 1709
1710void
1653void generate_artifact(object *op, int difficulty) { 1711generate_artifact (object *op, int difficulty)
1712{
1654 artifactlist *al; 1713 artifactlist *al;
1655 artifact *art; 1714 artifact *art;
1656 int i; 1715 int i;
1657 1716
1658 al = find_artifactlist(op->type); 1717 al = find_artifactlist (op->type);
1659 1718
1660 if (al==NULL) { 1719 if (al == NULL)
1720 {
1661#if 0 /* This is too verbose, usually */ 1721#if 0 /* This is too verbose, usually */
1662 LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1722 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 1723#endif
1680 return; 1724 return;
1681 } 1725 }
1726
1727 for (i = 0; i < ARTIFACT_TRIES; i++)
1728 {
1729 int roll = rndm (al->total_chance);
1730
1731 for (art = al->items; art; art = art->next)
1732 {
1733 roll -= art->chance;
1734 if (roll < 0)
1735 break;
1736 }
1737
1738 if (art == NULL || roll >= 0)
1739 {
1740#if 1
1741 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1742#endif
1743 return;
1744 }
1682 if (!strcmp(art->item->name,"NONE")) 1745 if (!strcmp (art->item->name, "NONE"))
1683 return; 1746 return;
1684 if (FABS(op->magic) < art->item->magic) 1747 if (FABS (op->magic) < art->item->magic)
1685 continue; /* Not magic enough to be this item */ 1748 continue; /* Not magic enough to be this item */
1686 1749
1687 /* Map difficulty not high enough */ 1750 /* Map difficulty not high enough */
1688 if (difficulty<art->difficulty) 1751 if (difficulty < art->difficulty)
1689 continue; 1752 continue;
1690 1753
1691 if (!legal_artifact_combination(op, art)) { 1754 if (!legal_artifact_combination (op, art))
1755 {
1692#ifdef TREASURE_VERBOSE 1756#ifdef TREASURE_VERBOSE
1693 LOG(llevDebug, "%s of %s was not a legal combination.\n", 1757 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1694 op->name, art->item->name);
1695#endif 1758#endif
1696 continue; 1759 continue;
1697 } 1760 }
1761
1698 give_artifact_abilities(op, art->item); 1762 give_artifact_abilities (op, art->item);
1699 return; 1763 return;
1700 } 1764 }
1701} 1765}
1702 1766
1703/* fix_flesh_item() - objects of type FLESH are similar to type 1767/* fix_flesh_item() - objects of type FLESH are similar to type
1704 * FOOD, except they inherit properties (name, food value, etc). 1768 * FOOD, except they inherit properties (name, food value, etc).
1705 * based on the original owner (or 'donor' if you like). -b.t. 1769 * based on the original owner (or 'donor' if you like). -b.t.
1706 */ 1770 */
1707 1771
1772void
1708void fix_flesh_item(object *item, object *donor) { 1773fix_flesh_item (object *item, object *donor)
1774{
1709 char tmpbuf[MAX_BUF]; 1775 char tmpbuf[MAX_BUF];
1710 int i; 1776 int i;
1711 1777
1712 if(item->type==FLESH && donor) { 1778 if (item->type == FLESH && donor)
1779 {
1713 /* change the name */ 1780 /* change the name */
1714 sprintf(tmpbuf,"%s's %s",donor->name,item->name); 1781 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1715 FREE_AND_COPY(item->name, tmpbuf); 1782 item->name = tmpbuf;
1716 sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); 1783 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1717 FREE_AND_COPY(item->name_pl, tmpbuf); 1784 item->name_pl = tmpbuf;
1718 1785
1719 /* weight is FLESH weight/100 * donor */ 1786 /* weight is FLESH weight/100 * donor */
1720 if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) 1787 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1721 item->weight=1; 1788 item->weight = 1;
1722 1789
1723 /* value is multiplied by level of donor */ 1790 /* value is multiplied by level of donor */
1724 item->value *= isqrt(donor->level*2); 1791 item->value *= isqrt (donor->level * 2);
1725 1792
1726 /* food value */ 1793 /* food value */
1727 item->stats.food += (donor->stats.hp/100) + donor->stats.Con; 1794 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1728 1795
1729 /* flesh items inherit some abilities of donor, but not 1796 /* flesh items inherit some abilities of donor, but not
1730 * full effect. 1797 * full effect.
1731 */ 1798 */
1732 for (i=0; i<NROFATTACKS; i++) 1799 for (i = 0; i < NROFATTACKS; i++)
1733 item->resist[i] = donor->resist[i]/2; 1800 item->resist[i] = donor->resist[i] / 2;
1734 1801
1735 /* item inherits donor's level (important for quezals) */ 1802 /* item inherits donor's level (important for quezals) */
1736 item->level = donor->level; 1803 item->level = donor->level;
1737 1804
1738 /* if donor has some attacktypes, the flesh is poisonous */ 1805 /* if donor has some attacktypes, the flesh is poisonous */
1739 if(donor->attacktype&AT_POISON) 1806 if (donor->attacktype & AT_POISON)
1740 item->type=POISON; 1807 item->type = POISON;
1741 if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; 1808 if (donor->attacktype & AT_ACID)
1809 item->stats.hp = -1 * item->stats.food;
1742 SET_FLAG(item,FLAG_NO_STEAL); 1810 SET_FLAG (item, FLAG_NO_STEAL);
1743 } 1811 }
1744} 1812}
1745 1813
1746/* special_potion() - so that old potion code is still done right. */ 1814/* special_potion() - so that old potion code is still done right. */
1747 1815
1816int
1748int special_potion (object *op) { 1817special_potion (object *op)
1749 1818{
1750 int i;
1751
1752 if(op->attacktype) return 1; 1819 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; 1820 return 1;
1761}
1762 1821
1822 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1823 return 1;
1824
1825 for (int i = 0; i < NROFATTACKS; i++)
1826 if (op->resist[i])
1827 return 1;
1828
1829 return 0;
1830}
1831
1832void
1763void free_treasurestruct(treasure *t) 1833free_treasurestruct (treasure *t)
1764{ 1834{
1765 if (t->next) free_treasurestruct(t->next); 1835 if (t->next) free_treasurestruct (t->next);
1766 if (t->next_yes) free_treasurestruct(t->next_yes); 1836 if (t->next_yes) free_treasurestruct (t->next_yes);
1767 if (t->next_no) free_treasurestruct(t->next_no); 1837 if (t->next_no) free_treasurestruct (t->next_no);
1768 free(t);
1769}
1770 1838
1839 delete t;
1840}
1841
1842void
1771void free_charlinks(linked_char *lc) 1843free_charlinks (linked_char *lc)
1772{ 1844{
1845 if (lc->next)
1773 if (lc->next) free_charlinks(lc->next); 1846 free_charlinks (lc->next);
1774 free(lc);
1775}
1776 1847
1848 delete lc;
1849}
1850
1851void
1777void free_artifact(artifact *at) 1852free_artifact (artifact *at)
1778{ 1853{
1779
1780 if (at->next) free_artifact(at->next); 1854 if (at->next) free_artifact (at->next);
1781 if (at->allowed) free_charlinks(at->allowed); 1855 if (at->allowed) free_charlinks (at->allowed);
1782 if (at->item) { 1856
1783 if (at->item->name) free_string(at->item->name); 1857 at->item->destroy (1);
1784 if (at->item->name_pl) free_string(at->item->name_pl); 1858
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); 1859 sfree (at);
1790} 1860}
1791 1861
1862void
1792void free_artifactlist(artifactlist *al) 1863free_artifactlist (artifactlist *al)
1793{ 1864{
1794 artifactlist *nextal; 1865 artifactlist *nextal;
1866
1795 for (al=first_artifactlist; al!=NULL; al=nextal) { 1867 for (al = first_artifactlist; al; al = nextal)
1868 {
1796 nextal=al->next; 1869 nextal = al->next;
1870
1797 if (al->items) { 1871 if (al->items)
1798 free_artifact(al->items); 1872 free_artifact (al->items);
1799 } 1873
1800 free(al); 1874 sfree (al);
1801 } 1875 }
1802} 1876}
1803 1877
1878void
1804void free_all_treasures(void) { 1879free_all_treasures (void)
1880{
1805treasurelist *tl, *next; 1881 treasurelist *tl, *next;
1806 1882
1807
1808 for (tl=first_treasurelist; tl!=NULL; tl=next) { 1883 for (tl = first_treasurelist; tl; tl = next)
1884 {
1885 clear (tl);
1886
1809 next=tl->next; 1887 next = tl->next;
1810 if (tl->name) free_string(tl->name); 1888 delete tl;
1811 if (tl->items) free_treasurestruct(tl->items);
1812 free(tl);
1813 } 1889 }
1890
1814 free_artifactlist(first_artifactlist); 1891 free_artifactlist (first_artifactlist);
1815} 1892}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines