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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.12 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.50 by root, Thu Apr 19 16:23:46 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.12 2006/09/04 13:55:54 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
51/* 43static treasurelist *first_treasurelist;
52 * Initialize global archtype pointers:
53 */
54 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
58/*
59 * Searches for the given treasurelist
60 */
61treasurelist *
62treasurelist::find (const char *name)
63{
64 if (!name)
65 return 0;
66
67 auto (i, tl_map.find (name));
68
69 if (i == tl_map.end ())
70 return 0;
71
72 return i->second;
73}
74
75/*
76 * Searches for the given treasurelist in the globally linked list
77 * of treasurelists which has been built by load_treasures().
78 */
79treasurelist *
80treasurelist::get (const char *name)
81{
82 treasurelist *tl = find (name);
83
84 if (!tl)
85 {
86 tl = new treasurelist;
87
88 tl->name = name;
89 tl->next = first_treasurelist;
90 first_treasurelist = tl;
91
92 tl_map.insert (std::make_pair (tl->name, tl));
93 }
94
95 return tl;
96}
97
98//TODO: class method
55void 99void
56init_archetype_pointers () 100clear (treasurelist *tl)
57{ 101{
58 int prev_warn = warn_archetypes; 102 if (tl->items)
59 warn_archetypes = 1;
60 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring");
62 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet");
64 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff");
66 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown");
68 warn_archetypes = prev_warn;
69}
70
71/*
72 * Allocate and return the pointer to an empty treasurelist structure.
73 */
74
75static treasurelist *
76get_empty_treasurelist (void)
77{
78 return new treasurelist;
79}
80
81/*
82 * Allocate and return the pointer to an empty treasure structure.
83 */
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89
90 t->chance = 100;
91
92 return t;
93}
94
95/*
96 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists)
98 */
99
100static treasure *
101load_treasure (FILE * fp, int *line)
102{
103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure ();
105 int value;
106
107 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
110 (*line)++;
111
112 if (*buf == '#')
113 continue;
114 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0';
116 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */
118 cp++;
119
120 if (sscanf (cp, "arch %s", variable))
121 {
122 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 else if (sscanf (cp, "list %s", variable))
126 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end"))
144 return t;
145 else if (!strcmp (cp, "more"))
146 {
147 t->next = load_treasure (fp, line);
148 return t;
149 }
150 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 103 {
153 LOG (llevError, "treasure lacks 'end'.\n"); 104 free_treasurestruct (tl->items);
154 return t; 105 tl->items = 0;
106 }
107
108 tl->total_chance = 0;
155} 109}
156 110
157#ifdef TREASURE_DEBUG 111#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 112/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 113 * so that the treasure name can be printed out
160 */ 114 */
161static void 115static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 116check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 117{
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */ 120
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 121 if (t->next)
172 check_treasurelist (t->next, tl); 122 check_treasurelist (t->next, tl);
123
173 if (t->next_yes) 124 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 125 check_treasurelist (t->next_yes, tl);
126
175 if (t->next_no) 127 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 128 check_treasurelist (t->next_no, tl);
177} 129}
178#endif 130#endif
179 131
180/* 132/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 133 * Reads the lib/treasure file from disk, and parses the contents
134 * into an internal treasure structure (very linked lists)
135 */
136static treasure *
137read_treasure (object_thawer &f)
138{
139 treasure *t = new treasure;
140
141 f.next ();
142
143 for (;;)
144 {
145 coroapi::cede_to_tick_every (10);
146
147 switch (f.kw)
148 {
149 case KW_arch:
150 t->item = archetype::get (f.get_str ());
151 break;
152
153 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break;
156 case KW_change_slaying: f.get (t->change_arch.slaying); break;
157 case KW_chance: f.get (t->chance); break;
158 case KW_nrof: f.get (t->nrof); break;
159 case KW_magic: f.get (t->magic); break;
160
161 case KW_yes: t->next_yes = read_treasure (f); continue;
162 case KW_no: t->next_no = read_treasure (f); continue;
163
164 case KW_end:
165 f.next ();
166 return t;
167
168 case KW_more:
169 t->next = read_treasure (f);
170 return t;
171
172 default:
173 if (!f.parse_error ("treasurelist", t->name))
174 return 0;
175
176 return t;
177 }
178
179 f.next ();
180 }
181}
182
183/*
182 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
183 */ 185 */
184 186treasurelist *
185void 187treasurelist::read (object_thawer &f)
186load_treasures (void)
187{ 188{
188 FILE *fp; 189 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t;
192 int comp, line = 0;
193 190
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 191 bool one = f.kw == KW_treasureone;
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 192 treasurelist *tl = treasurelist::get (f.get_str ());
196 { 193 clear (tl);
197 LOG (llevError, "Can't open treasure file.\n"); 194 tl->items = read_treasure (f);
195 if (!tl->items)
198 return; 196 return 0;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205 197
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 {
208 treasurelist *tl = get_empty_treasurelist ();
209 tl->name = name;
210 if (previous == NULL)
211 first_treasurelist = tl;
212 else
213 previous->next = tl;
214 previous = tl;
215 tl->items = load_treasure (fp, &line);
216
217 /* This is a one of the many items on the list should be generated. 198 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no 199 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
220 */
221 if (!strncmp (buf, "treasureone", 11))
222 {
223 for (t = tl->items; t != NULL; t = t->next)
224 {
225#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no)
227 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n");
230 }
231#endif
232 tl->total_chance += t->chance;
233 }
234 }
235 }
236 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 }
239 close_and_delete (fp, comp);
240
241#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element.
246 */ 201 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 202 tl->total_chance = 0;
248 check_treasurelist (previous->items, previous);
249#endif
250}
251 203
252/*
253 * Searches for the given treasurelist in the globally linked list
254 * of treasurelists which has been built by load_treasures().
255 */
256
257treasurelist *
258find_treasurelist (const char *name)
259{
260 /* Special cases - randomitems of NULL is to override default. If
261 * first_treasurelist is null, it means we are on the first pass of
262 * of loading archetypes, so for now, just return - second pass will
263 * init these values.
264 */
265 if (!name) 204 if (one)
266 return 0; 205 {
206 for (treasure *t = tl->items; t; t = t->next)
207 {
208 if (t->next_yes || t->next_no)
209 {
210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
211 LOG (llevError, " the next_yes or next_no field is set\n");
212 }
267 213
268 if (const char *tmp = shstr::find (name)) 214 tl->total_chance += t->chance;
269 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) 215 }
270 if (tmp == tl->name) 216 }
271 return tl;
272 217
273 if (first_treasurelist)
274 LOG (llevError, "Couldn't find treasurelist %s\n", name);
275
276 return 0; 218 return tl;
277} 219}
278
279 220
280/* 221/*
281 * Generates the objects specified by the given treasure. 222 * Generates the objects specified by the given treasure.
282 * It goes recursively through the rest of the linked list. 223 * It goes recursively through the rest of the linked list.
283 * If there is a certain percental chance for a treasure to be generated, 224 * If there is a certain percental chance for a treasure to be generated,
286 * being generated. 227 * being generated.
287 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 228 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
288 * abilities. This is used by summon spells, thus no summoned monsters 229 * abilities. This is used by summon spells, thus no summoned monsters
289 * start with equipment, but only their abilities). 230 * start with equipment, but only their abilities).
290 */ 231 */
291
292
293static void 232static void
294put_treasure (object * op, object * creator, int flags) 233put_treasure (object *op, object *creator, int flags)
295{ 234{
296 object *tmp; 235 object *tmp;
297 236
298 /* Bit of a hack - spells should never be put onto the map. The entire 237 /* Bit of a hack - spells should never be put onto the map. The entire
299 * treasure stuff is a problem - there is no clear idea of knowing 238 * treasure stuff is a problem - there is no clear idea of knowing
300 * this is the original object, or if this is an object that should be created 239 * this is the original object, or if this is an object that should be created
301 * by another object. 240 * by another object.
302 */ 241 */
303 if (flags & GT_ENVIRONMENT && op->type != SPELL) 242 if (flags & GT_ENVIRONMENT && op->type != SPELL)
304 { 243 {
305 op->x = creator->x;
306 op->y = creator->y;
307 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 244 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
308 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 245 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
309 } 246 }
310 else 247 else
311 { 248 {
312 op = insert_ob_in_ob (op, creator); 249 op = creator->insert (op);
250
313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 251 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
314 monster_check_apply (creator, op); 252 monster_check_apply (creator, op);
253
315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 254 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
316 esrv_send_item (tmp, op); 255 esrv_send_item (tmp, op);
317 } 256 }
318} 257}
319 258
320/* if there are change_xxx commands in the treasure, we include the changes 259/* if there are change_xxx commands in the treasure, we include the changes
321 * in the generated object 260 * in the generated object
335 274
336 if (t->change_arch.slaying) 275 if (t->change_arch.slaying)
337 op->slaying = t->change_arch.slaying; 276 op->slaying = t->change_arch.slaying;
338} 277}
339 278
340void 279static void
341create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 280create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
342{ 281{
343 object *tmp;
344
345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 282 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
346 { 283 {
347 if (t->name) 284 if (t->name)
348 { 285 {
349 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 286 if (difficulty >= t->magic)
350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 287 if (treasurelist *tl = treasurelist::find (t->name))
351 } 288 create_treasure (tl, op, flag, difficulty, tries);
289 else
290 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
291 }
352 else 292 else
353 { 293 {
354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 294 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
355 { 295 {
356 tmp = arch_to_object (t->item); 296 object *tmp = arch_to_object (t->item);
297
357 if (t->nrof && tmp->nrof <= 1) 298 if (t->nrof && tmp->nrof <= 1)
358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 299 tmp->nrof = rndm (t->nrof) + 1;
300
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 301 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 302 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 303 put_treasure (tmp, op, flag);
362 } 304 }
363 } 305 }
364 306
365 if (t->next_yes != NULL) 307 if (t->next_yes)
366 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 308 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 } 309 }
368 else if (t->next_no != NULL) 310 else if (t->next_no)
369 create_all_treasures (t->next_no, op, flag, difficulty, tries); 311 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370 312
371 if (t->next != NULL) 313 if (t->next)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 314 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 315}
374 316
375void 317static void
376create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries) 318create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 319{
378 int value = RANDOM () % tl->total_chance; 320 int value = rndm (tl->total_chance);
379 treasure *t; 321 treasure *t;
380 322
381 if (tries++ > 100) 323 if (tries++ > 100)
382 { 324 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 325 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 326 return;
385 } 327 }
386 328
387 for (t = tl->items; t != NULL; t = t->next) 329 for (t = tl->items; t; t = t->next)
388 { 330 {
389 value -= t->chance; 331 value -= t->chance;
390 332
391 if (value < 0) 333 if (value < 0)
392 break; 334 break;
393 } 335 }
394 336
395 if (!t || value >= 0) 337 if (!t || value >= 0)
396 {
397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 338 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
398 abort ();
399 return;
400 }
401 339
402 if (t->name) 340 if (t->name)
403 { 341 {
404 if (!strcmp (t->name, "NONE"))
405 return;
406
407 if (difficulty >= t->magic) 342 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 343 {
344 treasurelist *tl = treasurelist::find (t->name);
345 if (tl)
346 create_treasure (tl, op, flag, difficulty, tries);
347 }
409 else if (t->nrof) 348 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 349 create_one_treasure (tl, op, flag, difficulty, tries);
411
412 return;
413 } 350 }
414
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 351 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
416 { 352 {
417 object *tmp = arch_to_object (t->item); 353 if (object *tmp = arch_to_object (t->item))
418 354 {
419 if (!tmp)
420 return;
421
422 if (t->nrof && tmp->nrof <= 1) 355 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 356 tmp->nrof = rndm (t->nrof) + 1;
424 357
425// fix_generated_item (tmp, op, difficulty, t->magic, flag); 358 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426// change_treasure (t, tmp); 359 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 360 put_treasure (tmp, op, flag);
361 }
428 } 362 }
429} 363}
430 364
431/* This calls the appropriate treasure creation function. tries is passed 365/* This calls the appropriate treasure creation function. tries is passed
432 * to determine how many list transitions or attempts to create treasure 366 * to determine how many list transitions or attempts to create treasure
434 * list transitions, or so that excessively good treasure will not be 368 * list transitions, or so that excessively good treasure will not be
435 * created on weak maps, because it will exceed the number of allowed tries 369 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 370 * to do that.
437 */ 371 */
438void 372void
439create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 373create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 374{
375 // empty treasurelists are legal
376 if (!tl->items)
377 return;
441 378
442 if (tries++ > 100) 379 if (tries++ > 100)
443 { 380 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 381 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return; 382 return;
446 } 383 }
384
447 if (t->total_chance) 385 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 386 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 387 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 388 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 389}
452 390
453/* This is similar to the old generate treasure function. However, 391/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 392 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 393 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 394 * inserted into, and then return that treausre
457 */ 395 */
458object * 396object *
459generate_treasure (treasurelist * t, int difficulty) 397generate_treasure (treasurelist *tl, int difficulty)
460{ 398{
461 object *ob = get_object (), *tmp; 399 difficulty = clamp (difficulty, 1, settings.max_level);
462 400
401 object *ob = object::create ();
402
463 create_treasure (t, ob, 0, difficulty, 0); 403 create_treasure (tl, ob, 0, difficulty, 0);
464 404
465 /* Don't want to free the object we are about to return */ 405 /* Don't want to free the object we are about to return */
466 tmp = ob->inv; 406 object *tmp = ob->inv;
467 if (tmp != NULL) 407 if (tmp)
468 remove_ob (tmp); 408 tmp->remove ();
409
469 if (ob->inv) 410 if (ob->inv)
470 {
471 LOG (llevError, "In generate treasure, created multiple objects.\n"); 411 LOG (llevError, "In generate treasure, created multiple objects.\n");
472 } 412
473 free_object (ob); 413 ob->destroy ();
474 return tmp; 414 return tmp;
475} 415}
476 416
477/* 417/*
478 * This is a new way of calculating the chance for an item to have 418 * This is a new way of calculating the chance for an item to have
480 * The array has two arguments, the difficulty of the level, and the 420 * The array has two arguments, the difficulty of the level, and the
481 * magical bonus "wanted". 421 * magical bonus "wanted".
482 */ 422 */
483 423
484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 424static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
485/*chance of magic difficulty*/ 425// chance of magic difficulty
486/* +0 +1 +2 +3 +4 */ 426// +0 +1 +2 +3 +4
487 {95, 2, 2, 1, 0}, /*1 */ 427 {95, 2, 2, 1, 0}, // 1
488 {92, 5, 2, 1, 0}, /*2 */ 428 {92, 5, 2, 1, 0}, // 2
489 {85, 10, 4, 1, 0}, /*3 */ 429 {85, 10, 4, 1, 0}, // 3
490 {80, 14, 4, 2, 0}, /*4 */ 430 {80, 14, 4, 2, 0}, // 4
491 {75, 17, 5, 2, 1}, /*5 */ 431 {75, 17, 5, 2, 1}, // 5
492 {70, 18, 8, 3, 1}, /*6 */ 432 {70, 18, 8, 3, 1}, // 6
493 {65, 21, 10, 3, 1}, /*7 */ 433 {65, 21, 10, 3, 1}, // 7
494 {60, 22, 12, 4, 2}, /*8 */ 434 {60, 22, 12, 4, 2}, // 8
495 {55, 25, 14, 4, 2}, /*9 */ 435 {55, 25, 14, 4, 2}, // 9
496 {50, 27, 16, 5, 2}, /*10 */ 436 {50, 27, 16, 5, 2}, // 10
497 {45, 28, 18, 6, 3}, /*11 */ 437 {45, 28, 18, 6, 3}, // 11
498 {42, 28, 20, 7, 3}, /*12 */ 438 {42, 28, 20, 7, 3}, // 12
499 {40, 27, 21, 8, 4}, /*13 */ 439 {40, 27, 21, 8, 4}, // 13
500 {38, 25, 22, 10, 5}, /*14 */ 440 {38, 25, 22, 10, 5}, // 14
501 {36, 23, 23, 12, 6}, /*15 */ 441 {36, 23, 23, 12, 6}, // 15
502 {33, 21, 24, 14, 8}, /*16 */ 442 {33, 21, 24, 14, 8}, // 16
503 {31, 19, 25, 16, 9}, /*17 */ 443 {31, 19, 25, 16, 9}, // 17
504 {27, 15, 30, 18, 10}, /*18 */ 444 {27, 15, 30, 18, 10}, // 18
505 {20, 12, 30, 25, 13}, /*19 */ 445 {20, 12, 30, 25, 13}, // 19
506 {15, 10, 28, 30, 17}, /*20 */ 446 {15, 10, 28, 30, 17}, // 20
507 {13, 9, 27, 28, 23}, /*21 */ 447 {13, 9, 27, 28, 23}, // 21
508 {10, 8, 25, 28, 29}, /*22 */ 448 {10, 8, 25, 28, 29}, // 22
509 {8, 7, 23, 26, 36}, /*23 */ 449 { 8, 7, 23, 26, 36}, // 23
510 {6, 6, 20, 22, 46}, /*24 */ 450 { 6, 6, 20, 22, 46}, // 24
511 {4, 5, 17, 18, 56}, /*25 */ 451 { 4, 5, 17, 18, 56}, // 25
512 {2, 4, 12, 14, 68}, /*26 */ 452 { 2, 4, 12, 14, 68}, // 26
513 {0, 3, 7, 10, 80}, /*27 */ 453 { 0, 3, 7, 10, 80}, // 27
514 {0, 0, 3, 7, 90}, /*28 */ 454 { 0, 0, 3, 7, 90}, // 28
515 {0, 0, 0, 3, 97}, /*29 */ 455 { 0, 0, 0, 3, 97}, // 29
516 {0, 0, 0, 0, 100}, /*30 */ 456 { 0, 0, 0, 0, 100}, // 30
517 {0, 0, 0, 0, 100}, /*31 */ 457 { 0, 0, 0, 0, 100}, // 31
518}; 458};
519
520 459
521/* calculate the appropriate level for wands staves and scrolls. 460/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 461 * This code presumes that op has had its spell object created (in op->inv)
523 * 462 *
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 463 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 464 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 465 */
527
528int 466int
529level_for_item (const object * op, int difficulty) 467level_for_item (const object *op, int difficulty)
530{ 468{
531 int mult = 0, olevel = 0; 469 int olevel = 0;
532 470
533 if (!op->inv) 471 if (!op->inv)
534 { 472 {
535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 473 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536 return 0; 474 return 0;
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 493 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some 494 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31. 495 * weird integer between 1-31.
558 * 496 *
559 */ 497 */
560
561int 498int
562magic_from_difficulty (int difficulty) 499magic_from_difficulty (int difficulty)
563{ 500{
564 int percent = 0, magic = 0; 501 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 502 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
570 scaled_diff = 0; 507 scaled_diff = 0;
571 508
572 if (scaled_diff >= DIFFLEVELS) 509 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1; 510 scaled_diff = DIFFLEVELS - 1;
574 511
575 percent = RANDOM () % 100; 512 percent = rndm (100);
576 513
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 514 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 515 {
579 percent -= difftomagic_list[scaled_diff][magic]; 516 percent -= difftomagic_list[scaled_diff][magic];
580 517
581 if (percent < 0) 518 if (percent < 0)
582 break; 519 break;
583 } 520 }
584 521
585 if (magic == (MAXMAGIC + 1)) 522 if (magic == (MAXMAGIC + 1))
586 { 523 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 524 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 magic = 0; 525 magic = 0;
589 } 526 }
590 527
591 magic = (RANDOM () % 3) ? magic : -magic; 528 magic = (rndm (3)) ? magic : -magic;
592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 529 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593 530
594 return magic; 531 return magic;
595} 532}
596 533
600 * This function doesn't work properly, should add use of archetypes 537 * This function doesn't work properly, should add use of archetypes
601 * to make it truly absolute. 538 * to make it truly absolute.
602 */ 539 */
603 540
604void 541void
605set_abs_magic (object * op, int magic) 542set_abs_magic (object *op, int magic)
606{ 543{
607 if (!magic) 544 if (!magic)
608 return; 545 return;
609 546
610 op->magic = magic; 547 op->magic = magic;
611 if (op->arch) 548 if (op->arch)
612 { 549 {
613 if (op->type == ARMOUR) 550 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 551 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615 552
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 553 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 554 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 555 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 } 556 }
620 else 557 else
621 { 558 {
622 if (op->type == ARMOUR) 559 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 560 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 561 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 562 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 563 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 564 }
628} 565}
629 566
630/* 567/*
631 * Sets a random magical bonus in the given object based upon 568 * Sets a random magical bonus in the given object based upon
632 * the given difficulty, and the given max possible bonus. 569 * the given difficulty, and the given max possible bonus.
633 */ 570 */
634 571
635static void 572static void
636set_magic (int difficulty, object * op, int max_magic, int flags) 573set_magic (int difficulty, object *op, int max_magic, int flags)
637{ 574{
638 int i; 575 int i;
576
639 i = magic_from_difficulty (difficulty); 577 i = magic_from_difficulty (difficulty);
640 if ((flags & GT_ONLY_GOOD) && i < 0) 578 if ((flags & GT_ONLY_GOOD) && i < 0)
641 i = -i; 579 i = -i;
642 if (i > max_magic) 580 if (i > max_magic)
643 i = max_magic; 581 i = max_magic;
652 * 1) Since rings can have multiple bonuses, if the same bonus 590 * 1) Since rings can have multiple bonuses, if the same bonus
653 * is rolled again, increase it - the bonuses now stack with 591 * is rolled again, increase it - the bonuses now stack with
654 * other bonuses previously rolled and ones the item might natively have. 592 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method. 593 * 2) Add code to deal with new PR method.
656 */ 594 */
657
658void 595void
659set_ring_bonus (object * op, int bonus) 596set_ring_bonus (object *op, int bonus)
660{ 597{
661 598
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 599 int r = rndm (bonus > 0 ? 25 : 11);
663 600
664 if (op->type == AMULET) 601 if (op->type == AMULET)
665 { 602 {
666 if (!(RANDOM () % 21)) 603 if (!(rndm (21)))
667 r = 20 + RANDOM () % 2; 604 r = 20 + rndm (2);
668 else 605 else
669 { 606 {
670 if (RANDOM () & 2) 607 if (rndm (2))
671 r = 10; 608 r = 10;
672 else 609 else
673 r = 11 + RANDOM () % 9; 610 r = 11 + rndm (9);
674 } 611 }
675 } 612 }
676 613
677 switch (r) 614 switch (r)
678 { 615 {
679 /* Redone by MSW 2000-11-26 to have much less code. Also, 616 /* Redone by MSW 2000-11-26 to have much less code. Also,
680 * bonuses and penalties will stack and add to existing values. 617 * bonuses and penalties will stack and add to existing values.
681 * of the item. 618 * of the item.
682 */ 619 */
683 case 0: 620 case 0:
684 case 1: 621 case 1:
685 case 2: 622 case 2:
686 case 3: 623 case 3:
687 case 4: 624 case 4:
688 case 5: 625 case 5:
689 case 6: 626 case 6:
690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 627 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
691 break; 628 break;
692 629
693 case 7: 630 case 7:
694 op->stats.dam += bonus; 631 op->stats.dam += bonus;
695 break; 632 break;
696 633
697 case 8: 634 case 8:
698 op->stats.wc += bonus; 635 op->stats.wc += bonus;
699 break; 636 break;
700 637
701 case 9: 638 case 9:
702 op->stats.food += bonus; /* hunger/sustenance */ 639 op->stats.food += bonus; /* hunger/sustenance */
703 break; 640 break;
704 641
705 case 10: 642 case 10:
706 op->stats.ac += bonus; 643 op->stats.ac += bonus;
707 break; 644 break;
708 645
709 /* Item that gives protections/vulnerabilities */ 646 /* Item that gives protections/vulnerabilities */
710 case 11: 647 case 11:
711 case 12: 648 case 12:
712 case 13: 649 case 13:
713 case 14: 650 case 14:
714 case 15: 651 case 15:
715 case 16: 652 case 16:
716 case 17: 653 case 17:
717 case 18: 654 case 18:
718 case 19: 655 case 19:
719 { 656 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 657 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
721 658
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 659 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 660 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
724 661
725 /* Cursed items need to have higher negative values to equal out with 662 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another 663 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with 664 * little random element in since that they don't always end up with
728 * even values. 665 * even values.
729 */ 666 */
730 if (bonus < 0) 667 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 668 val = 2 * -val - rndm (b);
732 if (val > 35) 669 if (val > 35)
733 val = 35; /* Upper limit */ 670 val = 35; /* Upper limit */
734 b = 0; 671 b = 0;
672
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 673 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 { 674 resist = rndm (num_resist_table);
737 resist = RANDOM () % num_resist_table; 675
738 } 676 if (b == 4)
739 if (b == 4)
740 return; /* Not able to find a free resistance */ 677 return; /* Not able to find a free resistance */
678
741 op->resist[resist_table[resist]] = val; 679 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 680 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 681 * based on how good a resistance we gave.
744 */ 682 */
745 break; 683 break;
746 } 684 }
747 case 20: 685 case 20:
748 if (op->type == AMULET) 686 if (op->type == AMULET)
749 { 687 {
750 SET_FLAG (op, FLAG_REFL_SPELL); 688 SET_FLAG (op, FLAG_REFL_SPELL);
751 op->value *= 11; 689 op->value *= 11;
752 } 690 }
753 else 691 else
754 { 692 {
755 op->stats.hp = 1; /* regenerate hit points */ 693 op->stats.hp = 1; /* regenerate hit points */
756 op->value *= 4; 694 op->value *= 4;
757 } 695 }
758 break; 696 break;
759 697
760 case 21: 698 case 21:
761 if (op->type == AMULET) 699 if (op->type == AMULET)
762 { 700 {
763 SET_FLAG (op, FLAG_REFL_MISSILE); 701 SET_FLAG (op, FLAG_REFL_MISSILE);
764 op->value *= 9; 702 op->value *= 9;
765 } 703 }
766 else 704 else
767 { 705 {
768 op->stats.sp = 1; /* regenerate spell points */ 706 op->stats.sp = 1; /* regenerate spell points */
769 op->value *= 3; 707 op->value *= 3;
770 } 708 }
771 break; 709 break;
772 710
773 case 22: 711 case 22:
774 op->stats.exp += bonus; /* Speed! */ 712 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 713 op->value = (op->value * 2) / 3;
776 break; 714 break;
777 } 715 }
716
778 if (bonus > 0) 717 if (bonus > 0)
779 op->value *= 2 * bonus; 718 op->value *= 2 * bonus;
780 else 719 else
781 op->value = -(op->value * 2 * bonus) / 3; 720 op->value = -(op->value * 2 * bonus) / 3;
782} 721}
787 * higher is the chance of returning a low number. 726 * higher is the chance of returning a low number.
788 * It is only used in fix_generated_treasure() to set bonuses on 727 * It is only used in fix_generated_treasure() to set bonuses on
789 * rings and amulets. 728 * rings and amulets.
790 * Another scheme is used to calculate the magic of weapons and armours. 729 * Another scheme is used to calculate the magic of weapons and armours.
791 */ 730 */
792
793int 731int
794get_magic (int diff) 732get_magic (int diff)
795{ 733{
796 int i; 734 int i;
735
797 if (diff < 3) 736 if (diff < 3)
798 diff = 3; 737 diff = 3;
738
799 for (i = 0; i < 4; i++) 739 for (i = 0; i < 4; i++)
800 if (RANDOM () % diff) 740 if (rndm (diff))
801 return i; 741 return i;
742
802 return 4; 743 return 4;
803} 744}
804 745
805#define DICE2 (get_magic(2)==2?2:1) 746#define DICE2 (get_magic(2)==2?2:1)
806#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 747#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
807 748
808/* 749/*
809 * fix_generated_item(): This is called after an item is generated, in 750 * fix_generated_item(): This is called after an item is generated, in
810 * order to set it up right. This produced magical bonuses, puts spells 751 * order to set it up right. This produced magical bonuses, puts spells
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 752 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
812 */ 753 */
754
813/* 4/28/96 added creator object from which op may now inherit properties based on 755/* 4/28/96 added creator object from which op may now inherit properties based on
814 * op->type. Right now, which stuff the creator passes on is object type 756 * op->type. Right now, which stuff the creator passes on is object type
815 * dependant. I know this is a spagetti manuever, but is there a cleaner 757 * dependant. I know this is a spagetti manuever, but is there a cleaner
816 * way to do this? b.t. */ 758 * way to do this? b.t. */
759
817/* 760/*
818 * ! (flags & GT_ENVIRONMENT): 761 * ! (flags & GT_ENVIRONMENT):
819 * Automatically calls fix_flesh_item(). 762 * Automatically calls fix_flesh_item().
820 * 763 *
821 * flags: 764 * flags:
823 * value. 766 * value.
824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 767 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
825 * a working object - don't change magic, value, etc, but set it material 768 * a working object - don't change magic, value, etc, but set it material
826 * type as appropriate, for objects that need spell objects, set those, etc 769 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 770 */
828
829void 771void
830fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 772fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 773{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 774 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 775
834 if (!creator || creator->type == op->type) 776 if (!creator || creator->type == op->type)
835 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 777 creator = op; /*safety & to prevent polymorphed objects giving attributes */
836 778
837 /* If we make an artifact, this information will be destroyed */ 779 /* If we make an artifact, this information will be destroyed */
838 save_item_power = op->item_power; 780 save_item_power = op->item_power;
839 op->item_power = 0; 781 op->item_power = 0;
840 782
841 if (op->randomitems && op->type != SPELL) 783 if (op->randomitems && op->type != SPELL)
842 { 784 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 785 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
844 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846
847 /* So the treasure doesn't get created again */ 786 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 787 op->randomitems = 0;
849 } 788 }
850 789
851 if (difficulty < 1) 790 if (difficulty < 1)
852 difficulty = 1; 791 difficulty = 1;
853 792
793 if (INVOKE_OBJECT (ADD_BONUS, op,
794 ARG_OBJECT (creator != op ? creator : 0),
795 ARG_INT (difficulty), ARG_INT (max_magic),
796 ARG_INT (flags)))
797 return;
798
854 if (!(flags & GT_MINIMAL)) 799 if (!(flags & GT_MINIMAL))
855 { 800 {
856 if (op->arch == crown_arch) 801 if (op->arch == crown_arch)
857 { 802 {
858 set_magic (difficulty, op, max_magic, flags); 803 set_magic (difficulty, op, max_magic, flags);
859 num_enchantments = calc_item_power (op, 1); 804 num_enchantments = calc_item_power (op, 1);
860 generate_artifact (op, difficulty); 805 generate_artifact (op, difficulty);
861 } 806 }
862 else 807 else
863 { 808 {
864 if (!op->magic && max_magic) 809 if (!op->magic && max_magic)
865 set_magic (difficulty, op, max_magic, flags); 810 set_magic (difficulty, op, max_magic, flags);
866 811
867 num_enchantments = calc_item_power (op, 1); 812 num_enchantments = calc_item_power (op, 1);
868 813
869 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 814 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
870 * used for shop_floors or treasures */ 815 || op->type == HORN
816 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
817 * used for shop_floors or treasures */
871 generate_artifact (op, difficulty); 818 generate_artifact (op, difficulty);
872 } 819 }
873 820
874 /* Object was made an artifact. Calculate its item_power rating. 821 /* Object was made an artifact. Calculate its item_power rating.
875 * the item_power in the object is what the artfiact adds. 822 * the item_power in the object is what the artfiact adds.
876 */ 823 */
877 if (op->title) 824 if (op->title)
878 { 825 {
879 /* if save_item_power is set, then most likely we started with an 826 /* if save_item_power is set, then most likely we started with an
880 * artifact and have added new abilities to it - this is rare, but 827 * artifact and have added new abilities to it - this is rare, but
881 * but I have seen things like 'strange rings of fire'. So just figure 828 * but I have seen things like 'strange rings of fire'. So just figure
882 * out the power from the base power plus what this one adds. Note 829 * out the power from the base power plus what this one adds. Note
883 * that since item_power is not quite linear, this actually ends up 830 * that since item_power is not quite linear, this actually ends up
884 * being somewhat of a bonus 831 * being somewhat of a bonus
885 */ 832 */
886 if (save_item_power) 833 if (save_item_power)
887 op->item_power = save_item_power + get_power_from_ench (op->item_power); 834 op->item_power = save_item_power + get_power_from_ench (op->item_power);
888 else 835 else
889 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 836 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
890 } 837 }
891 else if (save_item_power) 838 else if (save_item_power)
892 { 839 {
893 /* restore the item_power field to the object if we haven't changed it. 840 /* restore the item_power field to the object if we haven't changed it.
894 * we don't care about num_enchantments - that will basically just 841 * we don't care about num_enchantments - that will basically just
895 * have calculated some value from the base attributes of the archetype. 842 * have calculated some value from the base attributes of the archetype.
896 */ 843 */
897 op->item_power = save_item_power; 844 op->item_power = save_item_power;
898 } 845 }
899 else 846 else
900 { 847 {
901 /* item_power was zero. This is suspicious, as it may be because it 848 /* item_power was zero. This is suspicious, as it may be because it
902 * was never previously calculated. Let's compute a value and see if 849 * was never previously calculated. Let's compute a value and see if
903 * it is non-zero. If it indeed is, then assign it as the new 850 * it is non-zero. If it indeed is, then assign it as the new
904 * item_power value. 851 * item_power value.
905 * - gros, 21th of July 2006. 852 * - gros, 21th of July 2006.
906 */ 853 */
907 op->item_power = calc_item_power (op, 0); 854 op->item_power = calc_item_power (op, 0);
908 save_item_power = op->item_power; /* Just in case it would get used 855 save_item_power = op->item_power; /* Just in case it would get used
909 * again below */ 856 * again below */
910 } 857 }
911 } 858 }
912 859
913 /* materialtype modifications. Note we allow this on artifacts. */ 860 /* materialtype modifications. Note we allow this on artifacts. */
914 set_materialname (op, difficulty, NULL); 861 set_materialname (op, difficulty, NULL);
915 862
916 if (flags & GT_MINIMAL) 863 if (flags & GT_MINIMAL)
917 { 864 {
918 if (op->type == POTION) 865 if (op->type == POTION)
919 /* Handle healing and magic power potions */ 866 /* Handle healing and magic power potions */
920 if (op->stats.sp && !op->randomitems) 867 if (op->stats.sp && !op->randomitems)
921 { 868 {
922 object *tmp; 869 object *tmp;
923 870
924 tmp = get_archetype (spell_mapping[op->stats.sp]); 871 tmp = get_archetype (spell_mapping[op->stats.sp]);
925 insert_ob_in_ob (tmp, op); 872 insert_ob_in_ob (tmp, op);
926 op->stats.sp = 0; 873 op->stats.sp = 0;
927 } 874 }
928 } 875 }
929 else if (!op->title) /* Only modify object if not special */ 876 else if (!op->title) /* Only modify object if not special */
930 switch (op->type) 877 switch (op->type)
931 { 878 {
932 case WEAPON: 879 case WEAPON:
933 case ARMOUR: 880 case ARMOUR:
934 case SHIELD: 881 case SHIELD:
935 case HELMET: 882 case HELMET:
936 case CLOAK: 883 case CLOAK:
937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 884 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
938 set_ring_bonus (op, -DICE2); 885 set_ring_bonus (op, -DICE2);
939 break; 886 break;
940 887
941 case BRACERS: 888 case BRACERS:
942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 889 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
943 { 890 {
891 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
892 if (!QUERY_FLAG (op, FLAG_CURSED))
893 op->value *= 3;
894 }
895 break;
896
897 case POTION:
898 {
899 int too_many_tries = 0, is_special = 0;
900
901 /* Handle healing and magic power potions */
902 if (op->stats.sp && !op->randomitems)
903 {
904 object *tmp;
905
906 tmp = get_archetype (spell_mapping[op->stats.sp]);
907 insert_ob_in_ob (tmp, op);
908 op->stats.sp = 0;
909 }
910
911 while (!(is_special = special_potion (op)) && !op->inv)
912 {
913 generate_artifact (op, difficulty);
914 if (too_many_tries++ > 10)
915 break;
916 }
917
918 /* don't want to change value for healing/magic power potions,
919 * since the value set on those is already correct.
920 */
921 if (op->inv && op->randomitems)
922 {
923 /* value multiplier is same as for scrolls */
924 op->value = (op->value * op->inv->value);
925 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
926 }
927 else
928 {
929 op->name = "potion";
930 op->name_pl = "potions";
931 }
932
933 if (!(flags & GT_ONLY_GOOD) && rndm (2))
934 SET_FLAG (op, FLAG_CURSED);
935 break;
936 }
937
938 case AMULET:
939 if (op->arch == amulet_arch)
940 op->value *= 5; /* Since it's not just decoration */
941
942 case RING:
943 if (op->arch == NULL)
944 {
945 op->destroy ();
946 op = 0;
947 break;
948 }
949
950 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
951 break;
952
953 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
954 SET_FLAG (op, FLAG_CURSED);
955
944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 956 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
945 if (!QUERY_FLAG (op, FLAG_CURSED))
946 op->value *= 3;
947 }
948 break;
949 957
950 case POTION:
951 {
952 int too_many_tries = 0, is_special = 0;
953
954 /* Handle healing and magic power potions */
955 if (op->stats.sp && !op->randomitems)
956 {
957 object *tmp;
958
959 tmp = get_archetype (spell_mapping[op->stats.sp]);
960 insert_ob_in_ob (tmp, op);
961 op->stats.sp = 0;
962 }
963
964 while (!(is_special = special_potion (op)) && !op->inv)
965 {
966 generate_artifact (op, difficulty);
967 if (too_many_tries++ > 10)
968 break;
969 }
970
971 /* don't want to change value for healing/magic power potions,
972 * since the value set on those is already correct.
973 */
974 if (op->inv && op->randomitems)
975 {
976 /* value multiplier is same as for scrolls */
977 op->value = (op->value * op->inv->value);
978 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
979 }
980 else
981 {
982 op->name = "potion";
983 op->name_pl = "potions";
984 }
985
986 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
987 SET_FLAG (op, FLAG_CURSED);
988 break;
989 }
990
991 case AMULET:
992 if (op->arch == amulet_arch)
993 op->value *= 5; /* Since it's not just decoration */
994
995 case RING:
996 if (op->arch == NULL)
997 {
998 remove_ob (op);
999 free_object (op);
1000 op = NULL;
1001 break;
1002 }
1003
1004 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1005 break;
1006
1007 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1008 SET_FLAG (op, FLAG_CURSED);
1009
1010 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1011
1012 if (op->type != RING) /* Amulets have only one ability */ 958 if (op->type != RING) /* Amulets have only one ability */
1013 break; 959 break;
1014 960
1015 if (!(RANDOM () % 4)) 961 if (!(rndm (4)))
1016 { 962 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 963 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 964
1019 if (d > 0) 965 if (d > 0)
1020 op->value *= 3; 966 op->value *= 3;
1021 967
1022 set_ring_bonus (op, d); 968 set_ring_bonus (op, d);
1023 969
1024 if (!(RANDOM () % 4)) 970 if (!(rndm (4)))
1025 { 971 {
1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 972 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 if (d > 0)
1028 op->value *= 5;
1029 set_ring_bonus (op, d);
1030 }
1031 }
1032 973
974 if (d > 0)
975 op->value *= 5;
976 set_ring_bonus (op, d);
977 }
978 }
979
1033 if (GET_ANIM_ID (op)) 980 if (GET_ANIM_ID (op))
1034 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 981 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1035 982
1036 break; 983 break;
1037 984
1038 case BOOK: 985 case BOOK:
1039 /* Is it an empty book?, if yes lets make a special· 986 /* Is it an empty book?, if yes lets make a special·
1040 * msg for it, and tailor its properties based on the· 987 * msg for it, and tailor its properties based on the·
1041 * creator and/or map level we found it on. 988 * creator and/or map level we found it on.
1042 */ 989 */
1043 if (!op->msg && RANDOM () % 10) 990 if (!op->msg && rndm (10))
1044 { 991 {
1045 /* set the book level properly */ 992 /* set the book level properly */
1046 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 993 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1047 { 994 {
1048 if (op->map && op->map->difficulty) 995 if (op->map && op->map->difficulty)
1049 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 996 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1050 else 997 else
1051 op->level = RANDOM () % 20 + 1; 998 op->level = rndm (20) + 1;
1052 } 999 }
1053 else 1000 else
1054 op->level = RANDOM () % creator->level; 1001 op->level = rndm (creator->level);
1055 1002
1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1003 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1057 /* books w/ info are worth more! */ 1004 /* books w/ info are worth more! */
1058 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1005 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1059 /* creator related stuff */ 1006 /* creator related stuff */
1060 1007
1061 /* for library, chained books. Note that some monsters have no_pick 1008 /* for library, chained books. Note that some monsters have no_pick
1062 * set - we don't want to set no pick in that case. 1009 * set - we don't want to set no pick in that case.
1063 */ 1010 */
1064 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1011 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1065 SET_FLAG (op, FLAG_NO_PICK); 1012 SET_FLAG (op, FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1013 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying; 1014 op->slaying = creator->slaying;
1068 1015
1069 /* add exp so reading it gives xp (once) */ 1016 /* add exp so reading it gives xp (once) */
1070 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1017 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1071 } 1018 }
1072 break; 1019 break;
1073 1020
1074 case SPELLBOOK: 1021 case SPELLBOOK:
1075 op->value = op->value * op->inv->value; 1022 op->value = op->value * op->inv->value;
1076 /* add exp so learning gives xp */ 1023 /* add exp so learning gives xp */
1077 op->level = op->inv->level; 1024 op->level = op->inv->level;
1078 op->stats.exp = op->value; 1025 op->stats.exp = op->value;
1079 break; 1026 break;
1080 1027
1081 case WAND: 1028 case WAND:
1082 /* nrof in the treasure list is number of charges, 1029 /* nrof in the treasure list is number of charges,
1083 * not number of wands. So copy that into food (charges), 1030 * not number of wands. So copy that into food (charges),
1084 * and reset nrof. 1031 * and reset nrof.
1085 */ 1032 */
1086 op->stats.food = op->inv->nrof; 1033 op->stats.food = op->inv->nrof;
1087 op->nrof = 1; 1034 op->nrof = 1;
1088 /* If the spell changes by level, choose a random level 1035 /* If the spell changes by level, choose a random level
1089 * for it, and adjust price. If the spell doesn't 1036 * for it, and adjust price. If the spell doesn't
1090 * change by level, just set the wand to the level of 1037 * change by level, just set the wand to the level of
1091 * the spell, and value calculation is simpler. 1038 * the spell, and value calculation is simpler.
1092 */ 1039 */
1093 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1040 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1094 { 1041 {
1042 op->level = level_for_item (op, difficulty);
1043 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1044 }
1045 else
1046 {
1047 op->level = op->inv->level;
1048 op->value = op->value * op->inv->value;
1049 }
1050 break;
1051
1052 case ROD:
1095 op->level = level_for_item (op, difficulty); 1053 op->level = level_for_item (op, difficulty);
1054 /* Add 50 to both level an divisor to keep prices a little more
1055 * reasonable. Otherwise, a high level version of a low level
1056 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1057 * 10 time multiplier). This way, the value are a bit more reasonable.
1058 */
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1059 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097 } 1060 /* maxhp is used to denote how many 'charges' the rod holds before */
1098 else 1061 if (op->stats.maxhp)
1099 { 1062 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1100 op->level = op->inv->level; 1063 else
1101 op->value = op->value * op->inv->value; 1064 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1102 }
1103 break;
1104 1065
1066 op->stats.hp = op->stats.maxhp;
1067 break;
1068
1105 case ROD: 1069 case SCROLL:
1106 op->level = level_for_item (op, difficulty); 1070 op->level = level_for_item (op, difficulty);
1107 /* Add 50 to both level an divisor to keep prices a little more
1108 * reasonable. Otherwise, a high level version of a low level
1109 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1110 * 10 time multiplier). This way, the value are a bit more reasonable.
1111 */
1112 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1071 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1113 /* maxhp is used to denote how many 'charges' the rod holds before */
1114 if (op->stats.maxhp)
1115 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1116 else
1117 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1118 1072
1119 op->stats.hp = op->stats.maxhp;
1120 break;
1121
1122 case SCROLL:
1123 op->level = level_for_item (op, difficulty);
1124 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1125
1126 /* add exp so reading them properly gives xp */ 1073 /* add exp so reading them properly gives xp */
1127 op->stats.exp = op->value / 5; 1074 op->stats.exp = op->value / 5;
1128 op->nrof = op->inv->nrof; 1075 op->nrof = op->inv->nrof;
1129 break; 1076 break;
1130 1077
1131 case RUNE: 1078 case RUNE:
1132 trap_adjust (op, difficulty); 1079 trap_adjust (op, difficulty);
1133 break; 1080 break;
1134 1081
1135 case TRAP: 1082 case TRAP:
1136 trap_adjust (op, difficulty); 1083 trap_adjust (op, difficulty);
1137 break; 1084 break;
1138 } /* switch type */ 1085 } /* switch type */
1139 1086
1140 if (flags & GT_STARTEQUIP) 1087 if (flags & GT_STARTEQUIP)
1141 { 1088 {
1142 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1089 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1143 SET_FLAG (op, FLAG_STARTEQUIP); 1090 SET_FLAG (op, FLAG_STARTEQUIP);
1144 else if (op->type != MONEY) 1091 else if (op->type != MONEY)
1145 op->value = 0; 1092 op->value = 0;
1146 } 1093 }
1147 1094
1148 if (!(flags & GT_ENVIRONMENT)) 1095 if (!(flags & GT_ENVIRONMENT))
1149 fix_flesh_item (op, creator); 1096 fix_flesh_item (op, creator);
1150} 1097}
1158 */ 1105 */
1159 1106
1160/* 1107/*
1161 * Allocate and return the pointer to an empty artifactlist structure. 1108 * Allocate and return the pointer to an empty artifactlist structure.
1162 */ 1109 */
1163
1164static artifactlist * 1110static artifactlist *
1165get_empty_artifactlist (void) 1111get_empty_artifactlist (void)
1166{ 1112{
1167 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1113 return salloc0 <artifactlist> ();
1168 if (tl == NULL)
1169 fatal (OUT_OF_MEMORY);
1170 tl->next = NULL;
1171 tl->items = NULL;
1172 tl->total_chance = 0;
1173 return tl;
1174} 1114}
1175 1115
1176/* 1116/*
1177 * Allocate and return the pointer to an empty artifact structure. 1117 * Allocate and return the pointer to an empty artifact structure.
1178 */ 1118 */
1179
1180static artifact * 1119static artifact *
1181get_empty_artifact (void) 1120get_empty_artifact (void)
1182{ 1121{
1183 artifact *t = (artifact *) malloc (sizeof (artifact)); 1122 return salloc0 <artifact> ();
1184 if (t == NULL)
1185 fatal (OUT_OF_MEMORY);
1186 t->item = NULL;
1187 t->next = NULL;
1188 t->chance = 0;
1189 t->difficulty = 0;
1190 t->allowed = NULL;
1191 return t;
1192} 1123}
1193 1124
1194/* 1125/*
1195 * Searches the artifact lists and returns one that has the same type 1126 * Searches the artifact lists and returns one that has the same type
1196 * of objects on it. 1127 * of objects on it.
1197 */ 1128 */
1198
1199artifactlist * 1129artifactlist *
1200find_artifactlist (int type) 1130find_artifactlist (int type)
1201{ 1131{
1202 artifactlist *al;
1203
1204 for (al = first_artifactlist; al != NULL; al = al->next) 1132 for (artifactlist *al = first_artifactlist; al; al = al->next)
1205 if (al->type == type) 1133 if (al->type == type)
1206 return al; 1134 return al;
1135
1207 return NULL; 1136 return 0;
1208} 1137}
1209 1138
1210/* 1139/*
1211 * For debugging purposes. Dumps all tables. 1140 * For debugging purposes. Dumps all tables.
1212 */ 1141 */
1213
1214void 1142void
1215dump_artifacts (void) 1143dump_artifacts (void)
1216{ 1144{
1217 artifactlist *al; 1145 artifactlist *al;
1218 artifact *art; 1146 artifact *art;
1221 fprintf (logfile, "\n"); 1149 fprintf (logfile, "\n");
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1150 for (al = first_artifactlist; al != NULL; al = al->next)
1223 { 1151 {
1224 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1152 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1225 for (art = al->items; art != NULL; art = art->next) 1153 for (art = al->items; art != NULL; art = art->next)
1226 { 1154 {
1227 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1155 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1228 if (art->allowed != NULL) 1156 if (art->allowed != NULL)
1229 { 1157 {
1230 fprintf (logfile, "\tAllowed combinations:"); 1158 fprintf (logfile, "\tallowed combinations:");
1231 for (next = art->allowed; next != NULL; next = next->next) 1159 for (next = art->allowed; next != NULL; next = next->next)
1232 fprintf (logfile, "%s,", &next->name); 1160 fprintf (logfile, "%s,", &next->name);
1233 fprintf (logfile, "\n"); 1161 fprintf (logfile, "\n");
1234 } 1162 }
1235 } 1163 }
1236 } 1164 }
1237 fprintf (logfile, "\n"); 1165 fprintf (logfile, "\n");
1238} 1166}
1239 1167
1240/* 1168/*
1241 * For debugging purposes. Dumps all treasures recursively (see below). 1169 * For debugging purposes. Dumps all treasures recursively (see below).
1242 */ 1170 */
1243void 1171void
1244dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1172dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1245{ 1173{
1246 treasurelist *tl; 1174 treasurelist *tl;
1247 int i; 1175 int i;
1248 1176
1249 if (depth > 100) 1177 if (depth > 100)
1250 return; 1178 return;
1251 while (t != NULL) 1179
1180 while (t)
1252 { 1181 {
1253 if (t->name != NULL) 1182 if (t->name)
1254 { 1183 {
1255 for (i = 0; i < depth; i++) 1184 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " "); 1185 fprintf (logfile, " ");
1186
1257 fprintf (logfile, "{ (list: %s)\n", &t->name); 1187 fprintf (logfile, "{ (list: %s)\n", &t->name);
1188
1258 tl = find_treasurelist (t->name); 1189 tl = treasurelist::find (t->name);
1190 if (tl)
1259 dump_monster_treasure_rec (name, tl->items, depth + 2); 1191 dump_monster_treasure_rec (name, tl->items, depth + 2);
1192
1260 for (i = 0; i < depth; i++) 1193 for (i = 0; i < depth; i++)
1261 fprintf (logfile, " "); 1194 fprintf (logfile, " ");
1195
1262 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1196 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1263 } 1197 }
1264 else 1198 else
1265 { 1199 {
1266 for (i = 0; i < depth; i++) 1200 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1201 fprintf (logfile, " ");
1202
1268 if (t->item->clone.type == FLESH) 1203 if (t->item && t->item->clone.type == FLESH)
1269 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1204 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1270 else 1205 else
1271 fprintf (logfile, "%s\n", &t->item->clone.name); 1206 fprintf (logfile, "%s\n", &t->item->clone.name);
1272 } 1207 }
1208
1273 if (t->next_yes != NULL) 1209 if (t->next_yes)
1274 { 1210 {
1275 for (i = 0; i < depth; i++) 1211 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1212 fprintf (logfile, " ");
1213
1277 fprintf (logfile, " (if yes)\n"); 1214 fprintf (logfile, " (if yes)\n");
1278 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1215 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1279 } 1216 }
1217
1280 if (t->next_no != NULL) 1218 if (t->next_no)
1281 { 1219 {
1282 for (i = 0; i < depth; i++) 1220 for (i = 0; i < depth; i++)
1283 fprintf (logfile, " "); 1221 fprintf (logfile, " ");
1222
1284 fprintf (logfile, " (if no)\n"); 1223 fprintf (logfile, " (if no)\n");
1285 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1224 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1286 } 1225 }
1226
1287 t = t->next; 1227 t = t->next;
1288 } 1228 }
1289} 1229}
1290 1230
1291/* 1231/*
1292 * For debugging purposes. Dumps all treasures for a given monster. 1232 * For debugging purposes. Dumps all treasures for a given monster.
1293 * Created originally by Raphael Quinet for debugging the alchemy code. 1233 * Created originally by Raphael Quinet for debugging the alchemy code.
1294 */ 1234 */
1295
1296void 1235void
1297dump_monster_treasure (const char *name) 1236dump_monster_treasure (const char *name)
1298{ 1237{
1299 archetype *at; 1238 archetype *at;
1300 int found; 1239 int found;
1301 1240
1302 found = 0; 1241 found = 0;
1303 fprintf (logfile, "\n"); 1242 fprintf (logfile, "\n");
1243
1304 for (at = first_archetype; at != NULL; at = at->next) 1244 for (at = first_archetype; at != NULL; at = at->next)
1305 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1245 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1306 { 1246 {
1307 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1247 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1308 if (at->clone.randomitems != NULL) 1248 if (at->clone.randomitems != NULL)
1309 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1249 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1310 else 1250 else
1311 fprintf (logfile, "(nothing)\n"); 1251 fprintf (logfile, "(nothing)\n");
1252
1312 fprintf (logfile, "\n"); 1253 fprintf (logfile, "\n");
1313 found++; 1254 found++;
1314 } 1255 }
1256
1315 if (found == 0) 1257 if (found == 0)
1316 fprintf (logfile, "No objects have the name %s!\n\n", name); 1258 fprintf (logfile, "No objects have the name %s!\n\n", name);
1317} 1259}
1318 1260
1319/* 1261/*
1320 * Builds up the lists of artifacts from the file in the libdir. 1262 * Builds up the lists of artifacts from the file in the libdir.
1321 */ 1263 */
1322
1323void 1264void
1324init_artifacts (void) 1265init_artifacts (void)
1325{ 1266{
1326 static int has_been_inited = 0; 1267 static int has_been_inited = 0;
1327 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1268 char filename[MAX_BUF];
1328 artifact *art = NULL; 1269 artifact *art = NULL;
1329 linked_char *tmp;
1330 int value, comp;
1331 artifactlist *al; 1270 artifactlist *al;
1332 1271
1333 if (has_been_inited) 1272 if (has_been_inited)
1334 return; 1273 return;
1335 else 1274 else
1336 has_been_inited = 1; 1275 has_been_inited = 1;
1337 1276
1338 sprintf (filename, "%s/artifacts", settings.datadir); 1277 sprintf (filename, "%s/artifacts", settings.datadir);
1339 object_thawer thawer (filename); 1278 object_thawer f (filename);
1340 1279
1341 if (!thawer) 1280 if (!f)
1342 return; 1281 return;
1343 1282
1344 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1283 f.next ();
1345 {
1346 if (*buf == '#')
1347 continue;
1348 if ((cp = strchr (buf, '\n')) != NULL)
1349 *cp = '\0';
1350 cp = buf;
1351 while (*cp == ' ') /* Skip blanks */
1352 cp++;
1353 if (*cp == '\0')
1354 continue;
1355 1284
1356 if (!strncmp (cp, "Allowed", 7)) 1285 for (;;)
1357 {
1358 if (art == NULL)
1359 { 1286 {
1287 switch (f.kw)
1288 {
1289 case KW_allowed:
1290 if (!art)
1360 art = get_empty_artifact (); 1291 art = get_empty_artifact ();
1361 nrofartifacts++; 1292
1293 {
1294 if (!strcmp (f.get_str (), "all"))
1295 break;
1296
1297 char *next, *cp = f.get_str ();
1298
1299 do
1300 {
1301 if ((next = strchr (cp, ',')))
1302 *next++ = '\0';
1303
1304 linked_char *tmp = new linked_char;
1305
1306 tmp->name = cp;
1307 tmp->next = art->allowed;
1308 art->allowed = tmp;
1309 }
1310 while ((cp = next));
1311 }
1312 break;
1313
1314 case KW_chance:
1315 f.get (art->chance);
1316 break;
1317
1318 case KW_difficulty:
1319 f.get (art->difficulty);
1320 break;
1321
1322 case KW_object:
1323 {
1324 art->item = object::create ();
1325 f.get (art->item->name);
1326 f.next ();
1327
1328 if (!art->item->parse_kv (f))
1329 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1330
1331 al = find_artifactlist (art->item->type);
1332
1333 if (!al)
1334 {
1335 al = get_empty_artifactlist ();
1336 al->type = art->item->type;
1337 al->next = first_artifactlist;
1338 first_artifactlist = al;
1339 }
1340
1341 art->next = al->items;
1342 al->items = art;
1343 art = 0;
1344 }
1345 continue;
1346
1347 case KW_EOF:
1348 goto done;
1349
1350 default:
1351 if (!f.parse_error ("artifacts file"))
1352 cleanup ("artifacts file required");
1353 break;
1354 }
1355
1356 f.next ();
1362 } 1357 }
1363 cp = strchr (cp, ' ') + 1;
1364 if (!strcmp (cp, "all"))
1365 continue;
1366 1358
1367 do 1359done:
1368 {
1369 nrofallowedstr++;
1370 if ((next = strchr (cp, ',')) != NULL)
1371 *(next++) = '\0';
1372 tmp = new linked_char;
1373 tmp->name = cp;
1374 tmp->next = art->allowed;
1375 art->allowed = tmp;
1376 }
1377 while ((cp = next) != NULL);
1378 }
1379 else if (sscanf (cp, "chance %d", &value))
1380 art->chance = (uint16) value;
1381 else if (sscanf (cp, "difficulty %d", &value))
1382 art->difficulty = (uint8) value;
1383 else if (!strncmp (cp, "Object", 6))
1384 {
1385 art->item = get_object ();
1386
1387 if (!load_object (thawer, art->item, 0))
1388 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1389
1390 art->item->name = strchr (cp, ' ') + 1;
1391 al = find_artifactlist (art->item->type);
1392 if (al == NULL)
1393 {
1394 al = get_empty_artifactlist ();
1395 al->type = art->item->type;
1396 al->next = first_artifactlist;
1397 first_artifactlist = al;
1398 }
1399 art->next = al->items;
1400 al->items = art;
1401 art = NULL;
1402 }
1403 else
1404 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1405 }
1406
1407 for (al = first_artifactlist; al != NULL; al = al->next) 1360 for (al = first_artifactlist; al; al = al->next)
1408 { 1361 {
1362 al->total_chance = 0;
1363
1409 for (art = al->items; art != NULL; art = art->next) 1364 for (art = al->items; art; art = art->next)
1410 { 1365 {
1411 if (!art->chance) 1366 if (!art->chance)
1412 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1367 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1413 else 1368 else
1414 al->total_chance += art->chance; 1369 al->total_chance += art->chance;
1415 } 1370 }
1416#if 0 1371#if 0
1417 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1372 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1418#endif 1373#endif
1419 } 1374 }
1420 1375
1421 LOG (llevDebug, "done.\n"); 1376 LOG (llevDebug, "done.\n");
1422} 1377}
1423 1378
1424
1425/* 1379/*
1426 * Used in artifact generation. The bonuses of the first object 1380 * Used in artifact generation. The bonuses of the first object
1427 * is modified by the bonuses of the second object. 1381 * is modified by the bonuses of the second object.
1428 */ 1382 */
1429
1430void 1383void
1431add_abilities (object * op, object * change) 1384add_abilities (object *op, object *change)
1432{ 1385{
1433 int i, j, tmp; 1386 int i, tmp;
1434 1387
1435 if (change->face != blank_face) 1388 if (change->face != blank_face)
1436 { 1389 {
1437#ifdef TREASURE_VERBOSE 1390#ifdef TREASURE_VERBOSE
1438 LOG (llevDebug, "FACE: %d\n", change->face->number); 1391 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1439#endif 1392#endif
1440 op->face = change->face; 1393 op->face = change->face;
1441 } 1394 }
1442 1395
1443 for (i = 0; i < NUM_STATS; i++) 1396 for (i = 0; i < NUM_STATS; i++)
1477 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1430 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1478 { 1431 {
1479 CLEAR_FLAG (op, FLAG_ANIMATE); 1432 CLEAR_FLAG (op, FLAG_ANIMATE);
1480 /* so artifacts will join */ 1433 /* so artifacts will join */
1481 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1434 if (!QUERY_FLAG (op, FLAG_ALIVE))
1482 op->speed = 0.0; 1435 op->speed = 0.0;
1483 1436
1484 update_ob_speed (op); 1437 op->set_speed (op->speed);
1485 } 1438 }
1486 1439
1487 if (change->nrof) 1440 if (change->nrof)
1488 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1441 op->nrof = rndm (change->nrof) + 1;
1489 1442
1490 op->stats.exp += change->stats.exp; /* Speed modifier */ 1443 op->stats.exp += change->stats.exp; /* Speed modifier */
1491 op->stats.wc += change->stats.wc; 1444 op->stats.wc += change->stats.wc;
1492 op->stats.ac += change->stats.ac; 1445 op->stats.ac += change->stats.ac;
1493 1446
1494 if (change->other_arch) 1447 if (change->other_arch)
1495 { 1448 {
1496 /* Basically, for horns & potions, the other_arch field is the spell 1449 /* Basically, for horns & potions, the other_arch field is the spell
1497 * to cast. So convert that to into a spell and put it into 1450 * to cast. So convert that to into a spell and put it into
1498 * this object. 1451 * this object.
1499 */ 1452 */
1500 if (op->type == HORN || op->type == POTION) 1453 if (op->type == HORN || op->type == POTION)
1501 { 1454 {
1502 object *tmp_obj; 1455 object *tmp_obj;
1456
1503 /* Remove any spells this object currently has in it */ 1457 /* Remove any spells this object currently has in it */
1504 while (op->inv) 1458 while (op->inv)
1505 { 1459 op->inv->destroy ();
1506 tmp_obj = op->inv;
1507 remove_ob (tmp_obj);
1508 free_object (tmp_obj);
1509 }
1510 1460
1511 tmp_obj = arch_to_object (change->other_arch); 1461 tmp_obj = arch_to_object (change->other_arch);
1512 insert_ob_in_ob (tmp_obj, op); 1462 insert_ob_in_ob (tmp_obj, op);
1513 } 1463 }
1514 /* No harm setting this for potions/horns */ 1464 /* No harm setting this for potions/horns */
1515 op->other_arch = change->other_arch; 1465 op->other_arch = change->other_arch;
1516 } 1466 }
1517 1467
1518 if (change->stats.hp < 0) 1468 if (change->stats.hp < 0)
1551 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1501 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1552 1502
1553 op->item_power = change->item_power; 1503 op->item_power = change->item_power;
1554 1504
1555 for (i = 0; i < NROFATTACKS; i++) 1505 for (i = 0; i < NROFATTACKS; i++)
1556 {
1557 if (change->resist[i]) 1506 if (change->resist[i])
1558 {
1559 op->resist[i] += change->resist[i]; 1507 op->resist[i] += change->resist[i];
1560 }
1561 }
1562 1508
1563 if (change->stats.dam) 1509 if (change->stats.dam)
1564 { 1510 {
1565 if (change->stats.dam < 0) 1511 if (change->stats.dam < 0)
1566 op->stats.dam = (-change->stats.dam); 1512 op->stats.dam = (-change->stats.dam);
1567 else if (op->stats.dam) 1513 else if (op->stats.dam)
1568 { 1514 {
1569 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1515 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1570 if (tmp == op->stats.dam) 1516 if (tmp == op->stats.dam)
1571 { 1517 {
1572 if (change->stats.dam < 10) 1518 if (change->stats.dam < 10)
1573 op->stats.dam--; 1519 op->stats.dam--;
1520 else
1521 op->stats.dam++;
1522 }
1574 else 1523 else
1575 op->stats.dam++;
1576 }
1577 else
1578 op->stats.dam = tmp; 1524 op->stats.dam = tmp;
1579 } 1525 }
1580 } 1526 }
1581 1527
1582 if (change->weight) 1528 if (change->weight)
1583 { 1529 {
1584 if (change->weight < 0) 1530 if (change->weight < 0)
1585 op->weight = (-change->weight); 1531 op->weight = (-change->weight);
1586 else 1532 else
1587 op->weight = (op->weight * (change->weight)) / 100; 1533 op->weight = (op->weight * (change->weight)) / 100;
1588 } 1534 }
1589 1535
1590 if (change->last_sp) 1536 if (change->last_sp)
1591 { 1537 {
1592 if (change->last_sp < 0) 1538 if (change->last_sp < 0)
1593 op->last_sp = (-change->last_sp); 1539 op->last_sp = (-change->last_sp);
1594 else 1540 else
1595 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1541 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1596 } 1542 }
1597 1543
1598 if (change->gen_sp_armour) 1544 if (change->gen_sp_armour)
1599 { 1545 {
1600 if (change->gen_sp_armour < 0) 1546 if (change->gen_sp_armour < 0)
1601 op->gen_sp_armour = (-change->gen_sp_armour); 1547 op->gen_sp_armour = (-change->gen_sp_armour);
1602 else 1548 else
1603 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1549 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1604 } 1550 }
1605 1551
1606 op->value *= change->value; 1552 op->value *= change->value;
1607 1553
1608 if (change->material) 1554 if (change->materials)
1609 op->material = change->material; 1555 op->materials = change->materials;
1610 1556
1611 if (change->materialname) 1557 if (change->materialname)
1612 op->materialname = change->materialname; 1558 op->materialname = change->materialname;
1613 1559
1614 if (change->slaying) 1560 if (change->slaying)
1620 if (change->msg) 1566 if (change->msg)
1621 op->msg = change->msg; 1567 op->msg = change->msg;
1622} 1568}
1623 1569
1624static int 1570static int
1625legal_artifact_combination (object * op, artifact * art) 1571legal_artifact_combination (object *op, artifact * art)
1626{ 1572{
1627 int neg, success = 0; 1573 int neg, success = 0;
1628 linked_char *tmp; 1574 linked_char *tmp;
1629 const char *name; 1575 const char *name;
1630 1576
1631 if (art->allowed == (linked_char *) NULL) 1577 if (art->allowed == (linked_char *) NULL)
1632 return 1; /* Ie, "all" */ 1578 return 1; /* Ie, "all" */
1633 for (tmp = art->allowed; tmp; tmp = tmp->next) 1579 for (tmp = art->allowed; tmp; tmp = tmp->next)
1634 { 1580 {
1635#ifdef TREASURE_VERBOSE 1581#ifdef TREASURE_VERBOSE
1636 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1582 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1637#endif 1583#endif
1638 if (*tmp->name == '!') 1584 if (*tmp->name == '!')
1639 name = tmp->name + 1, neg = 1; 1585 name = tmp->name + 1, neg = 1;
1640 else 1586 else
1641 name = tmp->name, neg = 0; 1587 name = tmp->name, neg = 0;
1642 1588
1643 /* If we match name, then return the opposite of 'neg' */ 1589 /* If we match name, then return the opposite of 'neg' */
1644 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1590 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1645 return !neg; 1591 return !neg;
1646 1592
1647 /* Set success as true, since if the match was an inverse, it means 1593 /* Set success as true, since if the match was an inverse, it means
1648 * everything is allowed except what we match 1594 * everything is allowed except what we match
1649 */ 1595 */
1650 else if (neg) 1596 else if (neg)
1651 success = 1; 1597 success = 1;
1652 } 1598 }
1653 return success; 1599 return success;
1654} 1600}
1655 1601
1656/* 1602/*
1663{ 1609{
1664 char new_name[MAX_BUF]; 1610 char new_name[MAX_BUF];
1665 1611
1666 sprintf (new_name, "of %s", &artifct->name); 1612 sprintf (new_name, "of %s", &artifct->name);
1667 op->title = new_name; 1613 op->title = new_name;
1668 add_abilities (op, artifct); /* Give out the bonuses */ 1614 add_abilities (op, artifct); /* Give out the bonuses */
1669 1615
1670#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1616#if 0 /* Bit verbose, but keep it here until next time I need it... */
1671 { 1617 {
1672 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1618 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1619
1673 SET_FLAG (op, FLAG_IDENTIFIED); 1620 SET_FLAG (op, FLAG_IDENTIFIED);
1674 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1621 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1675 if (!identified) 1622 if (!identified)
1676 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1623 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1677 } 1624 }
1689 1636
1690/* Give 1 re-roll attempt per artifact */ 1637/* Give 1 re-roll attempt per artifact */
1691#define ARTIFACT_TRIES 2 1638#define ARTIFACT_TRIES 2
1692 1639
1693void 1640void
1694generate_artifact (object * op, int difficulty) 1641generate_artifact (object *op, int difficulty)
1695{ 1642{
1696 artifactlist *al; 1643 artifactlist *al;
1697 artifact *art; 1644 artifact *art;
1698 int i; 1645 int i;
1699 1646
1700 al = find_artifactlist (op->type); 1647 al = find_artifactlist (op->type);
1701 1648
1702 if (al == NULL) 1649 if (al == NULL)
1703 { 1650 {
1704#if 0 /* This is too verbose, usually */ 1651#if 0 /* This is too verbose, usually */
1705 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1652 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1706#endif 1653#endif
1707 return; 1654 return;
1708 } 1655 }
1709 1656
1710 for (i = 0; i < ARTIFACT_TRIES; i++) 1657 for (i = 0; i < ARTIFACT_TRIES; i++)
1711 { 1658 {
1712 int roll = RANDOM () % al->total_chance; 1659 int roll = rndm (al->total_chance);
1713 1660
1714 for (art = al->items; art != NULL; art = art->next) 1661 for (art = al->items; art; art = art->next)
1715 { 1662 {
1716 roll -= art->chance; 1663 roll -= art->chance;
1717 if (roll < 0) 1664 if (roll < 0)
1718 break; 1665 break;
1719 } 1666 }
1720 1667
1721 if (art == NULL || roll >= 0) 1668 if (art == NULL || roll >= 0)
1722 { 1669 {
1723#if 1 1670#if 1
1724 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1671 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1725#endif 1672#endif
1726 return; 1673 return;
1727 } 1674 }
1728 if (!strcmp (art->item->name, "NONE")) 1675 if (!strcmp (art->item->name, "NONE"))
1729 return; 1676 return;
1730 if (FABS (op->magic) < art->item->magic) 1677 if (FABS (op->magic) < art->item->magic)
1731 continue; /* Not magic enough to be this item */ 1678 continue; /* Not magic enough to be this item */
1732 1679
1733 /* Map difficulty not high enough */ 1680 /* Map difficulty not high enough */
1734 if (difficulty < art->difficulty) 1681 if (difficulty < art->difficulty)
1735 continue; 1682 continue;
1736 1683
1737 if (!legal_artifact_combination (op, art)) 1684 if (!legal_artifact_combination (op, art))
1738 { 1685 {
1739#ifdef TREASURE_VERBOSE 1686#ifdef TREASURE_VERBOSE
1740 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1687 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1741#endif 1688#endif
1742 continue; 1689 continue;
1743 } 1690 }
1691
1744 give_artifact_abilities (op, art->item); 1692 give_artifact_abilities (op, art->item);
1745 return; 1693 return;
1746 } 1694 }
1747} 1695}
1748 1696
1750 * FOOD, except they inherit properties (name, food value, etc). 1698 * FOOD, except they inherit properties (name, food value, etc).
1751 * based on the original owner (or 'donor' if you like). -b.t. 1699 * based on the original owner (or 'donor' if you like). -b.t.
1752 */ 1700 */
1753 1701
1754void 1702void
1755fix_flesh_item (object * item, object * donor) 1703fix_flesh_item (object *item, object *donor)
1756{ 1704{
1757 char tmpbuf[MAX_BUF]; 1705 char tmpbuf[MAX_BUF];
1758 int i; 1706 int i;
1759 1707
1760 if (item->type == FLESH && donor) 1708 if (item->type == FLESH && donor)
1761 { 1709 {
1762 /* change the name */ 1710 /* change the name */
1763 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1711 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1712 item->name = tmpbuf;
1764 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1713 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1714 item->name_pl = tmpbuf;
1765 1715
1766 /* weight is FLESH weight/100 * donor */ 1716 /* weight is FLESH weight/100 * donor */
1767 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1717 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1768 item->weight = 1; 1718 item->weight = 1;
1769 1719
1770 /* value is multiplied by level of donor */ 1720 /* value is multiplied by level of donor */
1771 item->value *= isqrt (donor->level * 2); 1721 item->value *= isqrt (donor->level * 2);
1772 1722
1773 /* food value */ 1723 /* food value */
1775 1725
1776 /* flesh items inherit some abilities of donor, but not 1726 /* flesh items inherit some abilities of donor, but not
1777 * full effect. 1727 * full effect.
1778 */ 1728 */
1779 for (i = 0; i < NROFATTACKS; i++) 1729 for (i = 0; i < NROFATTACKS; i++)
1780 item->resist[i] = donor->resist[i] / 2; 1730 item->resist[i] = donor->resist[i] / 2;
1781 1731
1782 /* item inherits donor's level (important for quezals) */ 1732 /* item inherits donor's level (important for quezals) */
1783 item->level = donor->level; 1733 item->level = donor->level;
1784 1734
1785 /* if donor has some attacktypes, the flesh is poisonous */ 1735 /* if donor has some attacktypes, the flesh is poisonous */
1786 if (donor->attacktype & AT_POISON) 1736 if (donor->attacktype & AT_POISON)
1787 item->type = POISON; 1737 item->type = POISON;
1788 if (donor->attacktype & AT_ACID) 1738 if (donor->attacktype & AT_ACID)
1789 item->stats.hp = -1 * item->stats.food; 1739 item->stats.hp = -1 * item->stats.food;
1790 SET_FLAG (item, FLAG_NO_STEAL); 1740 SET_FLAG (item, FLAG_NO_STEAL);
1791 } 1741 }
1792} 1742}
1793 1743
1794/* special_potion() - so that old potion code is still done right. */ 1744/* special_potion() - so that old potion code is still done right. */
1795
1796int 1745int
1797special_potion (object * op) 1746special_potion (object *op)
1798{ 1747{
1799
1800 int i;
1801
1802 if (op->attacktype) 1748 if (op->attacktype)
1803 return 1; 1749 return 1;
1804 1750
1805 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1751 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1806 return 1; 1752 return 1;
1807 1753
1808 for (i = 0; i < NROFATTACKS; i++) 1754 for (int i = 0; i < NROFATTACKS; i++)
1809 if (op->resist[i]) 1755 if (op->resist[i])
1810 return 1; 1756 return 1;
1811 1757
1812 return 0; 1758 return 0;
1813} 1759}
1814 1760
1815void 1761void
1816free_treasurestruct (treasure * t) 1762free_treasurestruct (treasure *t)
1817{ 1763{
1818 if (t->next)
1819 free_treasurestruct (t->next); 1764 if (t->next) free_treasurestruct (t->next);
1820 if (t->next_yes)
1821 free_treasurestruct (t->next_yes); 1765 if (t->next_yes) free_treasurestruct (t->next_yes);
1822 if (t->next_no)
1823 free_treasurestruct (t->next_no); 1766 if (t->next_no) free_treasurestruct (t->next_no);
1824 1767
1825 delete t; 1768 delete t;
1826} 1769}
1827 1770
1828void 1771void
1829free_charlinks (linked_char * lc) 1772free_charlinks (linked_char *lc)
1830{ 1773{
1831 if (lc->next) 1774 if (lc->next)
1832 free_charlinks (lc->next); 1775 free_charlinks (lc->next);
1833 1776
1834 delete lc; 1777 delete lc;
1835} 1778}
1836 1779
1837void 1780void
1838free_artifact (artifact * at) 1781free_artifact (artifact *at)
1839{ 1782{
1840
1841 if (at->next)
1842 free_artifact (at->next); 1783 if (at->next) free_artifact (at->next);
1843 if (at->allowed)
1844 free_charlinks (at->allowed); 1784 if (at->allowed) free_charlinks (at->allowed);
1845 1785
1846 delete at->item; 1786 at->item->destroy (1);
1847 1787
1848 delete at; 1788 sfree (at);
1849} 1789}
1850 1790
1851void 1791void
1852free_artifactlist (artifactlist * al) 1792free_artifactlist (artifactlist *al)
1853{ 1793{
1854 artifactlist *nextal; 1794 artifactlist *nextal;
1795
1855 for (al = first_artifactlist; al != NULL; al = nextal) 1796 for (al = first_artifactlist; al; al = nextal)
1856 { 1797 {
1857 nextal = al->next; 1798 nextal = al->next;
1799
1858 if (al->items) 1800 if (al->items)
1859 {
1860 free_artifact (al->items); 1801 free_artifact (al->items);
1861 } 1802
1862 free (al); 1803 sfree (al);
1863 } 1804 }
1864} 1805}
1865 1806
1866void 1807void
1867free_all_treasures (void) 1808free_all_treasures (void)
1868{ 1809{
1869 treasurelist *tl, *next; 1810 treasurelist *tl, *next;
1870 1811
1871
1872 for (tl = first_treasurelist; tl != NULL; tl = next) 1812 for (tl = first_treasurelist; tl; tl = next)
1873 { 1813 {
1814 clear (tl);
1815
1874 next = tl->next; 1816 next = tl->next;
1875 if (tl->items)
1876 free_treasurestruct (tl->items);
1877 delete tl; 1817 delete tl;
1878 } 1818 }
1819
1879 free_artifactlist (first_artifactlist); 1820 free_artifactlist (first_artifactlist);
1880} 1821}

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