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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.6 by root, Thu Aug 31 18:59:23 2006 UTC vs.
Revision 1.51 by root, Thu Apr 19 16:36:00 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.6 2006/08/31 18:59:23 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/*
52 * Initialize global archtype pointers:
53 */
54
55void init_archetype_pointers() {
56 int prev_warn = warn_archetypes;
57 warn_archetypes = 1;
58 if (ring_arch == NULL)
59 ring_arch = find_archetype("ring");
60 if (amulet_arch == NULL)
61 amulet_arch = find_archetype("amulet");
62 if (staff_arch == NULL)
63 staff_arch = find_archetype("staff");
64 if (crown_arch == NULL)
65 crown_arch = find_archetype("crown");
66 warn_archetypes = prev_warn;
67}
68
69/*
70 * Allocate and return the pointer to an empty treasurelist structure.
71 */
72
73static treasurelist *get_empty_treasurelist(void) { 43static treasurelist *first_treasurelist;
74 treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); 44
75 if(tl==NULL) 45static void change_treasure (treasure *t, object *op); /* overrule default values */
76 fatal(OUT_OF_MEMORY); 46
77 memset(tl, 0, sizeof(treasurelist)); 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
78 return tl; 95 return tl;
79} 96}
80 97
81/* 98//TODO: class method
82 * Allocate and return the pointer to an empty treasure structure. 99void
83 */ 100clear (treasurelist *tl)
84 101{
85static treasure *get_empty_treasure(void) { 102 if (tl->items)
86 treasure *t = (treasure *) calloc(1,sizeof(treasure));
87 if(t==NULL)
88 fatal(OUT_OF_MEMORY);
89 t->item=NULL;
90 t->name=NULL;
91 t->next=NULL;
92 t->next_yes=NULL;
93 t->next_no=NULL;
94 t->chance=100;
95 t->magic=0;
96 t->nrof=0;
97 return t;
98}
99
100/*
101 * Reads the lib/treasure file from disk, and parses the contents
102 * into an internal treasure structure (very linked lists)
103 */
104
105static treasure *load_treasure(FILE *fp, int *line) {
106 char buf[MAX_BUF], *cp, variable[MAX_BUF];
107 treasure *t=get_empty_treasure();
108 int value;
109
110 nroftreasures++;
111 while(fgets(buf,MAX_BUF,fp)!=NULL) {
112 (*line)++;
113
114 if(*buf=='#')
115 continue;
116 if((cp=strchr(buf,'\n'))!=NULL)
117 *cp='\0';
118 cp=buf;
119 while(isspace(*cp)) /* Skip blanks */
120 cp++;
121
122 if(sscanf(cp,"arch %s",variable)) {
123 if((t->item=find_archetype(variable))==NULL)
124 LOG(llevError,"Treasure lacks archetype: %s\n",variable);
125 } else if (sscanf(cp, "list %s", variable))
126 t->name = add_string(variable);
127 else if (sscanf(cp, "change_name %s", variable))
128 t->change_arch.name = add_string(variable);
129 else if (sscanf(cp, "change_title %s", variable))
130 t->change_arch.title = add_string(variable);
131 else if (sscanf(cp, "change_slaying %s", variable))
132 t->change_arch.slaying = add_string(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 t->next=load_treasure(fp, line);
147 return t;
148 } else
149 LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n",
150 cp,t->name?t->name:"null", *line);
151 } 103 {
152 LOG(llevError,"treasure lacks 'end'.\n"); 104 free_treasurestruct (tl->items);
153 return t; 105 tl->items = 0;
106 }
107
108 tl->total_chance = 0;
154} 109}
155 110
156#ifdef TREASURE_DEBUG 111#ifdef TREASURE_DEBUG
157/* recursived checks the linked list. Treasurelist is passed only 112/* recursived checks the linked list. Treasurelist is passed only
158 * so that the treasure name can be printed out 113 * so that the treasure name can be printed out
159 */ 114 */
115static void
160static void check_treasurelist(const treasure *t, const treasurelist *tl) 116check_treasurelist (const treasure *t, const treasurelist * tl)
161{ 117{
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)) 118 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", 119 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); 120
167 /* find_treasurelist will print out its own error message */ 121 if (t->next)
168 if (t->name && *t->name)
169 (void) find_treasurelist(t->name);
170 if (t->next) check_treasurelist(t->next, tl); 122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
171 if (t->next_yes) check_treasurelist(t->next_yes,tl); 125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
172 if (t->next_no) check_treasurelist(t->next_no, tl); 128 check_treasurelist (t->next_no, tl);
173} 129}
174#endif 130#endif
175 131
176/* 132/*
177 * 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/*
178 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
179 */ 185 */
186treasurelist *
187treasurelist::read (object_thawer &f)
188{
189 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
180 190
181void load_treasures(void) { 191 bool one = f.kw == KW_treasureone;
182 FILE *fp; 192 treasurelist *tl = treasurelist::get (f.get_str ());
183 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; 193 clear (tl);
184 treasurelist *previous=NULL; 194 tl->items = read_treasure (f);
185 treasure *t; 195 if (!tl->items)
186 int comp, line=0;
187
188 sprintf(filename,"%s/%s",settings.datadir,settings.treasures);
189 if((fp=open_and_uncompress(filename,0,&comp))==NULL) {
190 LOG(llevError,"Can't open treasure file.\n");
191 return; 196 return 0;
192 }
193 while(fgets(buf,MAX_BUF,fp)!=NULL) {
194 line++;
195 if(*buf=='#')
196 continue;
197 197
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
204 previous->next=tl;
205 previous=tl;
206 tl->items=load_treasure(fp, &line);
207
208 /* 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.
209 * 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
210 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
211 */ 201 */
212 if (!strncmp(buf,"treasureone",11)) { 202 tl->total_chance = 0;
213 for (t=tl->items; t!=NULL; t=t->next) { 203
214#ifdef TREASURE_DEBUG 204 if (one)
205 {
206 for (treasure *t = tl->items; t; t = t->next)
207 {
215 if (t->next_yes || t->next_no) { 208 if (t->next_yes || t->next_no)
216 LOG(llevError,"Treasure %s is one item, but on treasure %s\n", 209 {
217 tl->name, t->item ? t->item->name : t->name); 210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
218 LOG(llevError," the next_yes or next_no field is set\n"); 211 LOG (llevError, " the next_yes or next_no field is set\n");
219 }
220#endif
221 tl->total_chance += t->chance;
222 }
223 } 212 }
213
214 tl->total_chance += t->chance;
224 } else 215 }
225 LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
226 } 216 }
227 close_and_delete(fp, comp);
228 217
229#ifdef TREASURE_DEBUG
230 /* Perform some checks on how valid the treasure data actually is.
231 * verify that list transitions work (ie, the list that it is supposed
232 * to transition to exists). Also, verify that at least the name
233 * or archetype is set for each treasure element.
234 */
235 for (previous=first_treasurelist; previous!=NULL; previous=previous->next)
236 check_treasurelist(previous->items, previous);
237#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; 218 return tl;
259 LOG(llevError,"Couldn't find treasurelist %s\n",name);
260 return NULL;
261} 219}
262
263 220
264/* 221/*
265 * Generates the objects specified by the given treasure. 222 * Generates the objects specified by the given treasure.
266 * It goes recursively through the rest of the linked list. 223 * It goes recursively through the rest of the linked list.
267 * 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,
270 * being generated. 227 * being generated.
271 * 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
272 * abilities. This is used by summon spells, thus no summoned monsters 229 * abilities. This is used by summon spells, thus no summoned monsters
273 * start with equipment, but only their abilities). 230 * start with equipment, but only their abilities).
274 */ 231 */
275 232static void
276
277static void put_treasure (object *op, object *creator, int flags) 233put_treasure (object *op, object *creator, int flags)
278{ 234{
279 object *tmp;
280
281 /* Bit of a hack - spells should never be put onto the map. The entire 235 /* 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 236 * 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 237 * this is the original object, or if this is an object that should be created
284 * by another object. 238 * by another object.
285 */ 239 */
286 if (flags & GT_ENVIRONMENT && op->type != SPELL) { 240 if (flags & GT_ENVIRONMENT && op->type != SPELL)
287 op->x = creator->x; 241 {
288 op->y = creator->y; 242 if (ob_blocked (op, creator->map, creator->x, creator->y))
243 op->destroy ();
244 else
245 {
289 SET_FLAG(op, FLAG_OBJ_ORIGINAL); 246 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
290 insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); 247 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
291 } else { 248 }
292 op = insert_ob_in_ob (op, creator); 249 }
250 else
251 {
252 op = creator->insert (op);
253
293 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 254 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
294 monster_check_apply(creator, op); 255 monster_check_apply (creator, op);
295 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 256
257 if (flags & GT_UPDATE_INV)
258 if (object *tmp = creator->in_player ())
296 esrv_send_item(tmp, op); 259 esrv_send_item (tmp, op);
297 } 260 }
298} 261}
299 262
300/* if there are change_xxx commands in the treasure, we include the changes 263/* if there are change_xxx commands in the treasure, we include the changes
301 * in the generated object 264 * in the generated object
302 */ 265 */
266static void
303static void change_treasure(treasure *t, object *op) 267change_treasure (treasure *t, object *op)
304{ 268{
305 /* CMD: change_name xxxx */ 269 /* CMD: change_name xxxx */
306 if(t->change_arch.name) 270 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 }
312 271 {
272 op->name = t->change_arch.name;
273 op->name_pl = t->change_arch.name;
274 }
275
313 if(t->change_arch.title) 276 if (t->change_arch.title)
314 {
315 if(op->title)
316 free_string(op->title);
317 op->title = add_string(t->change_arch.title); 277 op->title = t->change_arch.title;
318 }
319 278
320 if(t->change_arch.slaying) 279 if (t->change_arch.slaying)
321 {
322 if(op->slaying)
323 free_string(op->slaying);
324 op->slaying = add_string(t->change_arch.slaying); 280 op->slaying = t->change_arch.slaying;
325 }
326
327} 281}
328 282
283static void
329void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { 284create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
330 object *tmp; 285{
331
332
333 if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { 286 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
287 {
334 if (t->name) { 288 if (t->name)
335 if (strcmp(t->name,"NONE") && difficulty>=t->magic) 289 {
290 if (difficulty >= t->magic)
291 if (treasurelist *tl = treasurelist::find (t->name))
336 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); 292 create_treasure (tl, op, flag, difficulty, tries);
337 } 293 else
294 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
295 }
338 else { 296 else
297 {
339 if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { 298 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
299 {
340 tmp=arch_to_object(t->item); 300 object *tmp = arch_to_object (t->item);
301
302 if (t->nrof && tmp->nrof <= 1)
303 tmp->nrof = rndm (t->nrof) + 1;
304
305 fix_generated_item (tmp, op, difficulty, t->magic, flag);
306 change_treasure (t, tmp);
307 put_treasure (tmp, op, flag);
308 }
309 }
310
311 if (t->next_yes)
312 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
313 }
314 else if (t->next_no)
315 create_all_treasures (t->next_no, op, flag, difficulty, tries);
316
317 if (t->next)
318 create_all_treasures (t->next, op, flag, difficulty, tries);
319}
320
321static void
322create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
323{
324 int value = rndm (tl->total_chance);
325 treasure *t;
326
327 if (tries++ > 100)
328 {
329 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
330 return;
331 }
332
333 for (t = tl->items; t; t = t->next)
334 {
335 value -= t->chance;
336
337 if (value < 0)
338 break;
339 }
340
341 if (!t || value >= 0)
342 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
343
344 if (t->name)
345 {
346 if (difficulty >= t->magic)
347 {
348 treasurelist *tl = treasurelist::find (t->name);
349 if (tl)
350 create_treasure (tl, op, flag, difficulty, tries);
351 }
352 else if (t->nrof)
353 create_one_treasure (tl, op, flag, difficulty, tries);
354 }
355 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
356 {
357 if (object *tmp = arch_to_object (t->item))
358 {
341 if(t->nrof&&tmp->nrof<=1) 359 if (t->nrof && tmp->nrof <= 1)
342 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 360 tmp->nrof = rndm (t->nrof) + 1;
361
343 fix_generated_item (tmp, op, difficulty, t->magic, flag); 362 fix_generated_item (tmp, op, difficulty, t->magic, flag);
344 change_treasure(t, tmp); 363 change_treasure (t, tmp);
345 put_treasure (tmp, op, flag); 364 put_treasure (tmp, op, flag);
346 } 365 }
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 } 366 }
394} 367}
395 368
396/* This calls the appropriate treasure creation function. tries is passed 369/* This calls the appropriate treasure creation function. tries is passed
397 * to determine how many list transitions or attempts to create treasure 370 * 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 371 * 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 372 * 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 373 * created on weak maps, because it will exceed the number of allowed tries
401 * to do that. 374 * to do that.
402 */ 375 */
376void
403void create_treasure(treasurelist *t, object *op, int flag, int difficulty, 377create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
404 int tries)
405{ 378{
379 // empty treasurelists are legal
380 if (!tl->items)
381 return;
406 382
407 if (tries++>100) { 383 if (tries++ > 100)
384 {
408 LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); 385 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
409 return; 386 return;
410 } 387 }
388
411 if (t->total_chance) 389 if (tl->total_chance)
412 create_one_treasure(t, op, flag,difficulty, tries); 390 create_one_treasure (tl, op, flag, difficulty, tries);
413 else 391 else
414 create_all_treasures(t->items, op, flag, difficulty, tries); 392 create_all_treasures (tl->items, op, flag, difficulty, tries);
415} 393}
416 394
417/* This is similar to the old generate treasure function. However, 395/* This is similar to the old generate treasure function. However,
418 * it instead takes a treasurelist. It is really just a wrapper around 396 * it instead takes a treasurelist. It is really just a wrapper around
419 * create_treasure. We create a dummy object that the treasure gets 397 * create_treasure. We create a dummy object that the treasure gets
420 * inserted into, and then return that treausre 398 * inserted into, and then return that treausre
421 */ 399 */
400object *
422object *generate_treasure(treasurelist *t, int difficulty) 401generate_treasure (treasurelist *tl, int difficulty)
423{ 402{
424 object *ob = get_object(), *tmp; 403 difficulty = clamp (difficulty, 1, settings.max_level);
425 404
405 object *ob = object::create ();
406
426 create_treasure(t, ob, 0, difficulty, 0); 407 create_treasure (tl, ob, 0, difficulty, 0);
427 408
428 /* Don't want to free the object we are about to return */ 409 /* Don't want to free the object we are about to return */
429 tmp = ob->inv; 410 object *tmp = ob->inv;
430 if (tmp!=NULL) remove_ob(tmp); 411 if (tmp)
412 tmp->remove ();
413
431 if (ob->inv) { 414 if (ob->inv)
432 LOG(llevError,"In generate treasure, created multiple objects.\n"); 415 LOG (llevError, "In generate treasure, created multiple objects.\n");
433 } 416
434 free_object(ob); 417 ob->destroy ();
435 return tmp; 418 return tmp;
436} 419}
437 420
438/* 421/*
439 * This is a new way of calculating the chance for an item to have 422 * This is a new way of calculating the chance for an item to have
440 * a specific magical bonus. 423 * a specific magical bonus.
441 * The array has two arguments, the difficulty of the level, and the 424 * The array has two arguments, the difficulty of the level, and the
442 * magical bonus "wanted". 425 * magical bonus "wanted".
443 */ 426 */
444 427
445static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = 428static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
446{
447/*chance of magic difficulty*/ 429// chance of magic difficulty
448/* +0 +1 +2 +3 +4 */ 430// +0 +1 +2 +3 +4
449 { 95, 2, 2, 1, 0 }, /*1*/ 431 {95, 2, 2, 1, 0}, // 1
450 { 92, 5, 2, 1, 0 }, /*2*/ 432 {92, 5, 2, 1, 0}, // 2
451 { 85,10, 4, 1, 0 }, /*3*/ 433 {85, 10, 4, 1, 0}, // 3
452 { 80,14, 4, 2, 0 }, /*4*/ 434 {80, 14, 4, 2, 0}, // 4
453 { 75,17, 5, 2, 1 }, /*5*/ 435 {75, 17, 5, 2, 1}, // 5
454 { 70,18, 8, 3, 1 }, /*6*/ 436 {70, 18, 8, 3, 1}, // 6
455 { 65,21,10, 3, 1 }, /*7*/ 437 {65, 21, 10, 3, 1}, // 7
456 { 60,22,12, 4, 2 }, /*8*/ 438 {60, 22, 12, 4, 2}, // 8
457 { 55,25,14, 4, 2 }, /*9*/ 439 {55, 25, 14, 4, 2}, // 9
458 { 50,27,16, 5, 2 }, /*10*/ 440 {50, 27, 16, 5, 2}, // 10
459 { 45,28,18, 6, 3 }, /*11*/ 441 {45, 28, 18, 6, 3}, // 11
460 { 42,28,20, 7, 3 }, /*12*/ 442 {42, 28, 20, 7, 3}, // 12
461 { 40,27,21, 8, 4 }, /*13*/ 443 {40, 27, 21, 8, 4}, // 13
462 { 38,25,22,10, 5 }, /*14*/ 444 {38, 25, 22, 10, 5}, // 14
463 { 36,23,23,12, 6 }, /*15*/ 445 {36, 23, 23, 12, 6}, // 15
464 { 33,21,24,14, 8 }, /*16*/ 446 {33, 21, 24, 14, 8}, // 16
465 { 31,19,25,16, 9 }, /*17*/ 447 {31, 19, 25, 16, 9}, // 17
466 { 27,15,30,18,10 }, /*18*/ 448 {27, 15, 30, 18, 10}, // 18
467 { 20,12,30,25,13 }, /*19*/ 449 {20, 12, 30, 25, 13}, // 19
468 { 15,10,28,30,17 }, /*20*/ 450 {15, 10, 28, 30, 17}, // 20
469 { 13, 9,27,28,23 }, /*21*/ 451 {13, 9, 27, 28, 23}, // 21
470 { 10, 8,25,28,29 }, /*22*/ 452 {10, 8, 25, 28, 29}, // 22
471 { 8, 7,23,26,36 }, /*23*/ 453 { 8, 7, 23, 26, 36}, // 23
472 { 6, 6,20,22,46 }, /*24*/ 454 { 6, 6, 20, 22, 46}, // 24
473 { 4, 5,17,18,56 }, /*25*/ 455 { 4, 5, 17, 18, 56}, // 25
474 { 2, 4,12,14,68 }, /*26*/ 456 { 2, 4, 12, 14, 68}, // 26
475 { 0, 3, 7,10,80 }, /*27*/ 457 { 0, 3, 7, 10, 80}, // 27
476 { 0, 0, 3, 7,90 }, /*28*/ 458 { 0, 0, 3, 7, 90}, // 28
477 { 0, 0, 0, 3,97 }, /*29*/ 459 { 0, 0, 0, 3, 97}, // 29
478 { 0, 0, 0, 0,100}, /*30*/ 460 { 0, 0, 0, 0, 100}, // 30
479 { 0, 0, 0, 0,100}, /*31*/ 461 { 0, 0, 0, 0, 100}, // 31
480}; 462};
481
482 463
483/* calculate the appropriate level for wands staves and scrolls. 464/* calculate the appropriate level for wands staves and scrolls.
484 * This code presumes that op has had its spell object created (in op->inv) 465 * This code presumes that op has had its spell object created (in op->inv)
485 * 466 *
486 * elmex Wed Aug 9 17:44:59 CEST 2006: 467 * elmex Wed Aug 9 17:44:59 CEST 2006:
487 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 468 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
488 */ 469 */
489 470int
490int level_for_item (const object *op, int difficulty) 471level_for_item (const object *op, int difficulty)
491{ 472{
492 int mult = 0, olevel = 0; 473 int olevel = 0;
493 474
494 if (!op->inv) 475 if (!op->inv)
495 { 476 {
496 LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name); 477 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
497 return 0; 478 return 0;
498 } 479 }
499 480
500 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 481 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
501 482
502 if (olevel <= 0) 483 if (olevel <= 0)
516 * elmex Thu Aug 10 18:45:44 CEST 2006: 497 * elmex Thu Aug 10 18:45:44 CEST 2006:
517 * Scaling difficulty by max_level, as difficulty is a level and not some 498 * Scaling difficulty by max_level, as difficulty is a level and not some
518 * weird integer between 1-31. 499 * weird integer between 1-31.
519 * 500 *
520 */ 501 */
521 502int
522int magic_from_difficulty(int difficulty) 503magic_from_difficulty (int difficulty)
523{ 504{
524 int percent = 0, magic = 0; 505 int percent = 0, magic = 0;
525 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 506 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
526 507
527 scaled_diff--; 508 scaled_diff--;
528 509
529 if(scaled_diff < 0) 510 if (scaled_diff < 0)
530 scaled_diff = 0; 511 scaled_diff = 0;
531 512
532 if (scaled_diff >= DIFFLEVELS) 513 if (scaled_diff >= DIFFLEVELS)
533 scaled_diff = DIFFLEVELS-1; 514 scaled_diff = DIFFLEVELS - 1;
534 515
535 percent = RANDOM()%100; 516 percent = rndm (100);
536 517
537 for(magic = 0; magic < (MAXMAGIC + 1); magic++) 518 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
538 { 519 {
539 percent -= difftomagic_list[scaled_diff][magic]; 520 percent -= difftomagic_list[scaled_diff][magic];
540 521
541 if (percent < 0) 522 if (percent < 0)
542 break; 523 break;
543 } 524 }
544 525
545 if (magic == (MAXMAGIC + 1)) 526 if (magic == (MAXMAGIC + 1))
546 { 527 {
547 LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 528 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
548 magic = 0; 529 magic = 0;
549 } 530 }
550 531
551 magic = (RANDOM() % 3) ? magic : -magic; 532 magic = (rndm (3)) ? magic : -magic;
552 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 533 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
553 534
554 return magic; 535 return magic;
555} 536}
556 537
559 * the armour variable, and the effect on speed of armour. 540 * the armour variable, and the effect on speed of armour.
560 * This function doesn't work properly, should add use of archetypes 541 * This function doesn't work properly, should add use of archetypes
561 * to make it truly absolute. 542 * to make it truly absolute.
562 */ 543 */
563 544
545void
564void set_abs_magic(object *op, int magic) { 546set_abs_magic (object *op, int magic)
547{
565 if(!magic) 548 if (!magic)
566 return; 549 return;
567 550
568 op->magic=magic; 551 op->magic = magic;
569 if (op->arch) { 552 if (op->arch)
553 {
570 if (op->type == ARMOUR) 554 if (op->type == ARMOUR)
571 ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; 555 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
572 556
573 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 557 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
574 magic = (-magic); 558 magic = (-magic);
575 op->weight = (op->arch->clone.weight*(100-magic*10))/100; 559 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
560 }
576 } else { 561 else
562 {
577 if(op->type==ARMOUR) 563 if (op->type == ARMOUR)
578 ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; 564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
579 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 565 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
580 magic = (-magic); 566 magic = (-magic);
581 op->weight=(op->weight*(100-magic*10))/100; 567 op->weight = (op->weight * (100 - magic * 10)) / 100;
582 } 568 }
583} 569}
584 570
585/* 571/*
586 * Sets a random magical bonus in the given object based upon 572 * Sets a random magical bonus in the given object based upon
587 * the given difficulty, and the given max possible bonus. 573 * the given difficulty, and the given max possible bonus.
588 */ 574 */
589 575
576static void
590static void set_magic (int difficulty, object *op, int max_magic, int flags) 577set_magic (int difficulty, object *op, int max_magic, int flags)
591{ 578{
592 int i; 579 int i;
580
593 i = magic_from_difficulty(difficulty); 581 i = magic_from_difficulty (difficulty);
594 if ((flags & GT_ONLY_GOOD) && i < 0) 582 if ((flags & GT_ONLY_GOOD) && i < 0)
595 i = -i; 583 i = -i;
596 if(i > max_magic) 584 if (i > max_magic)
597 i = max_magic; 585 i = max_magic;
598 set_abs_magic(op,i); 586 set_abs_magic (op, i);
599 if (i < 0) 587 if (i < 0)
600 SET_FLAG(op, FLAG_CURSED); 588 SET_FLAG (op, FLAG_CURSED);
601} 589}
602 590
603/* 591/*
604 * Randomly adds one magical ability to the given object. 592 * Randomly adds one magical ability to the given object.
605 * Modified for Partial Resistance in many ways: 593 * Modified for Partial Resistance in many ways:
606 * 1) Since rings can have multiple bonuses, if the same bonus 594 * 1) Since rings can have multiple bonuses, if the same bonus
607 * is rolled again, increase it - the bonuses now stack with 595 * is rolled again, increase it - the bonuses now stack with
608 * other bonuses previously rolled and ones the item might natively have. 596 * other bonuses previously rolled and ones the item might natively have.
609 * 2) Add code to deal with new PR method. 597 * 2) Add code to deal with new PR method.
610 */ 598 */
611 599void
612void set_ring_bonus(object *op,int bonus) { 600set_ring_bonus (object *op, int bonus)
601{
613 602
614 int r=RANDOM()%(bonus>0?25:11); 603 int r = rndm (bonus > 0 ? 25 : 11);
615 604
616 if(op->type==AMULET) { 605 if (op->type == AMULET)
617 if(!(RANDOM()%21)) 606 {
618 r=20+RANDOM()%2; 607 if (!(rndm (21)))
608 r = 20 + rndm (2);
619 else { 609 else
620 if(RANDOM()&2) 610 {
611 if (rndm (2))
621 r=10; 612 r = 10;
622 else 613 else
623 r=11+RANDOM()%9; 614 r = 11 + rndm (9);
624 } 615 }
625 } 616 }
626 617
627 switch(r) { 618 switch (r)
619 {
628 /* Redone by MSW 2000-11-26 to have much less code. Also, 620 /* Redone by MSW 2000-11-26 to have much less code. Also,
629 * bonuses and penalties will stack and add to existing values. 621 * bonuses and penalties will stack and add to existing values.
630 * of the item. 622 * of the item.
631 */ 623 */
632 case 0: 624 case 0:
633 case 1: 625 case 1:
634 case 2: 626 case 2:
635 case 3: 627 case 3:
636 case 4: 628 case 4:
637 case 5: 629 case 5:
638 case 6: 630 case 6:
639 set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); 631 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
640 break; 632 break;
641 633
642 case 7: 634 case 7:
643 op->stats.dam+=bonus; 635 op->stats.dam += bonus;
644 break; 636 break;
645 637
646 case 8: 638 case 8:
647 op->stats.wc+=bonus; 639 op->stats.wc += bonus;
648 break; 640 break;
649 641
650 case 9: 642 case 9:
651 op->stats.food+=bonus; /* hunger/sustenance */ 643 op->stats.food += bonus; /* hunger/sustenance */
652 break; 644 break;
653 645
654 case 10: 646 case 10:
655 op->stats.ac+=bonus; 647 op->stats.ac += bonus;
656 break; 648 break;
657 649
658 /* Item that gives protections/vulnerabilities */ 650 /* Item that gives protections/vulnerabilities */
659 case 11: 651 case 11:
660 case 12: 652 case 12:
661 case 13: 653 case 13:
662 case 14: 654 case 14:
663 case 15: 655 case 15:
664 case 16: 656 case 16:
665 case 17: 657 case 17:
666 case 18: 658 case 18:
667 case 19: 659 case 19:
668 { 660 {
669 int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; 661 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
670 662
671 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 663 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
672 val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; 664 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
673 665
674 /* Cursed items need to have higher negative values to equal out with 666 /* Cursed items need to have higher negative values to equal out with
675 * positive values for how protections work out. Put another 667 * positive values for how protections work out. Put another
676 * little random element in since that they don't always end up with 668 * little random element in since that they don't always end up with
677 * even values. 669 * even values.
678 */ 670 */
679 if (bonus<0) val = 2*-val - RANDOM() % b; 671 if (bonus < 0)
680 if (val>35) val=35; /* Upper limit */ 672 val = 2 * -val - rndm (b);
673 if (val > 35)
674 val = 35; /* Upper limit */
681 b=0; 675 b = 0;
676
682 while (op->resist[resist_table[resist]]!=0 && b<4) { 677 while (op->resist[resist_table[resist]] != 0 && b < 4)
683 resist=RANDOM() % num_resist_table; 678 resist = rndm (num_resist_table);
684 } 679
680 if (b == 4)
685 if (b==4) return; /* Not able to find a free resistance */ 681 return; /* Not able to find a free resistance */
682
686 op->resist[resist_table[resist]] = val; 683 op->resist[resist_table[resist]] = val;
687 /* We should probably do something more clever here to adjust value 684 /* We should probably do something more clever here to adjust value
688 * based on how good a resistance we gave. 685 * based on how good a resistance we gave.
689 */ 686 */
690 break; 687 break;
691 } 688 }
692 case 20: 689 case 20:
693 if(op->type==AMULET) { 690 if (op->type == AMULET)
691 {
694 SET_FLAG(op,FLAG_REFL_SPELL); 692 SET_FLAG (op, FLAG_REFL_SPELL);
695 op->value*=11; 693 op->value *= 11;
696 } else {
697 op->stats.hp=1; /* regenerate hit points */
698 op->value*=4;
699 } 694 }
695 else
696 {
697 op->stats.hp = 1; /* regenerate hit points */
698 op->value *= 4;
699 }
700 break; 700 break;
701 701
702 case 21: 702 case 21:
703 if(op->type==AMULET) { 703 if (op->type == AMULET)
704 {
704 SET_FLAG(op,FLAG_REFL_MISSILE); 705 SET_FLAG (op, FLAG_REFL_MISSILE);
705 op->value*=9; 706 op->value *= 9;
706 } else {
707 op->stats.sp=1; /* regenerate spell points */
708 op->value*=3;
709 } 707 }
708 else
709 {
710 op->stats.sp = 1; /* regenerate spell points */
711 op->value *= 3;
712 }
710 break; 713 break;
711 714
712 case 22: 715 case 22:
713 op->stats.exp+=bonus; /* Speed! */ 716 op->stats.exp += bonus; /* Speed! */
714 op->value=(op->value*2)/3; 717 op->value = (op->value * 2) / 3;
715 break; 718 break;
716 } 719 }
720
717 if(bonus>0) 721 if (bonus > 0)
718 op->value*=2*bonus; 722 op->value *= 2 * bonus;
719 else 723 else
720 op->value= -(op->value*2*bonus)/3; 724 op->value = -(op->value * 2 * bonus) / 3;
721} 725}
722 726
723/* 727/*
724 * get_magic(diff) will return a random number between 0 and 4. 728 * 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 729 * diff can be any value above 2. The higher the diff-variable, the
726 * higher is the chance of returning a low number. 730 * higher is the chance of returning a low number.
727 * It is only used in fix_generated_treasure() to set bonuses on 731 * It is only used in fix_generated_treasure() to set bonuses on
728 * rings and amulets. 732 * rings and amulets.
729 * Another scheme is used to calculate the magic of weapons and armours. 733 * Another scheme is used to calculate the magic of weapons and armours.
730 */ 734 */
731 735int
732int get_magic(int diff) { 736get_magic (int diff)
737{
733 int i; 738 int i;
739
734 if(diff<3) 740 if (diff < 3)
735 diff=3; 741 diff = 3;
742
736 for(i=0;i<4;i++) 743 for (i = 0; i < 4; i++)
737 if(RANDOM()%diff) return i; 744 if (rndm (diff))
745 return i;
746
738 return 4; 747 return 4;
739} 748}
740 749
741#define DICE2 (get_magic(2)==2?2:1) 750#define DICE2 (get_magic(2)==2?2:1)
742#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 751#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
743 752
744/* 753/*
745 * fix_generated_item(): This is called after an item is generated, in 754 * 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 755 * order to set it up right. This produced magical bonuses, puts spells
747 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 756 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
748 */ 757 */
758
749/* 4/28/96 added creator object from which op may now inherit properties based on 759/* 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 760 * 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 761 * dependant. I know this is a spagetti manuever, but is there a cleaner
752 * way to do this? b.t. */ 762 * way to do this? b.t. */
763
753/* 764/*
754 * ! (flags & GT_ENVIRONMENT): 765 * ! (flags & GT_ENVIRONMENT):
755 * Automatically calls fix_flesh_item(). 766 * Automatically calls fix_flesh_item().
756 * 767 *
757 * flags: 768 * flags:
759 * value. 770 * value.
760 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 771 * 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 772 * 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 773 * type as appropriate, for objects that need spell objects, set those, etc
763 */ 774 */
764 775void
765void fix_generated_item (object * op, object * creator, int difficulty, 776fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
766 int max_magic, int flags)
767{ 777{
768 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 778 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
769 779
770 if (!creator || creator->type == op->type) 780 if (!creator || creator->type == op->type)
771 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 781 creator = op; /*safety & to prevent polymorphed objects giving attributes */
774 save_item_power = op->item_power; 784 save_item_power = op->item_power;
775 op->item_power = 0; 785 op->item_power = 0;
776 786
777 if (op->randomitems && op->type != SPELL) 787 if (op->randomitems && op->type != SPELL)
778 { 788 {
779 create_treasure (op->randomitems, op, flags, difficulty, 0); 789 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
780 if (!op->inv)
781 LOG (llevDebug,
782 "fix_generated_item: Unable to generate treasure for %s\n",
783 op->name);
784
785 /* So the treasure doesn't get created again */ 790 /* So the treasure doesn't get created again */
786 op->randomitems = NULL; 791 op->randomitems = 0;
787 } 792 }
788 793
789 if (difficulty < 1) 794 if (difficulty < 1)
790 difficulty = 1; 795 difficulty = 1;
796
797 if (INVOKE_OBJECT (ADD_BONUS, op,
798 ARG_OBJECT (creator != op ? creator : 0),
799 ARG_INT (difficulty), ARG_INT (max_magic),
800 ARG_INT (flags)))
801 return;
791 802
792 if (!(flags & GT_MINIMAL)) 803 if (!(flags & GT_MINIMAL))
793 { 804 {
794 if (op->arch == crown_arch) 805 if (op->arch == crown_arch)
795 { 806 {
802 if (!op->magic && max_magic) 813 if (!op->magic && max_magic)
803 set_magic (difficulty, op, max_magic, flags); 814 set_magic (difficulty, op, max_magic, flags);
804 815
805 num_enchantments = calc_item_power (op, 1); 816 num_enchantments = calc_item_power (op, 1);
806 817
807 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) 818 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
808 || op->type == HORN 819 || op->type == HORN
809 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 820 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
810 * used for shop_floors or treasures */ 821 * used for shop_floors or treasures */
811 generate_artifact (op, difficulty); 822 generate_artifact (op, difficulty);
812 } 823 }
813 824
814 /* Object was made an artifact. Calculate its item_power rating. 825 /* Object was made an artifact. Calculate its item_power rating.
815 * the item_power in the object is what the artfiact adds. 826 * 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 833 * 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 834 * that since item_power is not quite linear, this actually ends up
824 * being somewhat of a bonus 835 * being somewhat of a bonus
825 */ 836 */
826 if (save_item_power) 837 if (save_item_power)
827 op->item_power =
828 save_item_power + get_power_from_ench (op->item_power); 838 op->item_power = save_item_power + get_power_from_ench (op->item_power);
829 else 839 else
830 op->item_power =
831 get_power_from_ench (op->item_power + num_enchantments); 840 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
832 } 841 }
833 else if (save_item_power) 842 else if (save_item_power)
834 { 843 {
835 /* restore the item_power field to the object if we haven't changed it. 844 /* 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 845 * we don't care about num_enchantments - that will basically just
844 * was never previously calculated. Let's compute a value and see if 853 * 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 854 * it is non-zero. If it indeed is, then assign it as the new
846 * item_power value. 855 * item_power value.
847 * - gros, 21th of July 2006. 856 * - gros, 21th of July 2006.
848 */ 857 */
849 op->item_power = calc_item_power(op,0); 858 op->item_power = calc_item_power (op, 0);
850 save_item_power = op->item_power; /* Just in case it would get used 859 save_item_power = op->item_power; /* Just in case it would get used
851 * again below */ 860 * again below */
852 } 861 }
853 } 862 }
854 863
855 /* materialtype modifications. Note we allow this on artifacts. */ 864 /* materialtype modifications. Note we allow this on artifacts. */
856 set_materialname (op, difficulty, NULL); 865 set_materialname (op, difficulty, NULL);
869 } 878 }
870 } 879 }
871 else if (!op->title) /* Only modify object if not special */ 880 else if (!op->title) /* Only modify object if not special */
872 switch (op->type) 881 switch (op->type)
873 { 882 {
874 case WEAPON: 883 case WEAPON:
875 case ARMOUR: 884 case ARMOUR:
876 case SHIELD: 885 case SHIELD:
877 case HELMET: 886 case HELMET:
878 case CLOAK: 887 case CLOAK:
879 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 888 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
880 set_ring_bonus (op, -DICE2); 889 set_ring_bonus (op, -DICE2);
881 break; 890 break;
882 891
883 case BRACERS: 892 case BRACERS:
884 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 893 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
894 {
895 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
896 if (!QUERY_FLAG (op, FLAG_CURSED))
897 op->value *= 3;
898 }
899 break;
900
901 case POTION:
885 { 902 {
903 int too_many_tries = 0, is_special = 0;
904
905 /* Handle healing and magic power potions */
906 if (op->stats.sp && !op->randomitems)
907 {
908 object *tmp;
909
910 tmp = get_archetype (spell_mapping[op->stats.sp]);
911 insert_ob_in_ob (tmp, op);
912 op->stats.sp = 0;
913 }
914
915 while (!(is_special = special_potion (op)) && !op->inv)
916 {
917 generate_artifact (op, difficulty);
918 if (too_many_tries++ > 10)
919 break;
920 }
921
922 /* don't want to change value for healing/magic power potions,
923 * since the value set on those is already correct.
924 */
925 if (op->inv && op->randomitems)
926 {
927 /* value multiplier is same as for scrolls */
928 op->value = (op->value * op->inv->value);
929 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
930 }
931 else
932 {
933 op->name = "potion";
934 op->name_pl = "potions";
935 }
936
937 if (!(flags & GT_ONLY_GOOD) && rndm (2))
938 SET_FLAG (op, FLAG_CURSED);
939 break;
940 }
941
942 case AMULET:
943 if (op->arch == amulet_arch)
944 op->value *= 5; /* Since it's not just decoration */
945
946 case RING:
947 if (op->arch == NULL)
948 {
949 op->destroy ();
950 op = 0;
951 break;
952 }
953
954 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
955 break;
956
957 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
958 SET_FLAG (op, FLAG_CURSED);
959
886 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 960 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;
891 961
892 case POTION: 962 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; 963 break;
911 }
912 964
913 /* don't want to change value for healing/magic power potions, 965 if (!(rndm (4)))
914 * since the value set on those is already correct.
915 */
916 if (op->inv && op->randomitems)
917 { 966 {
918 /* value multiplier is same as for scrolls */ 967 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
919 op->value = (op->value * op->inv->value); 968
920 op->level = 969 if (d > 0)
921 op->inv->level / 2 + RANDOM () % difficulty 970 op->value *= 3;
922 + RANDOM () % difficulty; 971
972 set_ring_bonus (op, d);
973
974 if (!(rndm (4)))
975 {
976 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
977
978 if (d > 0)
979 op->value *= 5;
980 set_ring_bonus (op, d);
981 }
923 } 982 }
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 }
933 983
934 case AMULET: 984 if (GET_ANIM_ID (op))
935 if (op->arch == amulet_arch) 985 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
936 op->value *= 5; /* Since it's not just decoration */
937 986
938 case RING:
939 if (op->arch == NULL)
940 {
941 remove_ob (op);
942 free_object (op);
943 op = NULL;
944 break; 987 break;
988
989 case BOOK:
990 /* Is it an empty book?, if yes lets make a special·
991 * msg for it, and tailor its properties based on the·
992 * creator and/or map level we found it on.
945 } 993 */
946 994 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 { 995 {
970 int d = (RANDOM () % 3 996 /* set the book level properly */
971 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 997 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
972 if (d > 0) 998 {
973 op->value *= 5; 999 if (op->map && op->map->difficulty)
974 set_ring_bonus (op, d); 1000 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1001 else
1002 op->level = rndm (20) + 1;
1003 }
1004 else
1005 op->level = rndm (creator->level);
1006
1007 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1008 /* books w/ info are worth more! */
1009 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1010 /* creator related stuff */
1011
1012 /* for library, chained books. Note that some monsters have no_pick
1013 * set - we don't want to set no pick in that case.
1014 */
1015 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1016 SET_FLAG (op, FLAG_NO_PICK);
1017 if (creator->slaying && !op->slaying) /* for check_inv floors */
1018 op->slaying = creator->slaying;
1019
1020 /* add exp so reading it gives xp (once) */
1021 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
975 } 1022 }
976 }
977
978 if (GET_ANIM_ID (op))
979 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
980
981 break; 1023 break;
982 1024
983 case BOOK: 1025 case SPELLBOOK:
984 /* Is it an empty book?, if yes lets make a special· 1026 op->value = op->value * op->inv->value;
985 * msg for it, and tailor its properties based on the· 1027 /* add exp so learning gives xp */
986 * creator and/or map level we found it on. 1028 op->level = op->inv->level;
1029 op->stats.exp = op->value;
1030 break;
1031
1032 case WAND:
1033 /* nrof in the treasure list is number of charges,
1034 * not number of wands. So copy that into food (charges),
1035 * and reset nrof.
987 */ 1036 */
988 if (!op->msg && RANDOM () % 10) 1037 op->stats.food = op->inv->nrof;
1038 op->nrof = 1;
1039 /* If the spell changes by level, choose a random level
1040 * for it, and adjust price. If the spell doesn't
1041 * change by level, just set the wand to the level of
1042 * the spell, and value calculation is simpler.
989 { 1043 */
990 /* set the book level properly */ 1044 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
991 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
992 { 1045 {
993 if (op->map && op->map->difficulty) 1046 op->level = level_for_item (op, difficulty);
994 op->level = 1047 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 } 1048 }
999 else 1049 else
1000 op->level = RANDOM () % creator->level; 1050 {
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 + 1051 op->level = op->inv->level;
1010 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1052 op->value = op->value * op->inv->value;
1011 /* creator related stuff */ 1053 }
1054 break;
1012 1055
1013 /* for library, chained books. Note that some monsters have no_pick 1056 case ROD:
1014 * set - we don't want to set no pick in that case. 1057 op->level = level_for_item (op, difficulty);
1058 /* Add 50 to both level an divisor to keep prices a little more
1059 * reasonable. Otherwise, a high level version of a low level
1060 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1061 * 10 time multiplier). This way, the value are a bit more reasonable.
1015 */ 1062 */
1016 if (QUERY_FLAG (creator, FLAG_NO_PICK) && 1063 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1017 !QUERY_FLAG (creator, FLAG_MONSTER)) 1064 /* 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 = 1065 if (op->stats.maxhp)
1024 op->value > 10000 ? op->value / 5 : op->value / 10; 1066 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1025 } 1067 else
1068 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1069
1070 op->stats.hp = op->stats.maxhp;
1026 break; 1071 break;
1027 1072
1028 case SPELLBOOK: 1073 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); 1074 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 + 1075 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 1076
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 */ 1077 /* add exp so reading them properly gives xp */
1087 op->stats.exp = op->value / 5; 1078 op->stats.exp = op->value / 5;
1088 op->nrof = op->inv->nrof; 1079 op->nrof = op->inv->nrof;
1089 break; 1080 break;
1090 1081
1091 case RUNE: 1082 case RUNE:
1092 trap_adjust (op, difficulty); 1083 trap_adjust (op, difficulty);
1093 break; 1084 break;
1094 1085
1095 case TRAP: 1086 case TRAP:
1096 trap_adjust (op, difficulty); 1087 trap_adjust (op, difficulty);
1097 break; 1088 break;
1098 } /* switch type */ 1089 } /* switch type */
1099 1090
1100 if (flags & GT_STARTEQUIP) 1091 if (flags & GT_STARTEQUIP)
1101 { 1092 {
1102 if (op->nrof < 2 && op->type != CONTAINER 1093 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); 1094 SET_FLAG (op, FLAG_STARTEQUIP);
1105 else if (op->type != MONEY) 1095 else if (op->type != MONEY)
1106 op->value = 0; 1096 op->value = 0;
1107 } 1097 }
1108 1098
1119 */ 1109 */
1120 1110
1121/* 1111/*
1122 * Allocate and return the pointer to an empty artifactlist structure. 1112 * Allocate and return the pointer to an empty artifactlist structure.
1123 */ 1113 */
1124 1114static artifactlist *
1125static artifactlist *get_empty_artifactlist(void) { 1115get_empty_artifactlist (void)
1126 artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); 1116{
1127 if(tl==NULL) 1117 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} 1118}
1134 1119
1135/* 1120/*
1136 * Allocate and return the pointer to an empty artifact structure. 1121 * Allocate and return the pointer to an empty artifact structure.
1137 */ 1122 */
1138 1123static artifact *
1139static artifact *get_empty_artifact(void) { 1124get_empty_artifact (void)
1140 artifact *t = (artifact *) malloc(sizeof(artifact)); 1125{
1141 if(t==NULL) 1126 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} 1127}
1150 1128
1151/* 1129/*
1152 * Searches the artifact lists and returns one that has the same type 1130 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1131 * of objects on it.
1154 */ 1132 */
1155
1156artifactlist *find_artifactlist(int type) {
1157 artifactlist *al; 1133artifactlist *
1158 1134find_artifactlist (int type)
1135{
1159 for (al=first_artifactlist; al!=NULL; al=al->next) 1136 for (artifactlist *al = first_artifactlist; al; al = al->next)
1160 if (al->type == type) return al; 1137 if (al->type == type)
1138 return al;
1139
1161 return NULL; 1140 return 0;
1162} 1141}
1163 1142
1164/* 1143/*
1165 * For debugging purposes. Dumps all tables. 1144 * For debugging purposes. Dumps all tables.
1166 */ 1145 */
1167 1146void
1168void dump_artifacts(void) { 1147dump_artifacts (void)
1148{
1169 artifactlist *al; 1149 artifactlist *al;
1170 artifact *art; 1150 artifact *art;
1171 linked_char *next; 1151 linked_char *next;
1172 1152
1173 fprintf(logfile,"\n"); 1153 fprintf (logfile, "\n");
1174 for (al=first_artifactlist; al!=NULL; al=al->next) { 1154 for (al = first_artifactlist; al != NULL; al = al->next)
1155 {
1175 fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1156 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) { 1157 for (art = al->items; art != NULL; art = art->next)
1177 fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n", 1158 {
1178 art->item->name, art->difficulty, art->chance); 1159 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1179 if (art->allowed !=NULL) { 1160 if (art->allowed != NULL)
1161 {
1180 fprintf(logfile,"\tAllowed combinations:"); 1162 fprintf (logfile, "\tallowed combinations:");
1181 for (next=art->allowed; next!=NULL; next=next->next) 1163 for (next = art->allowed; next != NULL; next = next->next)
1182 fprintf(logfile, "%s,", next->name); 1164 fprintf (logfile, "%s,", &next->name);
1183 fprintf(logfile,"\n"); 1165 fprintf (logfile, "\n");
1166 }
1184 } 1167 }
1185 }
1186 } 1168 }
1187 fprintf(logfile,"\n"); 1169 fprintf (logfile, "\n");
1188} 1170}
1189 1171
1190/* 1172/*
1191 * For debugging purposes. Dumps all treasures recursively (see below). 1173 * For debugging purposes. Dumps all treasures recursively (see below).
1192 */ 1174 */
1175void
1193void dump_monster_treasure_rec (const char *name, treasure *t, int depth) 1176dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1194{ 1177{
1195 treasurelist *tl; 1178 treasurelist *tl;
1196 int i; 1179 int i;
1197 1180
1198 if (depth > 100) 1181 if (depth > 100)
1199 return; 1182 return;
1200 while (t != NULL) 1183
1184 while (t)
1201 { 1185 {
1202 if (t->name != NULL) 1186 if (t->name)
1203 { 1187 {
1204 for (i = 0; i < depth; i++) 1188 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " "); 1189 fprintf (logfile, " ");
1190
1206 fprintf (logfile, "{ (list: %s)\n", t->name); 1191 fprintf (logfile, "{ (list: %s)\n", &t->name);
1192
1207 tl = find_treasurelist (t->name); 1193 tl = treasurelist::find (t->name);
1194 if (tl)
1208 dump_monster_treasure_rec (name, tl->items, depth + 2); 1195 dump_monster_treasure_rec (name, tl->items, depth + 2);
1196
1209 for (i = 0; i < depth; i++) 1197 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " "); 1198 fprintf (logfile, " ");
1199
1211 fprintf (logfile, "} (end of list: %s)\n", t->name); 1200 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1212 } 1201 }
1213 else 1202 else
1214 { 1203 {
1215 for (i = 0; i < depth; i++) 1204 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " "); 1205 fprintf (logfile, " ");
1206
1217 if (t->item->clone.type == FLESH) 1207 if (t->item && t->item->clone.type == FLESH)
1218 fprintf (logfile, "%s's %s\n", name, t->item->clone.name); 1208 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1219 else 1209 else
1220 fprintf (logfile, "%s\n", t->item->clone.name); 1210 fprintf (logfile, "%s\n", &t->item->clone.name);
1221 } 1211 }
1212
1222 if (t->next_yes != NULL) 1213 if (t->next_yes)
1223 { 1214 {
1224 for (i = 0; i < depth; i++) 1215 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " "); 1216 fprintf (logfile, " ");
1217
1226 fprintf (logfile, " (if yes)\n"); 1218 fprintf (logfile, " (if yes)\n");
1227 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1219 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1228 } 1220 }
1221
1229 if (t->next_no != NULL) 1222 if (t->next_no)
1230 { 1223 {
1231 for (i = 0; i < depth; i++) 1224 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " "); 1225 fprintf (logfile, " ");
1226
1233 fprintf (logfile, " (if no)\n"); 1227 fprintf (logfile, " (if no)\n");
1234 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1228 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1235 } 1229 }
1230
1236 t = t->next; 1231 t = t->next;
1237 } 1232 }
1238} 1233}
1239 1234
1240/* 1235/*
1241 * For debugging purposes. Dumps all treasures for a given monster. 1236 * For debugging purposes. Dumps all treasures for a given monster.
1242 * Created originally by Raphael Quinet for debugging the alchemy code. 1237 * Created originally by Raphael Quinet for debugging the alchemy code.
1243 */ 1238 */
1244 1239void
1245void dump_monster_treasure (const char *name) 1240dump_monster_treasure (const char *name)
1246{ 1241{
1247 archetype *at; 1242 archetype *at;
1248 int found; 1243 int found;
1249 1244
1250 found = 0; 1245 found = 0;
1251 fprintf (logfile, "\n"); 1246 fprintf (logfile, "\n");
1247
1252 for (at = first_archetype; at != NULL; at = at->next) 1248 for (at = first_archetype; at != NULL; at = at->next)
1253 if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1249 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1254 { 1250 {
1255 fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name, 1251 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1256 at->name);
1257 if (at->clone.randomitems != NULL) 1252 if (at->clone.randomitems != NULL)
1258 dump_monster_treasure_rec (at->clone.name, 1253 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1259 at->clone.randomitems->items, 1);
1260 else 1254 else
1261 fprintf (logfile, "(nothing)\n"); 1255 fprintf (logfile, "(nothing)\n");
1256
1262 fprintf (logfile, "\n"); 1257 fprintf (logfile, "\n");
1263 found++; 1258 found++;
1264 } 1259 }
1260
1265 if (found == 0) 1261 if (found == 0)
1266 fprintf (logfile, "No objects have the name %s!\n\n", name); 1262 fprintf (logfile, "No objects have the name %s!\n\n", name);
1267} 1263}
1268 1264
1269/* 1265/*
1270 * Builds up the lists of artifacts from the file in the libdir. 1266 * Builds up the lists of artifacts from the file in the libdir.
1271 */ 1267 */
1272 1268void
1273void init_artifacts(void) { 1269init_artifacts (void)
1270{
1274 static int has_been_inited=0; 1271 static int has_been_inited = 0;
1275 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1272 char filename[MAX_BUF];
1276 artifact *art=NULL; 1273 artifact *art = NULL;
1277 linked_char *tmp;
1278 int value, comp;
1279 artifactlist *al; 1274 artifactlist *al;
1280 1275
1281 if (has_been_inited) return; 1276 if (has_been_inited)
1277 return;
1278 else
1282 else has_been_inited = 1; 1279 has_been_inited = 1;
1283 1280
1284 sprintf(filename, "%s/artifacts", settings.datadir); 1281 sprintf (filename, "%s/artifacts", settings.datadir);
1285 object_thawer thawer (filename); 1282 object_thawer f (filename);
1286 1283
1287 if (!thawer) 1284 if (!f)
1288 return; 1285 return;
1289 1286
1290 while (fgets(buf, HUGE_BUF, thawer)!=NULL) { 1287 f.next ();
1291 if (*buf=='#') continue; 1288
1292 if((cp=strchr(buf,'\n'))!=NULL) 1289 for (;;)
1293 *cp='\0';
1294 cp=buf;
1295 while(*cp==' ') /* Skip blanks */
1296 cp++;
1297 if (*cp=='\0') continue;
1298 1290 {
1299 if (!strncmp(cp, "Allowed", 7)) { 1291 switch (f.kw)
1292 {
1293 case KW_allowed:
1300 if (art==NULL) { 1294 if (!art)
1301 art=get_empty_artifact(); 1295 art = get_empty_artifact ();
1302 nrofartifacts++;
1303 }
1304 cp = strchr(cp,' ') + 1;
1305 if (!strcmp(cp,"all")) continue;
1306 1296
1307 do { 1297 {
1308 nrofallowedstr++; 1298 if (!strcmp (f.get_str (), "all"))
1299 break;
1300
1301 char *next, *cp = f.get_str ();
1302
1303 do
1304 {
1309 if ((next=strchr(cp, ','))!=NULL) 1305 if ((next = strchr (cp, ',')))
1310 *(next++) = '\0'; 1306 *next++ = '\0';
1311 tmp = (linked_char*) malloc(sizeof(linked_char)); 1307
1308 linked_char *tmp = new linked_char;
1309
1312 tmp->name = add_string(cp); 1310 tmp->name = cp;
1313 tmp->next = art->allowed; 1311 tmp->next = art->allowed;
1314 art->allowed = tmp; 1312 art->allowed = tmp;
1313 }
1315 } while ((cp=next)!=NULL); 1314 while ((cp = next));
1316 }
1317 else if (sscanf(cp, "chance %d", &value))
1318 art->chance = (uint16) value;
1319 else if (sscanf(cp, "difficulty %d", &value))
1320 art->difficulty = (uint8) value;
1321 else if (!strncmp(cp, "Object",6)) {
1322 art->item = (object *) calloc(1, sizeof(object));
1323 reset_object(art->item);
1324 if (!load_object(thawer, art->item,LO_LINEMODE,0))
1325 LOG(llevError,"Init_Artifacts: Could not load object.\n");
1326 art->item->name = add_string((strchr(cp, ' ')+1));
1327 al=find_artifactlist(art->item->type);
1328 if (al==NULL) {
1329 al = get_empty_artifactlist();
1330 al->type = art->item->type;
1331 al->next = first_artifactlist;
1332 first_artifactlist = al;
1333 } 1315 }
1316 break;
1317
1318 case KW_chance:
1319 f.get (art->chance);
1320 break;
1321
1322 case KW_difficulty:
1323 f.get (art->difficulty);
1324 break;
1325
1326 case KW_object:
1327 {
1328 art->item = object::create ();
1329 f.get (art->item->name);
1330 f.next ();
1331
1332 if (!art->item->parse_kv (f))
1333 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1334
1335 al = find_artifactlist (art->item->type);
1336
1337 if (!al)
1338 {
1339 al = get_empty_artifactlist ();
1340 al->type = art->item->type;
1341 al->next = first_artifactlist;
1342 first_artifactlist = al;
1343 }
1344
1334 art->next = al->items; 1345 art->next = al->items;
1335 al->items = art; 1346 al->items = art;
1336 art = NULL; 1347 art = 0;
1348 }
1349 continue;
1350
1351 case KW_EOF:
1352 goto done;
1353
1354 default:
1355 if (!f.parse_error ("artifacts file"))
1356 cleanup ("artifacts file required");
1357 break;
1358 }
1359
1360 f.next ();
1361 }
1362
1363done:
1364 for (al = first_artifactlist; al; al = al->next)
1365 {
1366 al->total_chance = 0;
1367
1368 for (art = al->items; art; art = art->next)
1337 } 1369 {
1338 else
1339 LOG(llevError,"Unknown input in artifact file: %s\n", buf);
1340 }
1341
1342 for (al=first_artifactlist; al!=NULL; al=al->next) {
1343 for (art=al->items; art!=NULL; art=art->next) {
1344 if (!art->chance) 1370 if (!art->chance)
1345 LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); 1371 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1346 else 1372 else
1347 al->total_chance += art->chance; 1373 al->total_chance += art->chance;
1348 } 1374 }
1349#if 0 1375#if 0
1350 LOG(llevDebug,"Artifact list type %d has %d total chance\n", 1376 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1351 al->type, al->total_chance);
1352#endif 1377#endif
1353 } 1378 }
1354 1379
1355 LOG(llevDebug,"done.\n"); 1380 LOG (llevDebug, "done.\n");
1356} 1381}
1357
1358 1382
1359/* 1383/*
1360 * Used in artifact generation. The bonuses of the first object 1384 * Used in artifact generation. The bonuses of the first object
1361 * is modified by the bonuses of the second object. 1385 * is modified by the bonuses of the second object.
1362 */ 1386 */
1363 1387void
1364void add_abilities(object *op, object *change) { 1388add_abilities (object *op, object *change)
1389{
1365 int i,j, tmp; 1390 int i, tmp;
1366 1391
1367 if (change->face != blank_face) { 1392 if (change->face != blank_face)
1393 {
1368#ifdef TREASURE_VERBOSE 1394#ifdef TREASURE_VERBOSE
1369 LOG(llevDebug, "FACE: %d\n", change->face->number); 1395 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1370#endif 1396#endif
1371 op->face = change->face; 1397 op->face = change->face;
1372 } 1398 }
1399
1373 for (i = 0; i < NUM_STATS; i++) 1400 for (i = 0; i < NUM_STATS; i++)
1374 change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); 1401 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1375 1402
1376 op->attacktype |= change->attacktype; 1403 op->attacktype |= change->attacktype;
1377 op->path_attuned |= change->path_attuned; 1404 op->path_attuned |= change->path_attuned;
1378 op->path_repelled |= change->path_repelled; 1405 op->path_repelled |= change->path_repelled;
1379 op->path_denied |= change->path_denied; 1406 op->path_denied |= change->path_denied;
1380 op->move_type |= change->move_type; 1407 op->move_type |= change->move_type;
1381 op->stats.luck += change->stats.luck; 1408 op->stats.luck += change->stats.luck;
1382 1409
1383 if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); 1410 if (QUERY_FLAG (change, FLAG_CURSED))
1384 if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); 1411 SET_FLAG (op, FLAG_CURSED);
1412 if (QUERY_FLAG (change, FLAG_DAMNED))
1413 SET_FLAG (op, FLAG_DAMNED);
1385 if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) 1414 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1386 && op->magic > 0)
1387 set_abs_magic(op, -op->magic); 1415 set_abs_magic (op, -op->magic);
1388 1416
1389 if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1417 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1390 if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1418 SET_FLAG (op, FLAG_LIFESAVE);
1391 if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1419 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1392 if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1420 SET_FLAG (op, FLAG_REFL_SPELL);
1393 if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1421 if (QUERY_FLAG (change, FLAG_STEALTH))
1394 if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1422 SET_FLAG (op, FLAG_STEALTH);
1395 if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1423 if (QUERY_FLAG (change, FLAG_XRAYS))
1396 if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); 1424 SET_FLAG (op, FLAG_XRAYS);
1425 if (QUERY_FLAG (change, FLAG_BLIND))
1426 SET_FLAG (op, FLAG_BLIND);
1427 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1428 SET_FLAG (op, FLAG_SEE_IN_DARK);
1429 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1430 SET_FLAG (op, FLAG_REFL_MISSILE);
1431 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1432 SET_FLAG (op, FLAG_MAKE_INVIS);
1397 1433
1398 if (QUERY_FLAG(change,FLAG_STAND_STILL)) { 1434 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1435 {
1399 CLEAR_FLAG(op,FLAG_ANIMATE); 1436 CLEAR_FLAG (op, FLAG_ANIMATE);
1400 /* so artifacts will join */ 1437 /* so artifacts will join */
1401 if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; 1438 if (!QUERY_FLAG (op, FLAG_ALIVE))
1402 update_ob_speed(op); 1439 op->speed = 0.0;
1440
1441 op->set_speed (op->speed);
1403 } 1442 }
1404 if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; 1443
1444 if (change->nrof)
1445 op->nrof = rndm (change->nrof) + 1;
1446
1405 op->stats.exp += change->stats.exp; /* Speed modifier */ 1447 op->stats.exp += change->stats.exp; /* Speed modifier */
1406 op->stats.wc += change->stats.wc; 1448 op->stats.wc += change->stats.wc;
1407 op->stats.ac += change->stats.ac; 1449 op->stats.ac += change->stats.ac;
1408 1450
1409 if (change->other_arch) { 1451 if (change->other_arch)
1452 {
1410 /* Basically, for horns & potions, the other_arch field is the spell 1453 /* Basically, for horns & potions, the other_arch field is the spell
1411 * to cast. So convert that to into a spell and put it into 1454 * to cast. So convert that to into a spell and put it into
1412 * this object. 1455 * this object.
1413 */ 1456 */
1414 if (op->type == HORN || op->type == POTION) { 1457 if (op->type == HORN || op->type == POTION)
1458 {
1415 object *tmp_obj; 1459 object *tmp_obj;
1460
1416 /* Remove any spells this object currently has in it */ 1461 /* Remove any spells this object currently has in it */
1417 while (op->inv) { 1462 while (op->inv)
1418 tmp_obj = op->inv; 1463 op->inv->destroy ();
1419 remove_ob(tmp_obj); 1464
1420 free_object(tmp_obj); 1465 tmp_obj = arch_to_object (change->other_arch);
1466 insert_ob_in_ob (tmp_obj, op);
1467 }
1468 /* No harm setting this for potions/horns */
1469 op->other_arch = change->other_arch;
1470 }
1471
1472 if (change->stats.hp < 0)
1473 op->stats.hp = -change->stats.hp;
1474 else
1475 op->stats.hp += change->stats.hp;
1476
1477 if (change->stats.maxhp < 0)
1478 op->stats.maxhp = -change->stats.maxhp;
1479 else
1480 op->stats.maxhp += change->stats.maxhp;
1481
1482 if (change->stats.sp < 0)
1483 op->stats.sp = -change->stats.sp;
1484 else
1485 op->stats.sp += change->stats.sp;
1486
1487 if (change->stats.maxsp < 0)
1488 op->stats.maxsp = -change->stats.maxsp;
1489 else
1490 op->stats.maxsp += change->stats.maxsp;
1491
1492 if (change->stats.food < 0)
1493 op->stats.food = -(change->stats.food);
1494 else
1495 op->stats.food += change->stats.food;
1496
1497 if (change->level < 0)
1498 op->level = -(change->level);
1499 else
1500 op->level += change->level;
1501
1502 if (change->gen_sp_armour < 0)
1503 op->gen_sp_armour = -(change->gen_sp_armour);
1504 else
1505 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1506
1507 op->item_power = change->item_power;
1508
1509 for (i = 0; i < NROFATTACKS; i++)
1510 if (change->resist[i])
1511 op->resist[i] += change->resist[i];
1512
1513 if (change->stats.dam)
1514 {
1515 if (change->stats.dam < 0)
1516 op->stats.dam = (-change->stats.dam);
1517 else if (op->stats.dam)
1518 {
1519 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1520 if (tmp == op->stats.dam)
1521 {
1522 if (change->stats.dam < 10)
1523 op->stats.dam--;
1524 else
1525 op->stats.dam++;
1421 } 1526 }
1422 tmp_obj = arch_to_object(change->other_arch); 1527 else
1423 insert_ob_in_ob(tmp_obj, op); 1528 op->stats.dam = tmp;
1424 } 1529 }
1425 /* No harm setting this for potions/horns */ 1530 }
1426 op->other_arch = change->other_arch; 1531
1532 if (change->weight)
1427 } 1533 {
1428
1429 if (change->stats.hp < 0) 1534 if (change->weight < 0)
1430 op->stats.hp = -change->stats.hp; 1535 op->weight = (-change->weight);
1431 else 1536 else
1432 op->stats.hp += change->stats.hp; 1537 op->weight = (op->weight * (change->weight)) / 100;
1538 }
1539
1540 if (change->last_sp)
1541 {
1433 if (change->stats.maxhp < 0) 1542 if (change->last_sp < 0)
1434 op->stats.maxhp = -change->stats.maxhp; 1543 op->last_sp = (-change->last_sp);
1435 else 1544 else
1436 op->stats.maxhp += change->stats.maxhp; 1545 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1437 if (change->stats.sp < 0) 1546 }
1438 op->stats.sp = -change->stats.sp;
1439 else
1440 op->stats.sp += change->stats.sp;
1441 if (change->stats.maxsp < 0)
1442 op->stats.maxsp = -change->stats.maxsp;
1443 else
1444 op->stats.maxsp += change->stats.maxsp;
1445 if (change->stats.food < 0)
1446 op->stats.food = -(change->stats.food);
1447 else
1448 op->stats.food += change->stats.food;
1449 if (change->level < 0)
1450 op->level = -(change->level);
1451 else
1452 op->level += change->level;
1453 1547
1548 if (change->gen_sp_armour)
1549 {
1454 if (change->gen_sp_armour < 0) 1550 if (change->gen_sp_armour < 0)
1455 op->gen_sp_armour = -(change->gen_sp_armour); 1551 op->gen_sp_armour = (-change->gen_sp_armour);
1456 else
1457 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1458
1459 op->item_power = change->item_power;
1460
1461 for (i=0; i<NROFATTACKS; i++) {
1462 if (change->resist[i]) {
1463 op->resist[i] += change->resist[i];
1464 }
1465 }
1466 if (change->stats.dam) {
1467 if (change->stats.dam < 0)
1468 op->stats.dam = (-change->stats.dam);
1469 else if (op->stats.dam) {
1470 tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10);
1471 if (tmp == op->stats.dam) {
1472 if (change->stats.dam < 10)
1473 op->stats.dam--;
1474 else
1475 op->stats.dam++;
1476 }
1477 else
1478 op->stats.dam = tmp;
1479 }
1480 }
1481 if (change->weight) {
1482 if (change->weight < 0)
1483 op->weight = (-change->weight);
1484 else 1552 else
1485 op->weight = (op->weight * (change->weight)) / 100;
1486 }
1487 if (change->last_sp) {
1488 if (change->last_sp < 0)
1489 op->last_sp = (-change->last_sp);
1490 else
1491 op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100);
1492 }
1493 if (change->gen_sp_armour) {
1494 if (change->gen_sp_armour < 0)
1495 op->gen_sp_armour = (-change->gen_sp_armour);
1496 else
1497 op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) 1553 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1498 / (int)100);
1499 } 1554 }
1555
1500 op->value *= change->value; 1556 op->value *= change->value;
1501 1557
1502 if(change->material) op->material = change->material; 1558 if (change->materials)
1559 op->materials = change->materials;
1503 1560
1504 if (change->materialname) { 1561 if (change->materialname)
1505 if (op->materialname)
1506 free_string(op->materialname);
1507 op->materialname = add_refcount(change->materialname); 1562 op->materialname = change->materialname;
1508 }
1509 1563
1510 if (change->slaying) { 1564 if (change->slaying)
1511 if (op->slaying)
1512 free_string(op->slaying);
1513 op->slaying = add_refcount(change->slaying); 1565 op->slaying = change->slaying;
1514 } 1566
1515 if (change->race) { 1567 if (change->race)
1516 if (op->race)
1517 free_string(op->race);
1518 op->race = add_refcount(change->race); 1568 op->race = change->race;
1519 } 1569
1520 if (change->msg) { 1570 if (change->msg)
1521 if (op->msg) 1571 op->msg = change->msg;
1522 free_string(op->msg);
1523 op->msg = add_refcount(change->msg);
1524 }
1525 /* GROS: Added support for event_... in artifact file */
1526 for(j=0;j<NR_EVENTS;j++) {
1527 event *evt;
1528 event *evt2;
1529 event *evtn;
1530 event *evtp;
1531
1532 evt = find_event(change,j);
1533 evt2= find_event(op,j);
1534
1535 if ((evt) && (evt->hook)) {
1536 if ((evt2)&&(evt2->hook)) {
1537 free_string(evt2->hook);
1538 free_string(evt2->plugin);
1539 free_string(evt2->options);
1540 evtp = NULL;
1541 evtn = evt2->next;
1542 if (evt2 == op->events) {
1543 free(evt2);
1544 op->events = evtn;
1545 }
1546 else {
1547 evtp = op->events;
1548 while (evtp->next != evt2)
1549 evtp = evtp->next;
1550 free(evt2);
1551 evtp->next = evtn;
1552 }
1553 }
1554 else if (evt2 == NULL) {
1555 if (op->events == NULL) {
1556 evt2 = (event *)malloc(sizeof(event));
1557 op->events = evt2;
1558 }
1559 else {
1560 evtp = op->events;
1561 while (evtp->next != NULL)
1562 evtp = evtp->next;
1563 evtp->next = (event *)malloc(sizeof(event));
1564 evt2 = evtp->next;
1565 }
1566 }
1567 evt2->next = NULL;
1568 evt2->hook = add_refcount(evt->hook);
1569 evt2->plugin = add_refcount(evt->plugin);
1570 evt2->type = j;
1571
1572 if (evt->options)
1573 evt2->options = add_refcount(evt->options);
1574 else
1575 evt2->options = NULL;
1576 }
1577 }
1578} 1572}
1579 1573
1574static int
1580static int legal_artifact_combination(object *op, artifact *art) { 1575legal_artifact_combination (object *op, artifact * art)
1576{
1581 int neg, success = 0; 1577 int neg, success = 0;
1582 linked_char *tmp; 1578 linked_char *tmp;
1583 const char *name; 1579 const char *name;
1584 1580
1585 if (art->allowed == (linked_char *) NULL) 1581 if (art->allowed == (linked_char *) NULL)
1586 return 1; /* Ie, "all" */ 1582 return 1; /* Ie, "all" */
1587 for (tmp = art->allowed; tmp; tmp = tmp->next) { 1583 for (tmp = art->allowed; tmp; tmp = tmp->next)
1584 {
1588#ifdef TREASURE_VERBOSE 1585#ifdef TREASURE_VERBOSE
1589 LOG(llevDebug, "legal_art: %s\n", tmp->name); 1586 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1590#endif 1587#endif
1591 if (*tmp->name == '!') 1588 if (*tmp->name == '!')
1592 name = tmp->name + 1, neg = 1; 1589 name = tmp->name + 1, neg = 1;
1593 else 1590 else
1594 name = tmp->name, neg = 0; 1591 name = tmp->name, neg = 0;
1595 1592
1596 /* If we match name, then return the opposite of 'neg' */ 1593 /* If we match name, then return the opposite of 'neg' */
1597 if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) 1594 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1598 return !neg; 1595 return !neg;
1599 1596
1600 /* Set success as true, since if the match was an inverse, it means 1597 /* Set success as true, since if the match was an inverse, it means
1601 * everything is allowed except what we match 1598 * everything is allowed except what we match
1602 */ 1599 */
1603 else if (neg) 1600 else if (neg)
1604 success = 1; 1601 success = 1;
1605 } 1602 }
1606 return success; 1603 return success;
1607} 1604}
1608 1605
1609/* 1606/*
1610 * Fixes the given object, giving it the abilities and titles 1607 * Fixes the given object, giving it the abilities and titles
1611 * it should have due to the second artifact-template. 1608 * it should have due to the second artifact-template.
1612 */ 1609 */
1613 1610
1611void
1614void give_artifact_abilities(object *op, object *artifct) { 1612give_artifact_abilities (object *op, object *artifct)
1613{
1615 char new_name[MAX_BUF]; 1614 char new_name[MAX_BUF];
1616 1615
1617 sprintf(new_name, "of %s", artifct->name); 1616 sprintf (new_name, "of %s", &artifct->name);
1618 if (op->title)
1619 free_string(op->title);
1620 op->title = add_string(new_name); 1617 op->title = new_name;
1621 add_abilities(op, artifct); /* Give out the bonuses */ 1618 add_abilities (op, artifct); /* Give out the bonuses */
1622 1619
1623#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1620#if 0 /* Bit verbose, but keep it here until next time I need it... */
1624 { 1621 {
1625 char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); 1622 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1623
1626 SET_FLAG(op, FLAG_IDENTIFIED); 1624 SET_FLAG (op, FLAG_IDENTIFIED);
1627 LOG(llevDebug, "Generated artifact %s %s [%s]\n", 1625 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1628 op->name, op->title, describe_item(op, NULL));
1629 if (!identified) 1626 if (!identified)
1630 CLEAR_FLAG(op, FLAG_IDENTIFIED); 1627 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1631 } 1628 }
1632#endif 1629#endif
1633 return; 1630 return;
1634} 1631}
1635 1632
1642 */ 1639 */
1643 1640
1644/* Give 1 re-roll attempt per artifact */ 1641/* Give 1 re-roll attempt per artifact */
1645#define ARTIFACT_TRIES 2 1642#define ARTIFACT_TRIES 2
1646 1643
1644void
1647void generate_artifact(object *op, int difficulty) { 1645generate_artifact (object *op, int difficulty)
1646{
1648 artifactlist *al; 1647 artifactlist *al;
1649 artifact *art; 1648 artifact *art;
1650 int i; 1649 int i;
1651 1650
1652 al = find_artifactlist(op->type); 1651 al = find_artifactlist (op->type);
1653 1652
1654 if (al==NULL) { 1653 if (al == NULL)
1654 {
1655#if 0 /* This is too verbose, usually */ 1655#if 0 /* This is too verbose, usually */
1656 LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1656 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1657#endif
1658 return;
1659 }
1660
1661 for (i = 0; i < ARTIFACT_TRIES; i++) {
1662 int roll = RANDOM()% al->total_chance;
1663
1664 for (art=al->items; art!=NULL; art=art->next) {
1665 roll -= art->chance;
1666 if (roll<0) break;
1667 }
1668
1669 if (art == NULL || roll>=0) {
1670#if 1
1671 LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n",
1672 op->type);
1673#endif 1657#endif
1674 return; 1658 return;
1675 } 1659 }
1660
1661 for (i = 0; i < ARTIFACT_TRIES; i++)
1662 {
1663 int roll = rndm (al->total_chance);
1664
1665 for (art = al->items; art; art = art->next)
1666 {
1667 roll -= art->chance;
1668 if (roll < 0)
1669 break;
1670 }
1671
1672 if (art == NULL || roll >= 0)
1673 {
1674#if 1
1675 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1676#endif
1677 return;
1678 }
1676 if (!strcmp(art->item->name,"NONE")) 1679 if (!strcmp (art->item->name, "NONE"))
1677 return; 1680 return;
1678 if (FABS(op->magic) < art->item->magic) 1681 if (FABS (op->magic) < art->item->magic)
1679 continue; /* Not magic enough to be this item */ 1682 continue; /* Not magic enough to be this item */
1680 1683
1681 /* Map difficulty not high enough */ 1684 /* Map difficulty not high enough */
1682 if (difficulty<art->difficulty) 1685 if (difficulty < art->difficulty)
1683 continue; 1686 continue;
1684 1687
1685 if (!legal_artifact_combination(op, art)) { 1688 if (!legal_artifact_combination (op, art))
1689 {
1686#ifdef TREASURE_VERBOSE 1690#ifdef TREASURE_VERBOSE
1687 LOG(llevDebug, "%s of %s was not a legal combination.\n", 1691 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1688 op->name, art->item->name);
1689#endif 1692#endif
1690 continue; 1693 continue;
1691 } 1694 }
1695
1692 give_artifact_abilities(op, art->item); 1696 give_artifact_abilities (op, art->item);
1693 return; 1697 return;
1694 } 1698 }
1695} 1699}
1696 1700
1697/* fix_flesh_item() - objects of type FLESH are similar to type 1701/* fix_flesh_item() - objects of type FLESH are similar to type
1698 * FOOD, except they inherit properties (name, food value, etc). 1702 * FOOD, except they inherit properties (name, food value, etc).
1699 * based on the original owner (or 'donor' if you like). -b.t. 1703 * based on the original owner (or 'donor' if you like). -b.t.
1700 */ 1704 */
1701 1705
1706void
1702void fix_flesh_item(object *item, object *donor) { 1707fix_flesh_item (object *item, object *donor)
1708{
1703 char tmpbuf[MAX_BUF]; 1709 char tmpbuf[MAX_BUF];
1704 int i; 1710 int i;
1705 1711
1706 if(item->type==FLESH && donor) { 1712 if (item->type == FLESH && donor)
1713 {
1707 /* change the name */ 1714 /* change the name */
1708 sprintf(tmpbuf,"%s's %s",donor->name,item->name); 1715 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1709 FREE_AND_COPY(item->name, tmpbuf); 1716 item->name = tmpbuf;
1710 sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); 1717 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1711 FREE_AND_COPY(item->name_pl, tmpbuf); 1718 item->name_pl = tmpbuf;
1712 1719
1713 /* weight is FLESH weight/100 * donor */ 1720 /* weight is FLESH weight/100 * donor */
1714 if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) 1721 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1715 item->weight=1; 1722 item->weight = 1;
1716 1723
1717 /* value is multiplied by level of donor */ 1724 /* value is multiplied by level of donor */
1718 item->value *= isqrt(donor->level*2); 1725 item->value *= isqrt (donor->level * 2);
1719 1726
1720 /* food value */ 1727 /* food value */
1721 item->stats.food += (donor->stats.hp/100) + donor->stats.Con; 1728 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1722 1729
1723 /* flesh items inherit some abilities of donor, but not 1730 /* flesh items inherit some abilities of donor, but not
1724 * full effect. 1731 * full effect.
1725 */ 1732 */
1726 for (i=0; i<NROFATTACKS; i++) 1733 for (i = 0; i < NROFATTACKS; i++)
1727 item->resist[i] = donor->resist[i]/2; 1734 item->resist[i] = donor->resist[i] / 2;
1728 1735
1729 /* item inherits donor's level (important for quezals) */ 1736 /* item inherits donor's level (important for quezals) */
1730 item->level = donor->level; 1737 item->level = donor->level;
1731 1738
1732 /* if donor has some attacktypes, the flesh is poisonous */ 1739 /* if donor has some attacktypes, the flesh is poisonous */
1733 if(donor->attacktype&AT_POISON) 1740 if (donor->attacktype & AT_POISON)
1734 item->type=POISON; 1741 item->type = POISON;
1735 if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; 1742 if (donor->attacktype & AT_ACID)
1743 item->stats.hp = -1 * item->stats.food;
1736 SET_FLAG(item,FLAG_NO_STEAL); 1744 SET_FLAG (item, FLAG_NO_STEAL);
1737 } 1745 }
1738} 1746}
1739 1747
1740/* special_potion() - so that old potion code is still done right. */ 1748/* special_potion() - so that old potion code is still done right. */
1741 1749int
1742int special_potion (object *op) { 1750special_potion (object *op)
1743 1751{
1744 int i;
1745
1746 if(op->attacktype) return 1; 1752 if (op->attacktype)
1747
1748 if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow
1749 || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1;
1750
1751 for (i=0; i<NROFATTACKS; i++)
1752 if (op->resist[i]) return 1;
1753
1754 return 0; 1753 return 1;
1755}
1756 1754
1755 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1756 return 1;
1757
1758 for (int i = 0; i < NROFATTACKS; i++)
1759 if (op->resist[i])
1760 return 1;
1761
1762 return 0;
1763}
1764
1765void
1757void free_treasurestruct(treasure *t) 1766free_treasurestruct (treasure *t)
1758{ 1767{
1759 if (t->next) free_treasurestruct(t->next); 1768 if (t->next) free_treasurestruct (t->next);
1760 if (t->next_yes) free_treasurestruct(t->next_yes); 1769 if (t->next_yes) free_treasurestruct (t->next_yes);
1761 if (t->next_no) free_treasurestruct(t->next_no); 1770 if (t->next_no) free_treasurestruct (t->next_no);
1762 free(t);
1763}
1764 1771
1772 delete t;
1773}
1774
1775void
1765void free_charlinks(linked_char *lc) 1776free_charlinks (linked_char *lc)
1766{ 1777{
1778 if (lc->next)
1767 if (lc->next) free_charlinks(lc->next); 1779 free_charlinks (lc->next);
1768 free(lc);
1769}
1770 1780
1781 delete lc;
1782}
1783
1784void
1771void free_artifact(artifact *at) 1785free_artifact (artifact *at)
1772{ 1786{
1773
1774 if (at->next) free_artifact(at->next); 1787 if (at->next) free_artifact (at->next);
1775 if (at->allowed) free_charlinks(at->allowed); 1788 if (at->allowed) free_charlinks (at->allowed);
1776 if (at->item) { 1789
1777 if (at->item->name) free_string(at->item->name); 1790 at->item->destroy (1);
1778 if (at->item->name_pl) free_string(at->item->name_pl); 1791
1779 if (at->item->msg) free_string(at->item->msg);
1780 if (at->item->title) free_string(at->item->title);
1781 free(at->item);
1782 }
1783 free(at); 1792 sfree (at);
1784} 1793}
1785 1794
1795void
1786void free_artifactlist(artifactlist *al) 1796free_artifactlist (artifactlist *al)
1787{ 1797{
1788 artifactlist *nextal; 1798 artifactlist *nextal;
1799
1789 for (al=first_artifactlist; al!=NULL; al=nextal) { 1800 for (al = first_artifactlist; al; al = nextal)
1801 {
1790 nextal=al->next; 1802 nextal = al->next;
1803
1791 if (al->items) { 1804 if (al->items)
1792 free_artifact(al->items); 1805 free_artifact (al->items);
1793 } 1806
1794 free(al); 1807 sfree (al);
1795 } 1808 }
1796} 1809}
1797 1810
1811void
1798void free_all_treasures(void) { 1812free_all_treasures (void)
1813{
1799treasurelist *tl, *next; 1814 treasurelist *tl, *next;
1800 1815
1801
1802 for (tl=first_treasurelist; tl!=NULL; tl=next) { 1816 for (tl = first_treasurelist; tl; tl = next)
1817 {
1818 clear (tl);
1819
1803 next=tl->next; 1820 next = tl->next;
1804 if (tl->name) free_string(tl->name); 1821 delete tl;
1805 if (tl->items) free_treasurestruct(tl->items);
1806 free(tl);
1807 } 1822 }
1823
1808 free_artifactlist(first_artifactlist); 1824 free_artifactlist (first_artifactlist);
1809} 1825}

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