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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 1.7 by root, Sun Sep 3 00:18:40 2006 UTC

1 1
2/* 2/*
3 * static char *rcs_treasure_c = 3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.6 2006/08/31 18:59:23 root Exp $"; 4 * "$Id: treasure.C,v 1.7 2006/09/03 00:18:40 root Exp $";
5 */ 5 */
6 6
7/* 7/*
8 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
9 9
36 */ 36 */
37#define TREASURE_DEBUG 37#define TREASURE_DEBUG
38 38
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 39/* TREASURE_VERBOSE enables copious output concerning artifact generation */
40/* #define TREASURE_VERBOSE */ 40/* #define TREASURE_VERBOSE */
41 41
42#include <global.h> 42#include <global.h>
43#include <treasure.h> 43#include <treasure.h>
44#include <funcpoint.h> 44#include <funcpoint.h>
45#include <loader.h> 45#include <loader.h>
46 46
47 47
48static void change_treasure(treasure *t, object *op); /* overrule default values */ 48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 49extern char *spell_mapping[];
50 50
51/* 51/*
52 * Initialize global archtype pointers: 52 * Initialize global archtype pointers:
53 */ 53 */
54 54
55void
55void init_archetype_pointers() { 56init_archetype_pointers ()
57{
56 int prev_warn = warn_archetypes; 58 int prev_warn = warn_archetypes;
57 warn_archetypes = 1; 59 warn_archetypes = 1;
58 if (ring_arch == NULL) 60 if (ring_arch == NULL)
59 ring_arch = find_archetype("ring"); 61 ring_arch = find_archetype ("ring");
60 if (amulet_arch == NULL) 62 if (amulet_arch == NULL)
61 amulet_arch = find_archetype("amulet"); 63 amulet_arch = find_archetype ("amulet");
62 if (staff_arch == NULL) 64 if (staff_arch == NULL)
63 staff_arch = find_archetype("staff"); 65 staff_arch = find_archetype ("staff");
64 if (crown_arch == NULL) 66 if (crown_arch == NULL)
65 crown_arch = find_archetype("crown"); 67 crown_arch = find_archetype ("crown");
66 warn_archetypes = prev_warn; 68 warn_archetypes = prev_warn;
67} 69}
68 70
69/* 71/*
70 * Allocate and return the pointer to an empty treasurelist structure. 72 * Allocate and return the pointer to an empty treasurelist structure.
71 */ 73 */
72 74
73static treasurelist *get_empty_treasurelist(void) { 75static treasurelist *
74 treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); 76get_empty_treasurelist (void)
75 if(tl==NULL) 77{
76 fatal(OUT_OF_MEMORY); 78 return new treasurelist;
77 memset(tl, 0, sizeof(treasurelist));
78 return tl;
79} 79}
80 80
81/* 81/*
82 * Allocate and return the pointer to an empty treasure structure. 82 * Allocate and return the pointer to an empty treasure structure.
83 */ 83 */
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
84 89
85static treasure *get_empty_treasure(void) {
86 treasure *t = (treasure *) calloc(1,sizeof(treasure));
87 if(t==NULL)
88 fatal(OUT_OF_MEMORY);
89 t->item=NULL;
90 t->name=NULL;
91 t->next=NULL;
92 t->next_yes=NULL;
93 t->next_no=NULL;
94 t->chance=100; 90 t->chance = 100;
95 t->magic=0; 91
96 t->nrof=0;
97 return t; 92 return t;
98} 93}
99 94
100/* 95/*
101 * Reads the lib/treasure file from disk, and parses the contents 96 * Reads the lib/treasure file from disk, and parses the contents
102 * into an internal treasure structure (very linked lists) 97 * into an internal treasure structure (very linked lists)
103 */ 98 */
104 99
100static treasure *
105static treasure *load_treasure(FILE *fp, int *line) { 101load_treasure (FILE * fp, int *line)
102{
106 char buf[MAX_BUF], *cp, variable[MAX_BUF]; 103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
107 treasure *t=get_empty_treasure(); 104 treasure *t = get_empty_treasure ();
108 int value; 105 int value;
109 106
110 nroftreasures++; 107 nroftreasures++;
111 while(fgets(buf,MAX_BUF,fp)!=NULL) { 108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
112 (*line)++; 110 (*line)++;
113 111
114 if(*buf=='#') 112 if (*buf == '#')
115 continue; 113 continue;
116 if((cp=strchr(buf,'\n'))!=NULL) 114 if ((cp = strchr (buf, '\n')) != NULL)
117 *cp='\0'; 115 *cp = '\0';
118 cp=buf; 116 cp = buf;
119 while(isspace(*cp)) /* Skip blanks */ 117 while (isspace (*cp)) /* Skip blanks */
120 cp++; 118 cp++;
121 119
122 if(sscanf(cp,"arch %s",variable)) { 120 if (sscanf (cp, "arch %s", variable))
121 {
123 if((t->item=find_archetype(variable))==NULL) 122 if ((t->item = find_archetype (variable)) == NULL)
124 LOG(llevError,"Treasure lacks archetype: %s\n",variable); 123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 } else if (sscanf(cp, "list %s", variable)) 125 else if (sscanf (cp, "list %s", variable))
126 t->name = add_string(variable); 126 t->name = variable;
127 else if (sscanf(cp, "change_name %s", variable)) 127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = add_string(variable); 128 t->change_arch.name = variable;
129 else if (sscanf(cp, "change_title %s", variable)) 129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = add_string(variable); 130 t->change_arch.title = variable;
131 else if (sscanf(cp, "change_slaying %s", variable)) 131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = add_string(variable); 132 t->change_arch.slaying = variable;
133 else if(sscanf(cp,"chance %d",&value)) 133 else if (sscanf (cp, "chance %d", &value))
134 t->chance=(uint8) value; 134 t->chance = (uint8) value;
135 else if(sscanf(cp,"nrof %d",&value)) 135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof=(uint16) value; 136 t->nrof = (uint16) value;
137 else if(sscanf(cp,"magic %d",&value)) 137 else if (sscanf (cp, "magic %d", &value))
138 t->magic=(uint8) value; 138 t->magic = (uint8) value;
139 else if(!strcmp(cp,"yes")) 139 else if (!strcmp (cp, "yes"))
140 t->next_yes=load_treasure(fp, line); 140 t->next_yes = load_treasure (fp, line);
141 else if(!strcmp(cp,"no")) 141 else if (!strcmp (cp, "no"))
142 t->next_no=load_treasure(fp, line); 142 t->next_no = load_treasure (fp, line);
143 else if(!strcmp(cp,"end")) 143 else if (!strcmp (cp, "end"))
144 return t; 144 return t;
145 else if(!strcmp(cp,"more")) { 145 else if (!strcmp (cp, "more"))
146 {
146 t->next=load_treasure(fp, line); 147 t->next = load_treasure (fp, line);
147 return t; 148 return t;
149 }
148 } else 150 else
149 LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n", 151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
150 cp,t->name?t->name:"null", *line);
151 } 152 }
152 LOG(llevError,"treasure lacks 'end'.\n"); 153 LOG (llevError, "treasure lacks 'end'.\n");
153 return t; 154 return t;
154} 155}
155 156
156#ifdef TREASURE_DEBUG 157#ifdef TREASURE_DEBUG
157/* recursived checks the linked list. Treasurelist is passed only 158/* recursived checks the linked list. Treasurelist is passed only
158 * so that the treasure name can be printed out 159 * so that the treasure name can be printed out
159 */ 160 */
161static void
160static void check_treasurelist(const treasure *t, const treasurelist *tl) 162check_treasurelist (const treasure * t, const treasurelist * tl)
161{ 163{
162 if (t->item==NULL && t->name==NULL) 164 if (t->item == NULL && t->name == NULL)
163 LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name); 165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
164 if (t->chance>=100 && t->next_yes && (t->next || t->next_no)) 166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
165 LOG(llevError,"Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", 167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
166 tl->name);
167 /* find_treasurelist will print out its own error message */ 168 /* find_treasurelist will print out its own error message */
168 if (t->name && *t->name) 169 if (t->name && *t->name)
169 (void) find_treasurelist(t->name); 170 (void) find_treasurelist (t->name);
171 if (t->next)
170 if (t->next) check_treasurelist(t->next, tl); 172 check_treasurelist (t->next, tl);
173 if (t->next_yes)
171 if (t->next_yes) check_treasurelist(t->next_yes,tl); 174 check_treasurelist (t->next_yes, tl);
175 if (t->next_no)
172 if (t->next_no) check_treasurelist(t->next_no, tl); 176 check_treasurelist (t->next_no, tl);
173} 177}
174#endif 178#endif
175 179
176/* 180/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 181 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 182 * Each treasure is parsed with the help of load_treasure().
179 */ 183 */
180 184
185void
181void load_treasures(void) { 186load_treasures (void)
187{
182 FILE *fp; 188 FILE *fp;
183 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; 189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
184 treasurelist *previous=NULL; 190 treasurelist *previous = NULL;
185 treasure *t; 191 treasure *t;
186 int comp, line=0; 192 int comp, line = 0;
187 193
188 sprintf(filename,"%s/%s",settings.datadir,settings.treasures); 194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
189 if((fp=open_and_uncompress(filename,0,&comp))==NULL) { 195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
196 {
190 LOG(llevError,"Can't open treasure file.\n"); 197 LOG (llevError, "Can't open treasure file.\n");
191 return; 198 return;
192 } 199 }
193 while(fgets(buf,MAX_BUF,fp)!=NULL) { 200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
194 line++; 202 line++;
195 if(*buf=='#') 203 if (*buf == '#')
196 continue; 204 continue;
197 205
198 if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) { 206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 {
199 treasurelist *tl=get_empty_treasurelist(); 208 treasurelist *tl = get_empty_treasurelist ();
200 tl->name=add_string(name); 209 tl->name = name;
201 if(previous==NULL) 210 if (previous == NULL)
202 first_treasurelist=tl; 211 first_treasurelist = tl;
203 else 212 else
204 previous->next=tl; 213 previous->next = tl;
205 previous=tl; 214 previous = tl;
206 tl->items=load_treasure(fp, &line); 215 tl->items = load_treasure (fp, &line);
207 216
208 /* This is a one of the many items on the list should be generated. 217 /* This is a one of the many items on the list should be generated.
209 * Add up the chance total, and check to make sure the yes & no 218 * Add up the chance total, and check to make sure the yes & no
210 * fields of the treasures are not being used. 219 * fields of the treasures are not being used.
211 */ 220 */
212 if (!strncmp(buf,"treasureone",11)) { 221 if (!strncmp (buf, "treasureone", 11))
222 {
213 for (t=tl->items; t!=NULL; t=t->next) { 223 for (t = tl->items; t != NULL; t = t->next)
224 {
214#ifdef TREASURE_DEBUG 225#ifdef TREASURE_DEBUG
215 if (t->next_yes || t->next_no) { 226 if (t->next_yes || t->next_no)
216 LOG(llevError,"Treasure %s is one item, but on treasure %s\n", 227 {
217 tl->name, t->item ? t->item->name : t->name); 228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
218 LOG(llevError," the next_yes or next_no field is set\n"); 229 LOG (llevError, " the next_yes or next_no field is set\n");
219 } 230 }
220#endif 231#endif
221 tl->total_chance += t->chance; 232 tl->total_chance += t->chance;
222 } 233 }
223 } 234 }
235 }
224 } else 236 else
225 LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
226 } 238 }
227 close_and_delete(fp, comp); 239 close_and_delete (fp, comp);
228 240
229#ifdef TREASURE_DEBUG 241#ifdef TREASURE_DEBUG
230 /* Perform some checks on how valid the treasure data actually is. 242 /* Perform some checks on how valid the treasure data actually is.
231 * verify that list transitions work (ie, the list that it is supposed 243 * verify that list transitions work (ie, the list that it is supposed
232 * to transition to exists). Also, verify that at least the name 244 * to transition to exists). Also, verify that at least the name
233 * or archetype is set for each treasure element. 245 * or archetype is set for each treasure element.
234 */ 246 */
235 for (previous=first_treasurelist; previous!=NULL; previous=previous->next) 247 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
236 check_treasurelist(previous->items, previous); 248 check_treasurelist (previous->items, previous);
237#endif 249#endif
238} 250}
239 251
240/* 252/*
241 * Searches for the given treasurelist in the globally linked list 253 * Searches for the given treasurelist in the globally linked list
242 * of treasurelists which has been built by load_treasures(). 254 * of treasurelists which has been built by load_treasures().
243 */ 255 */
244 256
257treasurelist *
245treasurelist *find_treasurelist(const char *name) { 258find_treasurelist (const char *name)
259{
246 const char *tmp=find_string(name); 260 const char *tmp = shstr::find (name);
247 treasurelist *tl; 261 treasurelist *tl;
248 262
249 /* Special cases - randomitems of none is to override default. If 263 /* Special cases - randomitems of none is to override default. If
250 * first_treasurelist is null, it means we are on the first pass of 264 * first_treasurelist is null, it means we are on the first pass of
251 * of loading archetyps, so for now, just return - second pass will 265 * of loading archetyps, so for now, just return - second pass will
252 * init these values. 266 * init these values.
253 */ 267 */
254 if (!strcmp(name,"none") || (!first_treasurelist)) return NULL; 268 if (!name || !*name)
269 return NULL;
270
255 if(tmp!=NULL) 271 if (tmp != NULL)
256 for(tl=first_treasurelist;tl!=NULL;tl=tl->next) 272 for (tl = first_treasurelist; tl != NULL; tl = tl->next)
257 if(tmp==tl->name) 273 if (tmp == tl->name)
258 return tl; 274 return tl;
275
259 LOG(llevError,"Couldn't find treasurelist %s\n",name); 276 LOG (llevError, "Couldn't find treasurelist %s\n", name);
260 return NULL; 277 return NULL;
261} 278}
262 279
263 280
264/* 281/*
272 * abilities. This is used by summon spells, thus no summoned monsters 289 * abilities. This is used by summon spells, thus no summoned monsters
273 * start with equipment, but only their abilities). 290 * start with equipment, but only their abilities).
274 */ 291 */
275 292
276 293
294static void
277static void put_treasure (object *op, object *creator, int flags) 295put_treasure (object * op, object * creator, int flags)
278{ 296{
279 object *tmp; 297 object *tmp;
280 298
281 /* Bit of a hack - spells should never be put onto the map. The entire 299 /* 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 300 * 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 301 * this is the original object, or if this is an object that should be created
284 * by another object. 302 * by another object.
285 */ 303 */
286 if (flags & GT_ENVIRONMENT && op->type != SPELL) { 304 if (flags & GT_ENVIRONMENT && op->type != SPELL)
305 {
287 op->x = creator->x; 306 op->x = creator->x;
288 op->y = creator->y; 307 op->y = creator->y;
289 SET_FLAG(op, FLAG_OBJ_ORIGINAL); 308 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
290 insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); 309 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
291 } else { 310 }
311 else
312 {
292 op = insert_ob_in_ob (op, creator); 313 op = insert_ob_in_ob (op, creator);
293 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 314 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
294 monster_check_apply(creator, op); 315 monster_check_apply (creator, op);
295 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 316 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
296 esrv_send_item(tmp, op); 317 esrv_send_item (tmp, op);
297 } 318 }
298} 319}
299 320
300/* if there are change_xxx commands in the treasure, we include the changes 321/* if there are change_xxx commands in the treasure, we include the changes
301 * in the generated object 322 * in the generated object
302 */ 323 */
324static void
303static void change_treasure(treasure *t, object *op) 325change_treasure (treasure * t, object * op)
304{ 326{
305 /* CMD: change_name xxxx */ 327 /* CMD: change_name xxxx */
306 if(t->change_arch.name) 328 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 }
312 329 {
330 op->name = t->change_arch.name;
331 op->name_pl = t->change_arch.name;
332 }
333
313 if(t->change_arch.title) 334 if (t->change_arch.title)
314 {
315 if(op->title)
316 free_string(op->title);
317 op->title = add_string(t->change_arch.title); 335 op->title = t->change_arch.title;
318 }
319 336
320 if(t->change_arch.slaying) 337 if (t->change_arch.slaying)
321 {
322 if(op->slaying)
323 free_string(op->slaying);
324 op->slaying = add_string(t->change_arch.slaying); 338 op->slaying = t->change_arch.slaying;
325 }
326
327} 339}
328 340
341void
329void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { 342create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries)
343{
330 object *tmp; 344 object *tmp;
331 345
332 346
333 if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { 347 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
348 {
334 if (t->name) { 349 if (t->name)
350 {
335 if (strcmp(t->name,"NONE") && difficulty>=t->magic) 351 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
336 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); 352 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
337 } 353 }
338 else { 354 else
355 {
339 if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { 356 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
357 {
340 tmp=arch_to_object(t->item); 358 tmp = arch_to_object (t->item);
359 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
361 fix_generated_item (tmp, op, difficulty, t->magic, flag);
362 change_treasure (t, tmp);
363 put_treasure (tmp, op, flag);
364 }
365 }
366 if (t->next_yes != NULL)
367 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
368 }
369 else if (t->next_no != NULL)
370 create_all_treasures (t->next_no, op, flag, difficulty, tries);
371 if (t->next != NULL)
372 create_all_treasures (t->next, op, flag, difficulty, tries);
373}
374
375void
376create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries)
377{
378 int value = RANDOM () % tl->total_chance;
379 treasure *t;
380
381 if (tries++ > 100)
382 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return;
385 }
386 for (t = tl->items; t != NULL; t = t->next)
387 {
388 value -= t->chance;
389 if (value < 0)
390 break;
391 }
392
393 if (!t || value >= 0)
394 {
395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
396 abort ();
397 return;
398 }
399 if (t->name)
400 {
401 if (!strcmp (t->name, "NONE"))
402 return;
403 if (difficulty >= t->magic)
404 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
405 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries);
407 return;
408 }
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
410 {
411 object *tmp = arch_to_object (t->item);
412 if (!tmp)
413 return;
341 if(t->nrof&&tmp->nrof<=1) 414 if (t->nrof && tmp->nrof <= 1)
342 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 415 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
343 fix_generated_item (tmp, op, difficulty, t->magic, flag); 416 fix_generated_item (tmp, op, difficulty, t->magic, flag);
344 change_treasure(t, tmp); 417 change_treasure (t, tmp);
345 put_treasure (tmp, op, flag); 418 put_treasure (tmp, op, flag);
346 }
347 }
348 if(t->next_yes!=NULL)
349 create_all_treasures(t->next_yes,op,flag,difficulty, tries);
350 } else
351 if(t->next_no!=NULL)
352 create_all_treasures(t->next_no,op,flag,difficulty,tries);
353 if(t->next!=NULL)
354 create_all_treasures(t->next,op,flag,difficulty, tries);
355}
356
357void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty,
358 int tries)
359{
360 int value = RANDOM() % tl->total_chance;
361 treasure *t;
362
363 if (tries++>100) {
364 LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n");
365 return;
366 }
367 for (t=tl->items; t!=NULL; t=t->next) {
368 value -= t->chance;
369 if (value<0) break;
370 }
371
372 if (!t || value>=0) {
373 LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n");
374 abort();
375 return;
376 }
377 if (t->name) {
378 if (!strcmp(t->name,"NONE")) return;
379 if (difficulty>=t->magic)
380 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
381 else if (t->nrof)
382 create_one_treasure(tl, op, flag, difficulty, tries);
383 return;
384 }
385 if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) {
386 object *tmp=arch_to_object(t->item);
387 if (!tmp) return;
388 if(t->nrof && tmp->nrof<=1)
389 tmp->nrof = RANDOM()%((int) t->nrof) + 1;
390 fix_generated_item (tmp, op, difficulty, t->magic, flag);
391 change_treasure(t, tmp);
392 put_treasure (tmp, op, flag);
393 } 419 }
394} 420}
395 421
396/* This calls the appropriate treasure creation function. tries is passed 422/* This calls the appropriate treasure creation function. tries is passed
397 * to determine how many list transitions or attempts to create treasure 423 * 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 424 * 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 425 * 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 426 * created on weak maps, because it will exceed the number of allowed tries
401 * to do that. 427 * to do that.
402 */ 428 */
429void
403void create_treasure(treasurelist *t, object *op, int flag, int difficulty, 430create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries)
404 int tries)
405{ 431{
406 432
407 if (tries++>100) { 433 if (tries++ > 100)
434 {
408 LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); 435 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
409 return; 436 return;
410 } 437 }
411 if (t->total_chance) 438 if (t->total_chance)
412 create_one_treasure(t, op, flag,difficulty, tries); 439 create_one_treasure (t, op, flag, difficulty, tries);
413 else 440 else
414 create_all_treasures(t->items, op, flag, difficulty, tries); 441 create_all_treasures (t->items, op, flag, difficulty, tries);
415} 442}
416 443
417/* This is similar to the old generate treasure function. However, 444/* This is similar to the old generate treasure function. However,
418 * it instead takes a treasurelist. It is really just a wrapper around 445 * it instead takes a treasurelist. It is really just a wrapper around
419 * create_treasure. We create a dummy object that the treasure gets 446 * create_treasure. We create a dummy object that the treasure gets
420 * inserted into, and then return that treausre 447 * inserted into, and then return that treausre
421 */ 448 */
449object *
422object *generate_treasure(treasurelist *t, int difficulty) 450generate_treasure (treasurelist * t, int difficulty)
423{ 451{
424 object *ob = get_object(), *tmp; 452 object *ob = get_object (), *tmp;
425 453
426 create_treasure(t, ob, 0, difficulty, 0); 454 create_treasure (t, ob, 0, difficulty, 0);
427 455
428 /* Don't want to free the object we are about to return */ 456 /* Don't want to free the object we are about to return */
429 tmp = ob->inv; 457 tmp = ob->inv;
430 if (tmp!=NULL) remove_ob(tmp); 458 if (tmp != NULL)
459 remove_ob (tmp);
431 if (ob->inv) { 460 if (ob->inv)
461 {
432 LOG(llevError,"In generate treasure, created multiple objects.\n"); 462 LOG (llevError, "In generate treasure, created multiple objects.\n");
433 } 463 }
434 free_object(ob); 464 free_object (ob);
435 return tmp; 465 return tmp;
436} 466}
437 467
438/* 468/*
439 * This is a new way of calculating the chance for an item to have 469 * This is a new way of calculating the chance for an item to have
440 * a specific magical bonus. 470 * a specific magical bonus.
441 * The array has two arguments, the difficulty of the level, and the 471 * The array has two arguments, the difficulty of the level, and the
442 * magical bonus "wanted". 472 * magical bonus "wanted".
443 */ 473 */
444 474
445static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = 475static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
446{
447/*chance of magic difficulty*/ 476/*chance of magic difficulty*/
448/* +0 +1 +2 +3 +4 */ 477/* +0 +1 +2 +3 +4 */
449 { 95, 2, 2, 1, 0 }, /*1*/ 478 {95, 2, 2, 1, 0}, /*1 */
450 { 92, 5, 2, 1, 0 }, /*2*/ 479 {92, 5, 2, 1, 0}, /*2 */
451 { 85,10, 4, 1, 0 }, /*3*/ 480 {85, 10, 4, 1, 0}, /*3 */
452 { 80,14, 4, 2, 0 }, /*4*/ 481 {80, 14, 4, 2, 0}, /*4 */
453 { 75,17, 5, 2, 1 }, /*5*/ 482 {75, 17, 5, 2, 1}, /*5 */
454 { 70,18, 8, 3, 1 }, /*6*/ 483 {70, 18, 8, 3, 1}, /*6 */
455 { 65,21,10, 3, 1 }, /*7*/ 484 {65, 21, 10, 3, 1}, /*7 */
456 { 60,22,12, 4, 2 }, /*8*/ 485 {60, 22, 12, 4, 2}, /*8 */
457 { 55,25,14, 4, 2 }, /*9*/ 486 {55, 25, 14, 4, 2}, /*9 */
458 { 50,27,16, 5, 2 }, /*10*/ 487 {50, 27, 16, 5, 2}, /*10 */
459 { 45,28,18, 6, 3 }, /*11*/ 488 {45, 28, 18, 6, 3}, /*11 */
460 { 42,28,20, 7, 3 }, /*12*/ 489 {42, 28, 20, 7, 3}, /*12 */
461 { 40,27,21, 8, 4 }, /*13*/ 490 {40, 27, 21, 8, 4}, /*13 */
462 { 38,25,22,10, 5 }, /*14*/ 491 {38, 25, 22, 10, 5}, /*14 */
463 { 36,23,23,12, 6 }, /*15*/ 492 {36, 23, 23, 12, 6}, /*15 */
464 { 33,21,24,14, 8 }, /*16*/ 493 {33, 21, 24, 14, 8}, /*16 */
465 { 31,19,25,16, 9 }, /*17*/ 494 {31, 19, 25, 16, 9}, /*17 */
466 { 27,15,30,18,10 }, /*18*/ 495 {27, 15, 30, 18, 10}, /*18 */
467 { 20,12,30,25,13 }, /*19*/ 496 {20, 12, 30, 25, 13}, /*19 */
468 { 15,10,28,30,17 }, /*20*/ 497 {15, 10, 28, 30, 17}, /*20 */
469 { 13, 9,27,28,23 }, /*21*/ 498 {13, 9, 27, 28, 23}, /*21 */
470 { 10, 8,25,28,29 }, /*22*/ 499 {10, 8, 25, 28, 29}, /*22 */
471 { 8, 7,23,26,36 }, /*23*/ 500 {8, 7, 23, 26, 36}, /*23 */
472 { 6, 6,20,22,46 }, /*24*/ 501 {6, 6, 20, 22, 46}, /*24 */
473 { 4, 5,17,18,56 }, /*25*/ 502 {4, 5, 17, 18, 56}, /*25 */
474 { 2, 4,12,14,68 }, /*26*/ 503 {2, 4, 12, 14, 68}, /*26 */
475 { 0, 3, 7,10,80 }, /*27*/ 504 {0, 3, 7, 10, 80}, /*27 */
476 { 0, 0, 3, 7,90 }, /*28*/ 505 {0, 0, 3, 7, 90}, /*28 */
477 { 0, 0, 0, 3,97 }, /*29*/ 506 {0, 0, 0, 3, 97}, /*29 */
478 { 0, 0, 0, 0,100}, /*30*/ 507 {0, 0, 0, 0, 100}, /*30 */
479 { 0, 0, 0, 0,100}, /*31*/ 508 {0, 0, 0, 0, 100}, /*31 */
480}; 509};
481 510
482 511
483/* calculate the appropriate level for wands staves and scrolls. 512/* calculate the appropriate level for wands staves and scrolls.
484 * This code presumes that op has had its spell object created (in op->inv) 513 * This code presumes that op has had its spell object created (in op->inv)
485 * 514 *
486 * elmex Wed Aug 9 17:44:59 CEST 2006: 515 * elmex Wed Aug 9 17:44:59 CEST 2006:
487 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 516 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
488 */ 517 */
489 518
519int
490int level_for_item (const object *op, int difficulty) 520level_for_item (const object * op, int difficulty)
491{ 521{
492 int mult = 0, olevel = 0; 522 int mult = 0, olevel = 0;
493 523
494 if (!op->inv) 524 if (!op->inv)
495 { 525 {
496 LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name); 526 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
497 return 0; 527 return 0;
498 } 528 }
499 529
500 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 530 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
501 531
502 if (olevel <= 0) 532 if (olevel <= 0)
517 * Scaling difficulty by max_level, as difficulty is a level and not some 547 * Scaling difficulty by max_level, as difficulty is a level and not some
518 * weird integer between 1-31. 548 * weird integer between 1-31.
519 * 549 *
520 */ 550 */
521 551
552int
522int magic_from_difficulty(int difficulty) 553magic_from_difficulty (int difficulty)
523{ 554{
524 int percent = 0, magic = 0; 555 int percent = 0, magic = 0;
525 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 556 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
526 557
527 scaled_diff--; 558 scaled_diff--;
528 559
529 if(scaled_diff < 0) 560 if (scaled_diff < 0)
530 scaled_diff = 0; 561 scaled_diff = 0;
531 562
532 if (scaled_diff >= DIFFLEVELS) 563 if (scaled_diff >= DIFFLEVELS)
533 scaled_diff = DIFFLEVELS-1; 564 scaled_diff = DIFFLEVELS - 1;
534 565
535 percent = RANDOM()%100; 566 percent = RANDOM () % 100;
536 567
537 for(magic = 0; magic < (MAXMAGIC + 1); magic++) 568 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
538 { 569 {
539 percent -= difftomagic_list[scaled_diff][magic]; 570 percent -= difftomagic_list[scaled_diff][magic];
540 571
541 if (percent < 0) 572 if (percent < 0)
542 break; 573 break;
543 } 574 }
544 575
545 if (magic == (MAXMAGIC + 1)) 576 if (magic == (MAXMAGIC + 1))
546 { 577 {
547 LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 578 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
548 magic = 0; 579 magic = 0;
549 } 580 }
550 581
551 magic = (RANDOM() % 3) ? magic : -magic; 582 magic = (RANDOM () % 3) ? magic : -magic;
552 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 583 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
553 584
554 return magic; 585 return magic;
555} 586}
556 587
559 * the armour variable, and the effect on speed of armour. 590 * the armour variable, and the effect on speed of armour.
560 * This function doesn't work properly, should add use of archetypes 591 * This function doesn't work properly, should add use of archetypes
561 * to make it truly absolute. 592 * to make it truly absolute.
562 */ 593 */
563 594
595void
564void set_abs_magic(object *op, int magic) { 596set_abs_magic (object * op, int magic)
597{
565 if(!magic) 598 if (!magic)
566 return; 599 return;
567 600
568 op->magic=magic; 601 op->magic = magic;
569 if (op->arch) { 602 if (op->arch)
603 {
570 if (op->type == ARMOUR) 604 if (op->type == ARMOUR)
571 ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; 605 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
572 606
573 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 607 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
574 magic = (-magic); 608 magic = (-magic);
575 op->weight = (op->arch->clone.weight*(100-magic*10))/100; 609 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
610 }
576 } else { 611 else
612 {
577 if(op->type==ARMOUR) 613 if (op->type == ARMOUR)
578 ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; 614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
579 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ 615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
580 magic = (-magic); 616 magic = (-magic);
581 op->weight=(op->weight*(100-magic*10))/100; 617 op->weight = (op->weight * (100 - magic * 10)) / 100;
582 } 618 }
583} 619}
584 620
585/* 621/*
586 * Sets a random magical bonus in the given object based upon 622 * Sets a random magical bonus in the given object based upon
587 * the given difficulty, and the given max possible bonus. 623 * the given difficulty, and the given max possible bonus.
588 */ 624 */
589 625
626static void
590static void set_magic (int difficulty, object *op, int max_magic, int flags) 627set_magic (int difficulty, object * op, int max_magic, int flags)
591{ 628{
592 int i; 629 int i;
593 i = magic_from_difficulty(difficulty); 630 i = magic_from_difficulty (difficulty);
594 if ((flags & GT_ONLY_GOOD) && i < 0) 631 if ((flags & GT_ONLY_GOOD) && i < 0)
595 i = -i; 632 i = -i;
596 if(i > max_magic) 633 if (i > max_magic)
597 i = max_magic; 634 i = max_magic;
598 set_abs_magic(op,i); 635 set_abs_magic (op, i);
599 if (i < 0) 636 if (i < 0)
600 SET_FLAG(op, FLAG_CURSED); 637 SET_FLAG (op, FLAG_CURSED);
601} 638}
602 639
603/* 640/*
604 * Randomly adds one magical ability to the given object. 641 * Randomly adds one magical ability to the given object.
605 * Modified for Partial Resistance in many ways: 642 * Modified for Partial Resistance in many ways:
607 * is rolled again, increase it - the bonuses now stack with 644 * is rolled again, increase it - the bonuses now stack with
608 * other bonuses previously rolled and ones the item might natively have. 645 * other bonuses previously rolled and ones the item might natively have.
609 * 2) Add code to deal with new PR method. 646 * 2) Add code to deal with new PR method.
610 */ 647 */
611 648
649void
612void set_ring_bonus(object *op,int bonus) { 650set_ring_bonus (object * op, int bonus)
651{
613 652
614 int r=RANDOM()%(bonus>0?25:11); 653 int r = RANDOM () % (bonus > 0 ? 25 : 11);
615 654
616 if(op->type==AMULET) { 655 if (op->type == AMULET)
656 {
617 if(!(RANDOM()%21)) 657 if (!(RANDOM () % 21))
618 r=20+RANDOM()%2; 658 r = 20 + RANDOM () % 2;
619 else { 659 else
620 if(RANDOM()&2) 660 {
621 r=10; 661 if (RANDOM () & 2)
622 else 662 r = 10;
623 r=11+RANDOM()%9; 663 else
624 } 664 r = 11 + RANDOM () % 9;
665 }
625 } 666 }
626 667
627 switch(r) { 668 switch (r)
669 {
628 /* Redone by MSW 2000-11-26 to have much less code. Also, 670 /* Redone by MSW 2000-11-26 to have much less code. Also,
629 * bonuses and penalties will stack and add to existing values. 671 * bonuses and penalties will stack and add to existing values.
630 * of the item. 672 * of the item.
631 */ 673 */
632 case 0: 674 case 0:
633 case 1: 675 case 1:
634 case 2: 676 case 2:
635 case 3: 677 case 3:
636 case 4: 678 case 4:
637 case 5: 679 case 5:
638 case 6: 680 case 6:
639 set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); 681 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
640 break; 682 break;
641 683
642 case 7: 684 case 7:
643 op->stats.dam+=bonus; 685 op->stats.dam += bonus;
644 break; 686 break;
645 687
646 case 8: 688 case 8:
647 op->stats.wc+=bonus; 689 op->stats.wc += bonus;
648 break; 690 break;
649 691
650 case 9: 692 case 9:
651 op->stats.food+=bonus; /* hunger/sustenance */ 693 op->stats.food += bonus; /* hunger/sustenance */
652 break; 694 break;
653 695
654 case 10: 696 case 10:
655 op->stats.ac+=bonus; 697 op->stats.ac += bonus;
656 break; 698 break;
657 699
658 /* Item that gives protections/vulnerabilities */ 700 /* Item that gives protections/vulnerabilities */
659 case 11: 701 case 11:
660 case 12: 702 case 12:
661 case 13: 703 case 13:
662 case 14: 704 case 14:
663 case 15: 705 case 15:
664 case 16: 706 case 16:
665 case 17: 707 case 17:
666 case 18: 708 case 18:
667 case 19: 709 case 19:
668 { 710 {
669 int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; 711 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
670 712
671 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 713 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
672 val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; 714 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
673 715
674 /* Cursed items need to have higher negative values to equal out with 716 /* Cursed items need to have higher negative values to equal out with
675 * positive values for how protections work out. Put another 717 * positive values for how protections work out. Put another
676 * little random element in since that they don't always end up with 718 * little random element in since that they don't always end up with
677 * even values. 719 * even values.
678 */ 720 */
679 if (bonus<0) val = 2*-val - RANDOM() % b; 721 if (bonus < 0)
680 if (val>35) val=35; /* Upper limit */ 722 val = 2 * -val - RANDOM () % b;
681 b=0; 723 if (val > 35)
724 val = 35; /* Upper limit */
725 b = 0;
682 while (op->resist[resist_table[resist]]!=0 && b<4) { 726 while (op->resist[resist_table[resist]] != 0 && b < 4)
727 {
683 resist=RANDOM() % num_resist_table; 728 resist = RANDOM () % num_resist_table;
684 } 729 }
730 if (b == 4)
685 if (b==4) return; /* Not able to find a free resistance */ 731 return; /* Not able to find a free resistance */
686 op->resist[resist_table[resist]] = val; 732 op->resist[resist_table[resist]] = val;
687 /* We should probably do something more clever here to adjust value 733 /* We should probably do something more clever here to adjust value
688 * based on how good a resistance we gave. 734 * based on how good a resistance we gave.
689 */ 735 */
690 break; 736 break;
691 } 737 }
692 case 20: 738 case 20:
693 if(op->type==AMULET) { 739 if (op->type == AMULET)
740 {
694 SET_FLAG(op,FLAG_REFL_SPELL); 741 SET_FLAG (op, FLAG_REFL_SPELL);
695 op->value*=11; 742 op->value *= 11;
696 } else { 743 }
744 else
745 {
697 op->stats.hp=1; /* regenerate hit points */ 746 op->stats.hp = 1; /* regenerate hit points */
698 op->value*=4; 747 op->value *= 4;
699 } 748 }
700 break;
701
702 case 21:
703 if(op->type==AMULET) {
704 SET_FLAG(op,FLAG_REFL_MISSILE);
705 op->value*=9;
706 } else {
707 op->stats.sp=1; /* regenerate spell points */
708 op->value*=3;
709 }
710 break; 749 break;
711 750
712 case 22: 751 case 21:
713 op->stats.exp+=bonus; /* Speed! */ 752 if (op->type == AMULET)
714 op->value=(op->value*2)/3; 753 {
715 break; 754 SET_FLAG (op, FLAG_REFL_MISSILE);
716 } 755 op->value *= 9;
717 if(bonus>0) 756 }
718 op->value*=2*bonus;
719 else 757 else
758 {
759 op->stats.sp = 1; /* regenerate spell points */
760 op->value *= 3;
761 }
762 break;
763
764 case 22:
765 op->stats.exp += bonus; /* Speed! */
766 op->value = (op->value * 2) / 3;
767 break;
768 }
769 if (bonus > 0)
770 op->value *= 2 * bonus;
771 else
720 op->value= -(op->value*2*bonus)/3; 772 op->value = -(op->value * 2 * bonus) / 3;
721} 773}
722 774
723/* 775/*
724 * get_magic(diff) will return a random number between 0 and 4. 776 * 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 777 * diff can be any value above 2. The higher the diff-variable, the
727 * It is only used in fix_generated_treasure() to set bonuses on 779 * It is only used in fix_generated_treasure() to set bonuses on
728 * rings and amulets. 780 * rings and amulets.
729 * Another scheme is used to calculate the magic of weapons and armours. 781 * Another scheme is used to calculate the magic of weapons and armours.
730 */ 782 */
731 783
784int
732int get_magic(int diff) { 785get_magic (int diff)
786{
733 int i; 787 int i;
734 if(diff<3) 788 if (diff < 3)
735 diff=3; 789 diff = 3;
736 for(i=0;i<4;i++) 790 for (i = 0; i < 4; i++)
737 if(RANDOM()%diff) return i; 791 if (RANDOM () % diff)
792 return i;
738 return 4; 793 return 4;
739} 794}
740 795
741#define DICE2 (get_magic(2)==2?2:1) 796#define DICE2 (get_magic(2)==2?2:1)
742#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 797#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
760 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 815 * 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 816 * 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 817 * type as appropriate, for objects that need spell objects, set those, etc
763 */ 818 */
764 819
820void
765void fix_generated_item (object * op, object * creator, int difficulty, 821fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags)
766 int max_magic, int flags)
767{ 822{
768 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 823 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
769 824
770 if (!creator || creator->type == op->type) 825 if (!creator || creator->type == op->type)
771 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 826 creator = op; /*safety & to prevent polymorphed objects giving attributes */
772 827
773 /* If we make an artifact, this information will be destroyed */ 828 /* If we make an artifact, this information will be destroyed */
774 save_item_power = op->item_power; 829 save_item_power = op->item_power;
775 op->item_power = 0; 830 op->item_power = 0;
776 831
777 if (op->randomitems && op->type != SPELL) 832 if (op->randomitems && op->type != SPELL)
778 { 833 {
779 create_treasure (op->randomitems, op, flags, difficulty, 0); 834 create_treasure (op->randomitems, op, flags, difficulty, 0);
780 if (!op->inv) 835 if (!op->inv)
781 LOG (llevDebug,
782 "fix_generated_item: Unable to generate treasure for %s\n", 836 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
783 op->name);
784 837
785 /* So the treasure doesn't get created again */ 838 /* So the treasure doesn't get created again */
786 op->randomitems = NULL; 839 op->randomitems = NULL;
787 } 840 }
788 841
790 difficulty = 1; 843 difficulty = 1;
791 844
792 if (!(flags & GT_MINIMAL)) 845 if (!(flags & GT_MINIMAL))
793 { 846 {
794 if (op->arch == crown_arch) 847 if (op->arch == crown_arch)
795 { 848 {
796 set_magic (difficulty, op, max_magic, flags); 849 set_magic (difficulty, op, max_magic, flags);
797 num_enchantments = calc_item_power (op, 1); 850 num_enchantments = calc_item_power (op, 1);
798 generate_artifact (op, difficulty); 851 generate_artifact (op, difficulty);
799 } 852 }
800 else 853 else
801 { 854 {
802 if (!op->magic && max_magic) 855 if (!op->magic && max_magic)
803 set_magic (difficulty, op, max_magic, flags); 856 set_magic (difficulty, op, max_magic, flags);
804 857
805 num_enchantments = calc_item_power (op, 1); 858 num_enchantments = calc_item_power (op, 1);
806 859
807 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) 860 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
808 || op->type == HORN 861 * used for shop_floors or treasures */
809 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
810 * used for shop_floors or treasures */
811 generate_artifact (op, difficulty); 862 generate_artifact (op, difficulty);
812 } 863 }
813 864
814 /* Object was made an artifact. Calculate its item_power rating. 865 /* Object was made an artifact. Calculate its item_power rating.
815 * the item_power in the object is what the artfiact adds. 866 * the item_power in the object is what the artfiact adds.
816 */ 867 */
817 if (op->title) 868 if (op->title)
818 { 869 {
819 /* if save_item_power is set, then most likely we started with an 870 /* if save_item_power is set, then most likely we started with an
820 * artifact and have added new abilities to it - this is rare, but 871 * artifact and have added new abilities to it - this is rare, but
821 * but I have seen things like 'strange rings of fire'. So just figure 872 * but I have seen things like 'strange rings of fire'. So just figure
822 * out the power from the base power plus what this one adds. Note 873 * 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 874 * that since item_power is not quite linear, this actually ends up
824 * being somewhat of a bonus 875 * being somewhat of a bonus
825 */ 876 */
826 if (save_item_power) 877 if (save_item_power)
827 op->item_power =
828 save_item_power + get_power_from_ench (op->item_power); 878 op->item_power = save_item_power + get_power_from_ench (op->item_power);
829 else 879 else
830 op->item_power =
831 get_power_from_ench (op->item_power + num_enchantments); 880 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
832 } 881 }
833 else if (save_item_power) 882 else if (save_item_power)
834 { 883 {
835 /* restore the item_power field to the object if we haven't changed it. 884 /* 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 885 * we don't care about num_enchantments - that will basically just
837 * have calculated some value from the base attributes of the archetype. 886 * have calculated some value from the base attributes of the archetype.
838 */ 887 */
839 op->item_power = save_item_power; 888 op->item_power = save_item_power;
840 } 889 }
841 else 890 else
842 { 891 {
843 /* item_power was zero. This is suspicious, as it may be because it 892 /* item_power was zero. This is suspicious, as it may be because it
844 * was never previously calculated. Let's compute a value and see if 893 * 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 894 * it is non-zero. If it indeed is, then assign it as the new
846 * item_power value. 895 * item_power value.
847 * - gros, 21th of July 2006. 896 * - gros, 21th of July 2006.
848 */ 897 */
849 op->item_power = calc_item_power(op,0); 898 op->item_power = calc_item_power (op, 0);
850 save_item_power = op->item_power; /* Just in case it would get used 899 save_item_power = op->item_power; /* Just in case it would get used
851 * again below */ 900 * again below */
852 } 901 }
853 } 902 }
854 903
855 /* materialtype modifications. Note we allow this on artifacts. */ 904 /* materialtype modifications. Note we allow this on artifacts. */
856 set_materialname (op, difficulty, NULL); 905 set_materialname (op, difficulty, NULL);
857 906
858 if (flags & GT_MINIMAL) 907 if (flags & GT_MINIMAL)
859 { 908 {
860 if (op->type == POTION) 909 if (op->type == POTION)
861 /* Handle healing and magic power potions */ 910 /* Handle healing and magic power potions */
862 if (op->stats.sp && !op->randomitems) 911 if (op->stats.sp && !op->randomitems)
863 { 912 {
864 object *tmp; 913 object *tmp;
865 914
866 tmp = get_archetype (spell_mapping[op->stats.sp]); 915 tmp = get_archetype (spell_mapping[op->stats.sp]);
867 insert_ob_in_ob (tmp, op); 916 insert_ob_in_ob (tmp, op);
868 op->stats.sp = 0; 917 op->stats.sp = 0;
869 } 918 }
870 } 919 }
871 else if (!op->title) /* Only modify object if not special */ 920 else if (!op->title) /* Only modify object if not special */
872 switch (op->type) 921 switch (op->type)
873 { 922 {
874 case WEAPON: 923 case WEAPON:
875 case ARMOUR: 924 case ARMOUR:
876 case SHIELD: 925 case SHIELD:
877 case HELMET: 926 case HELMET:
878 case CLOAK: 927 case CLOAK:
879 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 928 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
880 set_ring_bonus (op, -DICE2); 929 set_ring_bonus (op, -DICE2);
881 break; 930 break;
882 931
883 case BRACERS: 932 case BRACERS:
884 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 933 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
885 { 934 {
886 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
887 if (!QUERY_FLAG (op, FLAG_CURSED)) 936 if (!QUERY_FLAG (op, FLAG_CURSED))
888 op->value *= 3; 937 op->value *= 3;
889 } 938 }
890 break; 939 break;
891 940
892 case POTION: 941 case POTION:
893 { 942 {
894 int too_many_tries = 0, is_special = 0; 943 int too_many_tries = 0, is_special = 0;
895 944
896 /* Handle healing and magic power potions */ 945 /* Handle healing and magic power potions */
897 if (op->stats.sp && !op->randomitems) 946 if (op->stats.sp && !op->randomitems)
898 { 947 {
899 object *tmp; 948 object *tmp;
900 949
901 tmp = get_archetype (spell_mapping[op->stats.sp]); 950 tmp = get_archetype (spell_mapping[op->stats.sp]);
902 insert_ob_in_ob (tmp, op); 951 insert_ob_in_ob (tmp, op);
903 op->stats.sp = 0; 952 op->stats.sp = 0;
904 } 953 }
905 954
906 while (!(is_special = special_potion (op)) && !op->inv) 955 while (!(is_special = special_potion (op)) && !op->inv)
907 { 956 {
908 generate_artifact (op, difficulty); 957 generate_artifact (op, difficulty);
909 if (too_many_tries++ > 10) 958 if (too_many_tries++ > 10)
910 break; 959 break;
911 } 960 }
912 961
913 /* don't want to change value for healing/magic power potions, 962 /* don't want to change value for healing/magic power potions,
914 * since the value set on those is already correct. 963 * since the value set on those is already correct.
915 */ 964 */
916 if (op->inv && op->randomitems) 965 if (op->inv && op->randomitems)
917 { 966 {
918 /* value multiplier is same as for scrolls */ 967 /* value multiplier is same as for scrolls */
919 op->value = (op->value * op->inv->value); 968 op->value = (op->value * op->inv->value);
920 op->level = 969 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
921 op->inv->level / 2 + RANDOM () % difficulty 970 }
922 + RANDOM () % difficulty; 971 else
923 } 972 {
924 else 973 op->name = "potion";
925 { 974 op->name_pl = "potions";
926 FREE_AND_COPY (op->name, "potion"); 975 }
927 FREE_AND_COPY (op->name_pl, "potions"); 976
928 }
929 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 977 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
930 SET_FLAG (op, FLAG_CURSED); 978 SET_FLAG (op, FLAG_CURSED);
931 break; 979 break;
932 } 980 }
933 981
934 case AMULET: 982 case AMULET:
935 if (op->arch == amulet_arch) 983 if (op->arch == amulet_arch)
936 op->value *= 5; /* Since it's not just decoration */ 984 op->value *= 5; /* Since it's not just decoration */
937 985
938 case RING: 986 case RING:
939 if (op->arch == NULL) 987 if (op->arch == NULL)
940 { 988 {
941 remove_ob (op); 989 remove_ob (op);
942 free_object (op); 990 free_object (op);
943 op = NULL; 991 op = NULL;
944 break; 992 break;
945 } 993 }
946 994
947 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 995 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
948 break; 996 break;
949 997
950 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 998 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
951 SET_FLAG (op, FLAG_CURSED); 999 SET_FLAG (op, FLAG_CURSED);
952 1000
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1001 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
954 1002
955 if (op->type != RING) /* Amulets have only one ability */ 1003 if (op->type != RING) /* Amulets have only one ability */
956 break; 1004 break;
957 1005
1006 if (!(RANDOM () % 4))
1007 {
1008 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1009
1010 if (d > 0)
1011 op->value *= 3;
1012
1013 set_ring_bonus (op, d);
1014
958 if (!(RANDOM () % 4)) 1015 if (!(RANDOM () % 4))
959 { 1016 {
960 int d = (RANDOM () % 2 1017 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
961 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1018 if (d > 0)
962 1019 op->value *= 5;
963 if (d > 0)
964 op->value *= 3;
965
966 set_ring_bonus (op, d); 1020 set_ring_bonus (op, d);
1021 }
1022 }
967 1023
968 if (!(RANDOM () % 4))
969 {
970 int d = (RANDOM () % 3
971 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
972 if (d > 0)
973 op->value *= 5;
974 set_ring_bonus (op, d);
975 }
976 }
977
978 if (GET_ANIM_ID (op)) 1024 if (GET_ANIM_ID (op))
979 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1025 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
980 1026
981 break; 1027 break;
982 1028
983 case BOOK: 1029 case BOOK:
984 /* Is it an empty book?, if yes lets make a special· 1030 /* Is it an empty book?, if yes lets make a special·
985 * msg for it, and tailor its properties based on the· 1031 * msg for it, and tailor its properties based on the·
986 * creator and/or map level we found it on. 1032 * creator and/or map level we found it on.
987 */ 1033 */
988 if (!op->msg && RANDOM () % 10) 1034 if (!op->msg && RANDOM () % 10)
989 { 1035 {
990 /* set the book level properly */ 1036 /* set the book level properly */
991 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1037 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
992 { 1038 {
993 if (op->map && op->map->difficulty) 1039 if (op->map && op->map->difficulty)
994 op->level =
995 RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1040 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
996 else 1041 else
997 op->level = RANDOM () % 20 + 1; 1042 op->level = RANDOM () % 20 + 1;
998 } 1043 }
999 else 1044 else
1000 op->level = RANDOM () % creator->level; 1045 op->level = RANDOM () % creator->level;
1001 1046
1002 tailor_readable_ob (op, 1047 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1003 (creator
1004 && creator->stats.sp) ? creator->stats.
1005 sp : -1);
1006 /* books w/ info are worth more! */ 1048 /* books w/ info are worth more! */
1007 op->value *= 1049 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1008 ((op->level >
1009 10 ? op->level : (op->level +
1010 1) / 2) * ((strlen (op->msg) / 250) + 1));
1011 /* creator related stuff */ 1050 /* creator related stuff */
1012 1051
1013 /* for library, chained books. Note that some monsters have no_pick 1052 /* for library, chained books. Note that some monsters have no_pick
1014 * set - we don't want to set no pick in that case. 1053 * set - we don't want to set no pick in that case.
1015 */ 1054 */
1016 if (QUERY_FLAG (creator, FLAG_NO_PICK) && 1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1017 !QUERY_FLAG (creator, FLAG_MONSTER))
1018 SET_FLAG (op, FLAG_NO_PICK); 1056 SET_FLAG (op, FLAG_NO_PICK);
1019 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1057 if (creator->slaying && !op->slaying) /* for check_inv floors */
1020 op->slaying = add_string (creator->slaying); 1058 op->slaying = creator->slaying;
1021 1059
1022 /* add exp so reading it gives xp (once) */ 1060 /* add exp so reading it gives xp (once) */
1023 op->stats.exp =
1024 op->value > 10000 ? op->value / 5 : op->value / 10; 1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1025 } 1062 }
1026 break; 1063 break;
1027 1064
1028 case SPELLBOOK: 1065 case SPELLBOOK:
1029 op->value = op->value * op->inv->value; 1066 op->value = op->value * op->inv->value;
1030 /* add exp so learning gives xp */ 1067 /* add exp so learning gives xp */
1031 op->level = op->inv->level; 1068 op->level = op->inv->level;
1032 op->stats.exp = op->value; 1069 op->stats.exp = op->value;
1033 break; 1070 break;
1034 1071
1035 case WAND: 1072 case WAND:
1036 /* nrof in the treasure list is number of charges, 1073 /* nrof in the treasure list is number of charges,
1037 * not number of wands. So copy that into food (charges), 1074 * not number of wands. So copy that into food (charges),
1038 * and reset nrof. 1075 * and reset nrof.
1039 */ 1076 */
1040 op->stats.food = op->inv->nrof; 1077 op->stats.food = op->inv->nrof;
1041 op->nrof = 1; 1078 op->nrof = 1;
1042 /* If the spell changes by level, choose a random level 1079 /* If the spell changes by level, choose a random level
1043 * for it, and adjust price. If the spell doesn't 1080 * for it, and adjust price. If the spell doesn't
1044 * change by level, just set the wand to the level of 1081 * change by level, just set the wand to the level of
1045 * the spell, and value calculation is simpler. 1082 * the spell, and value calculation is simpler.
1046 */ 1083 */
1047 if (op->inv->duration_modifier || op->inv->dam_modifier || 1084 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1048 op->inv->range_modifier) 1085 {
1049 {
1050 op->level = level_for_item (op, difficulty); 1086 op->level = level_for_item (op, difficulty);
1051 op->value = op->value * op->inv->value * (op->level + 50) / 1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1052 (op->inv->level + 50); 1088 }
1053 } 1089 else
1054 else 1090 {
1055 {
1056 op->level = op->inv->level; 1091 op->level = op->inv->level;
1057 op->value = op->value * op->inv->value; 1092 op->value = op->value * op->inv->value;
1058 } 1093 }
1059 break; 1094 break;
1060 1095
1061 case ROD: 1096 case ROD:
1062 op->level = level_for_item (op, difficulty); 1097 op->level = level_for_item (op, difficulty);
1063 /* Add 50 to both level an divisor to keep prices a little more 1098 /* Add 50 to both level an divisor to keep prices a little more
1064 * reasonable. Otherwise, a high level version of a low level 1099 * 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 = 1100 * 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. 1101 * 10 time multiplier). This way, the value are a bit more reasonable.
1067 */ 1102 */
1068 op->value =
1069 op->value * op->inv->value * (op->level + 50) / (op->inv->level + 1103 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 */ 1104 /* maxhp is used to denote how many 'charges' the rod holds before */
1072 if (op->stats.maxhp) 1105 if (op->stats.maxhp)
1073 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1106 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1074 else 1107 else
1075 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1108 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1076 1109
1077 op->stats.hp = op->stats.maxhp; 1110 op->stats.hp = op->stats.maxhp;
1078 break; 1111 break;
1079 1112
1080 case SCROLL: 1113 case SCROLL:
1081 op->level = level_for_item (op, difficulty); 1114 op->level = level_for_item (op, difficulty);
1082 op->value = 1115 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1083 op->value * op->inv->value
1084 * (op->level + 50) / (op->inv->level + 50);
1085 1116
1086 /* add exp so reading them properly gives xp */ 1117 /* add exp so reading them properly gives xp */
1087 op->stats.exp = op->value / 5; 1118 op->stats.exp = op->value / 5;
1088 op->nrof = op->inv->nrof; 1119 op->nrof = op->inv->nrof;
1089 break; 1120 break;
1090 1121
1091 case RUNE: 1122 case RUNE:
1092 trap_adjust (op, difficulty); 1123 trap_adjust (op, difficulty);
1093 break; 1124 break;
1094 1125
1095 case TRAP: 1126 case TRAP:
1096 trap_adjust (op, difficulty); 1127 trap_adjust (op, difficulty);
1097 break; 1128 break;
1098 } /* switch type */ 1129 } /* switch type */
1099 1130
1100 if (flags & GT_STARTEQUIP) 1131 if (flags & GT_STARTEQUIP)
1101 { 1132 {
1102 if (op->nrof < 2 && op->type != CONTAINER 1133 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); 1134 SET_FLAG (op, FLAG_STARTEQUIP);
1105 else if (op->type != MONEY) 1135 else if (op->type != MONEY)
1106 op->value = 0; 1136 op->value = 0;
1107 } 1137 }
1108 1138
1109 if (!(flags & GT_ENVIRONMENT)) 1139 if (!(flags & GT_ENVIRONMENT))
1110 fix_flesh_item (op, creator); 1140 fix_flesh_item (op, creator);
1111} 1141}
1120 1150
1121/* 1151/*
1122 * Allocate and return the pointer to an empty artifactlist structure. 1152 * Allocate and return the pointer to an empty artifactlist structure.
1123 */ 1153 */
1124 1154
1125static artifactlist *get_empty_artifactlist(void) { 1155static artifactlist *
1156get_empty_artifactlist (void)
1157{
1126 artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); 1158 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1127 if(tl==NULL) 1159 if (tl == NULL)
1128 fatal(OUT_OF_MEMORY); 1160 fatal (OUT_OF_MEMORY);
1129 tl->next=NULL; 1161 tl->next = NULL;
1130 tl->items=NULL; 1162 tl->items = NULL;
1131 tl->total_chance=0; 1163 tl->total_chance = 0;
1132 return tl; 1164 return tl;
1133} 1165}
1134 1166
1135/* 1167/*
1136 * Allocate and return the pointer to an empty artifact structure. 1168 * Allocate and return the pointer to an empty artifact structure.
1137 */ 1169 */
1138 1170
1139static artifact *get_empty_artifact(void) { 1171static artifact *
1172get_empty_artifact (void)
1173{
1140 artifact *t = (artifact *) malloc(sizeof(artifact)); 1174 artifact *t = (artifact *) malloc (sizeof (artifact));
1141 if(t==NULL) 1175 if (t == NULL)
1142 fatal(OUT_OF_MEMORY); 1176 fatal (OUT_OF_MEMORY);
1143 t->item=NULL; 1177 t->item = NULL;
1144 t->next=NULL; 1178 t->next = NULL;
1145 t->chance=0; 1179 t->chance = 0;
1146 t->difficulty=0; 1180 t->difficulty = 0;
1147 t->allowed = NULL; 1181 t->allowed = NULL;
1148 return t; 1182 return t;
1149} 1183}
1150 1184
1151/* 1185/*
1152 * Searches the artifact lists and returns one that has the same type 1186 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1187 * of objects on it.
1154 */ 1188 */
1155 1189
1190artifactlist *
1156artifactlist *find_artifactlist(int type) { 1191find_artifactlist (int type)
1192{
1157 artifactlist *al; 1193 artifactlist *al;
1158 1194
1159 for (al=first_artifactlist; al!=NULL; al=al->next) 1195 for (al = first_artifactlist; al != NULL; al = al->next)
1160 if (al->type == type) return al; 1196 if (al->type == type)
1197 return al;
1161 return NULL; 1198 return NULL;
1162} 1199}
1163 1200
1164/* 1201/*
1165 * For debugging purposes. Dumps all tables. 1202 * For debugging purposes. Dumps all tables.
1166 */ 1203 */
1167 1204
1205void
1168void dump_artifacts(void) { 1206dump_artifacts (void)
1207{
1169 artifactlist *al; 1208 artifactlist *al;
1170 artifact *art; 1209 artifact *art;
1171 linked_char *next; 1210 linked_char *next;
1172 1211
1173 fprintf(logfile,"\n"); 1212 fprintf (logfile, "\n");
1174 for (al=first_artifactlist; al!=NULL; al=al->next) { 1213 for (al = first_artifactlist; al != NULL; al = al->next)
1214 {
1175 fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1215 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) { 1216 for (art = al->items; art != NULL; art = art->next)
1177 fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n", 1217 {
1178 art->item->name, art->difficulty, art->chance); 1218 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1179 if (art->allowed !=NULL) { 1219 if (art->allowed != NULL)
1220 {
1180 fprintf(logfile,"\tAllowed combinations:"); 1221 fprintf (logfile, "\tAllowed combinations:");
1181 for (next=art->allowed; next!=NULL; next=next->next) 1222 for (next = art->allowed; next != NULL; next = next->next)
1182 fprintf(logfile, "%s,", next->name); 1223 fprintf (logfile, "%s,", &next->name);
1183 fprintf(logfile,"\n"); 1224 fprintf (logfile, "\n");
1184 }
1185 } 1225 }
1226 }
1186 } 1227 }
1187 fprintf(logfile,"\n"); 1228 fprintf (logfile, "\n");
1188} 1229}
1189 1230
1190/* 1231/*
1191 * For debugging purposes. Dumps all treasures recursively (see below). 1232 * For debugging purposes. Dumps all treasures recursively (see below).
1192 */ 1233 */
1234void
1193void dump_monster_treasure_rec (const char *name, treasure *t, int depth) 1235dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1194{ 1236{
1195 treasurelist *tl; 1237 treasurelist *tl;
1196 int i; 1238 int i;
1197 1239
1198 if (depth > 100) 1240 if (depth > 100)
1199 return; 1241 return;
1200 while (t != NULL) 1242 while (t != NULL)
1201 { 1243 {
1202 if (t->name != NULL) 1244 if (t->name != NULL)
1203 { 1245 {
1204 for (i = 0; i < depth; i++) 1246 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " "); 1247 fprintf (logfile, " ");
1206 fprintf (logfile, "{ (list: %s)\n", t->name); 1248 fprintf (logfile, "{ (list: %s)\n", &t->name);
1207 tl = find_treasurelist (t->name); 1249 tl = find_treasurelist (t->name);
1208 dump_monster_treasure_rec (name, tl->items, depth + 2); 1250 dump_monster_treasure_rec (name, tl->items, depth + 2);
1209 for (i = 0; i < depth; i++) 1251 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " "); 1252 fprintf (logfile, " ");
1211 fprintf (logfile, "} (end of list: %s)\n", t->name); 1253 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1212 } 1254 }
1213 else 1255 else
1214 { 1256 {
1215 for (i = 0; i < depth; i++) 1257 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " "); 1258 fprintf (logfile, " ");
1217 if (t->item->clone.type == FLESH) 1259 if (t->item->clone.type == FLESH)
1218 fprintf (logfile, "%s's %s\n", name, t->item->clone.name); 1260 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1219 else 1261 else
1220 fprintf (logfile, "%s\n", t->item->clone.name); 1262 fprintf (logfile, "%s\n", &t->item->clone.name);
1221 } 1263 }
1222 if (t->next_yes != NULL) 1264 if (t->next_yes != NULL)
1223 { 1265 {
1224 for (i = 0; i < depth; i++) 1266 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " "); 1267 fprintf (logfile, " ");
1226 fprintf (logfile, " (if yes)\n"); 1268 fprintf (logfile, " (if yes)\n");
1227 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1269 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1228 } 1270 }
1229 if (t->next_no != NULL) 1271 if (t->next_no != NULL)
1230 { 1272 {
1231 for (i = 0; i < depth; i++) 1273 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " "); 1274 fprintf (logfile, " ");
1233 fprintf (logfile, " (if no)\n"); 1275 fprintf (logfile, " (if no)\n");
1234 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1276 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1235 } 1277 }
1236 t = t->next; 1278 t = t->next;
1237 } 1279 }
1238} 1280}
1239 1281
1240/* 1282/*
1241 * For debugging purposes. Dumps all treasures for a given monster. 1283 * For debugging purposes. Dumps all treasures for a given monster.
1242 * Created originally by Raphael Quinet for debugging the alchemy code. 1284 * Created originally by Raphael Quinet for debugging the alchemy code.
1243 */ 1285 */
1244 1286
1287void
1245void dump_monster_treasure (const char *name) 1288dump_monster_treasure (const char *name)
1246{ 1289{
1247 archetype *at; 1290 archetype *at;
1248 int found; 1291 int found;
1249 1292
1250 found = 0; 1293 found = 0;
1251 fprintf (logfile, "\n"); 1294 fprintf (logfile, "\n");
1252 for (at = first_archetype; at != NULL; at = at->next) 1295 for (at = first_archetype; at != NULL; at = at->next)
1253 if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1296 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1254 { 1297 {
1255 fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name, 1298 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1256 at->name);
1257 if (at->clone.randomitems != NULL) 1299 if (at->clone.randomitems != NULL)
1258 dump_monster_treasure_rec (at->clone.name, 1300 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1259 at->clone.randomitems->items, 1); 1301 else
1260 else
1261 fprintf (logfile, "(nothing)\n"); 1302 fprintf (logfile, "(nothing)\n");
1262 fprintf (logfile, "\n"); 1303 fprintf (logfile, "\n");
1263 found++; 1304 found++;
1264 } 1305 }
1265 if (found == 0) 1306 if (found == 0)
1266 fprintf (logfile, "No objects have the name %s!\n\n", name); 1307 fprintf (logfile, "No objects have the name %s!\n\n", name);
1267} 1308}
1268 1309
1269/* 1310/*
1270 * Builds up the lists of artifacts from the file in the libdir. 1311 * Builds up the lists of artifacts from the file in the libdir.
1271 */ 1312 */
1272 1313
1314void
1273void init_artifacts(void) { 1315init_artifacts (void)
1316{
1274 static int has_been_inited=0; 1317 static int has_been_inited = 0;
1275 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1318 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1276 artifact *art=NULL; 1319 artifact *art = NULL;
1277 linked_char *tmp; 1320 linked_char *tmp;
1278 int value, comp; 1321 int value, comp;
1279 artifactlist *al; 1322 artifactlist *al;
1280 1323
1281 if (has_been_inited) return; 1324 if (has_been_inited)
1325 return;
1326 else
1282 else has_been_inited = 1; 1327 has_been_inited = 1;
1283 1328
1284 sprintf(filename, "%s/artifacts", settings.datadir); 1329 sprintf (filename, "%s/artifacts", settings.datadir);
1285 object_thawer thawer (filename); 1330 object_thawer thawer (filename);
1286 1331
1287 if (!thawer) 1332 if (!thawer)
1288 return; 1333 return;
1289 1334
1290 while (fgets(buf, HUGE_BUF, thawer)!=NULL) { 1335 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1291 if (*buf=='#') continue; 1336 {
1337 if (*buf == '#')
1338 continue;
1292 if((cp=strchr(buf,'\n'))!=NULL) 1339 if ((cp = strchr (buf, '\n')) != NULL)
1293 *cp='\0'; 1340 *cp = '\0';
1294 cp=buf; 1341 cp = buf;
1295 while(*cp==' ') /* Skip blanks */ 1342 while (*cp == ' ') /* Skip blanks */
1296 cp++; 1343 cp++;
1297 if (*cp=='\0') continue; 1344 if (*cp == '\0')
1298 1345 continue;
1346
1299 if (!strncmp(cp, "Allowed", 7)) { 1347 if (!strncmp (cp, "Allowed", 7))
1300 if (art==NULL) { 1348 {
1349 if (art == NULL)
1350 {
1301 art=get_empty_artifact(); 1351 art = get_empty_artifact ();
1302 nrofartifacts++; 1352 nrofartifacts++;
1303 } 1353 }
1304 cp = strchr(cp,' ') + 1; 1354 cp = strchr (cp, ' ') + 1;
1305 if (!strcmp(cp,"all")) continue; 1355 if (!strcmp (cp, "all"))
1356 continue;
1306 1357
1307 do { 1358 do
1359 {
1308 nrofallowedstr++; 1360 nrofallowedstr++;
1309 if ((next=strchr(cp, ','))!=NULL) 1361 if ((next = strchr (cp, ',')) != NULL)
1310 *(next++) = '\0'; 1362 *(next++) = '\0';
1311 tmp = (linked_char*) malloc(sizeof(linked_char)); 1363 tmp = new linked_char;
1312 tmp->name = add_string(cp); 1364 tmp->name = cp;
1313 tmp->next = art->allowed; 1365 tmp->next = art->allowed;
1314 art->allowed = tmp; 1366 art->allowed = tmp;
1315 } while ((cp=next)!=NULL); 1367 }
1316 } 1368 while ((cp = next) != NULL);
1369 }
1317 else if (sscanf(cp, "chance %d", &value)) 1370 else if (sscanf (cp, "chance %d", &value))
1318 art->chance = (uint16) value; 1371 art->chance = (uint16) value;
1319 else if (sscanf(cp, "difficulty %d", &value)) 1372 else if (sscanf (cp, "difficulty %d", &value))
1320 art->difficulty = (uint8) value; 1373 art->difficulty = (uint8) value;
1321 else if (!strncmp(cp, "Object",6)) { 1374 else if (!strncmp (cp, "Object", 6))
1375 {
1322 art->item = (object *) calloc(1, sizeof(object)); 1376 art->item = (object *) calloc (1, sizeof (object));
1323 reset_object(art->item); 1377 reset_object (art->item);
1324 if (!load_object(thawer, art->item,LO_LINEMODE,0)) 1378 if (!load_object (thawer, art->item, LO_LINEMODE, 0))
1325 LOG(llevError,"Init_Artifacts: Could not load object.\n"); 1379 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1326 art->item->name = add_string((strchr(cp, ' ')+1)); 1380 art->item->name = strchr (cp, ' ') + 1;
1327 al=find_artifactlist(art->item->type); 1381 al = find_artifactlist (art->item->type);
1328 if (al==NULL) { 1382 if (al == NULL)
1383 {
1329 al = get_empty_artifactlist(); 1384 al = get_empty_artifactlist ();
1330 al->type = art->item->type; 1385 al->type = art->item->type;
1331 al->next = first_artifactlist; 1386 al->next = first_artifactlist;
1332 first_artifactlist = al; 1387 first_artifactlist = al;
1333 }
1334 art->next = al->items;
1335 al->items = art;
1336 art = NULL;
1337 }
1338 else
1339 LOG(llevError,"Unknown input in artifact file: %s\n", buf);
1340 } 1388 }
1389 art->next = al->items;
1390 al->items = art;
1391 art = NULL;
1392 }
1393 else
1394 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1395 }
1341 1396
1342 for (al=first_artifactlist; al!=NULL; al=al->next) { 1397 for (al = first_artifactlist; al != NULL; al = al->next)
1398 {
1343 for (art=al->items; art!=NULL; art=art->next) { 1399 for (art = al->items; art != NULL; art = art->next)
1400 {
1344 if (!art->chance) 1401 if (!art->chance)
1345 LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); 1402 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1346 else 1403 else
1347 al->total_chance += art->chance; 1404 al->total_chance += art->chance;
1348 } 1405 }
1349#if 0 1406#if 0
1350 LOG(llevDebug,"Artifact list type %d has %d total chance\n", 1407 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1351 al->type, al->total_chance);
1352#endif 1408#endif
1353 } 1409 }
1354 1410
1355 LOG(llevDebug,"done.\n"); 1411 LOG (llevDebug, "done.\n");
1356} 1412}
1357 1413
1358 1414
1359/* 1415/*
1360 * Used in artifact generation. The bonuses of the first object 1416 * Used in artifact generation. The bonuses of the first object
1361 * is modified by the bonuses of the second object. 1417 * is modified by the bonuses of the second object.
1362 */ 1418 */
1363 1419
1420void
1364void add_abilities(object *op, object *change) { 1421add_abilities (object * op, object * change)
1422{
1365 int i,j, tmp; 1423 int i, j, tmp;
1366 1424
1367 if (change->face != blank_face) { 1425 if (change->face != blank_face)
1426 {
1368#ifdef TREASURE_VERBOSE 1427#ifdef TREASURE_VERBOSE
1369 LOG(llevDebug, "FACE: %d\n", change->face->number); 1428 LOG (llevDebug, "FACE: %d\n", change->face->number);
1370#endif 1429#endif
1371 op->face = change->face; 1430 op->face = change->face;
1372 } 1431 }
1432
1373 for (i = 0; i < NUM_STATS; i++) 1433 for (i = 0; i < NUM_STATS; i++)
1374 change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); 1434 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1375 1435
1376 op->attacktype |= change->attacktype; 1436 op->attacktype |= change->attacktype;
1377 op->path_attuned |= change->path_attuned; 1437 op->path_attuned |= change->path_attuned;
1378 op->path_repelled |= change->path_repelled; 1438 op->path_repelled |= change->path_repelled;
1379 op->path_denied |= change->path_denied; 1439 op->path_denied |= change->path_denied;
1380 op->move_type |= change->move_type; 1440 op->move_type |= change->move_type;
1381 op->stats.luck += change->stats.luck; 1441 op->stats.luck += change->stats.luck;
1382 1442
1383 if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); 1443 if (QUERY_FLAG (change, FLAG_CURSED))
1384 if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); 1444 SET_FLAG (op, FLAG_CURSED);
1445 if (QUERY_FLAG (change, FLAG_DAMNED))
1446 SET_FLAG (op, FLAG_DAMNED);
1385 if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) 1447 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); 1448 set_abs_magic (op, -op->magic);
1388 1449
1389 if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1450 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1390 if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1451 SET_FLAG (op, FLAG_LIFESAVE);
1391 if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1452 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1392 if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1453 SET_FLAG (op, FLAG_REFL_SPELL);
1393 if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1454 if (QUERY_FLAG (change, FLAG_STEALTH))
1394 if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1455 SET_FLAG (op, FLAG_STEALTH);
1395 if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1456 if (QUERY_FLAG (change, FLAG_XRAYS))
1396 if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); 1457 SET_FLAG (op, FLAG_XRAYS);
1458 if (QUERY_FLAG (change, FLAG_BLIND))
1459 SET_FLAG (op, FLAG_BLIND);
1460 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1461 SET_FLAG (op, FLAG_SEE_IN_DARK);
1462 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1463 SET_FLAG (op, FLAG_REFL_MISSILE);
1464 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1465 SET_FLAG (op, FLAG_MAKE_INVIS);
1397 1466
1398 if (QUERY_FLAG(change,FLAG_STAND_STILL)) { 1467 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1468 {
1399 CLEAR_FLAG(op,FLAG_ANIMATE); 1469 CLEAR_FLAG (op, FLAG_ANIMATE);
1400 /* so artifacts will join */ 1470 /* so artifacts will join */
1401 if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; 1471 if (!QUERY_FLAG (op, FLAG_ALIVE))
1472 op->speed = 0.0;
1402 update_ob_speed(op); 1473 update_ob_speed (op);
1403 } 1474 }
1404 if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; 1475
1476 if (change->nrof)
1477 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1478
1405 op->stats.exp += change->stats.exp; /* Speed modifier */ 1479 op->stats.exp += change->stats.exp; /* Speed modifier */
1406 op->stats.wc += change->stats.wc; 1480 op->stats.wc += change->stats.wc;
1407 op->stats.ac += change->stats.ac; 1481 op->stats.ac += change->stats.ac;
1408 1482
1409 if (change->other_arch) { 1483 if (change->other_arch)
1484 {
1410 /* Basically, for horns & potions, the other_arch field is the spell 1485 /* 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 1486 * to cast. So convert that to into a spell and put it into
1412 * this object. 1487 * this object.
1413 */ 1488 */
1414 if (op->type == HORN || op->type == POTION) { 1489 if (op->type == HORN || op->type == POTION)
1490 {
1415 object *tmp_obj; 1491 object *tmp_obj;
1416 /* Remove any spells this object currently has in it */ 1492 /* Remove any spells this object currently has in it */
1417 while (op->inv) { 1493 while (op->inv)
1494 {
1418 tmp_obj = op->inv; 1495 tmp_obj = op->inv;
1419 remove_ob(tmp_obj); 1496 remove_ob (tmp_obj);
1420 free_object(tmp_obj); 1497 free_object (tmp_obj);
1421 } 1498 }
1499
1422 tmp_obj = arch_to_object(change->other_arch); 1500 tmp_obj = arch_to_object (change->other_arch);
1423 insert_ob_in_ob(tmp_obj, op); 1501 insert_ob_in_ob (tmp_obj, op);
1424 } 1502 }
1425 /* No harm setting this for potions/horns */ 1503 /* No harm setting this for potions/horns */
1426 op->other_arch = change->other_arch; 1504 op->other_arch = change->other_arch;
1427 } 1505 }
1428 1506
1429 if (change->stats.hp < 0) 1507 if (change->stats.hp < 0)
1430 op->stats.hp = -change->stats.hp; 1508 op->stats.hp = -change->stats.hp;
1431 else 1509 else
1432 op->stats.hp += change->stats.hp; 1510 op->stats.hp += change->stats.hp;
1511
1433 if (change->stats.maxhp < 0) 1512 if (change->stats.maxhp < 0)
1434 op->stats.maxhp = -change->stats.maxhp; 1513 op->stats.maxhp = -change->stats.maxhp;
1435 else 1514 else
1436 op->stats.maxhp += change->stats.maxhp; 1515 op->stats.maxhp += change->stats.maxhp;
1516
1437 if (change->stats.sp < 0) 1517 if (change->stats.sp < 0)
1438 op->stats.sp = -change->stats.sp; 1518 op->stats.sp = -change->stats.sp;
1439 else 1519 else
1440 op->stats.sp += change->stats.sp; 1520 op->stats.sp += change->stats.sp;
1521
1441 if (change->stats.maxsp < 0) 1522 if (change->stats.maxsp < 0)
1442 op->stats.maxsp = -change->stats.maxsp; 1523 op->stats.maxsp = -change->stats.maxsp;
1443 else 1524 else
1444 op->stats.maxsp += change->stats.maxsp; 1525 op->stats.maxsp += change->stats.maxsp;
1526
1445 if (change->stats.food < 0) 1527 if (change->stats.food < 0)
1446 op->stats.food = -(change->stats.food); 1528 op->stats.food = -(change->stats.food);
1447 else 1529 else
1448 op->stats.food += change->stats.food; 1530 op->stats.food += change->stats.food;
1531
1449 if (change->level < 0) 1532 if (change->level < 0)
1450 op->level = -(change->level); 1533 op->level = -(change->level);
1451 else 1534 else
1452 op->level += change->level; 1535 op->level += change->level;
1453 1536
1454 if (change->gen_sp_armour < 0) 1537 if (change->gen_sp_armour < 0)
1455 op->gen_sp_armour = -(change->gen_sp_armour); 1538 op->gen_sp_armour = -(change->gen_sp_armour);
1456 else 1539 else
1457 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1540 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1458 1541
1459 op->item_power = change->item_power; 1542 op->item_power = change->item_power;
1460 1543
1461 for (i=0; i<NROFATTACKS; i++) { 1544 for (i = 0; i < NROFATTACKS; i++)
1545 {
1462 if (change->resist[i]) { 1546 if (change->resist[i])
1547 {
1463 op->resist[i] += change->resist[i]; 1548 op->resist[i] += change->resist[i];
1464 } 1549 }
1465 } 1550 }
1551
1466 if (change->stats.dam) { 1552 if (change->stats.dam)
1553 {
1467 if (change->stats.dam < 0) 1554 if (change->stats.dam < 0)
1468 op->stats.dam = (-change->stats.dam); 1555 op->stats.dam = (-change->stats.dam);
1469 else if (op->stats.dam) { 1556 else if (op->stats.dam)
1557 {
1470 tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10); 1558 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1471 if (tmp == op->stats.dam) { 1559 if (tmp == op->stats.dam)
1560 {
1472 if (change->stats.dam < 10) 1561 if (change->stats.dam < 10)
1473 op->stats.dam--; 1562 op->stats.dam--;
1474 else 1563 else
1475 op->stats.dam++; 1564 op->stats.dam++;
1476 }
1477 else
1478 op->stats.dam = tmp;
1479 }
1480 } 1565 }
1566 else
1567 op->stats.dam = tmp;
1568 }
1569 }
1570
1481 if (change->weight) { 1571 if (change->weight)
1572 {
1482 if (change->weight < 0) 1573 if (change->weight < 0)
1483 op->weight = (-change->weight); 1574 op->weight = (-change->weight);
1484 else 1575 else
1485 op->weight = (op->weight * (change->weight)) / 100; 1576 op->weight = (op->weight * (change->weight)) / 100;
1486 } 1577 }
1578
1487 if (change->last_sp) { 1579 if (change->last_sp)
1580 {
1488 if (change->last_sp < 0) 1581 if (change->last_sp < 0)
1489 op->last_sp = (-change->last_sp); 1582 op->last_sp = (-change->last_sp);
1490 else 1583 else
1491 op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100); 1584 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1492 } 1585 }
1586
1493 if (change->gen_sp_armour) { 1587 if (change->gen_sp_armour)
1588 {
1494 if (change->gen_sp_armour < 0) 1589 if (change->gen_sp_armour < 0)
1495 op->gen_sp_armour = (-change->gen_sp_armour); 1590 op->gen_sp_armour = (-change->gen_sp_armour);
1496 else 1591 else
1497 op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) 1592 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1498 / (int)100);
1499 } 1593 }
1594
1500 op->value *= change->value; 1595 op->value *= change->value;
1501 1596
1597 if (change->material)
1502 if(change->material) op->material = change->material; 1598 op->material = change->material;
1503 1599
1504 if (change->materialname) { 1600 if (change->materialname)
1505 if (op->materialname)
1506 free_string(op->materialname);
1507 op->materialname = add_refcount(change->materialname); 1601 op->materialname = change->materialname;
1508 }
1509 1602
1510 if (change->slaying) { 1603 if (change->slaying)
1511 if (op->slaying)
1512 free_string(op->slaying);
1513 op->slaying = add_refcount(change->slaying); 1604 op->slaying = change->slaying;
1514 } 1605
1515 if (change->race) { 1606 if (change->race)
1516 if (op->race)
1517 free_string(op->race);
1518 op->race = add_refcount(change->race); 1607 op->race = change->race;
1519 } 1608
1520 if (change->msg) { 1609 if (change->msg)
1521 if (op->msg) 1610 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} 1611}
1579 1612
1613static int
1580static int legal_artifact_combination(object *op, artifact *art) { 1614legal_artifact_combination (object * op, artifact * art)
1615{
1581 int neg, success = 0; 1616 int neg, success = 0;
1582 linked_char *tmp; 1617 linked_char *tmp;
1583 const char *name; 1618 const char *name;
1584 1619
1585 if (art->allowed == (linked_char *) NULL) 1620 if (art->allowed == (linked_char *) NULL)
1586 return 1; /* Ie, "all" */ 1621 return 1; /* Ie, "all" */
1587 for (tmp = art->allowed; tmp; tmp = tmp->next) { 1622 for (tmp = art->allowed; tmp; tmp = tmp->next)
1623 {
1588#ifdef TREASURE_VERBOSE 1624#ifdef TREASURE_VERBOSE
1589 LOG(llevDebug, "legal_art: %s\n", tmp->name); 1625 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1590#endif 1626#endif
1591 if (*tmp->name == '!') 1627 if (*tmp->name == '!')
1592 name = tmp->name + 1, neg = 1; 1628 name = tmp->name + 1, neg = 1;
1593 else 1629 else
1594 name = tmp->name, neg = 0; 1630 name = tmp->name, neg = 0;
1595 1631
1596 /* If we match name, then return the opposite of 'neg' */ 1632 /* If we match name, then return the opposite of 'neg' */
1597 if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) 1633 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1598 return !neg; 1634 return !neg;
1599 1635
1600 /* Set success as true, since if the match was an inverse, it means 1636 /* Set success as true, since if the match was an inverse, it means
1601 * everything is allowed except what we match 1637 * everything is allowed except what we match
1602 */ 1638 */
1603 else if (neg) 1639 else if (neg)
1604 success = 1; 1640 success = 1;
1605 } 1641 }
1606 return success; 1642 return success;
1607} 1643}
1608 1644
1609/* 1645/*
1610 * Fixes the given object, giving it the abilities and titles 1646 * Fixes the given object, giving it the abilities and titles
1611 * it should have due to the second artifact-template. 1647 * it should have due to the second artifact-template.
1612 */ 1648 */
1613 1649
1650void
1614void give_artifact_abilities(object *op, object *artifct) { 1651give_artifact_abilities (object * op, object * artifct)
1652{
1615 char new_name[MAX_BUF]; 1653 char new_name[MAX_BUF];
1616 1654
1617 sprintf(new_name, "of %s", artifct->name); 1655 sprintf (new_name, "of %s", &artifct->name);
1618 if (op->title)
1619 free_string(op->title);
1620 op->title = add_string(new_name); 1656 op->title = new_name;
1621 add_abilities(op, artifct); /* Give out the bonuses */ 1657 add_abilities (op, artifct); /* Give out the bonuses */
1622 1658
1623#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1659#if 0 /* Bit verbose, but keep it here until next time I need it... */
1624 { 1660 {
1625 char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); 1661 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1626 SET_FLAG(op, FLAG_IDENTIFIED); 1662 SET_FLAG (op, FLAG_IDENTIFIED);
1627 LOG(llevDebug, "Generated artifact %s %s [%s]\n", 1663 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) 1664 if (!identified)
1630 CLEAR_FLAG(op, FLAG_IDENTIFIED); 1665 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1631 } 1666 }
1632#endif 1667#endif
1633 return; 1668 return;
1634} 1669}
1635 1670
1642 */ 1677 */
1643 1678
1644/* Give 1 re-roll attempt per artifact */ 1679/* Give 1 re-roll attempt per artifact */
1645#define ARTIFACT_TRIES 2 1680#define ARTIFACT_TRIES 2
1646 1681
1682void
1647void generate_artifact(object *op, int difficulty) { 1683generate_artifact (object * op, int difficulty)
1684{
1648 artifactlist *al; 1685 artifactlist *al;
1649 artifact *art; 1686 artifact *art;
1650 int i; 1687 int i;
1651 1688
1652 al = find_artifactlist(op->type); 1689 al = find_artifactlist (op->type);
1653 1690
1654 if (al==NULL) { 1691 if (al == NULL)
1692 {
1655#if 0 /* This is too verbose, usually */ 1693#if 0 /* This is too verbose, usually */
1656 LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1694 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 1695#endif
1674 return; 1696 return;
1675 } 1697 }
1698
1699 for (i = 0; i < ARTIFACT_TRIES; i++)
1700 {
1701 int roll = RANDOM () % al->total_chance;
1702
1703 for (art = al->items; art != NULL; art = art->next)
1704 {
1705 roll -= art->chance;
1706 if (roll < 0)
1707 break;
1708 }
1709
1710 if (art == NULL || roll >= 0)
1711 {
1712#if 1
1713 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1714#endif
1715 return;
1716 }
1676 if (!strcmp(art->item->name,"NONE")) 1717 if (!strcmp (art->item->name, "NONE"))
1677 return; 1718 return;
1678 if (FABS(op->magic) < art->item->magic) 1719 if (FABS (op->magic) < art->item->magic)
1679 continue; /* Not magic enough to be this item */ 1720 continue; /* Not magic enough to be this item */
1680 1721
1681 /* Map difficulty not high enough */ 1722 /* Map difficulty not high enough */
1682 if (difficulty<art->difficulty) 1723 if (difficulty < art->difficulty)
1683 continue; 1724 continue;
1684 1725
1685 if (!legal_artifact_combination(op, art)) { 1726 if (!legal_artifact_combination (op, art))
1727 {
1686#ifdef TREASURE_VERBOSE 1728#ifdef TREASURE_VERBOSE
1687 LOG(llevDebug, "%s of %s was not a legal combination.\n", 1729 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1688 op->name, art->item->name);
1689#endif 1730#endif
1690 continue; 1731 continue;
1691 } 1732 }
1692 give_artifact_abilities(op, art->item); 1733 give_artifact_abilities (op, art->item);
1693 return; 1734 return;
1694 } 1735 }
1695} 1736}
1696 1737
1697/* fix_flesh_item() - objects of type FLESH are similar to type 1738/* fix_flesh_item() - objects of type FLESH are similar to type
1698 * FOOD, except they inherit properties (name, food value, etc). 1739 * FOOD, except they inherit properties (name, food value, etc).
1699 * based on the original owner (or 'donor' if you like). -b.t. 1740 * based on the original owner (or 'donor' if you like). -b.t.
1700 */ 1741 */
1701 1742
1743void
1702void fix_flesh_item(object *item, object *donor) { 1744fix_flesh_item (object * item, object * donor)
1745{
1703 char tmpbuf[MAX_BUF]; 1746 char tmpbuf[MAX_BUF];
1704 int i; 1747 int i;
1705 1748
1706 if(item->type==FLESH && donor) { 1749 if (item->type == FLESH && donor)
1750 {
1707 /* change the name */ 1751 /* change the name */
1708 sprintf(tmpbuf,"%s's %s",donor->name,item->name); 1752 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf;
1709 FREE_AND_COPY(item->name, tmpbuf);
1710 sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); 1753 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf;
1711 FREE_AND_COPY(item->name_pl, tmpbuf);
1712 1754
1713 /* weight is FLESH weight/100 * donor */ 1755 /* weight is FLESH weight/100 * donor */
1714 if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) 1756 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1715 item->weight=1; 1757 item->weight = 1;
1716 1758
1717 /* value is multiplied by level of donor */ 1759 /* value is multiplied by level of donor */
1718 item->value *= isqrt(donor->level*2); 1760 item->value *= isqrt (donor->level * 2);
1719 1761
1720 /* food value */ 1762 /* food value */
1721 item->stats.food += (donor->stats.hp/100) + donor->stats.Con; 1763 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1722 1764
1723 /* flesh items inherit some abilities of donor, but not 1765 /* flesh items inherit some abilities of donor, but not
1724 * full effect. 1766 * full effect.
1725 */ 1767 */
1726 for (i=0; i<NROFATTACKS; i++) 1768 for (i = 0; i < NROFATTACKS; i++)
1727 item->resist[i] = donor->resist[i]/2; 1769 item->resist[i] = donor->resist[i] / 2;
1728 1770
1729 /* item inherits donor's level (important for quezals) */ 1771 /* item inherits donor's level (important for quezals) */
1730 item->level = donor->level; 1772 item->level = donor->level;
1731 1773
1732 /* if donor has some attacktypes, the flesh is poisonous */ 1774 /* if donor has some attacktypes, the flesh is poisonous */
1733 if(donor->attacktype&AT_POISON) 1775 if (donor->attacktype & AT_POISON)
1734 item->type=POISON; 1776 item->type = POISON;
1735 if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; 1777 if (donor->attacktype & AT_ACID)
1778 item->stats.hp = -1 * item->stats.food;
1736 SET_FLAG(item,FLAG_NO_STEAL); 1779 SET_FLAG (item, FLAG_NO_STEAL);
1737 } 1780 }
1738} 1781}
1739 1782
1740/* special_potion() - so that old potion code is still done right. */ 1783/* special_potion() - so that old potion code is still done right. */
1741 1784
1785int
1742int special_potion (object *op) { 1786special_potion (object * op)
1787{
1743 1788
1744 int i; 1789 int i;
1745 1790
1746 if(op->attacktype) return 1; 1791 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; 1792 return 1;
1755}
1756 1793
1794 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1795 return 1;
1796
1797 for (i = 0; i < NROFATTACKS; i++)
1798 if (op->resist[i])
1799 return 1;
1800
1801 return 0;
1802}
1803
1804void
1757void free_treasurestruct(treasure *t) 1805free_treasurestruct (treasure * t)
1758{ 1806{
1807 if (t->next)
1759 if (t->next) free_treasurestruct(t->next); 1808 free_treasurestruct (t->next);
1809 if (t->next_yes)
1760 if (t->next_yes) free_treasurestruct(t->next_yes); 1810 free_treasurestruct (t->next_yes);
1811 if (t->next_no)
1761 if (t->next_no) free_treasurestruct(t->next_no); 1812 free_treasurestruct (t->next_no);
1762 free(t); 1813 free (t);
1763} 1814}
1764 1815
1816void
1765void free_charlinks(linked_char *lc) 1817free_charlinks (linked_char * lc)
1766{ 1818{
1819 if (lc->next)
1767 if (lc->next) free_charlinks(lc->next); 1820 free_charlinks (lc->next);
1768 free(lc);
1769}
1770 1821
1822 delete lc;
1823}
1824
1825void
1771void free_artifact(artifact *at) 1826free_artifact (artifact * at)
1772{ 1827{
1773 1828
1829 if (at->next)
1774 if (at->next) free_artifact(at->next); 1830 free_artifact (at->next);
1831 if (at->allowed)
1775 if (at->allowed) free_charlinks(at->allowed); 1832 free_charlinks (at->allowed);
1776 if (at->item) {
1777 if (at->item->name) free_string(at->item->name);
1778 if (at->item->name_pl) free_string(at->item->name_pl);
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);
1784}
1785 1833
1834 delete at->item;
1835
1836 delete at;
1837}
1838
1839void
1786void free_artifactlist(artifactlist *al) 1840free_artifactlist (artifactlist * al)
1787{ 1841{
1788 artifactlist *nextal; 1842 artifactlist *nextal;
1789 for (al=first_artifactlist; al!=NULL; al=nextal) { 1843 for (al = first_artifactlist; al != NULL; al = nextal)
1844 {
1790 nextal=al->next; 1845 nextal = al->next;
1791 if (al->items) { 1846 if (al->items)
1847 {
1792 free_artifact(al->items); 1848 free_artifact (al->items);
1793 } 1849 }
1794 free(al); 1850 free (al);
1795 } 1851 }
1796} 1852}
1797 1853
1854void
1798void free_all_treasures(void) { 1855free_all_treasures (void)
1856{
1799treasurelist *tl, *next; 1857 treasurelist *tl, *next;
1800 1858
1801 1859
1802 for (tl=first_treasurelist; tl!=NULL; tl=next) { 1860 for (tl = first_treasurelist; tl != NULL; tl = next)
1861 {
1803 next=tl->next; 1862 next = tl->next;
1804 if (tl->name) free_string(tl->name); 1863 if (tl->items)
1805 if (tl->items) free_treasurestruct(tl->items); 1864 free_treasurestruct (tl->items);
1806 free(tl); 1865 delete tl;
1807 } 1866 }
1808 free_artifactlist(first_artifactlist); 1867 free_artifactlist (first_artifactlist);
1809} 1868}

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