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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.61 by root, Mon May 28 21:21:40 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c = 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
4 * "$Id: treasure.C,v 1.7 2006/09/03 00:18:40 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
14 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
15 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
16 (at your option) any later version. 11 * any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
21 GNU General Public License for more details. 16 * for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
24 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
28*/ 23 */
29
30#define ALLOWED_COMBINATION
31 24
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
35 * left on 28 * left on
36 */ 29 */
37#define TREASURE_DEBUG 30#define TREASURE_DEBUG
38 31
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
33
40/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
41 35
42#include <global.h> 36#include <global.h>
43#include <treasure.h> 37#include <treasure.h>
44#include <funcpoint.h> 38#include <funcpoint.h>
45#include <loader.h> 39#include <loader.h>
46 40
47
48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 41extern char *spell_mapping[];
50 42
51/* 43static treasurelist *first_treasurelist;
52 * Initialize global archtype pointers:
53 */
54 44
45static void change_treasure (treasure *t, object *op); /* overrule default values */
46
47typedef std::tr1::unordered_map<
48 const char *,
49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
55
56static tl_map_t tl_map;
57
58/*
59 * Searches for the given treasurelist
60 */
61treasurelist *
62treasurelist::find (const char *name)
63{
64 if (!name)
65 return 0;
66
67 auto (i, tl_map.find (name));
68
69 if (i == tl_map.end ())
70 return 0;
71
72 return i->second;
73}
74
75/*
76 * Searches for the given treasurelist in the globally linked list
77 * of treasurelists which has been built by load_treasures().
78 */
79treasurelist *
80treasurelist::get (const char *name)
81{
82 treasurelist *tl = find (name);
83
84 if (!tl)
85 {
86 tl = new treasurelist;
87
88 tl->name = name;
89 tl->next = first_treasurelist;
90 first_treasurelist = tl;
91
92 tl_map.insert (std::make_pair (tl->name, tl));
93 }
94
95 return tl;
96}
97
98//TODO: class method
55void 99void
56init_archetype_pointers () 100clear (treasurelist *tl)
57{ 101{
58 int prev_warn = warn_archetypes; 102 if (tl->items)
59 warn_archetypes = 1;
60 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring");
62 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet");
64 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff");
66 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown");
68 warn_archetypes = prev_warn;
69}
70
71/*
72 * Allocate and return the pointer to an empty treasurelist structure.
73 */
74
75static treasurelist *
76get_empty_treasurelist (void)
77{
78 return new treasurelist;
79}
80
81/*
82 * Allocate and return the pointer to an empty treasure structure.
83 */
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89
90 t->chance = 100;
91
92 return t;
93}
94
95/*
96 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists)
98 */
99
100static treasure *
101load_treasure (FILE * fp, int *line)
102{
103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure ();
105 int value;
106
107 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
110 (*line)++;
111
112 if (*buf == '#')
113 continue;
114 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0';
116 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */
118 cp++;
119
120 if (sscanf (cp, "arch %s", variable))
121 {
122 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 else if (sscanf (cp, "list %s", variable))
126 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end"))
144 return t;
145 else if (!strcmp (cp, "more"))
146 {
147 t->next = load_treasure (fp, line);
148 return t;
149 }
150 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 103 {
153 LOG (llevError, "treasure lacks 'end'.\n"); 104 free_treasurestruct (tl->items);
154 return t; 105 tl->items = 0;
106 }
107
108 tl->total_chance = 0;
155} 109}
156 110
157#ifdef TREASURE_DEBUG 111#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 112/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 113 * so that the treasure name can be printed out
160 */ 114 */
161static void 115static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 116check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 117{
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */ 120
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 121 if (t->next)
172 check_treasurelist (t->next, tl); 122 check_treasurelist (t->next, tl);
123
173 if (t->next_yes) 124 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 125 check_treasurelist (t->next_yes, tl);
126
175 if (t->next_no) 127 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 128 check_treasurelist (t->next_no, tl);
177} 129}
178#endif 130#endif
179 131
180/* 132/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 133 * Reads the lib/treasure file from disk, and parses the contents
134 * into an internal treasure structure (very linked lists)
135 */
136static treasure *
137read_treasure (object_thawer &f)
138{
139 treasure *t = new treasure;
140
141 f.next ();
142
143 for (;;)
144 {
145 coroapi::cede_to_tick_every (10);
146
147 switch (f.kw)
148 {
149 case KW_arch:
150 t->item = archetype::get (f.get_str ());
151 break;
152
153 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break;
156 case KW_change_slaying: f.get (t->change_arch.slaying); break;
157 case KW_chance: f.get (t->chance); break;
158 case KW_nrof: f.get (t->nrof); break;
159 case KW_magic: f.get (t->magic); break;
160
161 case KW_yes: t->next_yes = read_treasure (f); continue;
162 case KW_no: t->next_no = read_treasure (f); continue;
163
164 case KW_end:
165 f.next ();
166 return t;
167
168 case KW_more:
169 t->next = read_treasure (f);
170 return t;
171
172 default:
173 if (!f.parse_error ("treasurelist", t->name))
174 return 0;
175
176 return t;
177 }
178
179 f.next ();
180 }
181}
182
183/*
182 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
183 */ 185 */
184 186treasurelist *
185void 187treasurelist::read (object_thawer &f)
186load_treasures (void)
187{ 188{
188 FILE *fp; 189 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t;
192 int comp, line = 0;
193 190
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 191 bool one = f.kw == KW_treasureone;
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 192 treasurelist *tl = treasurelist::get (f.get_str ());
196 { 193 clear (tl);
197 LOG (llevError, "Can't open treasure file.\n"); 194 tl->items = read_treasure (f);
195 if (!tl->items)
198 return; 196 return 0;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205 197
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 {
208 treasurelist *tl = get_empty_treasurelist ();
209 tl->name = name;
210 if (previous == NULL)
211 first_treasurelist = tl;
212 else
213 previous->next = tl;
214 previous = tl;
215 tl->items = load_treasure (fp, &line);
216
217 /* This is a one of the many items on the list should be generated. 198 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no 199 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
220 */
221 if (!strncmp (buf, "treasureone", 11))
222 {
223 for (t = tl->items; t != NULL; t = t->next)
224 {
225#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no)
227 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n");
230 }
231#endif
232 tl->total_chance += t->chance;
233 }
234 }
235 }
236 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 }
239 close_and_delete (fp, comp);
240
241#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element.
246 */ 201 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 202 if (one)
248 check_treasurelist (previous->items, previous); 203 {
249#endif 204 for (treasure *t = tl->items; t; t = t->next)
250} 205 {
206 if (t->next_yes || t->next_no)
207 {
208 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
209 LOG (llevError, " the next_yes or next_no field is set\n");
210 }
251 211
252/* 212 tl->total_chance += t->chance;
253 * Searches for the given treasurelist in the globally linked list 213 }
254 * of treasurelists which has been built by load_treasures(). 214 }
255 */
256 215
257treasurelist *
258find_treasurelist (const char *name)
259{
260 const char *tmp = shstr::find (name);
261 treasurelist *tl;
262
263 /* Special cases - randomitems of none is to override default. If
264 * first_treasurelist is null, it means we are on the first pass of
265 * of loading archetyps, so for now, just return - second pass will
266 * init these values.
267 */
268 if (!name || !*name)
269 return NULL;
270
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next)
273 if (tmp == tl->name)
274 return tl; 216 return tl;
275
276 LOG (llevError, "Couldn't find treasurelist %s\n", name);
277 return NULL;
278} 217}
279
280 218
281/* 219/*
282 * Generates the objects specified by the given treasure. 220 * Generates the objects specified by the given treasure.
283 * It goes recursively through the rest of the linked list. 221 * It goes recursively through the rest of the linked list.
284 * If there is a certain percental chance for a treasure to be generated, 222 * If there is a certain percental chance for a treasure to be generated,
287 * being generated. 225 * being generated.
288 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 226 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
289 * abilities. This is used by summon spells, thus no summoned monsters 227 * abilities. This is used by summon spells, thus no summoned monsters
290 * start with equipment, but only their abilities). 228 * start with equipment, but only their abilities).
291 */ 229 */
292
293
294static void 230static void
295put_treasure (object * op, object * creator, int flags) 231put_treasure (object *op, object *creator, int flags)
296{ 232{
297 object *tmp; 233 if (flags & GT_ENVIRONMENT)
298 234 {
299 /* Bit of a hack - spells should never be put onto the map. The entire 235 /* Bit of a hack - spells should never be put onto the map. The entire
300 * treasure stuff is a problem - there is no clear idea of knowing 236 * treasure stuff is a problem - there is no clear idea of knowing
301 * this is the original object, or if this is an object that should be created 237 * this is the original object, or if this is an object that should be created
302 * by another object. 238 * by another object.
303 */ 239 */
304 if (flags & GT_ENVIRONMENT && op->type != SPELL) 240 //TODO: flag such as objects... as such (no drop, anybody?)
305 { 241 if (op->type == SPELL)
306 op->x = creator->x; 242 {
307 op->y = creator->y; 243 op->destroy ();
244 return;
245 }
246
247 op->expand_tail ();
248
249 if (ob_blocked (op, creator->map, creator->x, creator->y))
250 op->destroy ();
251 else
252 {
308 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 253 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
309 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
255 }
310 } 256 }
311 else 257 else
312 { 258 {
313 op = insert_ob_in_ob (op, creator); 259 op = creator->insert (op);
260
314 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
315 monster_check_apply (creator, op); 262 monster_check_apply (creator, op);
316 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 263
264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
317 esrv_send_item (tmp, op); 266 esrv_send_item (tmp, op);
318 } 267 }
319} 268}
320 269
321/* if there are change_xxx commands in the treasure, we include the changes 270/* if there are change_xxx commands in the treasure, we include the changes
322 * in the generated object 271 * in the generated object
323 */ 272 */
324static void 273static void
325change_treasure (treasure * t, object * op) 274change_treasure (treasure *t, object *op)
326{ 275{
327 /* CMD: change_name xxxx */ 276 /* CMD: change_name xxxx */
328 if (t->change_arch.name) 277 if (t->change_arch.name)
329 { 278 {
330 op->name = t->change_arch.name; 279 op->name = t->change_arch.name;
336 285
337 if (t->change_arch.slaying) 286 if (t->change_arch.slaying)
338 op->slaying = t->change_arch.slaying; 287 op->slaying = t->change_arch.slaying;
339} 288}
340 289
341void 290static void
342create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 291create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
343{ 292{
344 object *tmp;
345
346
347 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 293 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
348 { 294 {
349 if (t->name) 295 if (t->name)
350 { 296 {
351 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 297 if (difficulty >= t->magic)
352 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 298 if (treasurelist *tl = treasurelist::find (t->name))
353 } 299 create_treasure (tl, op, flag, difficulty, tries);
300 else
301 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
302 }
354 else 303 else
355 { 304 {
356 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 305 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
357 { 306 {
358 tmp = arch_to_object (t->item); 307 object *tmp = arch_to_object (t->item);
308
359 if (t->nrof && tmp->nrof <= 1) 309 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 310 tmp->nrof = rndm (t->nrof) + 1;
311
361 fix_generated_item (tmp, op, difficulty, t->magic, flag); 312 fix_generated_item (tmp, op, difficulty, t->magic, flag);
362 change_treasure (t, tmp); 313 change_treasure (t, tmp);
363 put_treasure (tmp, op, flag); 314 put_treasure (tmp, op, flag);
364 } 315 }
365 } 316 }
317
366 if (t->next_yes != NULL) 318 if (t->next_yes)
367 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 319 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
368 } 320 }
369 else if (t->next_no != NULL) 321 else if (t->next_no)
370 create_all_treasures (t->next_no, op, flag, difficulty, tries); 322 create_all_treasures (t->next_no, op, flag, difficulty, tries);
323
371 if (t->next != NULL) 324 if (t->next)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 325 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 326}
374 327
375void 328static void
376create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 329create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 330{
378 int value = RANDOM () % tl->total_chance; 331 int value = rndm (tl->total_chance);
379 treasure *t; 332 treasure *t;
380 333
381 if (tries++ > 100) 334 if (tries++ > 100)
382 { 335 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 336 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 337 return;
385 } 338 }
339
386 for (t = tl->items; t != NULL; t = t->next) 340 for (t = tl->items; t; t = t->next)
387 { 341 {
388 value -= t->chance; 342 value -= t->chance;
343
389 if (value < 0) 344 if (value < 0)
390 break; 345 break;
391 } 346 }
392 347
393 if (!t || value >= 0) 348 if (!t || value >= 0)
394 {
395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 349 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
396 abort (); 350
397 return;
398 }
399 if (t->name) 351 if (t->name)
400 { 352 {
401 if (!strcmp (t->name, "NONE"))
402 return;
403 if (difficulty >= t->magic) 353 if (difficulty >= t->magic)
404 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 354 {
355 treasurelist *tl = treasurelist::find (t->name);
356 if (tl)
357 create_treasure (tl, op, flag, difficulty, tries);
358 }
405 else if (t->nrof) 359 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 360 create_one_treasure (tl, op, flag, difficulty, tries);
407 return;
408 } 361 }
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 362 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
410 { 363 {
411 object *tmp = arch_to_object (t->item); 364 if (object *tmp = arch_to_object (t->item))
412 if (!tmp) 365 {
413 return;
414 if (t->nrof && tmp->nrof <= 1) 366 if (t->nrof && tmp->nrof <= 1)
415 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 367 tmp->nrof = rndm (t->nrof) + 1;
368
416 fix_generated_item (tmp, op, difficulty, t->magic, flag); 369 fix_generated_item (tmp, op, difficulty, t->magic, flag);
417 change_treasure (t, tmp); 370 change_treasure (t, tmp);
418 put_treasure (tmp, op, flag); 371 put_treasure (tmp, op, flag);
372 }
419 } 373 }
374}
375
376void
377object::create_treasure (treasurelist *tl, int flags)
378{
379 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
420} 380}
421 381
422/* This calls the appropriate treasure creation function. tries is passed 382/* This calls the appropriate treasure creation function. tries is passed
423 * to determine how many list transitions or attempts to create treasure 383 * to determine how many list transitions or attempts to create treasure
424 * have been made. It is really in place to prevent infinite loops with 384 * have been made. It is really in place to prevent infinite loops with
425 * list transitions, or so that excessively good treasure will not be 385 * list transitions, or so that excessively good treasure will not be
426 * created on weak maps, because it will exceed the number of allowed tries 386 * created on weak maps, because it will exceed the number of allowed tries
427 * to do that. 387 * to do that.
428 */ 388 */
429void 389void
430create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 390create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
431{ 391{
392 // empty treasurelists are legal
393 if (!tl->items)
394 return;
432 395
433 if (tries++ > 100) 396 if (tries++ > 100)
434 { 397 {
435 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 398 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
436 return; 399 return;
437 } 400 }
401
402 if (op->flag [FLAG_TREASURE_ENV])
403 {
404 // do not generate items when there already is something above the object
405 if (op->flag [FLAG_IS_FLOOR] && op->above)
406 return;
407
408 flag |= GT_ENVIRONMENT;
409 }
410
438 if (t->total_chance) 411 if (tl->total_chance)
439 create_one_treasure (t, op, flag, difficulty, tries); 412 create_one_treasure (tl, op, flag, difficulty, tries);
440 else 413 else
441 create_all_treasures (t->items, op, flag, difficulty, tries); 414 create_all_treasures (tl->items, op, flag, difficulty, tries);
442} 415}
443 416
444/* This is similar to the old generate treasure function. However, 417/* This is similar to the old generate treasure function. However,
445 * it instead takes a treasurelist. It is really just a wrapper around 418 * it instead takes a treasurelist. It is really just a wrapper around
446 * create_treasure. We create a dummy object that the treasure gets 419 * create_treasure. We create a dummy object that the treasure gets
447 * inserted into, and then return that treausre 420 * inserted into, and then return that treausre
448 */ 421 */
449object * 422object *
450generate_treasure (treasurelist * t, int difficulty) 423generate_treasure (treasurelist *tl, int difficulty)
451{ 424{
452 object *ob = get_object (), *tmp; 425 difficulty = clamp (difficulty, 1, settings.max_level);
453 426
427 object *ob = object::create ();
428
454 create_treasure (t, ob, 0, difficulty, 0); 429 create_treasure (tl, ob, 0, difficulty, 0);
455 430
456 /* Don't want to free the object we are about to return */ 431 /* Don't want to free the object we are about to return */
457 tmp = ob->inv; 432 object *tmp = ob->inv;
458 if (tmp != NULL) 433 if (tmp)
459 remove_ob (tmp); 434 tmp->remove ();
435
460 if (ob->inv) 436 if (ob->inv)
461 {
462 LOG (llevError, "In generate treasure, created multiple objects.\n"); 437 LOG (llevError, "In generate treasure, created multiple objects.\n");
463 } 438
464 free_object (ob); 439 ob->destroy ();
465 return tmp; 440 return tmp;
466} 441}
467 442
468/* 443/*
469 * This is a new way of calculating the chance for an item to have 444 * This is a new way of calculating the chance for an item to have
471 * The array has two arguments, the difficulty of the level, and the 446 * The array has two arguments, the difficulty of the level, and the
472 * magical bonus "wanted". 447 * magical bonus "wanted".
473 */ 448 */
474 449
475static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 450static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
476/*chance of magic difficulty*/ 451// chance of magic difficulty
477/* +0 +1 +2 +3 +4 */ 452// +0 +1 +2 +3 +4
478 {95, 2, 2, 1, 0}, /*1 */ 453 {95, 2, 2, 1, 0}, // 1
479 {92, 5, 2, 1, 0}, /*2 */ 454 {92, 5, 2, 1, 0}, // 2
480 {85, 10, 4, 1, 0}, /*3 */ 455 {85, 10, 4, 1, 0}, // 3
481 {80, 14, 4, 2, 0}, /*4 */ 456 {80, 14, 4, 2, 0}, // 4
482 {75, 17, 5, 2, 1}, /*5 */ 457 {75, 17, 5, 2, 1}, // 5
483 {70, 18, 8, 3, 1}, /*6 */ 458 {70, 18, 8, 3, 1}, // 6
484 {65, 21, 10, 3, 1}, /*7 */ 459 {65, 21, 10, 3, 1}, // 7
485 {60, 22, 12, 4, 2}, /*8 */ 460 {60, 22, 12, 4, 2}, // 8
486 {55, 25, 14, 4, 2}, /*9 */ 461 {55, 25, 14, 4, 2}, // 9
487 {50, 27, 16, 5, 2}, /*10 */ 462 {50, 27, 16, 5, 2}, // 10
488 {45, 28, 18, 6, 3}, /*11 */ 463 {45, 28, 18, 6, 3}, // 11
489 {42, 28, 20, 7, 3}, /*12 */ 464 {42, 28, 20, 7, 3}, // 12
490 {40, 27, 21, 8, 4}, /*13 */ 465 {40, 27, 21, 8, 4}, // 13
491 {38, 25, 22, 10, 5}, /*14 */ 466 {38, 25, 22, 10, 5}, // 14
492 {36, 23, 23, 12, 6}, /*15 */ 467 {36, 23, 23, 12, 6}, // 15
493 {33, 21, 24, 14, 8}, /*16 */ 468 {33, 21, 24, 14, 8}, // 16
494 {31, 19, 25, 16, 9}, /*17 */ 469 {31, 19, 25, 16, 9}, // 17
495 {27, 15, 30, 18, 10}, /*18 */ 470 {27, 15, 30, 18, 10}, // 18
496 {20, 12, 30, 25, 13}, /*19 */ 471 {20, 12, 30, 25, 13}, // 19
497 {15, 10, 28, 30, 17}, /*20 */ 472 {15, 10, 28, 30, 17}, // 20
498 {13, 9, 27, 28, 23}, /*21 */ 473 {13, 9, 27, 28, 23}, // 21
499 {10, 8, 25, 28, 29}, /*22 */ 474 {10, 8, 25, 28, 29}, // 22
500 {8, 7, 23, 26, 36}, /*23 */ 475 { 8, 7, 23, 26, 36}, // 23
501 {6, 6, 20, 22, 46}, /*24 */ 476 { 6, 6, 20, 22, 46}, // 24
502 {4, 5, 17, 18, 56}, /*25 */ 477 { 4, 5, 17, 18, 56}, // 25
503 {2, 4, 12, 14, 68}, /*26 */ 478 { 2, 4, 12, 14, 68}, // 26
504 {0, 3, 7, 10, 80}, /*27 */ 479 { 0, 3, 7, 10, 80}, // 27
505 {0, 0, 3, 7, 90}, /*28 */ 480 { 0, 0, 3, 7, 90}, // 28
506 {0, 0, 0, 3, 97}, /*29 */ 481 { 0, 0, 0, 3, 97}, // 29
507 {0, 0, 0, 0, 100}, /*30 */ 482 { 0, 0, 0, 0, 100}, // 30
508 {0, 0, 0, 0, 100}, /*31 */ 483 { 0, 0, 0, 0, 100}, // 31
509}; 484};
510
511 485
512/* calculate the appropriate level for wands staves and scrolls. 486/* calculate the appropriate level for wands staves and scrolls.
513 * This code presumes that op has had its spell object created (in op->inv) 487 * This code presumes that op has had its spell object created (in op->inv)
514 * 488 *
515 * elmex Wed Aug 9 17:44:59 CEST 2006: 489 * elmex Wed Aug 9 17:44:59 CEST 2006:
516 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 490 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
517 */ 491 */
518
519int 492int
520level_for_item (const object * op, int difficulty) 493level_for_item (const object *op, int difficulty)
521{ 494{
522 int mult = 0, olevel = 0; 495 int olevel = 0;
523 496
524 if (!op->inv) 497 if (!op->inv)
525 { 498 {
526 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 499 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
527 return 0; 500 return 0;
546 * elmex Thu Aug 10 18:45:44 CEST 2006: 519 * elmex Thu Aug 10 18:45:44 CEST 2006:
547 * Scaling difficulty by max_level, as difficulty is a level and not some 520 * Scaling difficulty by max_level, as difficulty is a level and not some
548 * weird integer between 1-31. 521 * weird integer between 1-31.
549 * 522 *
550 */ 523 */
551
552int 524int
553magic_from_difficulty (int difficulty) 525magic_from_difficulty (int difficulty)
554{ 526{
555 int percent = 0, magic = 0; 527 int percent = 0, magic = 0;
556 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 528 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
561 scaled_diff = 0; 533 scaled_diff = 0;
562 534
563 if (scaled_diff >= DIFFLEVELS) 535 if (scaled_diff >= DIFFLEVELS)
564 scaled_diff = DIFFLEVELS - 1; 536 scaled_diff = DIFFLEVELS - 1;
565 537
566 percent = RANDOM () % 100; 538 percent = rndm (100);
567 539
568 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 540 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
569 { 541 {
570 percent -= difftomagic_list[scaled_diff][magic]; 542 percent -= difftomagic_list[scaled_diff][magic];
571 543
572 if (percent < 0) 544 if (percent < 0)
573 break; 545 break;
574 } 546 }
575 547
576 if (magic == (MAXMAGIC + 1)) 548 if (magic == (MAXMAGIC + 1))
577 { 549 {
578 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 550 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
579 magic = 0; 551 magic = 0;
580 } 552 }
581 553
582 magic = (RANDOM () % 3) ? magic : -magic; 554 magic = (rndm (3)) ? magic : -magic;
583 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 555 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
584 556
585 return magic; 557 return magic;
586} 558}
587 559
591 * This function doesn't work properly, should add use of archetypes 563 * This function doesn't work properly, should add use of archetypes
592 * to make it truly absolute. 564 * to make it truly absolute.
593 */ 565 */
594 566
595void 567void
596set_abs_magic (object * op, int magic) 568set_abs_magic (object *op, int magic)
597{ 569{
598 if (!magic) 570 if (!magic)
599 return; 571 return;
600 572
601 op->magic = magic; 573 op->magic = magic;
602 if (op->arch) 574 if (op->arch)
603 { 575 {
604 if (op->type == ARMOUR) 576 if (op->type == ARMOUR)
605 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
606 578
607 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 579 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
608 magic = (-magic); 580 magic = (-magic);
609 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
610 } 582 }
611 else 583 else
612 { 584 {
613 if (op->type == ARMOUR) 585 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
616 magic = (-magic); 588 magic = (-magic);
617 op->weight = (op->weight * (100 - magic * 10)) / 100; 589 op->weight = (op->weight * (100 - magic * 10)) / 100;
618 } 590 }
619} 591}
620 592
621/* 593/*
622 * Sets a random magical bonus in the given object based upon 594 * Sets a random magical bonus in the given object based upon
623 * the given difficulty, and the given max possible bonus. 595 * the given difficulty, and the given max possible bonus.
624 */ 596 */
625 597
626static void 598static void
627set_magic (int difficulty, object * op, int max_magic, int flags) 599set_magic (int difficulty, object *op, int max_magic, int flags)
628{ 600{
629 int i; 601 int i;
602
630 i = magic_from_difficulty (difficulty); 603 i = magic_from_difficulty (difficulty);
631 if ((flags & GT_ONLY_GOOD) && i < 0) 604 if ((flags & GT_ONLY_GOOD) && i < 0)
632 i = -i; 605 i = -i;
633 if (i > max_magic) 606 if (i > max_magic)
634 i = max_magic; 607 i = max_magic;
643 * 1) Since rings can have multiple bonuses, if the same bonus 616 * 1) Since rings can have multiple bonuses, if the same bonus
644 * is rolled again, increase it - the bonuses now stack with 617 * is rolled again, increase it - the bonuses now stack with
645 * other bonuses previously rolled and ones the item might natively have. 618 * other bonuses previously rolled and ones the item might natively have.
646 * 2) Add code to deal with new PR method. 619 * 2) Add code to deal with new PR method.
647 */ 620 */
648
649void 621void
650set_ring_bonus (object * op, int bonus) 622set_ring_bonus (object *op, int bonus)
651{ 623{
652 624
653 int r = RANDOM () % (bonus > 0 ? 25 : 11); 625 int r = rndm (bonus > 0 ? 25 : 11);
654 626
655 if (op->type == AMULET) 627 if (op->type == AMULET)
656 { 628 {
657 if (!(RANDOM () % 21)) 629 if (!(rndm (21)))
658 r = 20 + RANDOM () % 2; 630 r = 20 + rndm (2);
659 else 631 else
660 { 632 {
661 if (RANDOM () & 2) 633 if (rndm (2))
662 r = 10; 634 r = 10;
663 else 635 else
664 r = 11 + RANDOM () % 9; 636 r = 11 + rndm (9);
665 } 637 }
666 } 638 }
667 639
668 switch (r) 640 switch (r)
669 { 641 {
670 /* Redone by MSW 2000-11-26 to have much less code. Also, 642 /* Redone by MSW 2000-11-26 to have much less code. Also,
671 * bonuses and penalties will stack and add to existing values. 643 * bonuses and penalties will stack and add to existing values.
672 * of the item. 644 * of the item.
673 */ 645 */
674 case 0: 646 case 0:
675 case 1: 647 case 1:
676 case 2: 648 case 2:
677 case 3: 649 case 3:
678 case 4: 650 case 4:
679 case 5: 651 case 5:
680 case 6: 652 case 6:
681 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 653 op->stats.stat (r) += bonus;
682 break; 654 break;
683 655
684 case 7: 656 case 7:
685 op->stats.dam += bonus; 657 op->stats.dam += bonus;
686 break; 658 break;
687 659
688 case 8: 660 case 8:
689 op->stats.wc += bonus; 661 op->stats.wc += bonus;
690 break; 662 break;
691 663
692 case 9: 664 case 9:
693 op->stats.food += bonus; /* hunger/sustenance */ 665 op->stats.food += bonus; /* hunger/sustenance */
694 break; 666 break;
695 667
696 case 10: 668 case 10:
697 op->stats.ac += bonus; 669 op->stats.ac += bonus;
698 break; 670 break;
699 671
700 /* Item that gives protections/vulnerabilities */ 672 /* Item that gives protections/vulnerabilities */
701 case 11: 673 case 11:
702 case 12: 674 case 12:
703 case 13: 675 case 13:
704 case 14: 676 case 14:
705 case 15: 677 case 15:
706 case 16: 678 case 16:
707 case 17: 679 case 17:
708 case 18: 680 case 18:
709 case 19: 681 case 19:
710 { 682 {
711 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 683 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
712 684
713 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 685 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
714 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 686 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
715 687
716 /* Cursed items need to have higher negative values to equal out with 688 /* Cursed items need to have higher negative values to equal out with
717 * positive values for how protections work out. Put another 689 * positive values for how protections work out. Put another
718 * little random element in since that they don't always end up with 690 * little random element in since that they don't always end up with
719 * even values. 691 * even values.
720 */ 692 */
721 if (bonus < 0) 693 if (bonus < 0)
722 val = 2 * -val - RANDOM () % b; 694 val = 2 * -val - rndm (b);
723 if (val > 35) 695 if (val > 35)
724 val = 35; /* Upper limit */ 696 val = 35; /* Upper limit */
725 b = 0; 697 b = 0;
698
726 while (op->resist[resist_table[resist]] != 0 && b < 4) 699 while (op->resist[resist_table[resist]] != 0 && b < 4)
727 { 700 resist = rndm (num_resist_table);
728 resist = RANDOM () % num_resist_table; 701
729 } 702 if (b == 4)
730 if (b == 4)
731 return; /* Not able to find a free resistance */ 703 return; /* Not able to find a free resistance */
704
732 op->resist[resist_table[resist]] = val; 705 op->resist[resist_table[resist]] = val;
733 /* We should probably do something more clever here to adjust value 706 /* We should probably do something more clever here to adjust value
734 * based on how good a resistance we gave. 707 * based on how good a resistance we gave.
735 */ 708 */
736 break; 709 break;
737 } 710 }
738 case 20: 711 case 20:
739 if (op->type == AMULET) 712 if (op->type == AMULET)
740 { 713 {
741 SET_FLAG (op, FLAG_REFL_SPELL); 714 SET_FLAG (op, FLAG_REFL_SPELL);
742 op->value *= 11; 715 op->value *= 11;
743 } 716 }
744 else 717 else
745 { 718 {
746 op->stats.hp = 1; /* regenerate hit points */ 719 op->stats.hp = 1; /* regenerate hit points */
747 op->value *= 4; 720 op->value *= 4;
748 } 721 }
749 break; 722 break;
750 723
751 case 21: 724 case 21:
752 if (op->type == AMULET) 725 if (op->type == AMULET)
753 { 726 {
754 SET_FLAG (op, FLAG_REFL_MISSILE); 727 SET_FLAG (op, FLAG_REFL_MISSILE);
755 op->value *= 9; 728 op->value *= 9;
756 } 729 }
757 else 730 else
758 { 731 {
759 op->stats.sp = 1; /* regenerate spell points */ 732 op->stats.sp = 1; /* regenerate spell points */
760 op->value *= 3; 733 op->value *= 3;
761 } 734 }
762 break; 735 break;
763 736
764 case 22: 737 case 22:
765 op->stats.exp += bonus; /* Speed! */ 738 op->stats.exp += bonus; /* Speed! */
766 op->value = (op->value * 2) / 3; 739 op->value = (op->value * 2) / 3;
767 break; 740 break;
768 } 741 }
742
769 if (bonus > 0) 743 if (bonus > 0)
770 op->value *= 2 * bonus; 744 op->value *= 2 * bonus;
771 else 745 else
772 op->value = -(op->value * 2 * bonus) / 3; 746 op->value = -(op->value * 2 * bonus) / 3;
773} 747}
778 * higher is the chance of returning a low number. 752 * higher is the chance of returning a low number.
779 * It is only used in fix_generated_treasure() to set bonuses on 753 * It is only used in fix_generated_treasure() to set bonuses on
780 * rings and amulets. 754 * rings and amulets.
781 * Another scheme is used to calculate the magic of weapons and armours. 755 * Another scheme is used to calculate the magic of weapons and armours.
782 */ 756 */
783
784int 757int
785get_magic (int diff) 758get_magic (int diff)
786{ 759{
787 int i; 760 int i;
761
788 if (diff < 3) 762 if (diff < 3)
789 diff = 3; 763 diff = 3;
764
790 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
791 if (RANDOM () % diff) 766 if (rndm (diff))
792 return i; 767 return i;
768
793 return 4; 769 return 4;
794} 770}
795 771
796#define DICE2 (get_magic(2)==2?2:1) 772#define DICE2 (get_magic(2)==2?2:1)
797#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 773#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
798 774
799/* 775/*
800 * fix_generated_item(): This is called after an item is generated, in 776 * fix_generated_item(): This is called after an item is generated, in
801 * order to set it up right. This produced magical bonuses, puts spells 777 * order to set it up right. This produced magical bonuses, puts spells
802 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 778 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
803 */ 779 */
780
804/* 4/28/96 added creator object from which op may now inherit properties based on 781/* 4/28/96 added creator object from which op may now inherit properties based on
805 * op->type. Right now, which stuff the creator passes on is object type 782 * op->type. Right now, which stuff the creator passes on is object type
806 * dependant. I know this is a spagetti manuever, but is there a cleaner 783 * dependant. I know this is a spagetti manuever, but is there a cleaner
807 * way to do this? b.t. */ 784 * way to do this? b.t. */
785
808/* 786/*
809 * ! (flags & GT_ENVIRONMENT): 787 * ! (flags & GT_ENVIRONMENT):
810 * Automatically calls fix_flesh_item(). 788 * Automatically calls fix_flesh_item().
811 * 789 *
812 * flags: 790 * flags:
814 * value. 792 * value.
815 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 793 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
816 * a working object - don't change magic, value, etc, but set it material 794 * a working object - don't change magic, value, etc, but set it material
817 * type as appropriate, for objects that need spell objects, set those, etc 795 * type as appropriate, for objects that need spell objects, set those, etc
818 */ 796 */
819
820void 797void
821fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 798fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
822{ 799{
823 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 800 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
824 801
825 if (!creator || creator->type == op->type) 802 if (!creator || creator->type == op->type)
826 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 803 creator = op; /*safety & to prevent polymorphed objects giving attributes */
827 804
828 /* If we make an artifact, this information will be destroyed */ 805 /* If we make an artifact, this information will be destroyed */
829 save_item_power = op->item_power; 806 save_item_power = op->item_power;
830 op->item_power = 0; 807 op->item_power = 0;
831 808
832 if (op->randomitems && op->type != SPELL) 809 if (op->randomitems && op->type != SPELL)
833 { 810 {
834 create_treasure (op->randomitems, op, flags, difficulty, 0); 811 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
835 if (!op->inv)
836 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
837
838 /* So the treasure doesn't get created again */ 812 /* So the treasure doesn't get created again */
839 op->randomitems = NULL; 813 op->randomitems = 0;
840 } 814 }
841 815
842 if (difficulty < 1) 816 if (difficulty < 1)
843 difficulty = 1; 817 difficulty = 1;
844 818
819 if (INVOKE_OBJECT (ADD_BONUS, op,
820 ARG_OBJECT (creator != op ? creator : 0),
821 ARG_INT (difficulty), ARG_INT (max_magic),
822 ARG_INT (flags)))
823 return;
824
845 if (!(flags & GT_MINIMAL)) 825 if (!(flags & GT_MINIMAL))
846 { 826 {
847 if (op->arch == crown_arch) 827 if (op->arch == crown_arch)
848 { 828 {
849 set_magic (difficulty, op, max_magic, flags); 829 set_magic (difficulty, op, max_magic, flags);
850 num_enchantments = calc_item_power (op, 1); 830 num_enchantments = calc_item_power (op, 1);
851 generate_artifact (op, difficulty); 831 generate_artifact (op, difficulty);
852 } 832 }
853 else 833 else
854 { 834 {
855 if (!op->magic && max_magic) 835 if (!op->magic && max_magic)
856 set_magic (difficulty, op, max_magic, flags); 836 set_magic (difficulty, op, max_magic, flags);
857 837
858 num_enchantments = calc_item_power (op, 1); 838 num_enchantments = calc_item_power (op, 1);
859 839
860 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 840 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
861 * used for shop_floors or treasures */ 841 || op->type == HORN
842 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
843 * used for shop_floors or treasures */
862 generate_artifact (op, difficulty); 844 generate_artifact (op, difficulty);
863 } 845 }
864 846
865 /* Object was made an artifact. Calculate its item_power rating. 847 /* Object was made an artifact. Calculate its item_power rating.
866 * the item_power in the object is what the artfiact adds. 848 * the item_power in the object is what the artfiact adds.
867 */ 849 */
868 if (op->title) 850 if (op->title)
869 { 851 {
870 /* if save_item_power is set, then most likely we started with an 852 /* if save_item_power is set, then most likely we started with an
871 * artifact and have added new abilities to it - this is rare, but 853 * artifact and have added new abilities to it - this is rare, but
872 * but I have seen things like 'strange rings of fire'. So just figure 854 * but I have seen things like 'strange rings of fire'. So just figure
873 * out the power from the base power plus what this one adds. Note 855 * out the power from the base power plus what this one adds. Note
874 * that since item_power is not quite linear, this actually ends up 856 * that since item_power is not quite linear, this actually ends up
875 * being somewhat of a bonus 857 * being somewhat of a bonus
876 */ 858 */
877 if (save_item_power) 859 if (save_item_power)
878 op->item_power = save_item_power + get_power_from_ench (op->item_power); 860 op->item_power = save_item_power + get_power_from_ench (op->item_power);
879 else 861 else
880 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 862 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
881 } 863 }
882 else if (save_item_power) 864 else if (save_item_power)
883 { 865 {
884 /* restore the item_power field to the object if we haven't changed it. 866 /* restore the item_power field to the object if we haven't changed it.
885 * we don't care about num_enchantments - that will basically just 867 * we don't care about num_enchantments - that will basically just
886 * have calculated some value from the base attributes of the archetype. 868 * have calculated some value from the base attributes of the archetype.
887 */ 869 */
888 op->item_power = save_item_power; 870 op->item_power = save_item_power;
889 } 871 }
890 else 872 else
891 { 873 {
892 /* item_power was zero. This is suspicious, as it may be because it 874 /* item_power was zero. This is suspicious, as it may be because it
893 * was never previously calculated. Let's compute a value and see if 875 * was never previously calculated. Let's compute a value and see if
894 * it is non-zero. If it indeed is, then assign it as the new 876 * it is non-zero. If it indeed is, then assign it as the new
895 * item_power value. 877 * item_power value.
896 * - gros, 21th of July 2006. 878 * - gros, 21th of July 2006.
897 */ 879 */
898 op->item_power = calc_item_power (op, 0); 880 op->item_power = calc_item_power (op, 0);
899 save_item_power = op->item_power; /* Just in case it would get used 881 save_item_power = op->item_power; /* Just in case it would get used
900 * again below */ 882 * again below */
901 } 883 }
902 } 884 }
903 885
904 /* materialtype modifications. Note we allow this on artifacts. */ 886 /* materialtype modifications. Note we allow this on artifacts. */
905 set_materialname (op, difficulty, NULL); 887 set_materialname (op, difficulty, NULL);
906 888
907 if (flags & GT_MINIMAL) 889 if (flags & GT_MINIMAL)
908 { 890 {
909 if (op->type == POTION) 891 if (op->type == POTION)
910 /* Handle healing and magic power potions */ 892 /* Handle healing and magic power potions */
911 if (op->stats.sp && !op->randomitems) 893 if (op->stats.sp && !op->randomitems)
912 { 894 {
913 object *tmp; 895 object *tmp;
914 896
915 tmp = get_archetype (spell_mapping[op->stats.sp]); 897 tmp = get_archetype (spell_mapping[op->stats.sp]);
916 insert_ob_in_ob (tmp, op); 898 insert_ob_in_ob (tmp, op);
917 op->stats.sp = 0; 899 op->stats.sp = 0;
918 } 900 }
919 } 901 }
920 else if (!op->title) /* Only modify object if not special */ 902 else if (!op->title) /* Only modify object if not special */
921 switch (op->type) 903 switch (op->type)
922 { 904 {
923 case WEAPON: 905 case WEAPON:
924 case ARMOUR: 906 case ARMOUR:
925 case SHIELD: 907 case SHIELD:
926 case HELMET: 908 case HELMET:
927 case CLOAK: 909 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 910 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
929 set_ring_bonus (op, -DICE2); 911 set_ring_bonus (op, -DICE2);
930 break; 912 break;
931 913
932 case BRACERS: 914 case BRACERS:
933 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 915 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
934 { 916 {
917 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
918 if (!QUERY_FLAG (op, FLAG_CURSED))
919 op->value *= 3;
920 }
921 break;
922
923 case POTION:
924 {
925 int too_many_tries = 0, is_special = 0;
926
927 /* Handle healing and magic power potions */
928 if (op->stats.sp && !op->randomitems)
929 {
930 object *tmp;
931
932 tmp = get_archetype (spell_mapping[op->stats.sp]);
933 insert_ob_in_ob (tmp, op);
934 op->stats.sp = 0;
935 }
936
937 while (!(is_special = special_potion (op)) && !op->inv)
938 {
939 generate_artifact (op, difficulty);
940 if (too_many_tries++ > 10)
941 break;
942 }
943
944 /* don't want to change value for healing/magic power potions,
945 * since the value set on those is already correct.
946 */
947 if (op->inv && op->randomitems)
948 {
949 /* value multiplier is same as for scrolls */
950 op->value = (op->value * op->inv->value);
951 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
952 }
953 else
954 {
955 op->name = "potion";
956 op->name_pl = "potions";
957 }
958
959 if (!(flags & GT_ONLY_GOOD) && rndm (2))
960 SET_FLAG (op, FLAG_CURSED);
961 break;
962 }
963
964 case AMULET:
965 if (op->arch == amulet_arch)
966 op->value *= 5; /* Since it's not just decoration */
967
968 case RING:
969 if (op->arch == NULL)
970 {
971 op->destroy ();
972 op = 0;
973 break;
974 }
975
976 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
977 break;
978
979 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
980 SET_FLAG (op, FLAG_CURSED);
981
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 982 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
936 if (!QUERY_FLAG (op, FLAG_CURSED))
937 op->value *= 3;
938 }
939 break;
940 983
941 case POTION:
942 {
943 int too_many_tries = 0, is_special = 0;
944
945 /* Handle healing and magic power potions */
946 if (op->stats.sp && !op->randomitems)
947 {
948 object *tmp;
949
950 tmp = get_archetype (spell_mapping[op->stats.sp]);
951 insert_ob_in_ob (tmp, op);
952 op->stats.sp = 0;
953 }
954
955 while (!(is_special = special_potion (op)) && !op->inv)
956 {
957 generate_artifact (op, difficulty);
958 if (too_many_tries++ > 10)
959 break;
960 }
961
962 /* don't want to change value for healing/magic power potions,
963 * since the value set on those is already correct.
964 */
965 if (op->inv && op->randomitems)
966 {
967 /* value multiplier is same as for scrolls */
968 op->value = (op->value * op->inv->value);
969 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
970 }
971 else
972 {
973 op->name = "potion";
974 op->name_pl = "potions";
975 }
976
977 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
978 SET_FLAG (op, FLAG_CURSED);
979 break;
980 }
981
982 case AMULET:
983 if (op->arch == amulet_arch)
984 op->value *= 5; /* Since it's not just decoration */
985
986 case RING:
987 if (op->arch == NULL)
988 {
989 remove_ob (op);
990 free_object (op);
991 op = NULL;
992 break;
993 }
994
995 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
996 break;
997
998 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
999 SET_FLAG (op, FLAG_CURSED);
1000
1001 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1002
1003 if (op->type != RING) /* Amulets have only one ability */ 984 if (op->type != RING) /* Amulets have only one ability */
1004 break; 985 break;
1005 986
1006 if (!(RANDOM () % 4)) 987 if (!(rndm (4)))
1007 { 988 {
1008 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 989 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1009 990
1010 if (d > 0) 991 if (d > 0)
1011 op->value *= 3; 992 op->value *= 3;
1012 993
1013 set_ring_bonus (op, d); 994 set_ring_bonus (op, d);
1014 995
1015 if (!(RANDOM () % 4)) 996 if (!(rndm (4)))
1016 { 997 {
1017 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 998 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 if (d > 0)
1019 op->value *= 5;
1020 set_ring_bonus (op, d);
1021 }
1022 }
1023 999
1000 if (d > 0)
1001 op->value *= 5;
1002 set_ring_bonus (op, d);
1003 }
1004 }
1005
1024 if (GET_ANIM_ID (op)) 1006 if (GET_ANIM_ID (op))
1025 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1007 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1026 1008
1027 break; 1009 break;
1028 1010
1029 case BOOK: 1011 case BOOK:
1030 /* Is it an empty book?, if yes lets make a special· 1012 /* Is it an empty book?, if yes lets make a special·
1031 * msg for it, and tailor its properties based on the· 1013 * msg for it, and tailor its properties based on the·
1032 * creator and/or map level we found it on. 1014 * creator and/or map level we found it on.
1033 */ 1015 */
1034 if (!op->msg && RANDOM () % 10) 1016 if (!op->msg && rndm (10))
1035 { 1017 {
1036 /* set the book level properly */ 1018 /* set the book level properly */
1037 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1019 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1038 { 1020 {
1039 if (op->map && op->map->difficulty) 1021 if (op->map && op->map->difficulty)
1040 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1022 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1041 else 1023 else
1042 op->level = RANDOM () % 20 + 1; 1024 op->level = rndm (20) + 1;
1043 } 1025 }
1044 else 1026 else
1045 op->level = RANDOM () % creator->level; 1027 op->level = rndm (creator->level);
1046 1028
1047 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1029 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1048 /* books w/ info are worth more! */ 1030 /* books w/ info are worth more! */
1049 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1031 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1050 /* creator related stuff */ 1032 /* creator related stuff */
1051 1033
1052 /* for library, chained books. Note that some monsters have no_pick 1034 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case. 1035 * set - we don't want to set no pick in that case.
1054 */ 1036 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1037 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1056 SET_FLAG (op, FLAG_NO_PICK); 1038 SET_FLAG (op, FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1039 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying; 1040 op->slaying = creator->slaying;
1059 1041
1060 /* add exp so reading it gives xp (once) */ 1042 /* add exp so reading it gives xp (once) */
1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1043 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1062 } 1044 }
1063 break; 1045 break;
1064 1046
1065 case SPELLBOOK: 1047 case SPELLBOOK:
1066 op->value = op->value * op->inv->value; 1048 op->value = op->value * op->inv->value;
1067 /* add exp so learning gives xp */ 1049 /* add exp so learning gives xp */
1068 op->level = op->inv->level; 1050 op->level = op->inv->level;
1069 op->stats.exp = op->value; 1051 op->stats.exp = op->value;
1070 break; 1052 break;
1071 1053
1072 case WAND: 1054 case WAND:
1073 /* nrof in the treasure list is number of charges, 1055 /* nrof in the treasure list is number of charges,
1074 * not number of wands. So copy that into food (charges), 1056 * not number of wands. So copy that into food (charges),
1075 * and reset nrof. 1057 * and reset nrof.
1076 */ 1058 */
1077 op->stats.food = op->inv->nrof; 1059 op->stats.food = op->inv->nrof;
1078 op->nrof = 1; 1060 op->nrof = 1;
1079 /* If the spell changes by level, choose a random level 1061 /* If the spell changes by level, choose a random level
1080 * for it, and adjust price. If the spell doesn't 1062 * for it, and adjust price. If the spell doesn't
1081 * change by level, just set the wand to the level of 1063 * change by level, just set the wand to the level of
1082 * the spell, and value calculation is simpler. 1064 * the spell, and value calculation is simpler.
1083 */ 1065 */
1084 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1066 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1085 { 1067 {
1068 op->level = level_for_item (op, difficulty);
1069 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1070 }
1071 else
1072 {
1073 op->level = op->inv->level;
1074 op->value = op->value * op->inv->value;
1075 }
1076 break;
1077
1078 case ROD:
1086 op->level = level_for_item (op, difficulty); 1079 op->level = level_for_item (op, difficulty);
1080 /* Add 50 to both level an divisor to keep prices a little more
1081 * reasonable. Otherwise, a high level version of a low level
1082 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1083 * 10 time multiplier). This way, the value are a bit more reasonable.
1084 */
1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1085 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1088 } 1086 /* maxhp is used to denote how many 'charges' the rod holds before */
1089 else 1087 if (op->stats.maxhp)
1090 { 1088 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1091 op->level = op->inv->level; 1089 else
1092 op->value = op->value * op->inv->value; 1090 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1093 }
1094 break;
1095 1091
1092 op->stats.hp = op->stats.maxhp;
1093 break;
1094
1096 case ROD: 1095 case SCROLL:
1097 op->level = level_for_item (op, difficulty); 1096 op->level = level_for_item (op, difficulty);
1098 /* Add 50 to both level an divisor to keep prices a little more
1099 * reasonable. Otherwise, a high level version of a low level
1100 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1101 * 10 time multiplier). This way, the value are a bit more reasonable.
1102 */
1103 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1104 /* maxhp is used to denote how many 'charges' the rod holds before */
1105 if (op->stats.maxhp)
1106 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1107 else
1108 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1109 1098
1110 op->stats.hp = op->stats.maxhp;
1111 break;
1112
1113 case SCROLL:
1114 op->level = level_for_item (op, difficulty);
1115 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1116
1117 /* add exp so reading them properly gives xp */ 1099 /* add exp so reading them properly gives xp */
1118 op->stats.exp = op->value / 5; 1100 op->stats.exp = op->value / 5;
1119 op->nrof = op->inv->nrof; 1101 op->nrof = op->inv->nrof;
1120 break; 1102 break;
1121 1103
1122 case RUNE: 1104 case RUNE:
1123 trap_adjust (op, difficulty); 1105 trap_adjust (op, difficulty);
1124 break; 1106 break;
1125 1107
1126 case TRAP: 1108 case TRAP:
1127 trap_adjust (op, difficulty); 1109 trap_adjust (op, difficulty);
1128 break; 1110 break;
1129 } /* switch type */ 1111 } /* switch type */
1130 1112
1131 if (flags & GT_STARTEQUIP) 1113 if (flags & GT_STARTEQUIP)
1132 { 1114 {
1133 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1115 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1134 SET_FLAG (op, FLAG_STARTEQUIP); 1116 SET_FLAG (op, FLAG_STARTEQUIP);
1135 else if (op->type != MONEY) 1117 else if (op->type != MONEY)
1136 op->value = 0; 1118 op->value = 0;
1137 } 1119 }
1138 1120
1139 if (!(flags & GT_ENVIRONMENT)) 1121 if (!(flags & GT_ENVIRONMENT))
1140 fix_flesh_item (op, creator); 1122 fix_flesh_item (op, creator);
1141} 1123}
1149 */ 1131 */
1150 1132
1151/* 1133/*
1152 * Allocate and return the pointer to an empty artifactlist structure. 1134 * Allocate and return the pointer to an empty artifactlist structure.
1153 */ 1135 */
1154
1155static artifactlist * 1136static artifactlist *
1156get_empty_artifactlist (void) 1137get_empty_artifactlist (void)
1157{ 1138{
1158 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1139 return salloc0 <artifactlist> ();
1159 if (tl == NULL)
1160 fatal (OUT_OF_MEMORY);
1161 tl->next = NULL;
1162 tl->items = NULL;
1163 tl->total_chance = 0;
1164 return tl;
1165} 1140}
1166 1141
1167/* 1142/*
1168 * Allocate and return the pointer to an empty artifact structure. 1143 * Allocate and return the pointer to an empty artifact structure.
1169 */ 1144 */
1170
1171static artifact * 1145static artifact *
1172get_empty_artifact (void) 1146get_empty_artifact (void)
1173{ 1147{
1174 artifact *t = (artifact *) malloc (sizeof (artifact)); 1148 return salloc0 <artifact> ();
1175 if (t == NULL)
1176 fatal (OUT_OF_MEMORY);
1177 t->item = NULL;
1178 t->next = NULL;
1179 t->chance = 0;
1180 t->difficulty = 0;
1181 t->allowed = NULL;
1182 return t;
1183} 1149}
1184 1150
1185/* 1151/*
1186 * Searches the artifact lists and returns one that has the same type 1152 * Searches the artifact lists and returns one that has the same type
1187 * of objects on it. 1153 * of objects on it.
1188 */ 1154 */
1189
1190artifactlist * 1155artifactlist *
1191find_artifactlist (int type) 1156find_artifactlist (int type)
1192{ 1157{
1193 artifactlist *al;
1194
1195 for (al = first_artifactlist; al != NULL; al = al->next) 1158 for (artifactlist *al = first_artifactlist; al; al = al->next)
1196 if (al->type == type) 1159 if (al->type == type)
1197 return al; 1160 return al;
1161
1198 return NULL; 1162 return 0;
1199} 1163}
1200 1164
1201/* 1165/*
1202 * For debugging purposes. Dumps all tables. 1166 * For debugging purposes. Dumps all tables.
1203 */ 1167 */
1204
1205void 1168void
1206dump_artifacts (void) 1169dump_artifacts (void)
1207{ 1170{
1208 artifactlist *al; 1171 artifactlist *al;
1209 artifact *art; 1172 artifact *art;
1212 fprintf (logfile, "\n"); 1175 fprintf (logfile, "\n");
1213 for (al = first_artifactlist; al != NULL; al = al->next) 1176 for (al = first_artifactlist; al != NULL; al = al->next)
1214 { 1177 {
1215 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1178 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1216 for (art = al->items; art != NULL; art = art->next) 1179 for (art = al->items; art != NULL; art = art->next)
1217 { 1180 {
1218 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1181 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1219 if (art->allowed != NULL) 1182 if (art->allowed != NULL)
1220 { 1183 {
1221 fprintf (logfile, "\tAllowed combinations:"); 1184 fprintf (logfile, "\tallowed combinations:");
1222 for (next = art->allowed; next != NULL; next = next->next) 1185 for (next = art->allowed; next != NULL; next = next->next)
1223 fprintf (logfile, "%s,", &next->name); 1186 fprintf (logfile, "%s,", &next->name);
1224 fprintf (logfile, "\n"); 1187 fprintf (logfile, "\n");
1225 } 1188 }
1226 } 1189 }
1227 } 1190 }
1228 fprintf (logfile, "\n"); 1191 fprintf (logfile, "\n");
1229} 1192}
1230 1193
1231/* 1194/*
1232 * For debugging purposes. Dumps all treasures recursively (see below). 1195 * For debugging purposes. Dumps all treasures recursively (see below).
1233 */ 1196 */
1234void 1197void
1235dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1198dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1236{ 1199{
1237 treasurelist *tl; 1200 treasurelist *tl;
1238 int i; 1201 int i;
1239 1202
1240 if (depth > 100) 1203 if (depth > 100)
1241 return; 1204 return;
1242 while (t != NULL) 1205
1206 while (t)
1243 { 1207 {
1244 if (t->name != NULL) 1208 if (t->name)
1245 { 1209 {
1246 for (i = 0; i < depth; i++) 1210 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " "); 1211 fprintf (logfile, " ");
1212
1248 fprintf (logfile, "{ (list: %s)\n", &t->name); 1213 fprintf (logfile, "{ (list: %s)\n", &t->name);
1214
1249 tl = find_treasurelist (t->name); 1215 tl = treasurelist::find (t->name);
1216 if (tl)
1250 dump_monster_treasure_rec (name, tl->items, depth + 2); 1217 dump_monster_treasure_rec (name, tl->items, depth + 2);
1218
1251 for (i = 0; i < depth; i++) 1219 for (i = 0; i < depth; i++)
1252 fprintf (logfile, " "); 1220 fprintf (logfile, " ");
1221
1253 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1222 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1254 } 1223 }
1255 else 1224 else
1256 { 1225 {
1257 for (i = 0; i < depth; i++) 1226 for (i = 0; i < depth; i++)
1258 fprintf (logfile, " "); 1227 fprintf (logfile, " ");
1228
1259 if (t->item->clone.type == FLESH) 1229 if (t->item && t->item->clone.type == FLESH)
1260 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1230 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1261 else 1231 else
1262 fprintf (logfile, "%s\n", &t->item->clone.name); 1232 fprintf (logfile, "%s\n", &t->item->clone.name);
1263 } 1233 }
1234
1264 if (t->next_yes != NULL) 1235 if (t->next_yes)
1265 { 1236 {
1266 for (i = 0; i < depth; i++) 1237 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1238 fprintf (logfile, " ");
1239
1268 fprintf (logfile, " (if yes)\n"); 1240 fprintf (logfile, " (if yes)\n");
1269 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1241 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1270 } 1242 }
1243
1271 if (t->next_no != NULL) 1244 if (t->next_no)
1272 { 1245 {
1273 for (i = 0; i < depth; i++) 1246 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1247 fprintf (logfile, " ");
1248
1275 fprintf (logfile, " (if no)\n"); 1249 fprintf (logfile, " (if no)\n");
1276 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1250 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1277 } 1251 }
1252
1278 t = t->next; 1253 t = t->next;
1279 } 1254 }
1280} 1255}
1281 1256
1282/* 1257/*
1283 * For debugging purposes. Dumps all treasures for a given monster. 1258 * For debugging purposes. Dumps all treasures for a given monster.
1284 * Created originally by Raphael Quinet for debugging the alchemy code. 1259 * Created originally by Raphael Quinet for debugging the alchemy code.
1285 */ 1260 */
1286
1287void 1261void
1288dump_monster_treasure (const char *name) 1262dump_monster_treasure (const char *name)
1289{ 1263{
1290 archetype *at; 1264 archetype *at;
1291 int found; 1265 int found;
1292 1266
1293 found = 0; 1267 found = 0;
1294 fprintf (logfile, "\n"); 1268 fprintf (logfile, "\n");
1269
1295 for (at = first_archetype; at != NULL; at = at->next) 1270 for (at = first_archetype; at != NULL; at = at->next)
1296 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1271 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1297 { 1272 {
1298 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1273 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1299 if (at->clone.randomitems != NULL) 1274 if (at->clone.randomitems != NULL)
1300 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1275 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1301 else 1276 else
1302 fprintf (logfile, "(nothing)\n"); 1277 fprintf (logfile, "(nothing)\n");
1278
1303 fprintf (logfile, "\n"); 1279 fprintf (logfile, "\n");
1304 found++; 1280 found++;
1305 } 1281 }
1282
1306 if (found == 0) 1283 if (found == 0)
1307 fprintf (logfile, "No objects have the name %s!\n\n", name); 1284 fprintf (logfile, "No objects have the name %s!\n\n", name);
1308} 1285}
1309 1286
1310/* 1287/*
1311 * Builds up the lists of artifacts from the file in the libdir. 1288 * Builds up the lists of artifacts from the file in the libdir.
1312 */ 1289 */
1313
1314void 1290void
1315init_artifacts (void) 1291init_artifacts (void)
1316{ 1292{
1317 static int has_been_inited = 0; 1293 static int has_been_inited = 0;
1318 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1294 char filename[MAX_BUF];
1319 artifact *art = NULL; 1295 artifact *art = NULL;
1320 linked_char *tmp;
1321 int value, comp;
1322 artifactlist *al; 1296 artifactlist *al;
1323 1297
1324 if (has_been_inited) 1298 if (has_been_inited)
1325 return; 1299 return;
1326 else 1300 else
1327 has_been_inited = 1; 1301 has_been_inited = 1;
1328 1302
1329 sprintf (filename, "%s/artifacts", settings.datadir); 1303 sprintf (filename, "%s/artifacts", settings.datadir);
1330 object_thawer thawer (filename); 1304 object_thawer f (filename);
1331 1305
1332 if (!thawer) 1306 if (!f)
1333 return; 1307 return;
1334 1308
1335 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1309 f.next ();
1336 {
1337 if (*buf == '#')
1338 continue;
1339 if ((cp = strchr (buf, '\n')) != NULL)
1340 *cp = '\0';
1341 cp = buf;
1342 while (*cp == ' ') /* Skip blanks */
1343 cp++;
1344 if (*cp == '\0')
1345 continue;
1346 1310
1347 if (!strncmp (cp, "Allowed", 7)) 1311 for (;;)
1348 {
1349 if (art == NULL)
1350 { 1312 {
1313 switch (f.kw)
1314 {
1315 case KW_allowed:
1316 if (!art)
1351 art = get_empty_artifact (); 1317 art = get_empty_artifact ();
1352 nrofartifacts++; 1318
1319 {
1320 if (!strcmp (f.get_str (), "all"))
1321 break;
1322
1323 char *next, *cp = f.get_str ();
1324
1325 do
1326 {
1327 if ((next = strchr (cp, ',')))
1328 *next++ = '\0';
1329
1330 linked_char *tmp = new linked_char;
1331
1332 tmp->name = cp;
1333 tmp->next = art->allowed;
1334 art->allowed = tmp;
1335 }
1336 while ((cp = next));
1337 }
1338 break;
1339
1340 case KW_chance:
1341 f.get (art->chance);
1342 break;
1343
1344 case KW_difficulty:
1345 f.get (art->difficulty);
1346 break;
1347
1348 case KW_object:
1349 {
1350 art->item = object::create ();
1351 f.get (art->item->name);
1352 f.next ();
1353
1354 if (!art->item->parse_kv (f))
1355 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1356
1357 al = find_artifactlist (art->item->type);
1358
1359 if (!al)
1360 {
1361 al = get_empty_artifactlist ();
1362 al->type = art->item->type;
1363 al->next = first_artifactlist;
1364 first_artifactlist = al;
1365 }
1366
1367 art->next = al->items;
1368 al->items = art;
1369 art = 0;
1370 }
1371 continue;
1372
1373 case KW_EOF:
1374 goto done;
1375
1376 default:
1377 if (!f.parse_error ("artifacts file"))
1378 cleanup ("artifacts file required");
1379 break;
1380 }
1381
1382 f.next ();
1353 } 1383 }
1354 cp = strchr (cp, ' ') + 1;
1355 if (!strcmp (cp, "all"))
1356 continue;
1357 1384
1358 do 1385done:
1359 {
1360 nrofallowedstr++;
1361 if ((next = strchr (cp, ',')) != NULL)
1362 *(next++) = '\0';
1363 tmp = new linked_char;
1364 tmp->name = cp;
1365 tmp->next = art->allowed;
1366 art->allowed = tmp;
1367 }
1368 while ((cp = next) != NULL);
1369 }
1370 else if (sscanf (cp, "chance %d", &value))
1371 art->chance = (uint16) value;
1372 else if (sscanf (cp, "difficulty %d", &value))
1373 art->difficulty = (uint8) value;
1374 else if (!strncmp (cp, "Object", 6))
1375 {
1376 art->item = (object *) calloc (1, sizeof (object));
1377 reset_object (art->item);
1378 if (!load_object (thawer, art->item, LO_LINEMODE, 0))
1379 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1380 art->item->name = strchr (cp, ' ') + 1;
1381 al = find_artifactlist (art->item->type);
1382 if (al == NULL)
1383 {
1384 al = get_empty_artifactlist ();
1385 al->type = art->item->type;
1386 al->next = first_artifactlist;
1387 first_artifactlist = al;
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 }
1396
1397 for (al = first_artifactlist; al != NULL; al = al->next) 1386 for (al = first_artifactlist; al; al = al->next)
1398 { 1387 {
1388 al->total_chance = 0;
1389
1399 for (art = al->items; art != NULL; art = art->next) 1390 for (art = al->items; art; art = art->next)
1400 { 1391 {
1401 if (!art->chance) 1392 if (!art->chance)
1402 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1393 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1403 else 1394 else
1404 al->total_chance += art->chance; 1395 al->total_chance += art->chance;
1405 } 1396 }
1406#if 0 1397#if 0
1407 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1398 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1408#endif 1399#endif
1409 } 1400 }
1410 1401
1411 LOG (llevDebug, "done.\n"); 1402 LOG (llevDebug, "done.\n");
1412} 1403}
1413 1404
1414
1415/* 1405/*
1416 * Used in artifact generation. The bonuses of the first object 1406 * Used in artifact generation. The bonuses of the first object
1417 * is modified by the bonuses of the second object. 1407 * is modified by the bonuses of the second object.
1418 */ 1408 */
1419
1420void 1409void
1421add_abilities (object * op, object * change) 1410add_abilities (object *op, object *change)
1422{ 1411{
1423 int i, j, tmp; 1412 int i, tmp;
1424 1413
1425 if (change->face != blank_face) 1414 if (change->face != blank_face)
1426 { 1415 {
1427#ifdef TREASURE_VERBOSE 1416#ifdef TREASURE_VERBOSE
1428 LOG (llevDebug, "FACE: %d\n", change->face->number); 1417 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1429#endif 1418#endif
1430 op->face = change->face; 1419 op->face = change->face;
1431 } 1420 }
1432 1421
1433 for (i = 0; i < NUM_STATS; i++) 1422 for (i = 0; i < NUM_STATS; i++)
1434 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1423 change_attr_value (&(op->stats), i, change->stats.stat (i));
1435 1424
1436 op->attacktype |= change->attacktype; 1425 op->attacktype |= change->attacktype;
1437 op->path_attuned |= change->path_attuned; 1426 op->path_attuned |= change->path_attuned;
1438 op->path_repelled |= change->path_repelled; 1427 op->path_repelled |= change->path_repelled;
1439 op->path_denied |= change->path_denied; 1428 op->path_denied |= change->path_denied;
1467 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1456 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1468 { 1457 {
1469 CLEAR_FLAG (op, FLAG_ANIMATE); 1458 CLEAR_FLAG (op, FLAG_ANIMATE);
1470 /* so artifacts will join */ 1459 /* so artifacts will join */
1471 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1460 if (!QUERY_FLAG (op, FLAG_ALIVE))
1472 op->speed = 0.0; 1461 op->speed = 0.0;
1473 update_ob_speed (op); 1462
1463 op->set_speed (op->speed);
1474 } 1464 }
1475 1465
1476 if (change->nrof) 1466 if (change->nrof)
1477 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1467 op->nrof = rndm (change->nrof) + 1;
1478 1468
1479 op->stats.exp += change->stats.exp; /* Speed modifier */ 1469 op->stats.exp += change->stats.exp; /* Speed modifier */
1480 op->stats.wc += change->stats.wc; 1470 op->stats.wc += change->stats.wc;
1481 op->stats.ac += change->stats.ac; 1471 op->stats.ac += change->stats.ac;
1482 1472
1483 if (change->other_arch) 1473 if (change->other_arch)
1484 { 1474 {
1485 /* Basically, for horns & potions, the other_arch field is the spell 1475 /* Basically, for horns & potions, the other_arch field is the spell
1486 * to cast. So convert that to into a spell and put it into 1476 * to cast. So convert that to into a spell and put it into
1487 * this object. 1477 * this object.
1488 */ 1478 */
1489 if (op->type == HORN || op->type == POTION) 1479 if (op->type == HORN || op->type == POTION)
1490 { 1480 {
1491 object *tmp_obj; 1481 object *tmp_obj;
1482
1492 /* Remove any spells this object currently has in it */ 1483 /* Remove any spells this object currently has in it */
1493 while (op->inv) 1484 while (op->inv)
1494 { 1485 op->inv->destroy ();
1495 tmp_obj = op->inv;
1496 remove_ob (tmp_obj);
1497 free_object (tmp_obj);
1498 }
1499 1486
1500 tmp_obj = arch_to_object (change->other_arch); 1487 tmp_obj = arch_to_object (change->other_arch);
1501 insert_ob_in_ob (tmp_obj, op); 1488 insert_ob_in_ob (tmp_obj, op);
1502 } 1489 }
1503 /* No harm setting this for potions/horns */ 1490 /* No harm setting this for potions/horns */
1504 op->other_arch = change->other_arch; 1491 op->other_arch = change->other_arch;
1505 } 1492 }
1506 1493
1507 if (change->stats.hp < 0) 1494 if (change->stats.hp < 0)
1540 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1527 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1541 1528
1542 op->item_power = change->item_power; 1529 op->item_power = change->item_power;
1543 1530
1544 for (i = 0; i < NROFATTACKS; i++) 1531 for (i = 0; i < NROFATTACKS; i++)
1545 {
1546 if (change->resist[i]) 1532 if (change->resist[i])
1547 {
1548 op->resist[i] += change->resist[i]; 1533 op->resist[i] += change->resist[i];
1549 }
1550 }
1551 1534
1552 if (change->stats.dam) 1535 if (change->stats.dam)
1553 { 1536 {
1554 if (change->stats.dam < 0) 1537 if (change->stats.dam < 0)
1555 op->stats.dam = (-change->stats.dam); 1538 op->stats.dam = (-change->stats.dam);
1556 else if (op->stats.dam) 1539 else if (op->stats.dam)
1557 { 1540 {
1558 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1541 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1559 if (tmp == op->stats.dam) 1542 if (tmp == op->stats.dam)
1560 { 1543 {
1561 if (change->stats.dam < 10) 1544 if (change->stats.dam < 10)
1562 op->stats.dam--; 1545 op->stats.dam--;
1546 else
1547 op->stats.dam++;
1548 }
1563 else 1549 else
1564 op->stats.dam++;
1565 }
1566 else
1567 op->stats.dam = tmp; 1550 op->stats.dam = tmp;
1568 } 1551 }
1569 } 1552 }
1570 1553
1571 if (change->weight) 1554 if (change->weight)
1572 { 1555 {
1573 if (change->weight < 0) 1556 if (change->weight < 0)
1574 op->weight = (-change->weight); 1557 op->weight = (-change->weight);
1575 else 1558 else
1576 op->weight = (op->weight * (change->weight)) / 100; 1559 op->weight = (op->weight * (change->weight)) / 100;
1577 } 1560 }
1578 1561
1579 if (change->last_sp) 1562 if (change->last_sp)
1580 { 1563 {
1581 if (change->last_sp < 0) 1564 if (change->last_sp < 0)
1582 op->last_sp = (-change->last_sp); 1565 op->last_sp = (-change->last_sp);
1583 else 1566 else
1584 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1567 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1585 } 1568 }
1586 1569
1587 if (change->gen_sp_armour) 1570 if (change->gen_sp_armour)
1588 { 1571 {
1589 if (change->gen_sp_armour < 0) 1572 if (change->gen_sp_armour < 0)
1590 op->gen_sp_armour = (-change->gen_sp_armour); 1573 op->gen_sp_armour = (-change->gen_sp_armour);
1591 else 1574 else
1592 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1575 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1593 } 1576 }
1594 1577
1595 op->value *= change->value; 1578 op->value *= change->value;
1596 1579
1597 if (change->material) 1580 if (change->materials)
1598 op->material = change->material; 1581 op->materials = change->materials;
1599 1582
1600 if (change->materialname) 1583 if (change->materialname)
1601 op->materialname = change->materialname; 1584 op->materialname = change->materialname;
1602 1585
1603 if (change->slaying) 1586 if (change->slaying)
1609 if (change->msg) 1592 if (change->msg)
1610 op->msg = change->msg; 1593 op->msg = change->msg;
1611} 1594}
1612 1595
1613static int 1596static int
1614legal_artifact_combination (object * op, artifact * art) 1597legal_artifact_combination (object *op, artifact *art)
1615{ 1598{
1616 int neg, success = 0; 1599 int neg, success = 0;
1617 linked_char *tmp; 1600 linked_char *tmp;
1618 const char *name; 1601 const char *name;
1619 1602
1620 if (art->allowed == (linked_char *) NULL) 1603 if (!art->allowed)
1621 return 1; /* Ie, "all" */ 1604 return 1; /* Ie, "all" */
1605
1622 for (tmp = art->allowed; tmp; tmp = tmp->next) 1606 for (tmp = art->allowed; tmp; tmp = tmp->next)
1623 { 1607 {
1624#ifdef TREASURE_VERBOSE 1608#ifdef TREASURE_VERBOSE
1625 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1609 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1626#endif 1610#endif
1627 if (*tmp->name == '!') 1611 if (*tmp->name == '!')
1628 name = tmp->name + 1, neg = 1; 1612 name = tmp->name + 1, neg = 1;
1629 else 1613 else
1630 name = tmp->name, neg = 0; 1614 name = tmp->name, neg = 0;
1631 1615
1632 /* If we match name, then return the opposite of 'neg' */ 1616 /* If we match name, then return the opposite of 'neg' */
1633 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1617 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1634 return !neg; 1618 return !neg;
1635 1619
1636 /* Set success as true, since if the match was an inverse, it means 1620 /* Set success as true, since if the match was an inverse, it means
1637 * everything is allowed except what we match 1621 * everything is allowed except what we match
1638 */ 1622 */
1639 else if (neg) 1623 else if (neg)
1640 success = 1; 1624 success = 1;
1641 } 1625 }
1626
1642 return success; 1627 return success;
1643} 1628}
1644 1629
1645/* 1630/*
1646 * Fixes the given object, giving it the abilities and titles 1631 * Fixes the given object, giving it the abilities and titles
1647 * it should have due to the second artifact-template. 1632 * it should have due to the second artifact-template.
1648 */ 1633 */
1649 1634
1650void 1635void
1651give_artifact_abilities (object * op, object * artifct) 1636give_artifact_abilities (object *op, object *artifct)
1652{ 1637{
1653 char new_name[MAX_BUF]; 1638 char new_name[MAX_BUF];
1654 1639
1655 sprintf (new_name, "of %s", &artifct->name); 1640 sprintf (new_name, "of %s", &artifct->name);
1656 op->title = new_name; 1641 op->title = new_name;
1657 add_abilities (op, artifct); /* Give out the bonuses */ 1642 add_abilities (op, artifct); /* Give out the bonuses */
1658 1643
1659#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1644#if 0 /* Bit verbose, but keep it here until next time I need it... */
1660 { 1645 {
1661 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1646 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1647
1662 SET_FLAG (op, FLAG_IDENTIFIED); 1648 SET_FLAG (op, FLAG_IDENTIFIED);
1663 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1649 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1664 if (!identified) 1650 if (!identified)
1665 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1651 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1666 } 1652 }
1678 1664
1679/* Give 1 re-roll attempt per artifact */ 1665/* Give 1 re-roll attempt per artifact */
1680#define ARTIFACT_TRIES 2 1666#define ARTIFACT_TRIES 2
1681 1667
1682void 1668void
1683generate_artifact (object * op, int difficulty) 1669generate_artifact (object *op, int difficulty)
1684{ 1670{
1685 artifactlist *al; 1671 artifactlist *al;
1686 artifact *art; 1672 artifact *art;
1687 int i; 1673 int i;
1688 1674
1689 al = find_artifactlist (op->type); 1675 al = find_artifactlist (op->type);
1690 1676
1691 if (al == NULL) 1677 if (al == NULL)
1692 { 1678 {
1693#if 0 /* This is too verbose, usually */ 1679#if 0 /* This is too verbose, usually */
1694 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1680 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1695#endif 1681#endif
1696 return; 1682 return;
1697 } 1683 }
1698 1684
1699 for (i = 0; i < ARTIFACT_TRIES; i++) 1685 for (i = 0; i < ARTIFACT_TRIES; i++)
1700 { 1686 {
1701 int roll = RANDOM () % al->total_chance; 1687 int roll = rndm (al->total_chance);
1702 1688
1703 for (art = al->items; art != NULL; art = art->next) 1689 for (art = al->items; art; art = art->next)
1704 { 1690 {
1705 roll -= art->chance; 1691 roll -= art->chance;
1706 if (roll < 0) 1692 if (roll < 0)
1707 break; 1693 break;
1708 } 1694 }
1709 1695
1710 if (art == NULL || roll >= 0) 1696 if (art == NULL || roll >= 0)
1711 { 1697 {
1712#if 1 1698#if 1
1713 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1699 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1714#endif 1700#endif
1715 return; 1701 return;
1716 } 1702 }
1717 if (!strcmp (art->item->name, "NONE")) 1703 if (!strcmp (art->item->name, "NONE"))
1718 return; 1704 return;
1719 if (FABS (op->magic) < art->item->magic) 1705 if (FABS (op->magic) < art->item->magic)
1720 continue; /* Not magic enough to be this item */ 1706 continue; /* Not magic enough to be this item */
1721 1707
1722 /* Map difficulty not high enough */ 1708 /* Map difficulty not high enough */
1723 if (difficulty < art->difficulty) 1709 if (difficulty < art->difficulty)
1724 continue; 1710 continue;
1725 1711
1726 if (!legal_artifact_combination (op, art)) 1712 if (!legal_artifact_combination (op, art))
1727 { 1713 {
1728#ifdef TREASURE_VERBOSE 1714#ifdef TREASURE_VERBOSE
1729 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1715 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1730#endif 1716#endif
1731 continue; 1717 continue;
1732 } 1718 }
1719
1733 give_artifact_abilities (op, art->item); 1720 give_artifact_abilities (op, art->item);
1734 return; 1721 return;
1735 } 1722 }
1736} 1723}
1737 1724
1739 * FOOD, except they inherit properties (name, food value, etc). 1726 * FOOD, except they inherit properties (name, food value, etc).
1740 * based on the original owner (or 'donor' if you like). -b.t. 1727 * based on the original owner (or 'donor' if you like). -b.t.
1741 */ 1728 */
1742 1729
1743void 1730void
1744fix_flesh_item (object * item, object * donor) 1731fix_flesh_item (object *item, object *donor)
1745{ 1732{
1746 char tmpbuf[MAX_BUF]; 1733 char tmpbuf[MAX_BUF];
1747 int i; 1734 int i;
1748 1735
1749 if (item->type == FLESH && donor) 1736 if (item->type == FLESH && donor)
1750 { 1737 {
1751 /* change the name */ 1738 /* change the name */
1752 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1739 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1740 item->name = tmpbuf;
1753 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1741 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1742 item->name_pl = tmpbuf;
1754 1743
1755 /* weight is FLESH weight/100 * donor */ 1744 /* weight is FLESH weight/100 * donor */
1756 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1745 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1757 item->weight = 1; 1746 item->weight = 1;
1758 1747
1759 /* value is multiplied by level of donor */ 1748 /* value is multiplied by level of donor */
1760 item->value *= isqrt (donor->level * 2); 1749 item->value *= isqrt (donor->level * 2);
1761 1750
1762 /* food value */ 1751 /* food value */
1764 1753
1765 /* flesh items inherit some abilities of donor, but not 1754 /* flesh items inherit some abilities of donor, but not
1766 * full effect. 1755 * full effect.
1767 */ 1756 */
1768 for (i = 0; i < NROFATTACKS; i++) 1757 for (i = 0; i < NROFATTACKS; i++)
1769 item->resist[i] = donor->resist[i] / 2; 1758 item->resist[i] = donor->resist[i] / 2;
1770 1759
1771 /* item inherits donor's level (important for quezals) */ 1760 /* item inherits donor's level (important for quezals) */
1772 item->level = donor->level; 1761 item->level = donor->level;
1773 1762
1774 /* if donor has some attacktypes, the flesh is poisonous */ 1763 /* if donor has some attacktypes, the flesh is poisonous */
1775 if (donor->attacktype & AT_POISON) 1764 if (donor->attacktype & AT_POISON)
1776 item->type = POISON; 1765 item->type = POISON;
1777 if (donor->attacktype & AT_ACID) 1766 if (donor->attacktype & AT_ACID)
1778 item->stats.hp = -1 * item->stats.food; 1767 item->stats.hp = -1 * item->stats.food;
1779 SET_FLAG (item, FLAG_NO_STEAL); 1768 SET_FLAG (item, FLAG_NO_STEAL);
1780 } 1769 }
1781} 1770}
1782 1771
1783/* special_potion() - so that old potion code is still done right. */ 1772/* special_potion() - so that old potion code is still done right. */
1784
1785int 1773int
1786special_potion (object * op) 1774special_potion (object *op)
1787{ 1775{
1788
1789 int i;
1790
1791 if (op->attacktype) 1776 if (op->attacktype)
1792 return 1; 1777 return 1;
1793 1778
1794 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1779 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; 1780 return 1;
1796 1781
1797 for (i = 0; i < NROFATTACKS; i++) 1782 for (int i = 0; i < NROFATTACKS; i++)
1798 if (op->resist[i]) 1783 if (op->resist[i])
1799 return 1; 1784 return 1;
1800 1785
1801 return 0; 1786 return 0;
1802} 1787}
1803 1788
1804void 1789void
1805free_treasurestruct (treasure * t) 1790free_treasurestruct (treasure *t)
1806{ 1791{
1807 if (t->next)
1808 free_treasurestruct (t->next); 1792 if (t->next) free_treasurestruct (t->next);
1809 if (t->next_yes)
1810 free_treasurestruct (t->next_yes); 1793 if (t->next_yes) free_treasurestruct (t->next_yes);
1811 if (t->next_no)
1812 free_treasurestruct (t->next_no); 1794 if (t->next_no) free_treasurestruct (t->next_no);
1813 free (t); 1795
1796 delete t;
1814} 1797}
1815 1798
1816void 1799void
1817free_charlinks (linked_char * lc) 1800free_charlinks (linked_char *lc)
1818{ 1801{
1819 if (lc->next) 1802 if (lc->next)
1820 free_charlinks (lc->next); 1803 free_charlinks (lc->next);
1821 1804
1822 delete lc; 1805 delete lc;
1823} 1806}
1824 1807
1825void 1808void
1826free_artifact (artifact * at) 1809free_artifact (artifact *at)
1827{ 1810{
1828
1829 if (at->next)
1830 free_artifact (at->next); 1811 if (at->next) free_artifact (at->next);
1831 if (at->allowed)
1832 free_charlinks (at->allowed); 1812 if (at->allowed) free_charlinks (at->allowed);
1833 1813
1834 delete at->item; 1814 at->item->destroy (1);
1835 1815
1836 delete at; 1816 sfree (at);
1837} 1817}
1838 1818
1839void 1819void
1840free_artifactlist (artifactlist * al) 1820free_artifactlist (artifactlist *al)
1841{ 1821{
1842 artifactlist *nextal; 1822 artifactlist *nextal;
1823
1843 for (al = first_artifactlist; al != NULL; al = nextal) 1824 for (al = first_artifactlist; al; al = nextal)
1844 { 1825 {
1845 nextal = al->next; 1826 nextal = al->next;
1827
1846 if (al->items) 1828 if (al->items)
1847 {
1848 free_artifact (al->items); 1829 free_artifact (al->items);
1849 } 1830
1850 free (al); 1831 sfree (al);
1851 } 1832 }
1852} 1833}
1853 1834
1854void 1835void
1855free_all_treasures (void) 1836free_all_treasures (void)
1856{ 1837{
1857 treasurelist *tl, *next; 1838 treasurelist *tl, *next;
1858 1839
1859
1860 for (tl = first_treasurelist; tl != NULL; tl = next) 1840 for (tl = first_treasurelist; tl; tl = next)
1861 { 1841 {
1842 clear (tl);
1843
1862 next = tl->next; 1844 next = tl->next;
1863 if (tl->items)
1864 free_treasurestruct (tl->items);
1865 delete tl; 1845 delete tl;
1866 } 1846 }
1847
1867 free_artifactlist (first_artifactlist); 1848 free_artifactlist (first_artifactlist);
1868} 1849}

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