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

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.64 by root, Sun Jul 1 05:00:18 2007 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
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
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29
30#define ALLOWED_COMBINATION
31 23
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 25 * 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 26 * slows the startup some (and not actual game play), it is by default
35 * left on 27 * left on
36 */ 28 */
37#define TREASURE_DEBUG 29#define TREASURE_DEBUG
38 30
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 31/* TREASURE_VERBOSE enables copious output concerning artifact generation */
32
40/* #define TREASURE_VERBOSE */ 33//#define TREASURE_VERBOSE
41 34
42#include <global.h> 35#include <global.h>
43#include <treasure.h> 36#include <treasure.h>
44#include <funcpoint.h> 37#include <funcpoint.h>
45#include <loader.h> 38#include <loader.h>
46 39
47
48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 40extern char *spell_mapping[];
50 41
51/* 42static treasurelist *first_treasurelist;
52 * Initialize global archtype pointers:
53 */
54 43
44static void change_treasure (treasure *t, object *op); /* overrule default values */
45
46typedef std::tr1::unordered_map<
47 const char *,
48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >,
52 true
53> tl_map_t;
54
55static tl_map_t tl_map;
56
57/*
58 * Searches for the given treasurelist
59 */
60treasurelist *
61treasurelist::find (const char *name)
62{
63 if (!name)
64 return 0;
65
66 auto (i, tl_map.find (name));
67
68 if (i == tl_map.end ())
69 return 0;
70
71 return i->second;
72}
73
74/*
75 * Searches for the given treasurelist in the globally linked list
76 * of treasurelists which has been built by load_treasures().
77 */
78treasurelist *
79treasurelist::get (const char *name)
80{
81 treasurelist *tl = find (name);
82
83 if (!tl)
84 {
85 tl = new treasurelist;
86
87 tl->name = name;
88 tl->next = first_treasurelist;
89 first_treasurelist = tl;
90
91 tl_map.insert (std::make_pair (tl->name, tl));
92 }
93
94 return tl;
95}
96
97//TODO: class method
55void 98void
56init_archetype_pointers () 99clear (treasurelist *tl)
57{ 100{
58 int prev_warn = warn_archetypes; 101 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 } 102 {
153 LOG (llevError, "treasure lacks 'end'.\n"); 103 free_treasurestruct (tl->items);
154 return t; 104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
155} 108}
156 109
157#ifdef TREASURE_DEBUG 110#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
160 */ 113 */
161static void 114static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 115check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 116{
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)) 117 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); 118 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 */ 119
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 120 if (t->next)
172 check_treasurelist (t->next, tl); 121 check_treasurelist (t->next, tl);
122
173 if (t->next_yes) 123 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 124 check_treasurelist (t->next_yes, tl);
125
175 if (t->next_no) 126 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 127 check_treasurelist (t->next_no, tl);
177} 128}
178#endif 129#endif
179 130
180/* 131/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 132 * Reads the lib/treasure file from disk, and parses the contents
133 * into an internal treasure structure (very linked lists)
134 */
135static treasure *
136read_treasure (object_thawer &f)
137{
138 treasure *t = new treasure;
139
140 f.next ();
141
142 for (;;)
143 {
144 coroapi::cede_to_tick_every (10);
145
146 switch (f.kw)
147 {
148 case KW_arch:
149 t->item = archetype::get (f.get_str ());
150 break;
151
152 case KW_list: f.get (t->name); break;
153 case KW_change_name: f.get (t->change_arch.name); break;
154 case KW_change_title: f.get (t->change_arch.title); break;
155 case KW_change_slaying: f.get (t->change_arch.slaying); break;
156 case KW_chance: f.get (t->chance); break;
157 case KW_nrof: f.get (t->nrof); break;
158 case KW_magic: f.get (t->magic); break;
159
160 case KW_yes: t->next_yes = read_treasure (f); continue;
161 case KW_no: t->next_no = read_treasure (f); continue;
162
163 case KW_end:
164 f.next ();
165 return t;
166
167 case KW_more:
168 t->next = read_treasure (f);
169 return t;
170
171 default:
172 if (!f.parse_error ("treasurelist", t->name))
173 return 0;
174
175 return t;
176 }
177
178 f.next ();
179 }
180}
181
182/*
182 * Each treasure is parsed with the help of load_treasure(). 183 * Each treasure is parsed with the help of load_treasure().
183 */ 184 */
184 185treasurelist *
185void 186treasurelist::read (object_thawer &f)
186load_treasures (void)
187{ 187{
188 FILE *fp; 188 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;
193 189
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 190 bool one = f.kw == KW_treasureone;
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 191 treasurelist *tl = treasurelist::get (f.get_str ());
196 { 192 clear (tl);
197 LOG (llevError, "Can't open treasure file.\n"); 193 tl->items = read_treasure (f);
194 if (!tl->items)
198 return; 195 return 0;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205 196
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. 197 /* 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 198 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 199 * 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 */ 200 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 201 if (one)
248 check_treasurelist (previous->items, previous); 202 {
249#endif 203 for (treasure *t = tl->items; t; t = t->next)
250} 204 {
205 if (t->next_yes || t->next_no)
206 {
207 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
208 LOG (llevError, " the next_yes or next_no field is set\n");
209 }
251 210
252/* 211 tl->total_chance += t->chance;
253 * Searches for the given treasurelist in the globally linked list 212 }
254 * of treasurelists which has been built by load_treasures(). 213 }
255 */
256 214
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; 215 return tl;
275
276 LOG (llevError, "Couldn't find treasurelist %s\n", name);
277 return NULL;
278} 216}
279
280 217
281/* 218/*
282 * Generates the objects specified by the given treasure. 219 * Generates the objects specified by the given treasure.
283 * It goes recursively through the rest of the linked list. 220 * It goes recursively through the rest of the linked list.
284 * If there is a certain percental chance for a treasure to be generated, 221 * If there is a certain percental chance for a treasure to be generated,
287 * being generated. 224 * being generated.
288 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 225 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
289 * abilities. This is used by summon spells, thus no summoned monsters 226 * abilities. This is used by summon spells, thus no summoned monsters
290 * start with equipment, but only their abilities). 227 * start with equipment, but only their abilities).
291 */ 228 */
292
293
294static void 229static void
295put_treasure (object * op, object * creator, int flags) 230put_treasure (object *op, object *creator, int flags)
296{ 231{
297 object *tmp; 232 if (flags & GT_ENVIRONMENT)
298 233 {
299 /* Bit of a hack - spells should never be put onto the map. The entire 234 /* 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 235 * 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 236 * this is the original object, or if this is an object that should be created
302 * by another object. 237 * by another object.
303 */ 238 */
304 if (flags & GT_ENVIRONMENT && op->type != SPELL) 239 //TODO: flag such as objects... as such (no drop, anybody?)
305 { 240 if (op->type == SPELL)
306 op->x = creator->x; 241 {
307 op->y = creator->y; 242 op->destroy ();
243 return;
244 }
245
246 op->expand_tail ();
247
248 if (ob_blocked (op, creator->map, creator->x, creator->y))
249 op->destroy ();
250 else
251 {
308 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
309 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 }
310 } 255 }
311 else 256 else
312 { 257 {
313 op = insert_ob_in_ob (op, creator); 258 op = creator->insert (op);
259
314 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
315 monster_check_apply (creator, op); 261 monster_check_apply (creator, op);
316 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 262
263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
317 esrv_send_item (tmp, op); 265 esrv_send_item (tmp, op);
318 } 266 }
319} 267}
320 268
321/* if there are change_xxx commands in the treasure, we include the changes 269/* if there are change_xxx commands in the treasure, we include the changes
322 * in the generated object 270 * in the generated object
323 */ 271 */
324static void 272static void
325change_treasure (treasure * t, object * op) 273change_treasure (treasure *t, object *op)
326{ 274{
327 /* CMD: change_name xxxx */ 275 /* CMD: change_name xxxx */
328 if (t->change_arch.name) 276 if (t->change_arch.name)
329 { 277 {
330 op->name = t->change_arch.name; 278 op->name = t->change_arch.name;
336 284
337 if (t->change_arch.slaying) 285 if (t->change_arch.slaying)
338 op->slaying = t->change_arch.slaying; 286 op->slaying = t->change_arch.slaying;
339} 287}
340 288
341void 289static void
342create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 290create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
343{ 291{
344 object *tmp;
345
346
347 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 292 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
348 { 293 {
349 if (t->name) 294 if (t->name)
350 { 295 {
351 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 296 if (difficulty >= t->magic)
352 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 297 if (treasurelist *tl = treasurelist::find (t->name))
353 } 298 create_treasure (tl, op, flag, difficulty, tries);
299 else
300 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
301 }
354 else 302 else
355 { 303 {
356 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
357 { 305 {
358 tmp = arch_to_object (t->item); 306 object *tmp = arch_to_object (t->item);
307
359 if (t->nrof && tmp->nrof <= 1) 308 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 309 tmp->nrof = rndm (t->nrof) + 1;
310
361 fix_generated_item (tmp, op, difficulty, t->magic, flag); 311 fix_generated_item (tmp, op, difficulty, t->magic, flag);
362 change_treasure (t, tmp); 312 change_treasure (t, tmp);
363 put_treasure (tmp, op, flag); 313 put_treasure (tmp, op, flag);
364 } 314 }
365 } 315 }
316
366 if (t->next_yes != NULL) 317 if (t->next_yes)
367 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 318 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
368 } 319 }
369 else if (t->next_no != NULL) 320 else if (t->next_no)
370 create_all_treasures (t->next_no, op, flag, difficulty, tries); 321 create_all_treasures (t->next_no, op, flag, difficulty, tries);
322
371 if (t->next != NULL) 323 if (t->next)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 324 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 325}
374 326
375void 327static void
376create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 328create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 329{
378 int value = RANDOM () % tl->total_chance; 330 int value = rndm (tl->total_chance);
379 treasure *t; 331 treasure *t;
380 332
381 if (tries++ > 100) 333 if (tries++ > 100)
382 { 334 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 335 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 336 return;
385 } 337 }
338
386 for (t = tl->items; t != NULL; t = t->next) 339 for (t = tl->items; t; t = t->next)
387 { 340 {
388 value -= t->chance; 341 value -= t->chance;
342
389 if (value < 0) 343 if (value < 0)
390 break; 344 break;
391 } 345 }
392 346
393 if (!t || value >= 0) 347 if (!t || value >= 0)
394 {
395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 348 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
396 abort (); 349
397 return;
398 }
399 if (t->name) 350 if (t->name)
400 { 351 {
401 if (!strcmp (t->name, "NONE"))
402 return;
403 if (difficulty >= t->magic) 352 if (difficulty >= t->magic)
404 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 353 {
354 treasurelist *tl = treasurelist::find (t->name);
355 if (tl)
356 create_treasure (tl, op, flag, difficulty, tries);
357 }
405 else if (t->nrof) 358 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 359 create_one_treasure (tl, op, flag, difficulty, tries);
407 return;
408 } 360 }
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
410 { 362 {
411 object *tmp = arch_to_object (t->item); 363 if (object *tmp = arch_to_object (t->item))
412 if (!tmp) 364 {
413 return;
414 if (t->nrof && tmp->nrof <= 1) 365 if (t->nrof && tmp->nrof <= 1)
415 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
367
416 fix_generated_item (tmp, op, difficulty, t->magic, flag); 368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
417 change_treasure (t, tmp); 369 change_treasure (t, tmp);
418 put_treasure (tmp, op, flag); 370 put_treasure (tmp, op, flag);
371 }
419 } 372 }
373}
374
375void
376object::create_treasure (treasurelist *tl, int flags)
377{
378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
420} 379}
421 380
422/* This calls the appropriate treasure creation function. tries is passed 381/* This calls the appropriate treasure creation function. tries is passed
423 * to determine how many list transitions or attempts to create treasure 382 * 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 383 * 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 384 * 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 385 * created on weak maps, because it will exceed the number of allowed tries
427 * to do that. 386 * to do that.
428 */ 387 */
429void 388void
430create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 389create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
431{ 390{
391 // empty treasurelists are legal
392 if (!tl->items)
393 return;
432 394
433 if (tries++ > 100) 395 if (tries++ > 100)
434 { 396 {
435 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
436 return; 398 return;
437 } 399 }
400
401 if (op->flag [FLAG_TREASURE_ENV])
402 {
403 // do not generate items when there already is something above the object
404 if (op->flag [FLAG_IS_FLOOR] && op->above)
405 return;
406
407 flag |= GT_ENVIRONMENT;
408 }
409
438 if (t->total_chance) 410 if (tl->total_chance)
439 create_one_treasure (t, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
440 else 412 else
441 create_all_treasures (t->items, op, flag, difficulty, tries); 413 create_all_treasures (tl->items, op, flag, difficulty, tries);
442} 414}
443 415
444/* This is similar to the old generate treasure function. However, 416/* This is similar to the old generate treasure function. However,
445 * it instead takes a treasurelist. It is really just a wrapper around 417 * it instead takes a treasurelist. It is really just a wrapper around
446 * create_treasure. We create a dummy object that the treasure gets 418 * create_treasure. We create a dummy object that the treasure gets
447 * inserted into, and then return that treausre 419 * inserted into, and then return that treausre
448 */ 420 */
449object * 421object *
450generate_treasure (treasurelist * t, int difficulty) 422generate_treasure (treasurelist *tl, int difficulty)
451{ 423{
452 object *ob = get_object (), *tmp; 424 difficulty = clamp (difficulty, 1, settings.max_level);
453 425
426 object *ob = object::create ();
427
454 create_treasure (t, ob, 0, difficulty, 0); 428 create_treasure (tl, ob, 0, difficulty, 0);
455 429
456 /* Don't want to free the object we are about to return */ 430 /* Don't want to free the object we are about to return */
457 tmp = ob->inv; 431 object *tmp = ob->inv;
458 if (tmp != NULL) 432 if (tmp)
459 remove_ob (tmp); 433 tmp->remove ();
434
460 if (ob->inv) 435 if (ob->inv)
461 {
462 LOG (llevError, "In generate treasure, created multiple objects.\n"); 436 LOG (llevError, "In generate treasure, created multiple objects.\n");
463 } 437
464 free_object (ob); 438 ob->destroy ();
465 return tmp; 439 return tmp;
466} 440}
467 441
468/* 442/*
469 * This is a new way of calculating the chance for an item to have 443 * 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 445 * The array has two arguments, the difficulty of the level, and the
472 * magical bonus "wanted". 446 * magical bonus "wanted".
473 */ 447 */
474 448
475static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 449static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
476/*chance of magic difficulty*/ 450// chance of magic difficulty
477/* +0 +1 +2 +3 +4 */ 451// +0 +1 +2 +3 +4
478 {95, 2, 2, 1, 0}, /*1 */ 452 {95, 2, 2, 1, 0}, // 1
479 {92, 5, 2, 1, 0}, /*2 */ 453 {92, 5, 2, 1, 0}, // 2
480 {85, 10, 4, 1, 0}, /*3 */ 454 {85, 10, 4, 1, 0}, // 3
481 {80, 14, 4, 2, 0}, /*4 */ 455 {80, 14, 4, 2, 0}, // 4
482 {75, 17, 5, 2, 1}, /*5 */ 456 {75, 17, 5, 2, 1}, // 5
483 {70, 18, 8, 3, 1}, /*6 */ 457 {70, 18, 8, 3, 1}, // 6
484 {65, 21, 10, 3, 1}, /*7 */ 458 {65, 21, 10, 3, 1}, // 7
485 {60, 22, 12, 4, 2}, /*8 */ 459 {60, 22, 12, 4, 2}, // 8
486 {55, 25, 14, 4, 2}, /*9 */ 460 {55, 25, 14, 4, 2}, // 9
487 {50, 27, 16, 5, 2}, /*10 */ 461 {50, 27, 16, 5, 2}, // 10
488 {45, 28, 18, 6, 3}, /*11 */ 462 {45, 28, 18, 6, 3}, // 11
489 {42, 28, 20, 7, 3}, /*12 */ 463 {42, 28, 20, 7, 3}, // 12
490 {40, 27, 21, 8, 4}, /*13 */ 464 {40, 27, 21, 8, 4}, // 13
491 {38, 25, 22, 10, 5}, /*14 */ 465 {38, 25, 22, 10, 5}, // 14
492 {36, 23, 23, 12, 6}, /*15 */ 466 {36, 23, 23, 12, 6}, // 15
493 {33, 21, 24, 14, 8}, /*16 */ 467 {33, 21, 24, 14, 8}, // 16
494 {31, 19, 25, 16, 9}, /*17 */ 468 {31, 19, 25, 16, 9}, // 17
495 {27, 15, 30, 18, 10}, /*18 */ 469 {27, 15, 30, 18, 10}, // 18
496 {20, 12, 30, 25, 13}, /*19 */ 470 {20, 12, 30, 25, 13}, // 19
497 {15, 10, 28, 30, 17}, /*20 */ 471 {15, 10, 28, 30, 17}, // 20
498 {13, 9, 27, 28, 23}, /*21 */ 472 {13, 9, 27, 28, 23}, // 21
499 {10, 8, 25, 28, 29}, /*22 */ 473 {10, 8, 25, 28, 29}, // 22
500 {8, 7, 23, 26, 36}, /*23 */ 474 { 8, 7, 23, 26, 36}, // 23
501 {6, 6, 20, 22, 46}, /*24 */ 475 { 6, 6, 20, 22, 46}, // 24
502 {4, 5, 17, 18, 56}, /*25 */ 476 { 4, 5, 17, 18, 56}, // 25
503 {2, 4, 12, 14, 68}, /*26 */ 477 { 2, 4, 12, 14, 68}, // 26
504 {0, 3, 7, 10, 80}, /*27 */ 478 { 0, 3, 7, 10, 80}, // 27
505 {0, 0, 3, 7, 90}, /*28 */ 479 { 0, 0, 3, 7, 90}, // 28
506 {0, 0, 0, 3, 97}, /*29 */ 480 { 0, 0, 0, 3, 97}, // 29
507 {0, 0, 0, 0, 100}, /*30 */ 481 { 0, 0, 0, 0, 100}, // 30
508 {0, 0, 0, 0, 100}, /*31 */ 482 { 0, 0, 0, 0, 100}, // 31
509}; 483};
510
511 484
512/* calculate the appropriate level for wands staves and scrolls. 485/* calculate the appropriate level for wands staves and scrolls.
513 * This code presumes that op has had its spell object created (in op->inv) 486 * This code presumes that op has had its spell object created (in op->inv)
514 * 487 *
515 * elmex Wed Aug 9 17:44:59 CEST 2006: 488 * elmex Wed Aug 9 17:44:59 CEST 2006:
516 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
517 */ 490 */
518
519int 491int
520level_for_item (const object * op, int difficulty) 492level_for_item (const object *op, int difficulty)
521{ 493{
522 int mult = 0, olevel = 0; 494 int olevel = 0;
523 495
524 if (!op->inv) 496 if (!op->inv)
525 { 497 {
526 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 498 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
527 return 0; 499 return 0;
546 * elmex Thu Aug 10 18:45:44 CEST 2006: 518 * elmex Thu Aug 10 18:45:44 CEST 2006:
547 * Scaling difficulty by max_level, as difficulty is a level and not some 519 * Scaling difficulty by max_level, as difficulty is a level and not some
548 * weird integer between 1-31. 520 * weird integer between 1-31.
549 * 521 *
550 */ 522 */
551
552int 523int
553magic_from_difficulty (int difficulty) 524magic_from_difficulty (int difficulty)
554{ 525{
555 int percent = 0, magic = 0; 526 int percent = 0, magic = 0;
556 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 527 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
561 scaled_diff = 0; 532 scaled_diff = 0;
562 533
563 if (scaled_diff >= DIFFLEVELS) 534 if (scaled_diff >= DIFFLEVELS)
564 scaled_diff = DIFFLEVELS - 1; 535 scaled_diff = DIFFLEVELS - 1;
565 536
566 percent = RANDOM () % 100; 537 percent = rndm (100);
567 538
568 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 539 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
569 { 540 {
570 percent -= difftomagic_list[scaled_diff][magic]; 541 percent -= difftomagic_list[scaled_diff][magic];
571 542
572 if (percent < 0) 543 if (percent < 0)
573 break; 544 break;
574 } 545 }
575 546
576 if (magic == (MAXMAGIC + 1)) 547 if (magic == (MAXMAGIC + 1))
577 { 548 {
578 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 549 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
579 magic = 0; 550 magic = 0;
580 } 551 }
581 552
582 magic = (RANDOM () % 3) ? magic : -magic; 553 magic = (rndm (3)) ? magic : -magic;
583 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 554 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
584 555
585 return magic; 556 return magic;
586} 557}
587 558
591 * This function doesn't work properly, should add use of archetypes 562 * This function doesn't work properly, should add use of archetypes
592 * to make it truly absolute. 563 * to make it truly absolute.
593 */ 564 */
594 565
595void 566void
596set_abs_magic (object * op, int magic) 567set_abs_magic (object *op, int magic)
597{ 568{
598 if (!magic) 569 if (!magic)
599 return; 570 return;
600 571
601 op->magic = magic; 572 op->magic = magic;
602 if (op->arch) 573 if (op->arch)
603 { 574 {
604 if (op->type == ARMOUR) 575 if (op->type == ARMOUR)
605 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 576 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
606 577
607 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 578 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
608 magic = (-magic); 579 magic = (-magic);
609 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
610 } 581 }
611 else 582 else
612 { 583 {
613 if (op->type == ARMOUR) 584 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 586 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
616 magic = (-magic); 587 magic = (-magic);
617 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
618 } 589 }
619} 590}
620 591
621/* 592/*
622 * Sets a random magical bonus in the given object based upon 593 * Sets a random magical bonus in the given object based upon
623 * the given difficulty, and the given max possible bonus. 594 * the given difficulty, and the given max possible bonus.
624 */ 595 */
625 596
626static void 597static void
627set_magic (int difficulty, object * op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
628{ 599{
629 int i; 600 int i;
601
630 i = magic_from_difficulty (difficulty); 602 i = magic_from_difficulty (difficulty);
631 if ((flags & GT_ONLY_GOOD) && i < 0) 603 if ((flags & GT_ONLY_GOOD) && i < 0)
632 i = -i; 604 i = -i;
633 if (i > max_magic) 605 if (i > max_magic)
634 i = max_magic; 606 i = max_magic;
643 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
644 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
645 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
646 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
647 */ 619 */
648
649void 620void
650set_ring_bonus (object * op, int bonus) 621set_ring_bonus (object *op, int bonus)
651{ 622{
652 623
653 int r = RANDOM () % (bonus > 0 ? 25 : 11); 624 int r = rndm (bonus > 0 ? 25 : 11);
654 625
655 if (op->type == AMULET) 626 if (op->type == AMULET)
656 { 627 {
657 if (!(RANDOM () % 21)) 628 if (!(rndm (21)))
658 r = 20 + RANDOM () % 2; 629 r = 20 + rndm (2);
659 else 630 else
660 { 631 {
661 if (RANDOM () & 2) 632 if (rndm (2))
662 r = 10; 633 r = 10;
663 else 634 else
664 r = 11 + RANDOM () % 9; 635 r = 11 + rndm (9);
665 } 636 }
666 } 637 }
667 638
668 switch (r) 639 switch (r)
669 { 640 {
670 /* Redone by MSW 2000-11-26 to have much less code. Also, 641 /* Redone by MSW 2000-11-26 to have much less code. Also,
671 * bonuses and penalties will stack and add to existing values. 642 * bonuses and penalties will stack and add to existing values.
672 * of the item. 643 * of the item.
673 */ 644 */
674 case 0: 645 case 0:
675 case 1: 646 case 1:
676 case 2: 647 case 2:
677 case 3: 648 case 3:
678 case 4: 649 case 4:
679 case 5: 650 case 5:
680 case 6: 651 case 6:
681 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 652 op->stats.stat (r) += bonus;
682 break; 653 break;
683 654
684 case 7: 655 case 7:
685 op->stats.dam += bonus; 656 op->stats.dam += bonus;
686 break; 657 break;
687 658
688 case 8: 659 case 8:
689 op->stats.wc += bonus; 660 op->stats.wc += bonus;
690 break; 661 break;
691 662
692 case 9: 663 case 9:
693 op->stats.food += bonus; /* hunger/sustenance */ 664 op->stats.food += bonus; /* hunger/sustenance */
694 break; 665 break;
695 666
696 case 10: 667 case 10:
697 op->stats.ac += bonus; 668 op->stats.ac += bonus;
698 break; 669 break;
699 670
700 /* Item that gives protections/vulnerabilities */ 671 /* Item that gives protections/vulnerabilities */
701 case 11: 672 case 11:
702 case 12: 673 case 12:
703 case 13: 674 case 13:
704 case 14: 675 case 14:
705 case 15: 676 case 15:
706 case 16: 677 case 16:
707 case 17: 678 case 17:
708 case 18: 679 case 18:
709 case 19: 680 case 19:
710 { 681 {
711 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 682 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
712 683
713 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 684 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
714 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 685 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
715 686
716 /* Cursed items need to have higher negative values to equal out with 687 /* Cursed items need to have higher negative values to equal out with
717 * positive values for how protections work out. Put another 688 * positive values for how protections work out. Put another
718 * little random element in since that they don't always end up with 689 * little random element in since that they don't always end up with
719 * even values. 690 * even values.
720 */ 691 */
721 if (bonus < 0) 692 if (bonus < 0)
722 val = 2 * -val - RANDOM () % b; 693 val = 2 * -val - rndm (b);
723 if (val > 35) 694 if (val > 35)
724 val = 35; /* Upper limit */ 695 val = 35; /* Upper limit */
725 b = 0; 696 b = 0;
697
726 while (op->resist[resist_table[resist]] != 0 && b < 4) 698 while (op->resist[resist_table[resist]] != 0 && b < 4)
727 { 699 resist = rndm (num_resist_table);
728 resist = RANDOM () % num_resist_table; 700
729 } 701 if (b == 4)
730 if (b == 4)
731 return; /* Not able to find a free resistance */ 702 return; /* Not able to find a free resistance */
703
732 op->resist[resist_table[resist]] = val; 704 op->resist[resist_table[resist]] = val;
733 /* We should probably do something more clever here to adjust value 705 /* We should probably do something more clever here to adjust value
734 * based on how good a resistance we gave. 706 * based on how good a resistance we gave.
735 */ 707 */
736 break; 708 break;
737 } 709 }
738 case 20: 710 case 20:
739 if (op->type == AMULET) 711 if (op->type == AMULET)
740 { 712 {
741 SET_FLAG (op, FLAG_REFL_SPELL); 713 SET_FLAG (op, FLAG_REFL_SPELL);
742 op->value *= 11; 714 op->value *= 11;
743 } 715 }
744 else 716 else
745 { 717 {
746 op->stats.hp = 1; /* regenerate hit points */ 718 op->stats.hp = 1; /* regenerate hit points */
747 op->value *= 4; 719 op->value *= 4;
748 } 720 }
749 break; 721 break;
750 722
751 case 21: 723 case 21:
752 if (op->type == AMULET) 724 if (op->type == AMULET)
753 { 725 {
754 SET_FLAG (op, FLAG_REFL_MISSILE); 726 SET_FLAG (op, FLAG_REFL_MISSILE);
755 op->value *= 9; 727 op->value *= 9;
756 } 728 }
757 else 729 else
758 { 730 {
759 op->stats.sp = 1; /* regenerate spell points */ 731 op->stats.sp = 1; /* regenerate spell points */
760 op->value *= 3; 732 op->value *= 3;
761 } 733 }
762 break; 734 break;
763 735
764 case 22: 736 case 22:
765 op->stats.exp += bonus; /* Speed! */ 737 op->stats.exp += bonus; /* Speed! */
766 op->value = (op->value * 2) / 3; 738 op->value = (op->value * 2) / 3;
767 break; 739 break;
768 } 740 }
741
769 if (bonus > 0) 742 if (bonus > 0)
770 op->value *= 2 * bonus; 743 op->value *= 2 * bonus;
771 else 744 else
772 op->value = -(op->value * 2 * bonus) / 3; 745 op->value = -(op->value * 2 * bonus) / 3;
773} 746}
778 * higher is the chance of returning a low number. 751 * higher is the chance of returning a low number.
779 * It is only used in fix_generated_treasure() to set bonuses on 752 * It is only used in fix_generated_treasure() to set bonuses on
780 * rings and amulets. 753 * rings and amulets.
781 * Another scheme is used to calculate the magic of weapons and armours. 754 * Another scheme is used to calculate the magic of weapons and armours.
782 */ 755 */
783
784int 756int
785get_magic (int diff) 757get_magic (int diff)
786{ 758{
787 int i; 759 int i;
760
788 if (diff < 3) 761 if (diff < 3)
789 diff = 3; 762 diff = 3;
763
790 for (i = 0; i < 4; i++) 764 for (i = 0; i < 4; i++)
791 if (RANDOM () % diff) 765 if (rndm (diff))
792 return i; 766 return i;
767
793 return 4; 768 return 4;
794} 769}
795 770
796#define DICE2 (get_magic(2)==2?2:1) 771#define DICE2 (get_magic(2)==2?2:1)
797#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 772#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
798 773
799/* 774/*
800 * fix_generated_item(): This is called after an item is generated, in 775 * 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 776 * order to set it up right. This produced magical bonuses, puts spells
802 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 777 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
803 */ 778 */
779
804/* 4/28/96 added creator object from which op may now inherit properties based on 780/* 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 781 * 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 782 * dependant. I know this is a spagetti manuever, but is there a cleaner
807 * way to do this? b.t. */ 783 * way to do this? b.t. */
784
808/* 785/*
809 * ! (flags & GT_ENVIRONMENT): 786 * ! (flags & GT_ENVIRONMENT):
810 * Automatically calls fix_flesh_item(). 787 * Automatically calls fix_flesh_item().
811 * 788 *
812 * flags: 789 * flags:
814 * value. 791 * value.
815 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 792 * 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 793 * 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 794 * type as appropriate, for objects that need spell objects, set those, etc
818 */ 795 */
819
820void 796void
821fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 797fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
822{ 798{
823 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 799 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
824 800
825 if (!creator || creator->type == op->type) 801 if (!creator || creator->type == op->type)
826 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 802 creator = op; /*safety & to prevent polymorphed objects giving attributes */
827 803
828 /* If we make an artifact, this information will be destroyed */ 804 /* If we make an artifact, this information will be destroyed */
829 save_item_power = op->item_power; 805 save_item_power = op->item_power;
830 op->item_power = 0; 806 op->item_power = 0;
831 807
832 if (op->randomitems && op->type != SPELL) 808 if (op->randomitems && op->type != SPELL)
833 { 809 {
834 create_treasure (op->randomitems, op, flags, difficulty, 0); 810 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 */ 811 /* So the treasure doesn't get created again */
839 op->randomitems = NULL; 812 op->randomitems = 0;
840 } 813 }
841 814
842 if (difficulty < 1) 815 if (difficulty < 1)
843 difficulty = 1; 816 difficulty = 1;
844 817
818 if (INVOKE_OBJECT (ADD_BONUS, op,
819 ARG_OBJECT (creator != op ? creator : 0),
820 ARG_INT (difficulty), ARG_INT (max_magic),
821 ARG_INT (flags)))
822 return;
823
845 if (!(flags & GT_MINIMAL)) 824 if (!(flags & GT_MINIMAL))
846 { 825 {
847 if (op->arch == crown_arch) 826 if (op->arch == crown_arch)
848 { 827 {
849 set_magic (difficulty, op, max_magic, flags); 828 set_magic (difficulty, op, max_magic, flags);
850 num_enchantments = calc_item_power (op, 1); 829 num_enchantments = calc_item_power (op, 1);
851 generate_artifact (op, difficulty); 830 generate_artifact (op, difficulty);
852 } 831 }
853 else 832 else
854 { 833 {
855 if (!op->magic && max_magic) 834 if (!op->magic && max_magic)
856 set_magic (difficulty, op, max_magic, flags); 835 set_magic (difficulty, op, max_magic, flags);
857 836
858 num_enchantments = calc_item_power (op, 1); 837 num_enchantments = calc_item_power (op, 1);
859 838
860 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 839 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
861 * used for shop_floors or treasures */ 840 || op->type == HORN
841 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
842 * used for shop_floors or treasures */
862 generate_artifact (op, difficulty); 843 generate_artifact (op, difficulty);
863 } 844 }
864 845
865 /* Object was made an artifact. Calculate its item_power rating. 846 /* Object was made an artifact. Calculate its item_power rating.
866 * the item_power in the object is what the artfiact adds. 847 * the item_power in the object is what the artfiact adds.
867 */ 848 */
868 if (op->title) 849 if (op->title)
869 { 850 {
870 /* if save_item_power is set, then most likely we started with an 851 /* 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 852 * 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 853 * 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 854 * 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 855 * that since item_power is not quite linear, this actually ends up
875 * being somewhat of a bonus 856 * being somewhat of a bonus
876 */ 857 */
877 if (save_item_power) 858 if (save_item_power)
878 op->item_power = save_item_power + get_power_from_ench (op->item_power); 859 op->item_power = save_item_power + get_power_from_ench (op->item_power);
879 else 860 else
880 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 861 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
881 } 862 }
882 else if (save_item_power) 863 else if (save_item_power)
883 { 864 {
884 /* restore the item_power field to the object if we haven't changed it. 865 /* 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 866 * we don't care about num_enchantments - that will basically just
886 * have calculated some value from the base attributes of the archetype. 867 * have calculated some value from the base attributes of the archetype.
887 */ 868 */
888 op->item_power = save_item_power; 869 op->item_power = save_item_power;
889 } 870 }
890 else 871 else
891 { 872 {
892 /* item_power was zero. This is suspicious, as it may be because it 873 /* 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 874 * 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 875 * it is non-zero. If it indeed is, then assign it as the new
895 * item_power value. 876 * item_power value.
896 * - gros, 21th of July 2006. 877 * - gros, 21th of July 2006.
897 */ 878 */
898 op->item_power = calc_item_power (op, 0); 879 op->item_power = calc_item_power (op, 0);
899 save_item_power = op->item_power; /* Just in case it would get used 880 save_item_power = op->item_power; /* Just in case it would get used
900 * again below */ 881 * again below */
901 } 882 }
902 } 883 }
903 884
904 /* materialtype modifications. Note we allow this on artifacts. */ 885 /* materialtype modifications. Note we allow this on artifacts. */
905 set_materialname (op, difficulty, NULL); 886 set_materialname (op, difficulty, NULL);
906 887
907 if (flags & GT_MINIMAL) 888 if (flags & GT_MINIMAL)
908 { 889 {
909 if (op->type == POTION) 890 if (op->type == POTION)
910 /* Handle healing and magic power potions */ 891 /* Handle healing and magic power potions */
911 if (op->stats.sp && !op->randomitems) 892 if (op->stats.sp && !op->randomitems)
912 { 893 {
913 object *tmp; 894 object *tmp;
914 895
915 tmp = get_archetype (spell_mapping[op->stats.sp]); 896 tmp = get_archetype (spell_mapping[op->stats.sp]);
916 insert_ob_in_ob (tmp, op); 897 insert_ob_in_ob (tmp, op);
917 op->stats.sp = 0; 898 op->stats.sp = 0;
918 } 899 }
919 } 900 }
920 else if (!op->title) /* Only modify object if not special */ 901 else if (!op->title) /* Only modify object if not special */
921 switch (op->type) 902 switch (op->type)
922 { 903 {
923 case WEAPON: 904 case WEAPON:
924 case ARMOUR: 905 case ARMOUR:
925 case SHIELD: 906 case SHIELD:
926 case HELMET: 907 case HELMET:
927 case CLOAK: 908 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 909 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
929 set_ring_bonus (op, -DICE2); 910 set_ring_bonus (op, -DICE2);
930 break; 911 break;
931 912
932 case BRACERS: 913 case BRACERS:
933 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 914 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
934 { 915 {
916 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
917 if (!QUERY_FLAG (op, FLAG_CURSED))
918 op->value *= 3;
919 }
920 break;
921
922 case POTION:
923 {
924 int too_many_tries = 0, is_special = 0;
925
926 /* Handle healing and magic power potions */
927 if (op->stats.sp && !op->randomitems)
928 {
929 object *tmp;
930
931 tmp = get_archetype (spell_mapping[op->stats.sp]);
932 insert_ob_in_ob (tmp, op);
933 op->stats.sp = 0;
934 }
935
936 while (!(is_special = special_potion (op)) && !op->inv)
937 {
938 generate_artifact (op, difficulty);
939 if (too_many_tries++ > 10)
940 break;
941 }
942
943 /* don't want to change value for healing/magic power potions,
944 * since the value set on those is already correct.
945 */
946 if (op->inv && op->randomitems)
947 {
948 /* value multiplier is same as for scrolls */
949 op->value = (op->value * op->inv->value);
950 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
951 }
952 else
953 {
954 op->name = "potion";
955 op->name_pl = "potions";
956 }
957
958 if (!(flags & GT_ONLY_GOOD) && rndm (2))
959 SET_FLAG (op, FLAG_CURSED);
960 break;
961 }
962
963 case AMULET:
964 if (op->arch == amulet_arch)
965 op->value *= 5; /* Since it's not just decoration */
966
967 case RING:
968 if (op->arch == NULL)
969 {
970 op->destroy ();
971 op = 0;
972 break;
973 }
974
975 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
976 break;
977
978 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
979 SET_FLAG (op, FLAG_CURSED);
980
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 981 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;
940 982
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 */ 983 if (op->type != RING) /* Amulets have only one ability */
1004 break; 984 break;
1005 985
1006 if (!(RANDOM () % 4)) 986 if (!(rndm (4)))
1007 { 987 {
1008 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 988 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1009 989
1010 if (d > 0) 990 if (d > 0)
1011 op->value *= 3; 991 op->value *= 3;
1012 992
1013 set_ring_bonus (op, d); 993 set_ring_bonus (op, d);
1014 994
1015 if (!(RANDOM () % 4)) 995 if (!(rndm (4)))
1016 { 996 {
1017 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 997 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 998
999 if (d > 0)
1000 op->value *= 5;
1001 set_ring_bonus (op, d);
1002 }
1003 }
1004
1024 if (GET_ANIM_ID (op)) 1005 if (GET_ANIM_ID (op))
1025 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1006 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1026 1007
1027 break; 1008 break;
1028 1009
1029 case BOOK: 1010 case BOOK:
1030 /* Is it an empty book?, if yes lets make a special· 1011 /* Is it an empty book?, if yes lets make a special·
1031 * msg for it, and tailor its properties based on the· 1012 * msg for it, and tailor its properties based on the·
1032 * creator and/or map level we found it on. 1013 * creator and/or map level we found it on.
1033 */ 1014 */
1034 if (!op->msg && RANDOM () % 10) 1015 if (!op->msg && rndm (10))
1035 { 1016 {
1036 /* set the book level properly */ 1017 /* set the book level properly */
1037 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1018 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1038 { 1019 {
1039 if (op->map && op->map->difficulty) 1020 if (op->map && op->map->difficulty)
1040 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1021 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1041 else 1022 else
1042 op->level = RANDOM () % 20 + 1; 1023 op->level = rndm (20) + 1;
1043 } 1024 }
1044 else 1025 else
1045 op->level = RANDOM () % creator->level; 1026 op->level = rndm (creator->level);
1046 1027
1047 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1028 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1048 /* books w/ info are worth more! */ 1029 /* books w/ info are worth more! */
1049 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1030 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1050 /* creator related stuff */ 1031 /* creator related stuff */
1051 1032
1052 /* for library, chained books. Note that some monsters have no_pick 1033 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case. 1034 * set - we don't want to set no pick in that case.
1054 */ 1035 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1036 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1056 SET_FLAG (op, FLAG_NO_PICK); 1037 SET_FLAG (op, FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1038 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying; 1039 op->slaying = creator->slaying;
1059 1040
1060 /* add exp so reading it gives xp (once) */ 1041 /* add exp so reading it gives xp (once) */
1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1042 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1062 } 1043 }
1063 break; 1044 break;
1064 1045
1065 case SPELLBOOK: 1046 case SPELLBOOK:
1066 op->value = op->value * op->inv->value; 1047 op->value = op->value * op->inv->value;
1067 /* add exp so learning gives xp */ 1048 /* add exp so learning gives xp */
1068 op->level = op->inv->level; 1049 op->level = op->inv->level;
1069 op->stats.exp = op->value; 1050 op->stats.exp = op->value;
1070 break; 1051 break;
1071 1052
1072 case WAND: 1053 case WAND:
1073 /* nrof in the treasure list is number of charges, 1054 /* nrof in the treasure list is number of charges,
1074 * not number of wands. So copy that into food (charges), 1055 * not number of wands. So copy that into food (charges),
1075 * and reset nrof. 1056 * and reset nrof.
1076 */ 1057 */
1077 op->stats.food = op->inv->nrof; 1058 op->stats.food = op->inv->nrof;
1078 op->nrof = 1; 1059 op->nrof = 1;
1079 /* If the spell changes by level, choose a random level 1060 /* If the spell changes by level, choose a random level
1080 * for it, and adjust price. If the spell doesn't 1061 * for it, and adjust price. If the spell doesn't
1081 * change by level, just set the wand to the level of 1062 * change by level, just set the wand to the level of
1082 * the spell, and value calculation is simpler. 1063 * the spell, and value calculation is simpler.
1083 */ 1064 */
1084 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1065 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1085 { 1066 {
1067 op->level = level_for_item (op, difficulty);
1068 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1069 }
1070 else
1071 {
1072 op->level = op->inv->level;
1073 op->value = op->value * op->inv->value;
1074 }
1075 break;
1076
1077 case ROD:
1086 op->level = level_for_item (op, difficulty); 1078 op->level = level_for_item (op, difficulty);
1079 /* Add 50 to both level an divisor to keep prices a little more
1080 * reasonable. Otherwise, a high level version of a low level
1081 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1082 * 10 time multiplier). This way, the value are a bit more reasonable.
1083 */
1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1084 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1088 } 1085 /* maxhp is used to denote how many 'charges' the rod holds before */
1089 else 1086 if (op->stats.maxhp)
1090 { 1087 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1091 op->level = op->inv->level; 1088 else
1092 op->value = op->value * op->inv->value; 1089 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1093 }
1094 break;
1095 1090
1091 op->stats.hp = op->stats.maxhp;
1092 break;
1093
1096 case ROD: 1094 case SCROLL:
1097 op->level = level_for_item (op, difficulty); 1095 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); 1096 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 1097
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 */ 1098 /* add exp so reading them properly gives xp */
1118 op->stats.exp = op->value / 5; 1099 op->stats.exp = op->value / 5;
1119 op->nrof = op->inv->nrof; 1100 op->nrof = op->inv->nrof;
1120 break; 1101 break;
1121 1102
1122 case RUNE: 1103 case RUNE:
1123 trap_adjust (op, difficulty); 1104 trap_adjust (op, difficulty);
1124 break; 1105 break;
1125 1106
1126 case TRAP: 1107 case TRAP:
1127 trap_adjust (op, difficulty); 1108 trap_adjust (op, difficulty);
1128 break; 1109 break;
1129 } /* switch type */ 1110 } /* switch type */
1130 1111
1131 if (flags & GT_STARTEQUIP) 1112 if (flags & GT_STARTEQUIP)
1132 { 1113 {
1133 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1114 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1134 SET_FLAG (op, FLAG_STARTEQUIP); 1115 SET_FLAG (op, FLAG_STARTEQUIP);
1135 else if (op->type != MONEY) 1116 else if (op->type != MONEY)
1136 op->value = 0; 1117 op->value = 0;
1137 } 1118 }
1138 1119
1139 if (!(flags & GT_ENVIRONMENT)) 1120 if (!(flags & GT_ENVIRONMENT))
1140 fix_flesh_item (op, creator); 1121 fix_flesh_item (op, creator);
1141} 1122}
1149 */ 1130 */
1150 1131
1151/* 1132/*
1152 * Allocate and return the pointer to an empty artifactlist structure. 1133 * Allocate and return the pointer to an empty artifactlist structure.
1153 */ 1134 */
1154
1155static artifactlist * 1135static artifactlist *
1156get_empty_artifactlist (void) 1136get_empty_artifactlist (void)
1157{ 1137{
1158 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1138 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} 1139}
1166 1140
1167/* 1141/*
1168 * Allocate and return the pointer to an empty artifact structure. 1142 * Allocate and return the pointer to an empty artifact structure.
1169 */ 1143 */
1170
1171static artifact * 1144static artifact *
1172get_empty_artifact (void) 1145get_empty_artifact (void)
1173{ 1146{
1174 artifact *t = (artifact *) malloc (sizeof (artifact)); 1147 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} 1148}
1184 1149
1185/* 1150/*
1186 * Searches the artifact lists and returns one that has the same type 1151 * Searches the artifact lists and returns one that has the same type
1187 * of objects on it. 1152 * of objects on it.
1188 */ 1153 */
1189
1190artifactlist * 1154artifactlist *
1191find_artifactlist (int type) 1155find_artifactlist (int type)
1192{ 1156{
1193 artifactlist *al;
1194
1195 for (al = first_artifactlist; al != NULL; al = al->next) 1157 for (artifactlist *al = first_artifactlist; al; al = al->next)
1196 if (al->type == type) 1158 if (al->type == type)
1197 return al; 1159 return al;
1160
1198 return NULL; 1161 return 0;
1199} 1162}
1200 1163
1201/* 1164/*
1202 * For debugging purposes. Dumps all tables. 1165 * For debugging purposes. Dumps all tables.
1203 */ 1166 */
1204
1205void 1167void
1206dump_artifacts (void) 1168dump_artifacts (void)
1207{ 1169{
1208 artifactlist *al; 1170 artifactlist *al;
1209 artifact *art; 1171 artifact *art;
1212 fprintf (logfile, "\n"); 1174 fprintf (logfile, "\n");
1213 for (al = first_artifactlist; al != NULL; al = al->next) 1175 for (al = first_artifactlist; al != NULL; al = al->next)
1214 { 1176 {
1215 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1177 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) 1178 for (art = al->items; art != NULL; art = art->next)
1217 { 1179 {
1218 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1180 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1219 if (art->allowed != NULL) 1181 if (art->allowed != NULL)
1220 { 1182 {
1221 fprintf (logfile, "\tAllowed combinations:"); 1183 fprintf (logfile, "\tallowed combinations:");
1222 for (next = art->allowed; next != NULL; next = next->next) 1184 for (next = art->allowed; next != NULL; next = next->next)
1223 fprintf (logfile, "%s,", &next->name); 1185 fprintf (logfile, "%s,", &next->name);
1224 fprintf (logfile, "\n"); 1186 fprintf (logfile, "\n");
1225 } 1187 }
1226 } 1188 }
1227 } 1189 }
1228 fprintf (logfile, "\n"); 1190 fprintf (logfile, "\n");
1229} 1191}
1230 1192
1231/* 1193/*
1232 * For debugging purposes. Dumps all treasures recursively (see below). 1194 * For debugging purposes. Dumps all treasures recursively (see below).
1233 */ 1195 */
1234void 1196void
1235dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1197dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1236{ 1198{
1237 treasurelist *tl; 1199 treasurelist *tl;
1238 int i; 1200 int i;
1239 1201
1240 if (depth > 100) 1202 if (depth > 100)
1241 return; 1203 return;
1242 while (t != NULL) 1204
1205 while (t)
1243 { 1206 {
1244 if (t->name != NULL) 1207 if (t->name)
1245 { 1208 {
1246 for (i = 0; i < depth; i++) 1209 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " "); 1210 fprintf (logfile, " ");
1211
1248 fprintf (logfile, "{ (list: %s)\n", &t->name); 1212 fprintf (logfile, "{ (list: %s)\n", &t->name);
1213
1249 tl = find_treasurelist (t->name); 1214 tl = treasurelist::find (t->name);
1215 if (tl)
1250 dump_monster_treasure_rec (name, tl->items, depth + 2); 1216 dump_monster_treasure_rec (name, tl->items, depth + 2);
1217
1251 for (i = 0; i < depth; i++) 1218 for (i = 0; i < depth; i++)
1252 fprintf (logfile, " "); 1219 fprintf (logfile, " ");
1220
1253 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1221 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1254 } 1222 }
1255 else 1223 else
1256 { 1224 {
1257 for (i = 0; i < depth; i++) 1225 for (i = 0; i < depth; i++)
1258 fprintf (logfile, " "); 1226 fprintf (logfile, " ");
1259 if (t->item->clone.type == FLESH) 1227
1228 if (t->item && t->item->type == FLESH)
1260 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1229 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1261 else 1230 else
1262 fprintf (logfile, "%s\n", &t->item->clone.name); 1231 fprintf (logfile, "%s\n", &t->item->object::name);
1263 } 1232 }
1233
1264 if (t->next_yes != NULL) 1234 if (t->next_yes)
1265 { 1235 {
1266 for (i = 0; i < depth; i++) 1236 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1237 fprintf (logfile, " ");
1238
1268 fprintf (logfile, " (if yes)\n"); 1239 fprintf (logfile, " (if yes)\n");
1269 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1240 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1270 } 1241 }
1242
1271 if (t->next_no != NULL) 1243 if (t->next_no)
1272 { 1244 {
1273 for (i = 0; i < depth; i++) 1245 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1246 fprintf (logfile, " ");
1247
1275 fprintf (logfile, " (if no)\n"); 1248 fprintf (logfile, " (if no)\n");
1276 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1249 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1277 } 1250 }
1251
1278 t = t->next; 1252 t = t->next;
1279 } 1253 }
1280} 1254}
1281 1255
1282/* 1256/*
1283 * For debugging purposes. Dumps all treasures for a given monster. 1257 * For debugging purposes. Dumps all treasures for a given monster.
1284 * Created originally by Raphael Quinet for debugging the alchemy code. 1258 * Created originally by Raphael Quinet for debugging the alchemy code.
1285 */ 1259 */
1286
1287void 1260void
1288dump_monster_treasure (const char *name) 1261dump_monster_treasure (const char *name)
1289{ 1262{
1290 archetype *at; 1263 archetype *at;
1291 int found; 1264 int found;
1292 1265
1293 found = 0; 1266 found = 0;
1294 fprintf (logfile, "\n"); 1267 fprintf (logfile, "\n");
1295 for (at = first_archetype; at != NULL; at = at->next) 1268
1269 for_all_archetypes (at)
1296 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1270 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1297 { 1271 {
1298 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1272 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1299 if (at->clone.randomitems != NULL) 1273 if (at->randomitems != NULL)
1300 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1274 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1301 else 1275 else
1302 fprintf (logfile, "(nothing)\n"); 1276 fprintf (logfile, "(nothing)\n");
1277
1303 fprintf (logfile, "\n"); 1278 fprintf (logfile, "\n");
1304 found++; 1279 found++;
1305 } 1280 }
1281
1306 if (found == 0) 1282 if (found == 0)
1307 fprintf (logfile, "No objects have the name %s!\n\n", name); 1283 fprintf (logfile, "No objects have the name %s!\n\n", name);
1308} 1284}
1309 1285
1310/* 1286/*
1311 * Builds up the lists of artifacts from the file in the libdir. 1287 * Builds up the lists of artifacts from the file in the libdir.
1312 */ 1288 */
1313
1314void 1289void
1315init_artifacts (void) 1290init_artifacts (void)
1316{ 1291{
1317 static int has_been_inited = 0; 1292 static int has_been_inited = 0;
1318 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1293 char filename[MAX_BUF];
1319 artifact *art = NULL; 1294 artifact *art = NULL;
1320 linked_char *tmp;
1321 int value, comp;
1322 artifactlist *al; 1295 artifactlist *al;
1323 1296
1324 if (has_been_inited) 1297 if (has_been_inited)
1325 return; 1298 return;
1326 else 1299 else
1327 has_been_inited = 1; 1300 has_been_inited = 1;
1328 1301
1329 sprintf (filename, "%s/artifacts", settings.datadir); 1302 sprintf (filename, "%s/artifacts", settings.datadir);
1330 object_thawer thawer (filename); 1303 object_thawer f (filename);
1331 1304
1332 if (!thawer) 1305 if (!f)
1333 return; 1306 return;
1334 1307
1335 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1308 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 1309
1347 if (!strncmp (cp, "Allowed", 7)) 1310 for (;;)
1348 {
1349 if (art == NULL)
1350 { 1311 {
1312 switch (f.kw)
1313 {
1314 case KW_allowed:
1315 if (!art)
1351 art = get_empty_artifact (); 1316 art = get_empty_artifact ();
1352 nrofartifacts++; 1317
1318 {
1319 if (!strcmp (f.get_str (), "all"))
1320 break;
1321
1322 char *next, *cp = f.get_str ();
1323
1324 do
1325 {
1326 if ((next = strchr (cp, ',')))
1327 *next++ = '\0';
1328
1329 linked_char *tmp = new linked_char;
1330
1331 tmp->name = cp;
1332 tmp->next = art->allowed;
1333 art->allowed = tmp;
1334 }
1335 while ((cp = next));
1336 }
1337 break;
1338
1339 case KW_chance:
1340 f.get (art->chance);
1341 break;
1342
1343 case KW_difficulty:
1344 f.get (art->difficulty);
1345 break;
1346
1347 case KW_object:
1348 {
1349 art->item = object::create ();
1350 f.get (art->item->name);
1351 f.next ();
1352
1353 if (!art->item->parse_kv (f))
1354 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1355
1356 al = find_artifactlist (art->item->type);
1357
1358 if (!al)
1359 {
1360 al = get_empty_artifactlist ();
1361 al->type = art->item->type;
1362 al->next = first_artifactlist;
1363 first_artifactlist = al;
1364 }
1365
1366 art->next = al->items;
1367 al->items = art;
1368 art = 0;
1369 }
1370 continue;
1371
1372 case KW_EOF:
1373 goto done;
1374
1375 default:
1376 if (!f.parse_error ("artifacts file"))
1377 cleanup ("artifacts file required");
1378 break;
1379 }
1380
1381 f.next ();
1353 } 1382 }
1354 cp = strchr (cp, ' ') + 1;
1355 if (!strcmp (cp, "all"))
1356 continue;
1357 1383
1358 do 1384done:
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) 1385 for (al = first_artifactlist; al; al = al->next)
1398 { 1386 {
1387 al->total_chance = 0;
1388
1399 for (art = al->items; art != NULL; art = art->next) 1389 for (art = al->items; art; art = art->next)
1400 { 1390 {
1401 if (!art->chance) 1391 if (!art->chance)
1402 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1392 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1403 else 1393 else
1404 al->total_chance += art->chance; 1394 al->total_chance += art->chance;
1405 } 1395 }
1406#if 0 1396#if 0
1407 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1397 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1408#endif 1398#endif
1409 } 1399 }
1410 1400
1411 LOG (llevDebug, "done.\n"); 1401 LOG (llevDebug, "done.\n");
1412} 1402}
1413 1403
1414
1415/* 1404/*
1416 * Used in artifact generation. The bonuses of the first object 1405 * Used in artifact generation. The bonuses of the first object
1417 * is modified by the bonuses of the second object. 1406 * is modified by the bonuses of the second object.
1418 */ 1407 */
1419
1420void 1408void
1421add_abilities (object * op, object * change) 1409add_abilities (object *op, object *change)
1422{ 1410{
1423 int i, j, tmp; 1411 int i, tmp;
1424 1412
1425 if (change->face != blank_face) 1413 if (change->face != blank_face)
1426 { 1414 {
1427#ifdef TREASURE_VERBOSE 1415#ifdef TREASURE_VERBOSE
1428 LOG (llevDebug, "FACE: %d\n", change->face->number); 1416 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1429#endif 1417#endif
1430 op->face = change->face; 1418 op->face = change->face;
1431 } 1419 }
1432 1420
1433 for (i = 0; i < NUM_STATS; i++) 1421 for (i = 0; i < NUM_STATS; i++)
1434 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1422 change_attr_value (&(op->stats), i, change->stats.stat (i));
1435 1423
1436 op->attacktype |= change->attacktype; 1424 op->attacktype |= change->attacktype;
1437 op->path_attuned |= change->path_attuned; 1425 op->path_attuned |= change->path_attuned;
1438 op->path_repelled |= change->path_repelled; 1426 op->path_repelled |= change->path_repelled;
1439 op->path_denied |= change->path_denied; 1427 op->path_denied |= change->path_denied;
1467 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1455 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1468 { 1456 {
1469 CLEAR_FLAG (op, FLAG_ANIMATE); 1457 CLEAR_FLAG (op, FLAG_ANIMATE);
1470 /* so artifacts will join */ 1458 /* so artifacts will join */
1471 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1459 if (!QUERY_FLAG (op, FLAG_ALIVE))
1472 op->speed = 0.0; 1460 op->speed = 0.0;
1473 update_ob_speed (op); 1461
1462 op->set_speed (op->speed);
1474 } 1463 }
1475 1464
1476 if (change->nrof) 1465 if (change->nrof)
1477 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1466 op->nrof = rndm (change->nrof) + 1;
1478 1467
1479 op->stats.exp += change->stats.exp; /* Speed modifier */ 1468 op->stats.exp += change->stats.exp; /* Speed modifier */
1480 op->stats.wc += change->stats.wc; 1469 op->stats.wc += change->stats.wc;
1481 op->stats.ac += change->stats.ac; 1470 op->stats.ac += change->stats.ac;
1482 1471
1483 if (change->other_arch) 1472 if (change->other_arch)
1484 { 1473 {
1485 /* Basically, for horns & potions, the other_arch field is the spell 1474 /* 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 1475 * to cast. So convert that to into a spell and put it into
1487 * this object. 1476 * this object.
1488 */ 1477 */
1489 if (op->type == HORN || op->type == POTION) 1478 if (op->type == HORN || op->type == POTION)
1490 { 1479 {
1491 object *tmp_obj; 1480 object *tmp_obj;
1481
1492 /* Remove any spells this object currently has in it */ 1482 /* Remove any spells this object currently has in it */
1493 while (op->inv) 1483 while (op->inv)
1494 { 1484 op->inv->destroy ();
1495 tmp_obj = op->inv;
1496 remove_ob (tmp_obj);
1497 free_object (tmp_obj);
1498 }
1499 1485
1500 tmp_obj = arch_to_object (change->other_arch); 1486 tmp_obj = arch_to_object (change->other_arch);
1501 insert_ob_in_ob (tmp_obj, op); 1487 insert_ob_in_ob (tmp_obj, op);
1502 } 1488 }
1503 /* No harm setting this for potions/horns */ 1489 /* No harm setting this for potions/horns */
1504 op->other_arch = change->other_arch; 1490 op->other_arch = change->other_arch;
1505 } 1491 }
1506 1492
1507 if (change->stats.hp < 0) 1493 if (change->stats.hp < 0)
1540 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1526 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1541 1527
1542 op->item_power = change->item_power; 1528 op->item_power = change->item_power;
1543 1529
1544 for (i = 0; i < NROFATTACKS; i++) 1530 for (i = 0; i < NROFATTACKS; i++)
1545 {
1546 if (change->resist[i]) 1531 if (change->resist[i])
1547 {
1548 op->resist[i] += change->resist[i]; 1532 op->resist[i] += change->resist[i];
1549 }
1550 }
1551 1533
1552 if (change->stats.dam) 1534 if (change->stats.dam)
1553 { 1535 {
1554 if (change->stats.dam < 0) 1536 if (change->stats.dam < 0)
1555 op->stats.dam = (-change->stats.dam); 1537 op->stats.dam = (-change->stats.dam);
1556 else if (op->stats.dam) 1538 else if (op->stats.dam)
1557 { 1539 {
1558 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1540 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1559 if (tmp == op->stats.dam) 1541 if (tmp == op->stats.dam)
1560 { 1542 {
1561 if (change->stats.dam < 10) 1543 if (change->stats.dam < 10)
1562 op->stats.dam--; 1544 op->stats.dam--;
1545 else
1546 op->stats.dam++;
1547 }
1563 else 1548 else
1564 op->stats.dam++;
1565 }
1566 else
1567 op->stats.dam = tmp; 1549 op->stats.dam = tmp;
1568 } 1550 }
1569 } 1551 }
1570 1552
1571 if (change->weight) 1553 if (change->weight)
1572 { 1554 {
1573 if (change->weight < 0) 1555 if (change->weight < 0)
1574 op->weight = (-change->weight); 1556 op->weight = (-change->weight);
1575 else 1557 else
1576 op->weight = (op->weight * (change->weight)) / 100; 1558 op->weight = (op->weight * (change->weight)) / 100;
1577 } 1559 }
1578 1560
1579 if (change->last_sp) 1561 if (change->last_sp)
1580 { 1562 {
1581 if (change->last_sp < 0) 1563 if (change->last_sp < 0)
1582 op->last_sp = (-change->last_sp); 1564 op->last_sp = (-change->last_sp);
1583 else 1565 else
1584 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1566 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1585 } 1567 }
1586 1568
1587 if (change->gen_sp_armour) 1569 if (change->gen_sp_armour)
1588 { 1570 {
1589 if (change->gen_sp_armour < 0) 1571 if (change->gen_sp_armour < 0)
1590 op->gen_sp_armour = (-change->gen_sp_armour); 1572 op->gen_sp_armour = (-change->gen_sp_armour);
1591 else 1573 else
1592 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1574 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1593 } 1575 }
1594 1576
1595 op->value *= change->value; 1577 op->value *= change->value;
1596 1578
1597 if (change->material) 1579 if (change->materials)
1598 op->material = change->material; 1580 op->materials = change->materials;
1599 1581
1600 if (change->materialname) 1582 if (change->materialname)
1601 op->materialname = change->materialname; 1583 op->materialname = change->materialname;
1602 1584
1603 if (change->slaying) 1585 if (change->slaying)
1609 if (change->msg) 1591 if (change->msg)
1610 op->msg = change->msg; 1592 op->msg = change->msg;
1611} 1593}
1612 1594
1613static int 1595static int
1614legal_artifact_combination (object * op, artifact * art) 1596legal_artifact_combination (object *op, artifact *art)
1615{ 1597{
1616 int neg, success = 0; 1598 int neg, success = 0;
1617 linked_char *tmp; 1599 linked_char *tmp;
1618 const char *name; 1600 const char *name;
1619 1601
1620 if (art->allowed == (linked_char *) NULL) 1602 if (!art->allowed)
1621 return 1; /* Ie, "all" */ 1603 return 1; /* Ie, "all" */
1604
1622 for (tmp = art->allowed; tmp; tmp = tmp->next) 1605 for (tmp = art->allowed; tmp; tmp = tmp->next)
1623 { 1606 {
1624#ifdef TREASURE_VERBOSE 1607#ifdef TREASURE_VERBOSE
1625 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1608 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1626#endif 1609#endif
1627 if (*tmp->name == '!') 1610 if (*tmp->name == '!')
1628 name = tmp->name + 1, neg = 1; 1611 name = tmp->name + 1, neg = 1;
1629 else 1612 else
1630 name = tmp->name, neg = 0; 1613 name = tmp->name, neg = 0;
1631 1614
1632 /* If we match name, then return the opposite of 'neg' */ 1615 /* If we match name, then return the opposite of 'neg' */
1633 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1616 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1634 return !neg; 1617 return !neg;
1635 1618
1636 /* Set success as true, since if the match was an inverse, it means 1619 /* Set success as true, since if the match was an inverse, it means
1637 * everything is allowed except what we match 1620 * everything is allowed except what we match
1638 */ 1621 */
1639 else if (neg) 1622 else if (neg)
1640 success = 1; 1623 success = 1;
1641 } 1624 }
1625
1642 return success; 1626 return success;
1643} 1627}
1644 1628
1645/* 1629/*
1646 * Fixes the given object, giving it the abilities and titles 1630 * Fixes the given object, giving it the abilities and titles
1647 * it should have due to the second artifact-template. 1631 * it should have due to the second artifact-template.
1648 */ 1632 */
1649 1633
1650void 1634void
1651give_artifact_abilities (object * op, object * artifct) 1635give_artifact_abilities (object *op, object *artifct)
1652{ 1636{
1653 char new_name[MAX_BUF]; 1637 char new_name[MAX_BUF];
1654 1638
1655 sprintf (new_name, "of %s", &artifct->name); 1639 sprintf (new_name, "of %s", &artifct->name);
1656 op->title = new_name; 1640 op->title = new_name;
1657 add_abilities (op, artifct); /* Give out the bonuses */ 1641 add_abilities (op, artifct); /* Give out the bonuses */
1658 1642
1659#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1643#if 0 /* Bit verbose, but keep it here until next time I need it... */
1660 { 1644 {
1661 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1645 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1646
1662 SET_FLAG (op, FLAG_IDENTIFIED); 1647 SET_FLAG (op, FLAG_IDENTIFIED);
1663 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1648 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1664 if (!identified) 1649 if (!identified)
1665 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1650 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1666 } 1651 }
1678 1663
1679/* Give 1 re-roll attempt per artifact */ 1664/* Give 1 re-roll attempt per artifact */
1680#define ARTIFACT_TRIES 2 1665#define ARTIFACT_TRIES 2
1681 1666
1682void 1667void
1683generate_artifact (object * op, int difficulty) 1668generate_artifact (object *op, int difficulty)
1684{ 1669{
1685 artifactlist *al; 1670 artifactlist *al;
1686 artifact *art; 1671 artifact *art;
1687 int i; 1672 int i;
1688 1673
1689 al = find_artifactlist (op->type); 1674 al = find_artifactlist (op->type);
1690 1675
1691 if (al == NULL) 1676 if (al == NULL)
1692 { 1677 {
1693#if 0 /* This is too verbose, usually */ 1678#if 0 /* This is too verbose, usually */
1694 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1679 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1695#endif 1680#endif
1696 return; 1681 return;
1697 } 1682 }
1698 1683
1699 for (i = 0; i < ARTIFACT_TRIES; i++) 1684 for (i = 0; i < ARTIFACT_TRIES; i++)
1700 { 1685 {
1701 int roll = RANDOM () % al->total_chance; 1686 int roll = rndm (al->total_chance);
1702 1687
1703 for (art = al->items; art != NULL; art = art->next) 1688 for (art = al->items; art; art = art->next)
1704 { 1689 {
1705 roll -= art->chance; 1690 roll -= art->chance;
1706 if (roll < 0) 1691 if (roll < 0)
1707 break; 1692 break;
1708 } 1693 }
1709 1694
1710 if (art == NULL || roll >= 0) 1695 if (art == NULL || roll >= 0)
1711 { 1696 {
1712#if 1 1697#if 1
1713 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1698 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1714#endif 1699#endif
1715 return; 1700 return;
1716 } 1701 }
1717 if (!strcmp (art->item->name, "NONE")) 1702 if (!strcmp (art->item->name, "NONE"))
1718 return; 1703 return;
1719 if (FABS (op->magic) < art->item->magic) 1704 if (FABS (op->magic) < art->item->magic)
1720 continue; /* Not magic enough to be this item */ 1705 continue; /* Not magic enough to be this item */
1721 1706
1722 /* Map difficulty not high enough */ 1707 /* Map difficulty not high enough */
1723 if (difficulty < art->difficulty) 1708 if (difficulty < art->difficulty)
1724 continue; 1709 continue;
1725 1710
1726 if (!legal_artifact_combination (op, art)) 1711 if (!legal_artifact_combination (op, art))
1727 { 1712 {
1728#ifdef TREASURE_VERBOSE 1713#ifdef TREASURE_VERBOSE
1729 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1714 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1730#endif 1715#endif
1731 continue; 1716 continue;
1732 } 1717 }
1718
1733 give_artifact_abilities (op, art->item); 1719 give_artifact_abilities (op, art->item);
1734 return; 1720 return;
1735 } 1721 }
1736} 1722}
1737 1723
1739 * FOOD, except they inherit properties (name, food value, etc). 1725 * FOOD, except they inherit properties (name, food value, etc).
1740 * based on the original owner (or 'donor' if you like). -b.t. 1726 * based on the original owner (or 'donor' if you like). -b.t.
1741 */ 1727 */
1742 1728
1743void 1729void
1744fix_flesh_item (object * item, object * donor) 1730fix_flesh_item (object *item, object *donor)
1745{ 1731{
1746 char tmpbuf[MAX_BUF]; 1732 char tmpbuf[MAX_BUF];
1747 int i; 1733 int i;
1748 1734
1749 if (item->type == FLESH && donor) 1735 if (item->type == FLESH && donor)
1750 { 1736 {
1751 /* change the name */ 1737 /* change the name */
1752 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1738 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1739 item->name = tmpbuf;
1753 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1740 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1741 item->name_pl = tmpbuf;
1754 1742
1755 /* weight is FLESH weight/100 * donor */ 1743 /* weight is FLESH weight/100 * donor */
1756 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1744 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1757 item->weight = 1; 1745 item->weight = 1;
1758 1746
1759 /* value is multiplied by level of donor */ 1747 /* value is multiplied by level of donor */
1760 item->value *= isqrt (donor->level * 2); 1748 item->value *= isqrt (donor->level * 2);
1761 1749
1762 /* food value */ 1750 /* food value */
1764 1752
1765 /* flesh items inherit some abilities of donor, but not 1753 /* flesh items inherit some abilities of donor, but not
1766 * full effect. 1754 * full effect.
1767 */ 1755 */
1768 for (i = 0; i < NROFATTACKS; i++) 1756 for (i = 0; i < NROFATTACKS; i++)
1769 item->resist[i] = donor->resist[i] / 2; 1757 item->resist[i] = donor->resist[i] / 2;
1770 1758
1771 /* item inherits donor's level (important for quezals) */ 1759 /* item inherits donor's level (important for quezals) */
1772 item->level = donor->level; 1760 item->level = donor->level;
1773 1761
1774 /* if donor has some attacktypes, the flesh is poisonous */ 1762 /* if donor has some attacktypes, the flesh is poisonous */
1775 if (donor->attacktype & AT_POISON) 1763 if (donor->attacktype & AT_POISON)
1776 item->type = POISON; 1764 item->type = POISON;
1777 if (donor->attacktype & AT_ACID) 1765 if (donor->attacktype & AT_ACID)
1778 item->stats.hp = -1 * item->stats.food; 1766 item->stats.hp = -1 * item->stats.food;
1779 SET_FLAG (item, FLAG_NO_STEAL); 1767 SET_FLAG (item, FLAG_NO_STEAL);
1780 } 1768 }
1781} 1769}
1782 1770
1783/* special_potion() - so that old potion code is still done right. */ 1771/* special_potion() - so that old potion code is still done right. */
1784
1785int 1772int
1786special_potion (object * op) 1773special_potion (object *op)
1787{ 1774{
1788
1789 int i;
1790
1791 if (op->attacktype) 1775 if (op->attacktype)
1792 return 1; 1776 return 1;
1793 1777
1794 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1778 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; 1779 return 1;
1796 1780
1797 for (i = 0; i < NROFATTACKS; i++) 1781 for (int i = 0; i < NROFATTACKS; i++)
1798 if (op->resist[i]) 1782 if (op->resist[i])
1799 return 1; 1783 return 1;
1800 1784
1801 return 0; 1785 return 0;
1802} 1786}
1803 1787
1804void 1788void
1805free_treasurestruct (treasure * t) 1789free_treasurestruct (treasure *t)
1806{ 1790{
1807 if (t->next)
1808 free_treasurestruct (t->next); 1791 if (t->next) free_treasurestruct (t->next);
1809 if (t->next_yes)
1810 free_treasurestruct (t->next_yes); 1792 if (t->next_yes) free_treasurestruct (t->next_yes);
1811 if (t->next_no)
1812 free_treasurestruct (t->next_no); 1793 if (t->next_no) free_treasurestruct (t->next_no);
1813 free (t); 1794
1795 delete t;
1814} 1796}
1815 1797
1816void 1798void
1817free_charlinks (linked_char * lc) 1799free_charlinks (linked_char *lc)
1818{ 1800{
1819 if (lc->next) 1801 if (lc->next)
1820 free_charlinks (lc->next); 1802 free_charlinks (lc->next);
1821 1803
1822 delete lc; 1804 delete lc;
1823} 1805}
1824 1806
1825void 1807void
1826free_artifact (artifact * at) 1808free_artifact (artifact *at)
1827{ 1809{
1828
1829 if (at->next)
1830 free_artifact (at->next); 1810 if (at->next) free_artifact (at->next);
1831 if (at->allowed)
1832 free_charlinks (at->allowed); 1811 if (at->allowed) free_charlinks (at->allowed);
1833 1812
1834 delete at->item; 1813 at->item->destroy (1);
1835 1814
1836 delete at; 1815 sfree (at);
1837} 1816}
1838 1817
1839void 1818void
1840free_artifactlist (artifactlist * al) 1819free_artifactlist (artifactlist *al)
1841{ 1820{
1842 artifactlist *nextal; 1821 artifactlist *nextal;
1822
1843 for (al = first_artifactlist; al != NULL; al = nextal) 1823 for (al = first_artifactlist; al; al = nextal)
1844 { 1824 {
1845 nextal = al->next; 1825 nextal = al->next;
1826
1846 if (al->items) 1827 if (al->items)
1847 {
1848 free_artifact (al->items); 1828 free_artifact (al->items);
1849 } 1829
1850 free (al); 1830 sfree (al);
1851 } 1831 }
1852} 1832}
1853 1833
1854void 1834void
1855free_all_treasures (void) 1835free_all_treasures (void)
1856{ 1836{
1857 treasurelist *tl, *next; 1837 treasurelist *tl, *next;
1858 1838
1859
1860 for (tl = first_treasurelist; tl != NULL; tl = next) 1839 for (tl = first_treasurelist; tl; tl = next)
1861 { 1840 {
1841 clear (tl);
1842
1862 next = tl->next; 1843 next = tl->next;
1863 if (tl->items)
1864 free_treasurestruct (tl->items);
1865 delete tl; 1844 delete tl;
1866 } 1845 }
1846
1867 free_artifactlist (first_artifactlist); 1847 free_artifactlist (first_artifactlist);
1868} 1848}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines