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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.2 by root, Sun Aug 27 16:15:11 2006 UTC vs.
Revision 1.66 by root, Wed Sep 12 11:10:10 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 1.2 2006/08/27 16:15:11 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/*
52 * Initialize global archtype pointers:
53 */
54
55void init_archetype_pointers() {
56 int prev_warn = warn_archetypes;
57 warn_archetypes = 1;
58 if (ring_arch == NULL)
59 ring_arch = find_archetype("ring");
60 if (amulet_arch == NULL)
61 amulet_arch = find_archetype("amulet");
62 if (staff_arch == NULL)
63 staff_arch = find_archetype("staff");
64 if (crown_arch == NULL)
65 crown_arch = find_archetype("crown");
66 warn_archetypes = prev_warn;
67}
68
69/*
70 * Allocate and return the pointer to an empty treasurelist structure.
71 */
72
73static treasurelist *get_empty_treasurelist(void) { 42static treasurelist *first_treasurelist;
74 treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); 43
75 if(tl==NULL) 44static void change_treasure (treasure *t, object *op); /* overrule default values */
76 fatal(OUT_OF_MEMORY); 45
77 memset(tl, 0, sizeof(treasurelist)); 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
78 return tl; 94 return tl;
79} 95}
80 96
81/* 97//TODO: class method
82 * Allocate and return the pointer to an empty treasure structure. 98void
83 */ 99clear (treasurelist *tl)
84 100{
85static treasure *get_empty_treasure(void) { 101 if (tl->items)
86 treasure *t = (treasure *) calloc(1,sizeof(treasure));
87 if(t==NULL)
88 fatal(OUT_OF_MEMORY);
89 t->item=NULL;
90 t->name=NULL;
91 t->next=NULL;
92 t->next_yes=NULL;
93 t->next_no=NULL;
94 t->chance=100;
95 t->magic=0;
96 t->nrof=0;
97 return t;
98}
99
100/*
101 * Reads the lib/treasure file from disk, and parses the contents
102 * into an internal treasure structure (very linked lists)
103 */
104
105static treasure *load_treasure(FILE *fp, int *line) {
106 char buf[MAX_BUF], *cp, variable[MAX_BUF];
107 treasure *t=get_empty_treasure();
108 int value;
109
110 nroftreasures++;
111 while(fgets(buf,MAX_BUF,fp)!=NULL) {
112 (*line)++;
113
114 if(*buf=='#')
115 continue;
116 if((cp=strchr(buf,'\n'))!=NULL)
117 *cp='\0';
118 cp=buf;
119 while(isspace(*cp)) /* Skip blanks */
120 cp++;
121
122 if(sscanf(cp,"arch %s",variable)) {
123 if((t->item=find_archetype(variable))==NULL)
124 LOG(llevError,"Treasure lacks archetype: %s\n",variable);
125 } else if (sscanf(cp, "list %s", variable))
126 t->name = add_string(variable);
127 else if (sscanf(cp, "change_name %s", variable))
128 t->change_arch.name = add_string(variable);
129 else if (sscanf(cp, "change_title %s", variable))
130 t->change_arch.title = add_string(variable);
131 else if (sscanf(cp, "change_slaying %s", variable))
132 t->change_arch.slaying = add_string(variable);
133 else if(sscanf(cp,"chance %d",&value))
134 t->chance=(uint8) value;
135 else if(sscanf(cp,"nrof %d",&value))
136 t->nrof=(uint16) value;
137 else if(sscanf(cp,"magic %d",&value))
138 t->magic=(uint8) value;
139 else if(!strcmp(cp,"yes"))
140 t->next_yes=load_treasure(fp, line);
141 else if(!strcmp(cp,"no"))
142 t->next_no=load_treasure(fp, line);
143 else if(!strcmp(cp,"end"))
144 return t;
145 else if(!strcmp(cp,"more")) {
146 t->next=load_treasure(fp, line);
147 return t;
148 } else
149 LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n",
150 cp,t->name?t->name:"null", *line);
151 } 102 {
152 LOG(llevError,"treasure lacks 'end'.\n"); 103 free_treasurestruct (tl->items);
153 return t; 104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
154} 108}
155 109
156#ifdef TREASURE_DEBUG 110#ifdef TREASURE_DEBUG
157/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
158 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
159 */ 113 */
114static void
160static void check_treasurelist(const treasure *t, const treasurelist *tl) 115check_treasurelist (const treasure *t, const treasurelist * tl)
161{ 116{
162 if (t->item==NULL && t->name==NULL)
163 LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name);
164 if (t->chance>=100 && t->next_yes && (t->next || t->next_no)) 117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
165 LOG(llevError,"Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", 118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
166 tl->name); 119
167 /* find_treasurelist will print out its own error message */ 120 if (t->next)
168 if (t->name && strcmp(t->name,"NONE"))
169 (void) find_treasurelist(t->name);
170 if (t->next) check_treasurelist(t->next, tl); 121 check_treasurelist (t->next, tl);
122
123 if (t->next_yes)
171 if (t->next_yes) check_treasurelist(t->next_yes,tl); 124 check_treasurelist (t->next_yes, tl);
125
126 if (t->next_no)
172 if (t->next_no) check_treasurelist(t->next_no, tl); 127 check_treasurelist (t->next_no, tl);
173} 128}
174#endif 129#endif
175 130
176/* 131/*
177 * 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/*
178 * Each treasure is parsed with the help of load_treasure(). 183 * Each treasure is parsed with the help of load_treasure().
179 */ 184 */
185treasurelist *
186treasurelist::read (object_thawer &f)
187{
188 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
180 189
181void load_treasures(void) { 190 bool one = f.kw == KW_treasureone;
182 FILE *fp; 191 treasurelist *tl = treasurelist::get (f.get_str ());
183 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; 192 clear (tl);
184 treasurelist *previous=NULL;
185 treasure *t;
186 int comp, line=0;
187
188 sprintf(filename,"%s/%s",settings.datadir,settings.treasures);
189 if((fp=open_and_uncompress(filename,0,&comp))==NULL) {
190 LOG(llevError,"Can't open treasure file.\n");
191 return;
192 }
193 while(fgets(buf,MAX_BUF,fp)!=NULL) {
194 line++;
195 if(*buf=='#')
196 continue;
197
198 if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) {
199 treasurelist *tl=get_empty_treasurelist();
200 tl->name=add_string(name);
201 if(previous==NULL)
202 first_treasurelist=tl;
203 else
204 previous->next=tl;
205 previous=tl;
206 tl->items=load_treasure(fp, &line); 193 tl->items = read_treasure (f);
194 if (!tl->items)
195 return 0;
207 196
208 /* 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.
209 * 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
210 * fields of the treasures are not being used. 199 * fields of the treasures are not being used.
211 */
212 if (!strncmp(buf,"treasureone",11)) {
213 for (t=tl->items; t!=NULL; t=t->next) {
214#ifdef TREASURE_DEBUG
215 if (t->next_yes || t->next_no) {
216 LOG(llevError,"Treasure %s is one item, but on treasure %s\n",
217 tl->name, t->item ? t->item->name : t->name);
218 LOG(llevError," the next_yes or next_no field is set\n");
219 }
220#endif
221 tl->total_chance += t->chance;
222 }
223 }
224 } else
225 LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
226 }
227 close_and_delete(fp, comp);
228
229#ifdef TREASURE_DEBUG
230 /* Perform some checks on how valid the treasure data actually is.
231 * verify that list transitions work (ie, the list that it is supposed
232 * to transition to exists). Also, verify that at least the name
233 * or archetype is set for each treasure element.
234 */
235 for (previous=first_treasurelist; previous!=NULL; previous=previous->next)
236 check_treasurelist(previous->items, previous);
237#endif
238}
239
240/*
241 * Searches for the given treasurelist in the globally linked list
242 * of treasurelists which has been built by load_treasures().
243 */
244
245treasurelist *find_treasurelist(const char *name) {
246 const char *tmp=find_string(name);
247 treasurelist *tl;
248
249 /* Special cases - randomitems of none is to override default. If
250 * first_treasurelist is null, it means we are on the first pass of
251 * of loading archetyps, so for now, just return - second pass will
252 * init these values.
253 */ 200 */
254 if (!strcmp(name,"none") || (!first_treasurelist)) return NULL; 201 if (one)
255 if(tmp!=NULL) 202 {
256 for(tl=first_treasurelist;tl!=NULL;tl=tl->next) 203 for (treasure *t = tl->items; t; t = t->next)
257 if(tmp==tl->name) 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 }
210
211 tl->total_chance += t->chance;
212 }
213 }
214
258 return tl; 215 return tl;
259 LOG(llevError,"Couldn't find treasurelist %s\n",name);
260 return NULL;
261} 216}
262
263 217
264/* 218/*
265 * Generates the objects specified by the given treasure. 219 * Generates the objects specified by the given treasure.
266 * It goes recursively through the rest of the linked list. 220 * It goes recursively through the rest of the linked list.
267 * 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,
270 * being generated. 224 * being generated.
271 * 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
272 * abilities. This is used by summon spells, thus no summoned monsters 226 * abilities. This is used by summon spells, thus no summoned monsters
273 * start with equipment, but only their abilities). 227 * start with equipment, but only their abilities).
274 */ 228 */
275 229static void
276
277static void put_treasure (object *op, object *creator, int flags) 230put_treasure (object *op, object *creator, int flags)
278{ 231{
279 object *tmp; 232 if (flags & GT_ENVIRONMENT)
280 233 {
281 /* 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
282 * 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
283 * 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
284 * by another object. 237 * by another object.
285 */ 238 */
286 if (flags & GT_ENVIRONMENT && op->type != SPELL) { 239 //TODO: flag such as objects... as such (no drop, anybody?)
287 op->x = creator->x; 240 if (op->type == SPELL)
288 op->y = creator->y; 241 {
242 op->destroy ();
243 return;
244 }
245
246 op->expand_tail ();
247
248 if (op->blocked (creator->map, creator->x, creator->y))
249 op->destroy ();
250 else
251 {
289 SET_FLAG(op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
290 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);
291 } else { 254 }
292 op = insert_ob_in_ob (op, creator); 255 }
256 else
257 {
258 op = creator->insert (op);
259
293 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
294 monster_check_apply(creator, op); 261 monster_check_apply (creator, op);
295 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 ())
296 esrv_send_item(tmp, op); 265 esrv_send_item (tmp, op);
297 } 266 }
298} 267}
299 268
300/* 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
301 * in the generated object 270 * in the generated object
302 */ 271 */
272static void
303static void change_treasure(treasure *t, object *op) 273change_treasure (treasure *t, object *op)
304{ 274{
305 /* CMD: change_name xxxx */ 275 /* CMD: change_name xxxx */
306 if(t->change_arch.name) 276 if (t->change_arch.name)
307 {
308 FREE_AND_COPY(op->name, t->change_arch.name);
309 /* not great, but better than something that is completely wrong */
310 FREE_AND_COPY(op->name_pl, t->change_arch.name);
311 }
312 277 {
278 op->name = t->change_arch.name;
279 op->name_pl = t->change_arch.name;
280 }
281
313 if(t->change_arch.title) 282 if (t->change_arch.title)
314 {
315 if(op->title)
316 free_string(op->title);
317 op->title = add_string(t->change_arch.title); 283 op->title = t->change_arch.title;
318 }
319 284
320 if(t->change_arch.slaying) 285 if (t->change_arch.slaying)
321 {
322 if(op->slaying)
323 free_string(op->slaying);
324 op->slaying = add_string(t->change_arch.slaying); 286 op->slaying = t->change_arch.slaying;
325 }
326
327} 287}
328 288
289static void
329void create_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)
330 object *tmp; 291{
331
332
333 if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { 292 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
293 {
334 if (t->name) { 294 if (t->name)
335 if (strcmp(t->name,"NONE") && difficulty>=t->magic) 295 {
336 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); 296 if (difficulty >= t->magic)
337 } 297 if (treasurelist *tl = treasurelist::find (t->name))
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 }
338 else { 302 else
303 {
339 if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { 304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
305 {
340 tmp=arch_to_object(t->item); 306 object *tmp = arch_to_object (t->item);
307
308 if (t->nrof && tmp->nrof <= 1)
309 tmp->nrof = rndm (t->nrof) + 1;
310
311 fix_generated_item (tmp, op, difficulty, t->magic, flag);
312 change_treasure (t, tmp);
313 put_treasure (tmp, op, flag);
314 }
315 }
316
317 if (t->next_yes)
318 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
319 }
320 else if (t->next_no)
321 create_all_treasures (t->next_no, op, flag, difficulty, tries);
322
323 if (t->next)
324 create_all_treasures (t->next, op, flag, difficulty, tries);
325}
326
327static void
328create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
329{
330 int value = rndm (tl->total_chance);
331 treasure *t;
332
333 if (tries++ > 100)
334 {
335 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
336 return;
337 }
338
339 for (t = tl->items; t; t = t->next)
340 {
341 value -= t->chance;
342
343 if (value < 0)
344 break;
345 }
346
347 if (!t || value >= 0)
348 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
349
350 if (t->name)
351 {
352 if (difficulty >= t->magic)
353 {
354 treasurelist *tl = treasurelist::find (t->name);
355 if (tl)
356 create_treasure (tl, op, flag, difficulty, tries);
357 }
358 else if (t->nrof)
359 create_one_treasure (tl, op, flag, difficulty, tries);
360 }
361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
362 {
363 if (object *tmp = arch_to_object (t->item))
364 {
341 if(t->nrof&&tmp->nrof<=1) 365 if (t->nrof && tmp->nrof <= 1)
342 tmp->nrof = RANDOM()%((int) t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
367
343 fix_generated_item (tmp, op, difficulty, t->magic, flag); 368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
344 change_treasure(t, tmp); 369 change_treasure (t, tmp);
345 put_treasure (tmp, op, flag); 370 put_treasure (tmp, op, flag);
346 } 371 }
347 } 372 }
348 if(t->next_yes!=NULL)
349 create_all_treasures(t->next_yes,op,flag,difficulty, tries);
350 } else
351 if(t->next_no!=NULL)
352 create_all_treasures(t->next_no,op,flag,difficulty,tries);
353 if(t->next!=NULL)
354 create_all_treasures(t->next,op,flag,difficulty, tries);
355} 373}
356 374
357void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty, 375void
358 int tries) 376object::create_treasure (treasurelist *tl, int flags)
359{ 377{
360 int value = RANDOM() % tl->total_chance; 378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
361 treasure *t;
362
363 if (tries++>100) {
364 LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n");
365 return;
366 }
367 for (t=tl->items; t!=NULL; t=t->next) {
368 value -= t->chance;
369 if (value<0) break;
370 }
371
372 if (!t || value>=0) {
373 LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n");
374 abort();
375 return;
376 }
377 if (t->name) {
378 if (!strcmp(t->name,"NONE")) return;
379 if (difficulty>=t->magic)
380 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
381 else if (t->nrof)
382 create_one_treasure(tl, op, flag, difficulty, tries);
383 return;
384 }
385 if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) {
386 object *tmp=arch_to_object(t->item);
387 if (!tmp) return;
388 if(t->nrof && tmp->nrof<=1)
389 tmp->nrof = RANDOM()%((int) t->nrof) + 1;
390 fix_generated_item (tmp, op, difficulty, t->magic, flag);
391 change_treasure(t, tmp);
392 put_treasure (tmp, op, flag);
393 }
394} 379}
395 380
396/* This calls the appropriate treasure creation function. tries is passed 381/* This calls the appropriate treasure creation function. tries is passed
397 * to determine how many list transitions or attempts to create treasure 382 * to determine how many list transitions or attempts to create treasure
398 * have been made. It is really in place to prevent infinite loops with 383 * have been made. It is really in place to prevent infinite loops with
399 * list transitions, or so that excessively good treasure will not be 384 * list transitions, or so that excessively good treasure will not be
400 * created on weak maps, because it will exceed the number of allowed tries 385 * created on weak maps, because it will exceed the number of allowed tries
401 * to do that. 386 * to do that.
402 */ 387 */
388void
403void create_treasure(treasurelist *t, object *op, int flag, int difficulty, 389create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
404 int tries)
405{ 390{
391 // empty treasurelists are legal
392 if (!tl->items)
393 return;
406 394
407 if (tries++>100) { 395 if (tries++ > 100)
396 {
408 LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); 397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
409 return; 398 return;
399 }
400
401 if (op->flag [FLAG_TREASURE_ENV])
410 } 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
411 if (t->total_chance) 410 if (tl->total_chance)
412 create_one_treasure(t, op, flag,difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
413 else 412 else
414 create_all_treasures(t->items, op, flag, difficulty, tries); 413 create_all_treasures (tl->items, op, flag, difficulty, tries);
415} 414}
416 415
417/* This is similar to the old generate treasure function. However, 416/* This is similar to the old generate treasure function. However,
418 * 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
419 * create_treasure. We create a dummy object that the treasure gets 418 * create_treasure. We create a dummy object that the treasure gets
420 * inserted into, and then return that treausre 419 * inserted into, and then return that treausre
421 */ 420 */
421object *
422object *generate_treasure(treasurelist *t, int difficulty) 422generate_treasure (treasurelist *tl, int difficulty)
423{ 423{
424 object *ob = get_object(), *tmp; 424 difficulty = clamp (difficulty, 1, settings.max_level);
425 425
426 object *ob = object::create ();
427
426 create_treasure(t, ob, 0, difficulty, 0); 428 create_treasure (tl, ob, 0, difficulty, 0);
427 429
428 /* 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 */
429 tmp = ob->inv; 431 object *tmp = ob->inv;
430 if (tmp!=NULL) remove_ob(tmp); 432 if (tmp)
433 tmp->remove ();
434
431 if (ob->inv) { 435 if (ob->inv)
432 LOG(llevError,"In generate treasure, created multiple objects.\n"); 436 LOG (llevError, "In generate treasure, created multiple objects.\n");
433 } 437
434 free_object(ob); 438 ob->destroy ();
435 return tmp; 439 return tmp;
436} 440}
437 441
438/* 442/*
439 * 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
440 * a specific magical bonus. 444 * a specific magical bonus.
441 * 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
442 * magical bonus "wanted". 446 * magical bonus "wanted".
443 */ 447 */
444 448
445static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = 449static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
446{
447/*chance of magic difficulty*/ 450// chance of magic difficulty
448/* +0 +1 +2 +3 +4 */ 451// +0 +1 +2 +3 +4
449 { 95, 2, 2, 1, 0 }, /*1*/ 452 {95, 2, 2, 1, 0}, // 1
450 { 92, 5, 2, 1, 0 }, /*2*/ 453 {92, 5, 2, 1, 0}, // 2
451 { 85,10, 4, 1, 0 }, /*3*/ 454 {85, 10, 4, 1, 0}, // 3
452 { 80,14, 4, 2, 0 }, /*4*/ 455 {80, 14, 4, 2, 0}, // 4
453 { 75,17, 5, 2, 1 }, /*5*/ 456 {75, 17, 5, 2, 1}, // 5
454 { 70,18, 8, 3, 1 }, /*6*/ 457 {70, 18, 8, 3, 1}, // 6
455 { 65,21,10, 3, 1 }, /*7*/ 458 {65, 21, 10, 3, 1}, // 7
456 { 60,22,12, 4, 2 }, /*8*/ 459 {60, 22, 12, 4, 2}, // 8
457 { 55,25,14, 4, 2 }, /*9*/ 460 {55, 25, 14, 4, 2}, // 9
458 { 50,27,16, 5, 2 }, /*10*/ 461 {50, 27, 16, 5, 2}, // 10
459 { 45,28,18, 6, 3 }, /*11*/ 462 {45, 28, 18, 6, 3}, // 11
460 { 42,28,20, 7, 3 }, /*12*/ 463 {42, 28, 20, 7, 3}, // 12
461 { 40,27,21, 8, 4 }, /*13*/ 464 {40, 27, 21, 8, 4}, // 13
462 { 38,25,22,10, 5 }, /*14*/ 465 {38, 25, 22, 10, 5}, // 14
463 { 36,23,23,12, 6 }, /*15*/ 466 {36, 23, 23, 12, 6}, // 15
464 { 33,21,24,14, 8 }, /*16*/ 467 {33, 21, 24, 14, 8}, // 16
465 { 31,19,25,16, 9 }, /*17*/ 468 {31, 19, 25, 16, 9}, // 17
466 { 27,15,30,18,10 }, /*18*/ 469 {27, 15, 30, 18, 10}, // 18
467 { 20,12,30,25,13 }, /*19*/ 470 {20, 12, 30, 25, 13}, // 19
468 { 15,10,28,30,17 }, /*20*/ 471 {15, 10, 28, 30, 17}, // 20
469 { 13, 9,27,28,23 }, /*21*/ 472 {13, 9, 27, 28, 23}, // 21
470 { 10, 8,25,28,29 }, /*22*/ 473 {10, 8, 25, 28, 29}, // 22
471 { 8, 7,23,26,36 }, /*23*/ 474 { 8, 7, 23, 26, 36}, // 23
472 { 6, 6,20,22,46 }, /*24*/ 475 { 6, 6, 20, 22, 46}, // 24
473 { 4, 5,17,18,56 }, /*25*/ 476 { 4, 5, 17, 18, 56}, // 25
474 { 2, 4,12,14,68 }, /*26*/ 477 { 2, 4, 12, 14, 68}, // 26
475 { 0, 3, 7,10,80 }, /*27*/ 478 { 0, 3, 7, 10, 80}, // 27
476 { 0, 0, 3, 7,90 }, /*28*/ 479 { 0, 0, 3, 7, 90}, // 28
477 { 0, 0, 0, 3,97 }, /*29*/ 480 { 0, 0, 0, 3, 97}, // 29
478 { 0, 0, 0, 0,100}, /*30*/ 481 { 0, 0, 0, 0, 100}, // 30
479 { 0, 0, 0, 0,100}, /*31*/ 482 { 0, 0, 0, 0, 100}, // 31
480}; 483};
481
482 484
483/* calculate the appropriate level for wands staves and scrolls. 485/* calculate the appropriate level for wands staves and scrolls.
484 * 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)
485 * 487 *
486 * elmex Wed Aug 9 17:44:59 CEST 2006: 488 * elmex Wed Aug 9 17:44:59 CEST 2006:
487 * 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.
488 */ 490 */
489 491int
490int level_for_item (const object *op, int difficulty) 492level_for_item (const object *op, int difficulty)
491{ 493{
492 int mult = 0, olevel = 0; 494 int olevel = 0;
493 495
494 if (!op->inv) 496 if (!op->inv)
495 { 497 {
496 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);
497 return 0; 499 return 0;
498 } 500 }
499 501
500 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 502 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
501 503
502 if (olevel <= 0) 504 if (olevel <= 0)
516 * elmex Thu Aug 10 18:45:44 CEST 2006: 518 * elmex Thu Aug 10 18:45:44 CEST 2006:
517 * 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
518 * weird integer between 1-31. 520 * weird integer between 1-31.
519 * 521 *
520 */ 522 */
521 523int
522int magic_from_difficulty(int difficulty) 524magic_from_difficulty (int difficulty)
523{ 525{
524 int percent = 0, magic = 0; 526 int percent = 0, magic = 0;
525 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 527 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
526 528
527 scaled_diff--; 529 scaled_diff--;
528 530
529 if(scaled_diff < 0) 531 if (scaled_diff < 0)
530 scaled_diff = 0; 532 scaled_diff = 0;
531 533
532 if (scaled_diff >= DIFFLEVELS) 534 if (scaled_diff >= DIFFLEVELS)
533 scaled_diff = DIFFLEVELS-1; 535 scaled_diff = DIFFLEVELS - 1;
534 536
535 percent = RANDOM()%100; 537 percent = rndm (100);
536 538
537 for(magic = 0; magic < (MAXMAGIC + 1); magic++) 539 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
538 { 540 {
539 percent -= difftomagic_list[scaled_diff][magic]; 541 percent -= difftomagic_list[scaled_diff][magic];
540 542
541 if (percent < 0) 543 if (percent < 0)
542 break; 544 break;
543 } 545 }
544 546
545 if (magic == (MAXMAGIC + 1)) 547 if (magic == (MAXMAGIC + 1))
546 { 548 {
547 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);
548 magic = 0; 550 magic = 0;
549 } 551 }
550 552
551 magic = (RANDOM() % 3) ? magic : -magic; 553 magic = (rndm (3)) ? magic : -magic;
552 /* 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); */
553 555
554 return magic; 556 return magic;
555} 557}
556 558
559 * the armour variable, and the effect on speed of armour. 561 * the armour variable, and the effect on speed of armour.
560 * This function doesn't work properly, should add use of archetypes 562 * This function doesn't work properly, should add use of archetypes
561 * to make it truly absolute. 563 * to make it truly absolute.
562 */ 564 */
563 565
566void
564void set_abs_magic(object *op, int magic) { 567set_abs_magic (object *op, int magic)
568{
565 if(!magic) 569 if (!magic)
566 return; 570 return;
567 571
568 op->magic=magic; 572 op->magic = magic;
569 if (op->arch) { 573 if (op->arch)
574 {
570 if (op->type == ARMOUR) 575 if (op->type == ARMOUR)
571 ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; 576 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572 577
573 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 */
574 magic = (-magic); 579 magic = (-magic);
575 op->weight = (op->arch->clone.weight*(100-magic*10))/100; 580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
581 }
576 } else { 582 else
583 {
577 if(op->type==ARMOUR) 584 if (op->type == ARMOUR)
578 ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; 585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
579 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 */
580 magic = (-magic); 587 magic = (-magic);
581 op->weight=(op->weight*(100-magic*10))/100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
582 } 589 }
583} 590}
584 591
585/* 592/*
586 * Sets a random magical bonus in the given object based upon 593 * Sets a random magical bonus in the given object based upon
587 * the given difficulty, and the given max possible bonus. 594 * the given difficulty, and the given max possible bonus.
588 */ 595 */
589 596
597static void
590static void set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
591{ 599{
592 int i; 600 int i;
601
593 i = magic_from_difficulty(difficulty); 602 i = magic_from_difficulty (difficulty);
594 if ((flags & GT_ONLY_GOOD) && i < 0) 603 if ((flags & GT_ONLY_GOOD) && i < 0)
595 i = -i; 604 i = -i;
596 if(i > max_magic) 605 if (i > max_magic)
597 i = max_magic; 606 i = max_magic;
598 set_abs_magic(op,i); 607 set_abs_magic (op, i);
599 if (i < 0) 608 if (i < 0)
600 SET_FLAG(op, FLAG_CURSED); 609 SET_FLAG (op, FLAG_CURSED);
601} 610}
602 611
603/* 612/*
604 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
605 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
606 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
607 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
608 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
609 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
610 */ 619 */
611 620void
612void set_ring_bonus(object *op,int bonus) { 621set_ring_bonus (object *op, int bonus)
622{
613 623
614 int r=RANDOM()%(bonus>0?25:11); 624 int r = rndm (bonus > 0 ? 25 : 11);
615 625
616 if(op->type==AMULET) { 626 if (op->type == AMULET)
617 if(!(RANDOM()%21)) 627 {
618 r=20+RANDOM()%2; 628 if (!(rndm (21)))
619 else { 629 r = 20 + rndm (2);
620 if(RANDOM()&2)
621 r=10;
622 else 630 else
623 r=11+RANDOM()%9; 631 {
624 } 632 if (rndm (2))
633 r = 10;
634 else
635 r = 11 + rndm (9);
636 }
625 } 637 }
626 638
627 switch(r) { 639 switch (r)
640 {
628 /* 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,
629 * bonuses and penalties will stack and add to existing values. 642 * bonuses and penalties will stack and add to existing values.
630 * of the item. 643 * of the item.
631 */ 644 */
632 case 0: 645 case 0:
633 case 1: 646 case 1:
634 case 2: 647 case 2:
635 case 3: 648 case 3:
636 case 4: 649 case 4:
637 case 5: 650 case 5:
638 case 6: 651 case 6:
639 set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); 652 op->stats.stat (r) += bonus;
640 break; 653 break;
641 654
642 case 7: 655 case 7:
643 op->stats.dam+=bonus; 656 op->stats.dam += bonus;
644 break; 657 break;
645 658
646 case 8: 659 case 8:
647 op->stats.wc+=bonus; 660 op->stats.wc += bonus;
648 break; 661 break;
649 662
650 case 9: 663 case 9:
651 op->stats.food+=bonus; /* hunger/sustenance */ 664 op->stats.food += bonus; /* hunger/sustenance */
652 break; 665 break;
653 666
654 case 10: 667 case 10:
655 op->stats.ac+=bonus; 668 op->stats.ac += bonus;
656 break; 669 break;
657 670
658 /* Item that gives protections/vulnerabilities */ 671 /* Item that gives protections/vulnerabilities */
659 case 11: 672 case 11:
660 case 12: 673 case 12:
661 case 13: 674 case 13:
662 case 14: 675 case 14:
663 case 15: 676 case 15:
664 case 16: 677 case 16:
665 case 17: 678 case 17:
666 case 18: 679 case 18:
667 case 19: 680 case 19:
668 { 681 {
669 int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; 682 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
670 683
671 /* 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) */
672 val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; 685 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
673 686
674 /* 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
675 * positive values for how protections work out. Put another 688 * positive values for how protections work out. Put another
676 * 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
677 * even values. 690 * even values.
678 */ 691 */
679 if (bonus<0) val = 2*-val - RANDOM() % b; 692 if (bonus < 0)
680 if (val>35) val=35; /* Upper limit */ 693 val = 2 * -val - rndm (b);
681 b=0; 694 if (val > 35)
695 val = 35; /* Upper limit */
696 b = 0;
697
682 while (op->resist[resist_table[resist]]!=0 && b<4) { 698 while (op->resist[resist_table[resist]] != 0 && b < 4)
683 resist=RANDOM() % num_resist_table; 699 resist = rndm (num_resist_table);
684 } 700
685 if (b==4) return; /* Not able to find a free resistance */ 701 if (b == 4)
702 return; /* Not able to find a free resistance */
703
686 op->resist[resist_table[resist]] = val; 704 op->resist[resist_table[resist]] = val;
687 /* We should probably do something more clever here to adjust value 705 /* We should probably do something more clever here to adjust value
688 * based on how good a resistance we gave. 706 * based on how good a resistance we gave.
689 */ 707 */
690 break; 708 break;
691 } 709 }
692 case 20: 710 case 20:
693 if(op->type==AMULET) { 711 if (op->type == AMULET)
712 {
694 SET_FLAG(op,FLAG_REFL_SPELL); 713 SET_FLAG (op, FLAG_REFL_SPELL);
695 op->value*=11; 714 op->value *= 11;
696 } else { 715 }
716 else
717 {
697 op->stats.hp=1; /* regenerate hit points */ 718 op->stats.hp = 1; /* regenerate hit points */
698 op->value*=4; 719 op->value *= 4;
720 }
721 break;
722
723 case 21:
724 if (op->type == AMULET)
725 {
726 SET_FLAG (op, FLAG_REFL_MISSILE);
727 op->value *= 9;
728 }
729 else
730 {
731 op->stats.sp = 1; /* regenerate spell points */
732 op->value *= 3;
733 }
734 break;
735
736 case 22:
737 op->stats.exp += bonus; /* Speed! */
738 op->value = (op->value * 2) / 3;
739 break;
699 } 740 }
700 break;
701 741
702 case 21:
703 if(op->type==AMULET) {
704 SET_FLAG(op,FLAG_REFL_MISSILE);
705 op->value*=9;
706 } else {
707 op->stats.sp=1; /* regenerate spell points */
708 op->value*=3;
709 }
710 break;
711
712 case 22:
713 op->stats.exp+=bonus; /* Speed! */
714 op->value=(op->value*2)/3;
715 break;
716 }
717 if(bonus>0) 742 if (bonus > 0)
718 op->value*=2*bonus; 743 op->value *= 2 * bonus;
719 else 744 else
720 op->value= -(op->value*2*bonus)/3; 745 op->value = -(op->value * 2 * bonus) / 3;
721} 746}
722 747
723/* 748/*
724 * get_magic(diff) will return a random number between 0 and 4. 749 * get_magic(diff) will return a random number between 0 and 4.
725 * diff can be any value above 2. The higher the diff-variable, the 750 * diff can be any value above 2. The higher the diff-variable, the
726 * higher is the chance of returning a low number. 751 * higher is the chance of returning a low number.
727 * 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
728 * rings and amulets. 753 * rings and amulets.
729 * 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.
730 */ 755 */
731 756int
732int get_magic(int diff) { 757get_magic (int diff)
758{
733 int i; 759 int i;
760
734 if(diff<3) 761 if (diff < 3)
735 diff=3; 762 diff = 3;
763
736 for(i=0;i<4;i++) 764 for (i = 0; i < 4; i++)
737 if(RANDOM()%diff) return i; 765 if (rndm (diff))
766 return i;
767
738 return 4; 768 return 4;
739} 769}
740 770
741#define DICE2 (get_magic(2)==2?2:1) 771#define DICE2 (get_magic(2)==2?2:1)
742#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))
743 773
744/* 774/*
745 * 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
746 * 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
747 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 777 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
748 */ 778 */
779
749/* 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
750 * 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
751 * 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
752 * way to do this? b.t. */ 783 * way to do this? b.t. */
784
753/* 785/*
754 * ! (flags & GT_ENVIRONMENT): 786 * ! (flags & GT_ENVIRONMENT):
755 * Automatically calls fix_flesh_item(). 787 * Automatically calls fix_flesh_item().
756 * 788 *
757 * flags: 789 * flags:
759 * value. 791 * value.
760 * 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
761 * 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
762 * 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
763 */ 795 */
764 796void
765void fix_generated_item (object * op, object * creator, int difficulty, 797fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
766 int max_magic, int flags)
767{ 798{
768 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;
769 800
770 if (!creator || creator->type == op->type) 801 if (!creator || creator->type == op->type)
771 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 802 creator = op; /*safety & to prevent polymorphed objects giving attributes */
774 save_item_power = op->item_power; 805 save_item_power = op->item_power;
775 op->item_power = 0; 806 op->item_power = 0;
776 807
777 if (op->randomitems && op->type != SPELL) 808 if (op->randomitems && op->type != SPELL)
778 { 809 {
779 create_treasure (op->randomitems, op, flags, difficulty, 0); 810 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
780 if (!op->inv)
781 LOG (llevDebug,
782 "fix_generated_item: Unable to generate treasure for %s\n",
783 op->name);
784
785 /* So the treasure doesn't get created again */ 811 /* So the treasure doesn't get created again */
786 op->randomitems = NULL; 812 op->randomitems = 0;
787 } 813 }
788 814
789 if (difficulty < 1) 815 if (difficulty < 1)
790 difficulty = 1; 816 difficulty = 1;
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;
791 823
792 if (!(flags & GT_MINIMAL)) 824 if (!(flags & GT_MINIMAL))
793 { 825 {
794 if (op->arch == crown_arch) 826 if (op->arch == crown_arch)
795 { 827 {
802 if (!op->magic && max_magic) 834 if (!op->magic && max_magic)
803 set_magic (difficulty, op, max_magic, flags); 835 set_magic (difficulty, op, max_magic, flags);
804 836
805 num_enchantments = calc_item_power (op, 1); 837 num_enchantments = calc_item_power (op, 1);
806 838
807 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) 839 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
808 || op->type == HORN 840 || op->type == HORN
809 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 841 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
810 * used for shop_floors or treasures */ 842 * used for shop_floors or treasures */
811 generate_artifact (op, difficulty); 843 generate_artifact (op, difficulty);
812 } 844 }
813 845
814 /* Object was made an artifact. Calculate its item_power rating. 846 /* Object was made an artifact. Calculate its item_power rating.
815 * the item_power in the object is what the artfiact adds. 847 * the item_power in the object is what the artfiact adds.
822 * out the power from the base power plus what this one adds. Note 854 * out the power from the base power plus what this one adds. Note
823 * that since item_power is not quite linear, this actually ends up 855 * that since item_power is not quite linear, this actually ends up
824 * being somewhat of a bonus 856 * being somewhat of a bonus
825 */ 857 */
826 if (save_item_power) 858 if (save_item_power)
827 op->item_power =
828 save_item_power + get_power_from_ench (op->item_power); 859 op->item_power = save_item_power + get_power_from_ench (op->item_power);
829 else 860 else
830 op->item_power =
831 get_power_from_ench (op->item_power + num_enchantments); 861 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
832 } 862 }
833 else if (save_item_power) 863 else if (save_item_power)
834 { 864 {
835 /* 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.
836 * we don't care about num_enchantments - that will basically just 866 * we don't care about num_enchantments - that will basically just
844 * 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
845 * 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
846 * item_power value. 876 * item_power value.
847 * - gros, 21th of July 2006. 877 * - gros, 21th of July 2006.
848 */ 878 */
849 op->item_power = calc_item_power(op,0); 879 op->item_power = calc_item_power (op, 0);
850 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
851 * again below */ 881 * again below */
852 } 882 }
853 } 883 }
854 884
855 /* materialtype modifications. Note we allow this on artifacts. */ 885 /* materialtype modifications. Note we allow this on artifacts. */
856 set_materialname (op, difficulty, NULL); 886 set_materialname (op, difficulty, NULL);
869 } 899 }
870 } 900 }
871 else if (!op->title) /* Only modify object if not special */ 901 else if (!op->title) /* Only modify object if not special */
872 switch (op->type) 902 switch (op->type)
873 { 903 {
874 case WEAPON: 904 case WEAPON:
875 case ARMOUR: 905 case ARMOUR:
876 case SHIELD: 906 case SHIELD:
877 case HELMET: 907 case HELMET:
878 case CLOAK: 908 case CLOAK:
879 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 909 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
880 set_ring_bonus (op, -DICE2); 910 set_ring_bonus (op, -DICE2);
881 break; 911 break;
882 912
883 case BRACERS: 913 case BRACERS:
884 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 914 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
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:
885 { 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
886 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 981 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
887 if (!QUERY_FLAG (op, FLAG_CURSED))
888 op->value *= 3;
889 }
890 break;
891 982
892 case POTION: 983 if (op->type != RING) /* Amulets have only one ability */
893 {
894 int too_many_tries = 0, is_special = 0;
895
896 /* Handle healing and magic power potions */
897 if (op->stats.sp && !op->randomitems)
898 {
899 object *tmp;
900
901 tmp = get_archetype (spell_mapping[op->stats.sp]);
902 insert_ob_in_ob (tmp, op);
903 op->stats.sp = 0;
904 }
905
906 while (!(is_special = special_potion (op)) && !op->inv)
907 {
908 generate_artifact (op, difficulty);
909 if (too_many_tries++ > 10)
910 break; 984 break;
911 }
912 985
913 /* don't want to change value for healing/magic power potions, 986 if (!(rndm (4)))
914 * since the value set on those is already correct.
915 */
916 if (op->inv && op->randomitems)
917 { 987 {
918 /* value multiplier is same as for scrolls */ 988 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
919 op->value = (op->value * op->inv->value); 989
920 op->level = 990 if (d > 0)
921 op->inv->level / 2 + RANDOM () % difficulty 991 op->value *= 3;
922 + RANDOM () % difficulty; 992
993 set_ring_bonus (op, d);
994
995 if (!(rndm (4)))
996 {
997 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
998
999 if (d > 0)
1000 op->value *= 5;
1001 set_ring_bonus (op, d);
1002 }
923 } 1003 }
924 else
925 {
926 FREE_AND_COPY (op->name, "potion");
927 FREE_AND_COPY (op->name_pl, "potions");
928 }
929 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
930 SET_FLAG (op, FLAG_CURSED);
931 break;
932 }
933 1004
934 case AMULET: 1005 if (GET_ANIM_ID (op))
935 if (op->arch == amulet_arch) 1006 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
936 op->value *= 5; /* Since it's not just decoration */
937 1007
938 case RING:
939 if (op->arch == NULL)
940 {
941 remove_ob (op);
942 free_object (op);
943 op = NULL;
944 break; 1008 break;
1009
1010 case BOOK:
1011 /* Is it an empty book?, if yes lets make a special·
1012 * msg for it, and tailor its properties based on the·
1013 * creator and/or map level we found it on.
945 } 1014 */
946 1015 if (!op->msg && rndm (10))
947 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
948 break;
949
950 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
951 SET_FLAG (op, FLAG_CURSED);
952
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
954
955 if (op->type != RING) /* Amulets have only one ability */
956 break;
957
958 if (!(RANDOM () % 4))
959 {
960 int d = (RANDOM () % 2
961 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
962
963 if (d > 0)
964 op->value *= 3;
965
966 set_ring_bonus (op, d);
967
968 if (!(RANDOM () % 4))
969 { 1016 {
970 int d = (RANDOM () % 3 1017 /* set the book level properly */
971 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1018 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
972 if (d > 0) 1019 {
973 op->value *= 5; 1020 if (op->map && op->map->difficulty)
974 set_ring_bonus (op, d); 1021 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1022 else
1023 op->level = rndm (20) + 1;
1024 }
1025 else
1026 op->level = rndm (creator->level);
1027
1028 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1029 /* books w/ info are worth more! */
1030 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1031 /* creator related stuff */
1032
1033 /* for library, chained books. Note that some monsters have no_pick
1034 * set - we don't want to set no pick in that case.
1035 */
1036 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1037 SET_FLAG (op, FLAG_NO_PICK);
1038 if (creator->slaying && !op->slaying) /* for check_inv floors */
1039 op->slaying = creator->slaying;
1040
1041 /* add exp so reading it gives xp (once) */
1042 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
975 } 1043 }
976 }
977
978 if (GET_ANIM_ID (op))
979 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
980
981 break; 1044 break;
982 1045
983 case BOOK: 1046 case SPELLBOOK:
984 /* Is it an empty book?, if yes lets make a special· 1047 op->value = op->value * op->inv->value;
985 * msg for it, and tailor its properties based on the· 1048 /* add exp so learning gives xp */
986 * creator and/or map level we found it on. 1049 op->level = op->inv->level;
1050 op->stats.exp = op->value;
1051 break;
1052
1053 case WAND:
1054 /* nrof in the treasure list is number of charges,
1055 * not number of wands. So copy that into food (charges),
1056 * and reset nrof.
987 */ 1057 */
988 if (!op->msg && RANDOM () % 10) 1058 op->stats.food = op->inv->nrof;
1059 op->nrof = 1;
1060 /* If the spell changes by level, choose a random level
1061 * for it, and adjust price. If the spell doesn't
1062 * change by level, just set the wand to the level of
1063 * the spell, and value calculation is simpler.
989 { 1064 */
990 /* set the book level properly */ 1065 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
991 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
992 { 1066 {
993 if (op->map && op->map->difficulty) 1067 op->level = level_for_item (op, difficulty);
994 op->level = 1068 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
995 RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
996 else
997 op->level = RANDOM () % 20 + 1;
998 } 1069 }
999 else 1070 else
1000 op->level = RANDOM () % creator->level; 1071 {
1001
1002 tailor_readable_ob (op,
1003 (creator
1004 && creator->stats.sp) ? creator->stats.
1005 sp : -1);
1006 /* books w/ info are worth more! */
1007 op->value *=
1008 ((op->level >
1009 10 ? op->level : (op->level + 1072 op->level = op->inv->level;
1010 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1073 op->value = op->value * op->inv->value;
1011 /* creator related stuff */ 1074 }
1075 break;
1012 1076
1013 /* for library, chained books. Note that some monsters have no_pick 1077 case ROD:
1014 * set - we don't want to set no pick in that case. 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.
1015 */ 1083 */
1016 if (QUERY_FLAG (creator, FLAG_NO_PICK) && 1084 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1017 !QUERY_FLAG (creator, FLAG_MONSTER)) 1085 /* maxhp is used to denote how many 'charges' the rod holds before */
1018 SET_FLAG (op, FLAG_NO_PICK);
1019 if (creator->slaying && !op->slaying) /* for check_inv floors */
1020 op->slaying = add_string (creator->slaying);
1021
1022 /* add exp so reading it gives xp (once) */
1023 op->stats.exp = 1086 if (op->stats.maxhp)
1024 op->value > 10000 ? op->value / 5 : op->value / 10; 1087 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1025 } 1088 else
1089 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1090
1091 op->stats.hp = op->stats.maxhp;
1026 break; 1092 break;
1027 1093
1028 case SPELLBOOK: 1094 case SCROLL:
1029 op->value = op->value * op->inv->value;
1030 /* add exp so learning gives xp */
1031 op->level = op->inv->level;
1032 op->stats.exp = op->value;
1033 break;
1034
1035 case WAND:
1036 /* nrof in the treasure list is number of charges,
1037 * not number of wands. So copy that into food (charges),
1038 * and reset nrof.
1039 */
1040 op->stats.food = op->inv->nrof;
1041 op->nrof = 1;
1042 /* If the spell changes by level, choose a random level
1043 * for it, and adjust price. If the spell doesn't
1044 * change by level, just set the wand to the level of
1045 * the spell, and value calculation is simpler.
1046 */
1047 if (op->inv->duration_modifier || op->inv->dam_modifier ||
1048 op->inv->range_modifier)
1049 {
1050 op->level = level_for_item (op, difficulty); 1095 op->level = level_for_item (op, difficulty);
1051 op->value = op->value * op->inv->value * (op->level + 50) /
1052 (op->inv->level + 50);
1053 }
1054 else
1055 {
1056 op->level = op->inv->level;
1057 op->value = op->value * op->inv->value;
1058 }
1059 break;
1060
1061 case ROD:
1062 op->level = level_for_item (op, difficulty);
1063 /* Add 50 to both level an divisor to keep prices a little more
1064 * reasonable. Otherwise, a high level version of a low level
1065 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1066 * 10 time multiplier). This way, the value are a bit more reasonable.
1067 */
1068 op->value =
1069 op->value * op->inv->value * (op->level + 50) / (op->inv->level + 1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1070 50);
1071 /* maxhp is used to denote how many 'charges' the rod holds before */
1072 if (op->stats.maxhp)
1073 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1074 else
1075 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1076 1097
1077 op->stats.hp = op->stats.maxhp;
1078 break;
1079
1080 case SCROLL:
1081 op->level = level_for_item (op, difficulty);
1082 op->value =
1083 op->value * op->inv->value
1084 * (op->level + 50) / (op->inv->level + 50);
1085
1086 /* add exp so reading them properly gives xp */ 1098 /* add exp so reading them properly gives xp */
1087 op->stats.exp = op->value / 5; 1099 op->stats.exp = op->value / 5;
1088 op->nrof = op->inv->nrof; 1100 op->nrof = op->inv->nrof;
1089 break; 1101 break;
1090 1102
1091 case RUNE: 1103 case RUNE:
1092 trap_adjust (op, difficulty); 1104 trap_adjust (op, difficulty);
1093 break; 1105 break;
1094 1106
1095 case TRAP: 1107 case TRAP:
1096 trap_adjust (op, difficulty); 1108 trap_adjust (op, difficulty);
1097 break; 1109 break;
1098 } /* switch type */ 1110 } /* switch type */
1099 1111
1100 if (flags & GT_STARTEQUIP) 1112 if (flags & GT_STARTEQUIP)
1101 { 1113 {
1102 if (op->nrof < 2 && op->type != CONTAINER 1114 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1103 && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1104 SET_FLAG (op, FLAG_STARTEQUIP); 1115 SET_FLAG (op, FLAG_STARTEQUIP);
1105 else if (op->type != MONEY) 1116 else if (op->type != MONEY)
1106 op->value = 0; 1117 op->value = 0;
1107 } 1118 }
1108 1119
1119 */ 1130 */
1120 1131
1121/* 1132/*
1122 * Allocate and return the pointer to an empty artifactlist structure. 1133 * Allocate and return the pointer to an empty artifactlist structure.
1123 */ 1134 */
1124 1135static artifactlist *
1125static artifactlist *get_empty_artifactlist(void) { 1136get_empty_artifactlist (void)
1126 artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); 1137{
1127 if(tl==NULL) 1138 return salloc0 <artifactlist> ();
1128 fatal(OUT_OF_MEMORY);
1129 tl->next=NULL;
1130 tl->items=NULL;
1131 tl->total_chance=0;
1132 return tl;
1133} 1139}
1134 1140
1135/* 1141/*
1136 * Allocate and return the pointer to an empty artifact structure. 1142 * Allocate and return the pointer to an empty artifact structure.
1137 */ 1143 */
1138 1144static artifact *
1139static artifact *get_empty_artifact(void) { 1145get_empty_artifact (void)
1140 artifact *t = (artifact *) malloc(sizeof(artifact)); 1146{
1141 if(t==NULL) 1147 return salloc0 <artifact> ();
1142 fatal(OUT_OF_MEMORY);
1143 t->item=NULL;
1144 t->next=NULL;
1145 t->chance=0;
1146 t->difficulty=0;
1147 t->allowed = NULL;
1148 return t;
1149} 1148}
1150 1149
1151/* 1150/*
1152 * 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
1153 * of objects on it. 1152 * of objects on it.
1154 */ 1153 */
1155
1156artifactlist *find_artifactlist(int type) {
1157 artifactlist *al; 1154artifactlist *
1158 1155find_artifactlist (int type)
1156{
1159 for (al=first_artifactlist; al!=NULL; al=al->next) 1157 for (artifactlist *al = first_artifactlist; al; al = al->next)
1160 if (al->type == type) return al; 1158 if (al->type == type)
1159 return al;
1160
1161 return NULL; 1161 return 0;
1162} 1162}
1163 1163
1164/* 1164/*
1165 * For debugging purposes. Dumps all tables. 1165 * For debugging purposes. Dumps all tables.
1166 */ 1166 */
1167 1167void
1168void dump_artifacts(void) { 1168dump_artifacts (void)
1169{
1169 artifactlist *al; 1170 artifactlist *al;
1170 artifact *art; 1171 artifact *art;
1171 linked_char *next; 1172 linked_char *next;
1172 1173
1173 fprintf(logfile,"\n"); 1174 fprintf (logfile, "\n");
1174 for (al=first_artifactlist; al!=NULL; al=al->next) { 1175 for (al = first_artifactlist; al != NULL; al = al->next)
1176 {
1175 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);
1176 for (art=al->items; art!=NULL; art=art->next) { 1178 for (art = al->items; art != NULL; art = art->next)
1177 fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n", 1179 {
1178 art->item->name, art->difficulty, art->chance); 1180 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1179 if (art->allowed !=NULL) { 1181 if (art->allowed != NULL)
1182 {
1180 fprintf(logfile,"\tAllowed combinations:"); 1183 fprintf (logfile, "\tallowed combinations:");
1181 for (next=art->allowed; next!=NULL; next=next->next) 1184 for (next = art->allowed; next != NULL; next = next->next)
1182 fprintf(logfile, "%s,", next->name); 1185 fprintf (logfile, "%s,", &next->name);
1183 fprintf(logfile,"\n"); 1186 fprintf (logfile, "\n");
1187 }
1184 } 1188 }
1185 }
1186 } 1189 }
1187 fprintf(logfile,"\n"); 1190 fprintf (logfile, "\n");
1188} 1191}
1189 1192
1190/* 1193/*
1191 * For debugging purposes. Dumps all treasures recursively (see below). 1194 * For debugging purposes. Dumps all treasures recursively (see below).
1192 */ 1195 */
1196void
1193void dump_monster_treasure_rec (const char *name, treasure *t, int depth) 1197dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1194{ 1198{
1195 treasurelist *tl; 1199 treasurelist *tl;
1196 int i; 1200 int i;
1197 1201
1198 if (depth > 100) 1202 if (depth > 100)
1199 return; 1203 return;
1200 while (t != NULL) 1204
1205 while (t)
1201 { 1206 {
1202 if (t->name != NULL) 1207 if (t->name)
1203 { 1208 {
1204 for (i = 0; i < depth; i++) 1209 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " "); 1210 fprintf (logfile, " ");
1211
1206 fprintf (logfile, "{ (list: %s)\n", t->name); 1212 fprintf (logfile, "{ (list: %s)\n", &t->name);
1213
1207 tl = find_treasurelist (t->name); 1214 tl = treasurelist::find (t->name);
1215 if (tl)
1208 dump_monster_treasure_rec (name, tl->items, depth + 2); 1216 dump_monster_treasure_rec (name, tl->items, depth + 2);
1217
1209 for (i = 0; i < depth; i++) 1218 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " "); 1219 fprintf (logfile, " ");
1220
1211 fprintf (logfile, "} (end of list: %s)\n", t->name); 1221 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1212 } 1222 }
1213 else 1223 else
1214 { 1224 {
1215 for (i = 0; i < depth; i++) 1225 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " "); 1226 fprintf (logfile, " ");
1217 if (t->item->clone.type == FLESH) 1227
1228 if (t->item && t->item->type == FLESH)
1218 fprintf (logfile, "%s's %s\n", name, t->item->clone.name); 1229 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1219 else 1230 else
1220 fprintf (logfile, "%s\n", t->item->clone.name); 1231 fprintf (logfile, "%s\n", &t->item->object::name);
1221 } 1232 }
1233
1222 if (t->next_yes != NULL) 1234 if (t->next_yes)
1223 { 1235 {
1224 for (i = 0; i < depth; i++) 1236 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " "); 1237 fprintf (logfile, " ");
1238
1226 fprintf (logfile, " (if yes)\n"); 1239 fprintf (logfile, " (if yes)\n");
1227 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1240 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1228 } 1241 }
1242
1229 if (t->next_no != NULL) 1243 if (t->next_no)
1230 { 1244 {
1231 for (i = 0; i < depth; i++) 1245 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " "); 1246 fprintf (logfile, " ");
1247
1233 fprintf (logfile, " (if no)\n"); 1248 fprintf (logfile, " (if no)\n");
1234 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1249 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1235 } 1250 }
1251
1236 t = t->next; 1252 t = t->next;
1237 } 1253 }
1238} 1254}
1239 1255
1240/* 1256/*
1241 * For debugging purposes. Dumps all treasures for a given monster. 1257 * For debugging purposes. Dumps all treasures for a given monster.
1242 * Created originally by Raphael Quinet for debugging the alchemy code. 1258 * Created originally by Raphael Quinet for debugging the alchemy code.
1243 */ 1259 */
1244 1260void
1245void dump_monster_treasure (const char *name) 1261dump_monster_treasure (const char *name)
1246{ 1262{
1247 archetype *at; 1263 archetype *at;
1248 int found; 1264 int found;
1249 1265
1250 found = 0; 1266 found = 0;
1251 fprintf (logfile, "\n"); 1267 fprintf (logfile, "\n");
1252 for (at = first_archetype; at != NULL; at = at->next) 1268
1269 for_all_archetypes (at)
1253 if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1270 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1254 { 1271 {
1255 fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name, 1272 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1256 at->name);
1257 if (at->clone.randomitems != NULL) 1273 if (at->randomitems != NULL)
1258 dump_monster_treasure_rec (at->clone.name, 1274 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1259 at->clone.randomitems->items, 1); 1275 else
1260 else
1261 fprintf (logfile, "(nothing)\n"); 1276 fprintf (logfile, "(nothing)\n");
1277
1262 fprintf (logfile, "\n"); 1278 fprintf (logfile, "\n");
1263 found++; 1279 found++;
1264 } 1280 }
1281
1265 if (found == 0) 1282 if (found == 0)
1266 fprintf (logfile, "No objects have the name %s!\n\n", name); 1283 fprintf (logfile, "No objects have the name %s!\n\n", name);
1267} 1284}
1268 1285
1269/* 1286/*
1270 * 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.
1271 */ 1288 */
1272 1289void
1273void init_artifacts(void) { 1290init_artifacts (void)
1291{
1274 static int has_been_inited=0; 1292 static int has_been_inited = 0;
1275 FILE *fp; 1293 char filename[MAX_BUF];
1276 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1277 artifact *art=NULL; 1294 artifact *art = NULL;
1278 linked_char *tmp;
1279 int value, comp;
1280 artifactlist *al; 1295 artifactlist *al;
1281 1296
1282 object_thawer thawer;
1283
1284 if (has_been_inited) return; 1297 if (has_been_inited)
1298 return;
1299 else
1285 else has_been_inited = 1; 1300 has_been_inited = 1;
1286 1301
1287 sprintf(filename, "%s/artifacts", settings.datadir); 1302 sprintf (filename, "%s/artifacts", settings.datadir);
1288 LOG(llevDebug, "Reading artifacts from %s...",filename); 1303 object_thawer f (filename);
1289 if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) {
1290 LOG(llevError, "Can't open %s.\n", filename);
1291 return;
1292 }
1293 1304
1294 while (fgets(buf, HUGE_BUF, fp)!=NULL) { 1305 if (!f)
1295 if (*buf=='#') continue; 1306 return;
1296 if((cp=strchr(buf,'\n'))!=NULL) 1307
1297 *cp='\0'; 1308 for (;;)
1298 cp=buf;
1299 while(*cp==' ') /* Skip blanks */
1300 cp++;
1301 if (*cp=='\0') continue;
1302 1309 {
1303 if (!strncmp(cp, "Allowed", 7)) { 1310 switch (f.kw)
1304 if (art==NULL) {
1305 art=get_empty_artifact();
1306 nrofartifacts++;
1307 } 1311 {
1308 cp = strchr(cp,' ') + 1; 1312 case KW_allowed:
1309 if (!strcmp(cp,"all")) continue; 1313 if (!art)
1314 art = get_empty_artifact ();
1310 1315
1311 do { 1316 {
1312 nrofallowedstr++; 1317 if (!strcmp (f.get_str (), "all"))
1313 if ((next=strchr(cp, ','))!=NULL) 1318 break;
1314 *(next++) = '\0'; 1319
1315 tmp = (linked_char*) malloc(sizeof(linked_char)); 1320 char *next, *cp = f.get_str ();
1316 tmp->name = add_string(cp); 1321
1317 tmp->next = art->allowed; 1322 do
1318 art->allowed = tmp; 1323 {
1319 } while ((cp=next)!=NULL); 1324 if ((next = strchr (cp, ',')))
1320 } 1325 *next++ = '\0';
1321 else if (sscanf(cp, "chance %d", &value)) 1326
1322 art->chance = (uint16) value; 1327 linked_char *tmp = new linked_char;
1323 else if (sscanf(cp, "difficulty %d", &value)) 1328
1324 art->difficulty = (uint8) value; 1329 tmp->name = cp;
1325 else if (!strncmp(cp, "Object",6)) { 1330 tmp->next = art->allowed;
1326 art->item = (object *) calloc(1, sizeof(object)); 1331 art->allowed = tmp;
1327 reset_object(art->item); 1332 }
1328 if (!load_object(fp, thawer, art->item,LO_LINEMODE,0)) 1333 while ((cp = next));
1334 }
1335 break;
1336
1337 case KW_chance:
1338 f.get (art->chance);
1339 break;
1340
1341 case KW_difficulty:
1342 f.get (art->difficulty);
1343 break;
1344
1345 case KW_object:
1346 {
1347 art->item = object::create ();
1348 f.get (art->item->name);
1349 f.next ();
1350
1351 if (!art->item->parse_kv (f))
1329 LOG(llevError,"Init_Artifacts: Could not load object.\n"); 1352 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1330 art->item->name = add_string((strchr(cp, ' ')+1)); 1353
1331 al=find_artifactlist(art->item->type); 1354 al = find_artifactlist (art->item->type);
1332 if (al==NULL) { 1355
1333 al = get_empty_artifactlist(); 1356 if (!al)
1334 al->type = art->item->type; 1357 {
1358 al = get_empty_artifactlist ();
1359 al->type = art->item->type;
1335 al->next = first_artifactlist; 1360 al->next = first_artifactlist;
1336 first_artifactlist = al; 1361 first_artifactlist = al;
1362 }
1363
1364 art->next = al->items;
1365 al->items = art;
1366 art = 0;
1367 }
1368 continue;
1369
1370 case KW_EOF:
1371 goto done;
1372
1373 default:
1374 if (!f.parse_error ("artifacts file"))
1375 cleanup ("artifacts file required");
1376 break;
1377 }
1378
1379 f.next ();
1337 } 1380 }
1338 art->next = al->items;
1339 al->items = art;
1340 art = NULL;
1341 }
1342 else
1343 LOG(llevError,"Unknown input in artifact file: %s\n", buf);
1344 }
1345 1381
1346 close_and_delete(fp, comp); 1382done:
1347
1348 for (al=first_artifactlist; al!=NULL; al=al->next) { 1383 for (al = first_artifactlist; al; al = al->next)
1384 {
1385 al->total_chance = 0;
1386
1349 for (art=al->items; art!=NULL; art=art->next) { 1387 for (art = al->items; art; art = art->next)
1388 {
1350 if (!art->chance) 1389 if (!art->chance)
1351 LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); 1390 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1352 else 1391 else
1353 al->total_chance += art->chance; 1392 al->total_chance += art->chance;
1354 } 1393 }
1355#if 0 1394#if 0
1356 LOG(llevDebug,"Artifact list type %d has %d total chance\n", 1395 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1357 al->type, al->total_chance);
1358#endif 1396#endif
1359 } 1397 }
1360 1398
1361 LOG(llevDebug,"done.\n"); 1399 LOG (llevDebug, "done.\n");
1362} 1400}
1363
1364 1401
1365/* 1402/*
1366 * Used in artifact generation. The bonuses of the first object 1403 * Used in artifact generation. The bonuses of the first object
1367 * is modified by the bonuses of the second object. 1404 * is modified by the bonuses of the second object.
1368 */ 1405 */
1369 1406void
1370void add_abilities(object *op, object *change) { 1407add_abilities (object *op, object *change)
1408{
1371 int i,j, tmp; 1409 int i, tmp;
1372 1410
1373 if (change->face != blank_face) { 1411 if (change->face != blank_face)
1412 {
1374#ifdef TREASURE_VERBOSE 1413#ifdef TREASURE_VERBOSE
1375 LOG(llevDebug, "FACE: %d\n", change->face->number); 1414 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1376#endif 1415#endif
1377 op->face = change->face; 1416 op->face = change->face;
1378 } 1417 }
1418
1379 for (i = 0; i < NUM_STATS; i++) 1419 for (i = 0; i < NUM_STATS; i++)
1380 change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); 1420 change_attr_value (&(op->stats), i, change->stats.stat (i));
1381 1421
1382 op->attacktype |= change->attacktype; 1422 op->attacktype |= change->attacktype;
1383 op->path_attuned |= change->path_attuned; 1423 op->path_attuned |= change->path_attuned;
1384 op->path_repelled |= change->path_repelled; 1424 op->path_repelled |= change->path_repelled;
1385 op->path_denied |= change->path_denied; 1425 op->path_denied |= change->path_denied;
1386 op->move_type |= change->move_type; 1426 op->move_type |= change->move_type;
1387 op->stats.luck += change->stats.luck; 1427 op->stats.luck += change->stats.luck;
1388 1428
1389 if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); 1429 if (QUERY_FLAG (change, FLAG_CURSED))
1390 if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); 1430 SET_FLAG (op, FLAG_CURSED);
1431 if (QUERY_FLAG (change, FLAG_DAMNED))
1432 SET_FLAG (op, FLAG_DAMNED);
1391 if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) 1433 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1392 && op->magic > 0)
1393 set_abs_magic(op, -op->magic); 1434 set_abs_magic (op, -op->magic);
1394 1435
1395 if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1436 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1396 if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1437 SET_FLAG (op, FLAG_LIFESAVE);
1397 if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1438 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1398 if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1439 SET_FLAG (op, FLAG_REFL_SPELL);
1399 if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1440 if (QUERY_FLAG (change, FLAG_STEALTH))
1400 if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1441 SET_FLAG (op, FLAG_STEALTH);
1401 if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1442 if (QUERY_FLAG (change, FLAG_XRAYS))
1402 if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); 1443 SET_FLAG (op, FLAG_XRAYS);
1444 if (QUERY_FLAG (change, FLAG_BLIND))
1445 SET_FLAG (op, FLAG_BLIND);
1446 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1447 SET_FLAG (op, FLAG_SEE_IN_DARK);
1448 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1449 SET_FLAG (op, FLAG_REFL_MISSILE);
1450 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1451 SET_FLAG (op, FLAG_MAKE_INVIS);
1403 1452
1404 if (QUERY_FLAG(change,FLAG_STAND_STILL)) { 1453 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1454 {
1405 CLEAR_FLAG(op,FLAG_ANIMATE); 1455 CLEAR_FLAG (op, FLAG_ANIMATE);
1406 /* so artifacts will join */ 1456 /* so artifacts will join */
1407 if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; 1457 if (!QUERY_FLAG (op, FLAG_ALIVE))
1408 update_ob_speed(op); 1458 op->speed = 0.0;
1459
1460 op->set_speed (op->speed);
1409 } 1461 }
1410 if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; 1462
1463 if (change->nrof)
1464 op->nrof = rndm (change->nrof) + 1;
1465
1411 op->stats.exp += change->stats.exp; /* Speed modifier */ 1466 op->stats.exp += change->stats.exp; /* Speed modifier */
1412 op->stats.wc += change->stats.wc; 1467 op->stats.wc += change->stats.wc;
1413 op->stats.ac += change->stats.ac; 1468 op->stats.ac += change->stats.ac;
1414 1469
1415 if (change->other_arch) { 1470 if (change->other_arch)
1471 {
1416 /* Basically, for horns & potions, the other_arch field is the spell 1472 /* Basically, for horns & potions, the other_arch field is the spell
1417 * to cast. So convert that to into a spell and put it into 1473 * to cast. So convert that to into a spell and put it into
1418 * this object. 1474 * this object.
1419 */ 1475 */
1420 if (op->type == HORN || op->type == POTION) { 1476 if (op->type == HORN || op->type == POTION)
1477 {
1421 object *tmp_obj; 1478 object *tmp_obj;
1479
1422 /* Remove any spells this object currently has in it */ 1480 /* Remove any spells this object currently has in it */
1423 while (op->inv) { 1481 while (op->inv)
1424 tmp_obj = op->inv; 1482 op->inv->destroy ();
1425 remove_ob(tmp_obj); 1483
1426 free_object(tmp_obj);
1427 }
1428 tmp_obj = arch_to_object(change->other_arch); 1484 tmp_obj = arch_to_object (change->other_arch);
1429 insert_ob_in_ob(tmp_obj, op); 1485 insert_ob_in_ob (tmp_obj, op);
1430 } 1486 }
1431 /* No harm setting this for potions/horns */ 1487 /* No harm setting this for potions/horns */
1432 op->other_arch = change->other_arch; 1488 op->other_arch = change->other_arch;
1433 } 1489 }
1434 1490
1435 if (change->stats.hp < 0) 1491 if (change->stats.hp < 0)
1436 op->stats.hp = -change->stats.hp; 1492 op->stats.hp = -change->stats.hp;
1437 else 1493 else
1438 op->stats.hp += change->stats.hp; 1494 op->stats.hp += change->stats.hp;
1495
1439 if (change->stats.maxhp < 0) 1496 if (change->stats.maxhp < 0)
1440 op->stats.maxhp = -change->stats.maxhp; 1497 op->stats.maxhp = -change->stats.maxhp;
1441 else 1498 else
1442 op->stats.maxhp += change->stats.maxhp; 1499 op->stats.maxhp += change->stats.maxhp;
1500
1443 if (change->stats.sp < 0) 1501 if (change->stats.sp < 0)
1444 op->stats.sp = -change->stats.sp; 1502 op->stats.sp = -change->stats.sp;
1445 else 1503 else
1446 op->stats.sp += change->stats.sp; 1504 op->stats.sp += change->stats.sp;
1505
1447 if (change->stats.maxsp < 0) 1506 if (change->stats.maxsp < 0)
1448 op->stats.maxsp = -change->stats.maxsp; 1507 op->stats.maxsp = -change->stats.maxsp;
1449 else 1508 else
1450 op->stats.maxsp += change->stats.maxsp; 1509 op->stats.maxsp += change->stats.maxsp;
1510
1451 if (change->stats.food < 0) 1511 if (change->stats.food < 0)
1452 op->stats.food = -(change->stats.food); 1512 op->stats.food = -(change->stats.food);
1453 else 1513 else
1454 op->stats.food += change->stats.food; 1514 op->stats.food += change->stats.food;
1515
1455 if (change->level < 0) 1516 if (change->level < 0)
1456 op->level = -(change->level); 1517 op->level = -(change->level);
1457 else 1518 else
1458 op->level += change->level; 1519 op->level += change->level;
1459 1520
1460 if (change->gen_sp_armour < 0) 1521 if (change->gen_sp_armour < 0)
1461 op->gen_sp_armour = -(change->gen_sp_armour); 1522 op->gen_sp_armour = -(change->gen_sp_armour);
1462 else 1523 else
1463 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1524 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1464 1525
1465 op->item_power = change->item_power; 1526 op->item_power = change->item_power;
1466 1527
1467 for (i=0; i<NROFATTACKS; i++) { 1528 for (i = 0; i < NROFATTACKS; i++)
1468 if (change->resist[i]) { 1529 if (change->resist[i])
1469 op->resist[i] += change->resist[i]; 1530 op->resist[i] += change->resist[i];
1470 } 1531
1471 }
1472 if (change->stats.dam) { 1532 if (change->stats.dam)
1533 {
1473 if (change->stats.dam < 0) 1534 if (change->stats.dam < 0)
1474 op->stats.dam = (-change->stats.dam); 1535 op->stats.dam = (-change->stats.dam);
1475 else if (op->stats.dam) { 1536 else if (op->stats.dam)
1537 {
1476 tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10); 1538 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1477 if (tmp == op->stats.dam) { 1539 if (tmp == op->stats.dam)
1540 {
1478 if (change->stats.dam < 10) 1541 if (change->stats.dam < 10)
1479 op->stats.dam--; 1542 op->stats.dam--;
1480 else 1543 else
1481 op->stats.dam++; 1544 op->stats.dam++;
1545 }
1546 else
1547 op->stats.dam = tmp;
1548 }
1482 } 1549 }
1483 else 1550
1484 op->stats.dam = tmp;
1485 }
1486 }
1487 if (change->weight) { 1551 if (change->weight)
1552 {
1488 if (change->weight < 0) 1553 if (change->weight < 0)
1489 op->weight = (-change->weight); 1554 op->weight = (-change->weight);
1490 else 1555 else
1491 op->weight = (op->weight * (change->weight)) / 100; 1556 op->weight = (op->weight * (change->weight)) / 100;
1492 } 1557 }
1558
1493 if (change->last_sp) { 1559 if (change->last_sp)
1560 {
1494 if (change->last_sp < 0) 1561 if (change->last_sp < 0)
1495 op->last_sp = (-change->last_sp); 1562 op->last_sp = (-change->last_sp);
1496 else 1563 else
1497 op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100); 1564 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1498 } 1565 }
1566
1499 if (change->gen_sp_armour) { 1567 if (change->gen_sp_armour)
1568 {
1500 if (change->gen_sp_armour < 0) 1569 if (change->gen_sp_armour < 0)
1501 op->gen_sp_armour = (-change->gen_sp_armour); 1570 op->gen_sp_armour = (-change->gen_sp_armour);
1502 else 1571 else
1503 op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) 1572 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1504 / (int)100);
1505 } 1573 }
1574
1506 op->value *= change->value; 1575 op->value *= change->value;
1507 1576
1508 if(change->material) op->material = change->material; 1577 if (change->materials)
1578 op->materials = change->materials;
1509 1579
1510 if (change->materialname) { 1580 if (change->materialname)
1511 if (op->materialname)
1512 free_string(op->materialname);
1513 op->materialname = add_refcount(change->materialname); 1581 op->materialname = change->materialname;
1514 }
1515 1582
1516 if (change->slaying) { 1583 if (change->slaying)
1517 if (op->slaying)
1518 free_string(op->slaying);
1519 op->slaying = add_refcount(change->slaying); 1584 op->slaying = change->slaying;
1520 } 1585
1521 if (change->race) { 1586 if (change->race)
1522 if (op->race) 1587 op->race = change->race;
1523 free_string(op->race); 1588
1524 op->race = add_refcount(change->race);
1525 }
1526 if (change->msg) { 1589 if (change->msg)
1527 if (op->msg) 1590 op->msg = change->msg;
1528 free_string(op->msg);
1529 op->msg = add_refcount(change->msg);
1530 }
1531 /* GROS: Added support for event_... in artifact file */
1532 for(j=0;j<NR_EVENTS;j++) {
1533 event *evt;
1534 event *evt2;
1535 event *evtn;
1536 event *evtp;
1537
1538 evt = find_event(change,j);
1539 evt2= find_event(op,j);
1540
1541 if ((evt) && (evt->hook)) {
1542 if ((evt2)&&(evt2->hook)) {
1543 free_string(evt2->hook);
1544 free_string(evt2->plugin);
1545 free_string(evt2->options);
1546 evtp = NULL;
1547 evtn = evt2->next;
1548 if (evt2 == op->events) {
1549 free(evt2);
1550 op->events = evtn;
1551 }
1552 else {
1553 evtp = op->events;
1554 while (evtp->next != evt2)
1555 evtp = evtp->next;
1556 free(evt2);
1557 evtp->next = evtn;
1558 }
1559 }
1560 else if (evt2 == NULL) {
1561 if (op->events == NULL) {
1562 evt2 = (event *)malloc(sizeof(event));
1563 op->events = evt2;
1564 }
1565 else {
1566 evtp = op->events;
1567 while (evtp->next != NULL)
1568 evtp = evtp->next;
1569 evtp->next = (event *)malloc(sizeof(event));
1570 evt2 = evtp->next;
1571 }
1572 }
1573 evt2->next = NULL;
1574 evt2->hook = add_refcount(evt->hook);
1575 evt2->plugin = add_refcount(evt->plugin);
1576 evt2->type = j;
1577
1578 if (evt->options)
1579 evt2->options = add_refcount(evt->options);
1580 else
1581 evt2->options = NULL;
1582 }
1583 }
1584} 1591}
1585 1592
1593static int
1586static int legal_artifact_combination(object *op, artifact *art) { 1594legal_artifact_combination (object *op, artifact *art)
1595{
1587 int neg, success = 0; 1596 int neg, success = 0;
1588 linked_char *tmp; 1597 linked_char *tmp;
1589 const char *name; 1598 const char *name;
1590 1599
1591 if (art->allowed == (linked_char *) NULL) 1600 if (!art->allowed)
1592 return 1; /* Ie, "all" */ 1601 return 1; /* Ie, "all" */
1602
1593 for (tmp = art->allowed; tmp; tmp = tmp->next) { 1603 for (tmp = art->allowed; tmp; tmp = tmp->next)
1604 {
1594#ifdef TREASURE_VERBOSE 1605#ifdef TREASURE_VERBOSE
1595 LOG(llevDebug, "legal_art: %s\n", tmp->name); 1606 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1596#endif 1607#endif
1597 if (*tmp->name == '!') 1608 if (*tmp->name == '!')
1598 name = tmp->name + 1, neg = 1; 1609 name = tmp->name + 1, neg = 1;
1599 else 1610 else
1600 name = tmp->name, neg = 0; 1611 name = tmp->name, neg = 0;
1601 1612
1602 /* If we match name, then return the opposite of 'neg' */ 1613 /* If we match name, then return the opposite of 'neg' */
1603 if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) 1614 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1604 return !neg; 1615 return !neg;
1605 1616
1606 /* Set success as true, since if the match was an inverse, it means 1617 /* Set success as true, since if the match was an inverse, it means
1607 * everything is allowed except what we match 1618 * everything is allowed except what we match
1608 */ 1619 */
1609 else if (neg) 1620 else if (neg)
1610 success = 1; 1621 success = 1;
1611 } 1622 }
1623
1612 return success; 1624 return success;
1613} 1625}
1614 1626
1615/* 1627/*
1616 * Fixes the given object, giving it the abilities and titles 1628 * Fixes the given object, giving it the abilities and titles
1617 * it should have due to the second artifact-template. 1629 * it should have due to the second artifact-template.
1618 */ 1630 */
1619 1631
1632void
1620void give_artifact_abilities(object *op, object *artifct) { 1633give_artifact_abilities (object *op, object *artifct)
1634{
1621 char new_name[MAX_BUF]; 1635 char new_name[MAX_BUF];
1622 1636
1623 sprintf(new_name, "of %s", artifct->name); 1637 sprintf (new_name, "of %s", &artifct->name);
1624 if (op->title)
1625 free_string(op->title);
1626 op->title = add_string(new_name); 1638 op->title = new_name;
1627 add_abilities(op, artifct); /* Give out the bonuses */ 1639 add_abilities (op, artifct); /* Give out the bonuses */
1628 1640
1629#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1641#if 0 /* Bit verbose, but keep it here until next time I need it... */
1630 { 1642 {
1631 char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); 1643 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1644
1632 SET_FLAG(op, FLAG_IDENTIFIED); 1645 SET_FLAG (op, FLAG_IDENTIFIED);
1633 LOG(llevDebug, "Generated artifact %s %s [%s]\n", 1646 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1634 op->name, op->title, describe_item(op, NULL));
1635 if (!identified) 1647 if (!identified)
1636 CLEAR_FLAG(op, FLAG_IDENTIFIED); 1648 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1637 } 1649 }
1638#endif 1650#endif
1639 return; 1651 return;
1640} 1652}
1641 1653
1648 */ 1660 */
1649 1661
1650/* Give 1 re-roll attempt per artifact */ 1662/* Give 1 re-roll attempt per artifact */
1651#define ARTIFACT_TRIES 2 1663#define ARTIFACT_TRIES 2
1652 1664
1665void
1653void generate_artifact(object *op, int difficulty) { 1666generate_artifact (object *op, int difficulty)
1667{
1654 artifactlist *al; 1668 artifactlist *al;
1655 artifact *art; 1669 artifact *art;
1656 int i; 1670 int i;
1657 1671
1658 al = find_artifactlist(op->type); 1672 al = find_artifactlist (op->type);
1659 1673
1660 if (al==NULL) { 1674 if (al == NULL)
1675 {
1661#if 0 /* This is too verbose, usually */ 1676#if 0 /* This is too verbose, usually */
1662 LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1677 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1663#endif
1664 return;
1665 }
1666
1667 for (i = 0; i < ARTIFACT_TRIES; i++) {
1668 int roll = RANDOM()% al->total_chance;
1669
1670 for (art=al->items; art!=NULL; art=art->next) {
1671 roll -= art->chance;
1672 if (roll<0) break;
1673 }
1674
1675 if (art == NULL || roll>=0) {
1676#if 1
1677 LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n",
1678 op->type);
1679#endif 1678#endif
1680 return; 1679 return;
1681 } 1680 }
1681
1682 for (i = 0; i < ARTIFACT_TRIES; i++)
1683 {
1684 int roll = rndm (al->total_chance);
1685
1686 for (art = al->items; art; art = art->next)
1687 {
1688 roll -= art->chance;
1689 if (roll < 0)
1690 break;
1691 }
1692
1693 if (art == NULL || roll >= 0)
1694 {
1695#if 1
1696 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1697#endif
1698 return;
1699 }
1682 if (!strcmp(art->item->name,"NONE")) 1700 if (!strcmp (art->item->name, "NONE"))
1683 return; 1701 return;
1684 if (FABS(op->magic) < art->item->magic) 1702 if (FABS (op->magic) < art->item->magic)
1685 continue; /* Not magic enough to be this item */ 1703 continue; /* Not magic enough to be this item */
1686 1704
1687 /* Map difficulty not high enough */ 1705 /* Map difficulty not high enough */
1688 if (difficulty<art->difficulty) 1706 if (difficulty < art->difficulty)
1689 continue; 1707 continue;
1690 1708
1691 if (!legal_artifact_combination(op, art)) { 1709 if (!legal_artifact_combination (op, art))
1710 {
1692#ifdef TREASURE_VERBOSE 1711#ifdef TREASURE_VERBOSE
1693 LOG(llevDebug, "%s of %s was not a legal combination.\n", 1712 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1694 op->name, art->item->name);
1695#endif 1713#endif
1696 continue; 1714 continue;
1697 } 1715 }
1716
1698 give_artifact_abilities(op, art->item); 1717 give_artifact_abilities (op, art->item);
1699 return; 1718 return;
1700 } 1719 }
1701} 1720}
1702 1721
1703/* fix_flesh_item() - objects of type FLESH are similar to type 1722/* fix_flesh_item() - objects of type FLESH are similar to type
1704 * FOOD, except they inherit properties (name, food value, etc). 1723 * FOOD, except they inherit properties (name, food value, etc).
1705 * based on the original owner (or 'donor' if you like). -b.t. 1724 * based on the original owner (or 'donor' if you like). -b.t.
1706 */ 1725 */
1707 1726
1727void
1708void fix_flesh_item(object *item, object *donor) { 1728fix_flesh_item (object *item, object *donor)
1729{
1709 char tmpbuf[MAX_BUF]; 1730 char tmpbuf[MAX_BUF];
1710 int i; 1731 int i;
1711 1732
1712 if(item->type==FLESH && donor) { 1733 if (item->type == FLESH && donor)
1734 {
1713 /* change the name */ 1735 /* change the name */
1714 sprintf(tmpbuf,"%s's %s",donor->name,item->name); 1736 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1715 FREE_AND_COPY(item->name, tmpbuf); 1737 item->name = tmpbuf;
1716 sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); 1738 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1717 FREE_AND_COPY(item->name_pl, tmpbuf); 1739 item->name_pl = tmpbuf;
1718 1740
1719 /* weight is FLESH weight/100 * donor */ 1741 /* weight is FLESH weight/100 * donor */
1720 if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) 1742 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1721 item->weight=1; 1743 item->weight = 1;
1722 1744
1723 /* value is multiplied by level of donor */ 1745 /* value is multiplied by level of donor */
1724 item->value *= isqrt(donor->level*2); 1746 item->value *= isqrt (donor->level * 2);
1725 1747
1726 /* food value */ 1748 /* food value */
1727 item->stats.food += (donor->stats.hp/100) + donor->stats.Con; 1749 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1728 1750
1729 /* flesh items inherit some abilities of donor, but not 1751 /* flesh items inherit some abilities of donor, but not
1730 * full effect. 1752 * full effect.
1731 */ 1753 */
1732 for (i=0; i<NROFATTACKS; i++) 1754 for (i = 0; i < NROFATTACKS; i++)
1733 item->resist[i] = donor->resist[i]/2; 1755 item->resist[i] = donor->resist[i] / 2;
1734 1756
1735 /* item inherits donor's level (important for quezals) */ 1757 /* item inherits donor's level (important for quezals) */
1736 item->level = donor->level; 1758 item->level = donor->level;
1737 1759
1738 /* if donor has some attacktypes, the flesh is poisonous */ 1760 /* if donor has some attacktypes, the flesh is poisonous */
1739 if(donor->attacktype&AT_POISON) 1761 if (donor->attacktype & AT_POISON)
1740 item->type=POISON; 1762 item->type = POISON;
1741 if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; 1763 if (donor->attacktype & AT_ACID)
1764 item->stats.hp = -1 * item->stats.food;
1742 SET_FLAG(item,FLAG_NO_STEAL); 1765 SET_FLAG (item, FLAG_NO_STEAL);
1743 } 1766 }
1744} 1767}
1745 1768
1746/* special_potion() - so that old potion code is still done right. */ 1769/* special_potion() - so that old potion code is still done right. */
1747 1770int
1748int special_potion (object *op) { 1771special_potion (object *op)
1749 1772{
1750 int i;
1751
1752 if(op->attacktype) return 1; 1773 if (op->attacktype)
1753
1754 if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow
1755 || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1;
1756
1757 for (i=0; i<NROFATTACKS; i++)
1758 if (op->resist[i]) return 1;
1759
1760 return 0; 1774 return 1;
1761}
1762 1775
1776 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1777 return 1;
1778
1779 for (int i = 0; i < NROFATTACKS; i++)
1780 if (op->resist[i])
1781 return 1;
1782
1783 return 0;
1784}
1785
1786void
1763void free_treasurestruct(treasure *t) 1787free_treasurestruct (treasure *t)
1764{ 1788{
1765 if (t->next) free_treasurestruct(t->next); 1789 if (t->next) free_treasurestruct (t->next);
1766 if (t->next_yes) free_treasurestruct(t->next_yes); 1790 if (t->next_yes) free_treasurestruct (t->next_yes);
1767 if (t->next_no) free_treasurestruct(t->next_no); 1791 if (t->next_no) free_treasurestruct (t->next_no);
1768 free(t);
1769}
1770 1792
1793 delete t;
1794}
1795
1796void
1771void free_charlinks(linked_char *lc) 1797free_charlinks (linked_char *lc)
1772{ 1798{
1773 if (lc->next) free_charlinks(lc->next); 1799 if (lc->next)
1774 free(lc); 1800 free_charlinks (lc->next);
1775}
1776 1801
1802 delete lc;
1803}
1804
1805void
1777void free_artifact(artifact *at) 1806free_artifact (artifact *at)
1778{ 1807{
1779
1780 if (at->next) free_artifact(at->next); 1808 if (at->next) free_artifact (at->next);
1781 if (at->allowed) free_charlinks(at->allowed); 1809 if (at->allowed) free_charlinks (at->allowed);
1782 if (at->item) { 1810
1783 if (at->item->name) free_string(at->item->name); 1811 at->item->destroy (1);
1784 if (at->item->name_pl) free_string(at->item->name_pl); 1812
1785 if (at->item->msg) free_string(at->item->msg);
1786 if (at->item->title) free_string(at->item->title);
1787 free(at->item);
1788 }
1789 free(at); 1813 sfree (at);
1790} 1814}
1791 1815
1816void
1792void free_artifactlist(artifactlist *al) 1817free_artifactlist (artifactlist *al)
1793{ 1818{
1794 artifactlist *nextal; 1819 artifactlist *nextal;
1820
1795 for (al=first_artifactlist; al!=NULL; al=nextal) { 1821 for (al = first_artifactlist; al; al = nextal)
1822 {
1796 nextal=al->next; 1823 nextal = al->next;
1824
1797 if (al->items) { 1825 if (al->items)
1798 free_artifact(al->items); 1826 free_artifact (al->items);
1799 }
1800 free(al);
1801 }
1802}
1803 1827
1828 sfree (al);
1829 }
1830}
1831
1832void
1804void free_all_treasures(void) { 1833free_all_treasures (void)
1834{
1805treasurelist *tl, *next; 1835 treasurelist *tl, *next;
1806 1836
1807
1808 for (tl=first_treasurelist; tl!=NULL; tl=next) { 1837 for (tl = first_treasurelist; tl; tl = next)
1809 next=tl->next;
1810 if (tl->name) free_string(tl->name);
1811 if (tl->items) free_treasurestruct(tl->items);
1812 free(tl);
1813 } 1838 {
1839 clear (tl);
1840
1841 next = tl->next;
1842 delete tl;
1843 }
1844
1814 free_artifactlist(first_artifactlist); 1845 free_artifactlist (first_artifactlist);
1815} 1846}

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