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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.11 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.96 by root, Sun Nov 29 09:41:28 2009 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.11 2006/09/04 11:07:59 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * 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 Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29
30#define ALLOWED_COMBINATION
31 24
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
35 * left on 28 * left on
36 */ 29 */
37#define TREASURE_DEBUG 30#define TREASURE_DEBUG
38 31
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
33
40/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
41 35
42#include <global.h> 36#include <global.h>
43#include <treasure.h> 37#include <treasure.h>
44#include <funcpoint.h>
45#include <loader.h> 38#include <loader.h>
46 39
47
48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 40extern char *spell_mapping[];
50 41
51/* 42static treasurelist *first_treasurelist;
52 * Initialize global archtype pointers:
53 */
54 43
55void 44static void change_treasure (treasure *t, object *op); /* overrule default values */
56init_archetype_pointers ()
57{
58 int prev_warn = warn_archetypes;
59 warn_archetypes = 1;
60 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring");
62 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet");
64 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff");
66 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown");
68 warn_archetypes = prev_warn;
69}
70 45
71/* 46typedef std::tr1::unordered_map<
72 * Allocate and return the pointer to an empty treasurelist structure. 47 const char *,
73 */ 48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >
52> tl_map_t;
74 53
54static tl_map_t tl_map;
55
56//TODO: class method
57static void free_treasurestruct (treasure *t); // bleh desu
58static void
59clear (treasurelist *tl)
60{
61 if (tl->items)
62 {
63 free_treasurestruct (tl->items);
64 tl->items = 0;
65 }
66
67 tl->total_chance = 0;
68}
69
70/*
71 * Searches for the given treasurelist
72 */
75static treasurelist * 73treasurelist *
76get_empty_treasurelist (void) 74treasurelist::find (const char *name)
77{ 75{
76 if (!name)
77 return 0;
78
79 auto (i, tl_map.find (name));
80
81 if (i == tl_map.end ())
82 return 0;
83
84 return i->second;
85}
86
87/*
88 * Searches for the given treasurelist in the globally linked list
89 * of treasurelists which has been built by load_treasures().
90 */
91treasurelist *
92treasurelist::get (const char *name)
93{
94 treasurelist *tl = find (name);
95
96 if (!tl)
97 {
78 return new treasurelist; 98 tl = new treasurelist;
79}
80 99
81/* 100 tl->name = name;
82 * Allocate and return the pointer to an empty treasure structure. 101 tl->next = first_treasurelist;
83 */ 102 first_treasurelist = tl;
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89 103
90 t->chance = 100; 104 tl_map.insert (std::make_pair (tl->name, tl));
105 }
91 106
92 return t; 107 return tl;
93}
94
95/*
96 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists)
98 */
99
100static treasure *
101load_treasure (FILE * fp, int *line)
102{
103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure ();
105 int value;
106
107 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
110 (*line)++;
111
112 if (*buf == '#')
113 continue;
114 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0';
116 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */
118 cp++;
119
120 if (sscanf (cp, "arch %s", variable))
121 {
122 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 else if (sscanf (cp, "list %s", variable))
126 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end"))
144 return t;
145 else if (!strcmp (cp, "more"))
146 {
147 t->next = load_treasure (fp, line);
148 return t;
149 }
150 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 }
153 LOG (llevError, "treasure lacks 'end'.\n");
154 return t;
155} 108}
156 109
157#ifdef TREASURE_DEBUG 110#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
160 */ 113 */
161static void 114static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 115check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 116{
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */ 119
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 120 if (t->next)
172 check_treasurelist (t->next, tl); 121 check_treasurelist (t->next, tl);
122
173 if (t->next_yes) 123 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 124 check_treasurelist (t->next_yes, tl);
125
175 if (t->next_no) 126 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 127 check_treasurelist (t->next_no, tl);
177} 128}
178#endif 129#endif
179 130
180/* 131/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 132 * Reads the lib/treasure file from disk, and parses the contents
133 * into an internal treasure structure (very linked lists)
134 */
135static treasure *
136read_treasure (object_thawer &f)
137{
138 treasure *t = new treasure;
139
140 f.next ();
141
142 for (;;)
143 {
144 coroapi::cede_to_tick ();
145
146 switch (f.kw)
147 {
148 case KW_arch:
149 t->item = archetype::find (f.get_str ());
150
151 if (!t->item)
152 {
153 f.parse_warn ("treasure references unknown archetype");
154 t->item = archetype::empty;
155 }
156
157 break;
158
159 case KW_list: f.get (t->name); break;
160 case KW_change_name: f.get (t->change_arch.name); break;
161 case KW_change_title: f.get (t->change_arch.title); break;
162 case KW_change_slaying: f.get (t->change_arch.slaying); break;
163 case KW_chance: f.get (t->chance); break;
164 case KW_nrof: f.get (t->nrof); break;
165 case KW_magic: f.get (t->magic); break;
166
167 case KW_yes: t->next_yes = read_treasure (f); continue;
168 case KW_no: t->next_no = read_treasure (f); continue;
169
170 case KW_end:
171 f.next ();
172 return t;
173
174 case KW_more:
175 t->next = read_treasure (f);
176 return t;
177
178 default:
179 if (!f.parse_error ("treasurelist", t->name))
180 goto error;
181
182 return t;
183 }
184
185 f.next ();
186 }
187
188 // not reached
189
190error:
191 delete t;
192 return 0;
193}
194
195/*
182 * Each treasure is parsed with the help of load_treasure(). 196 * Each treasure is parsed with the help of load_treasure().
183 */ 197 */
184 198treasurelist *
185void 199treasurelist::read (object_thawer &f)
186load_treasures (void)
187{ 200{
188 FILE *fp; 201 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t;
192 int comp, line = 0;
193 202
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 203 bool one = f.kw == KW_treasureone;
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 204 treasurelist *tl = treasurelist::get (f.get_str ());
196 { 205 clear (tl);
197 LOG (llevError, "Can't open treasure file.\n"); 206 tl->items = read_treasure (f);
207 if (!tl->items)
198 return; 208 return 0;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205 209
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 {
208 treasurelist *tl = get_empty_treasurelist ();
209 tl->name = name;
210 if (previous == NULL)
211 first_treasurelist = tl;
212 else
213 previous->next = tl;
214 previous = tl;
215 tl->items = load_treasure (fp, &line);
216
217 /* This is a one of the many items on the list should be generated. 210 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no 211 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 212 * fields of the treasures are not being used.
220 */
221 if (!strncmp (buf, "treasureone", 11))
222 {
223 for (t = tl->items; t != NULL; t = t->next)
224 {
225#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no)
227 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n");
230 }
231#endif
232 tl->total_chance += t->chance;
233 }
234 }
235 }
236 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 }
239 close_and_delete (fp, comp);
240
241#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element.
246 */ 213 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 214 if (one)
248 check_treasurelist (previous->items, previous); 215 {
249#endif 216 for (treasure *t = tl->items; t; t = t->next)
250}
251
252/*
253 * Searches for the given treasurelist in the globally linked list
254 * of treasurelists which has been built by load_treasures().
255 */
256
257treasurelist *
258find_treasurelist (const char *name)
259{
260 const char *tmp = shstr::find (name);
261 treasurelist *tl;
262
263 /* Special cases - randomitems of none is to override default. If
264 * first_treasurelist is null, it means we are on the first pass of
265 * of loading archetyps, so for now, just return - second pass will
266 * init these values.
267 */
268 if (!name || !*name)
269 return NULL;
270
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next)
273 { 217 {
274 if (tmp == tl->name) 218 if (t->next_yes || t->next_no)
275 return tl; 219 {
220 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
221 LOG (llevError, " the next_yes or next_no field is set\n");
222 }
223
224 tl->total_chance += t->chance;
276 } 225 }
226 }
277 227
278 if (first_treasurelist)
279 LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp);
280
281 return NULL; 228 return tl;
282} 229}
283
284 230
285/* 231/*
286 * Generates the objects specified by the given treasure. 232 * Generates the objects specified by the given treasure.
287 * It goes recursively through the rest of the linked list. 233 * It goes recursively through the rest of the linked list.
288 * If there is a certain percental chance for a treasure to be generated, 234 * If there is a certain percental chance for a treasure to be generated,
291 * being generated. 237 * being generated.
292 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 238 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
293 * abilities. This is used by summon spells, thus no summoned monsters 239 * abilities. This is used by summon spells, thus no summoned monsters
294 * start with equipment, but only their abilities). 240 * start with equipment, but only their abilities).
295 */ 241 */
296
297
298static void 242static void
299put_treasure (object * op, object * creator, int flags) 243put_treasure (object *op, object *creator, int flags)
300{ 244{
301 object *tmp; 245 if (flags & GT_ENVIRONMENT)
302 246 {
303 /* Bit of a hack - spells should never be put onto the map. The entire 247 /* Bit of a hack - spells should never be put onto the map. The entire
304 * treasure stuff is a problem - there is no clear idea of knowing 248 * treasure stuff is a problem - there is no clear idea of knowing
305 * this is the original object, or if this is an object that should be created 249 * this is the original object, or if this is an object that should be created
306 * by another object. 250 * by another object.
307 */ 251 */
308 if (flags & GT_ENVIRONMENT && op->type != SPELL) 252 //TODO: flag such as objects... as such (no drop, anybody?)
309 { 253 if (op->type == SPELL)
310 op->x = creator->x; 254 {
311 op->y = creator->y; 255 op->destroy ();
256 return;
257 }
258
259 op->expand_tail ();
260
261 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
262 op->destroy ();
263 else
264 {
312 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
313 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 }
314 } 268 }
315 else 269 else
316 { 270 {
317 op = insert_ob_in_ob (op, creator); 271 op = creator->insert (op);
272
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
320 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
321 esrv_send_item (tmp, op);
322 } 275 }
323} 276}
324 277
325/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
326 * in the generated object 279 * in the generated object
327 */ 280 */
328static void 281static void
329change_treasure (treasure * t, object * op) 282change_treasure (treasure *t, object *op)
330{ 283{
331 /* CMD: change_name xxxx */ 284 /* CMD: change_name xxxx */
332 if (t->change_arch.name) 285 if (t->change_arch.name)
333 { 286 {
334 op->name = t->change_arch.name; 287 op->name = t->change_arch.name;
340 293
341 if (t->change_arch.slaying) 294 if (t->change_arch.slaying)
342 op->slaying = t->change_arch.slaying; 295 op->slaying = t->change_arch.slaying;
343} 296}
344 297
345void 298static void
346create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 299create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
347{ 300{
348 object *tmp;
349
350
351 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 301 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
352 { 302 {
353 if (t->name) 303 if (t->name)
354 { 304 {
355 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 305 if (difficulty >= t->magic)
356 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 306 if (treasurelist *tl = treasurelist::find (t->name))
357 } 307 create_treasure (tl, op, flag, difficulty, tries);
308 else
309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
310 }
358 else 311 else
359 { 312 {
360 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
361 { 314 {
362 tmp = arch_to_object (t->item); 315 object *tmp = arch_to_object (t->item);
316
363 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
364 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
319
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 321 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 322 put_treasure (tmp, op, flag);
368 } 323 }
369 } 324 }
325
370 if (t->next_yes != NULL) 326 if (t->next_yes)
371 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 327 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
372 } 328 }
373 else if (t->next_no != NULL) 329 else if (t->next_no)
374 create_all_treasures (t->next_no, op, flag, difficulty, tries); 330 create_all_treasures (t->next_no, op, flag, difficulty, tries);
331
375 if (t->next != NULL) 332 if (t->next)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 333 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 334}
378 335
379void 336static void
380create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 337create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
381{ 338{
382 int value = RANDOM () % tl->total_chance; 339 int value = rndm (tl->total_chance);
383 treasure *t; 340 treasure *t;
384 341
385 if (tries++ > 100) 342 if (tries++ > 100)
386 { 343 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 344 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return; 345 return;
389 } 346 }
347
390 for (t = tl->items; t != NULL; t = t->next) 348 for (t = tl->items; t; t = t->next)
391 { 349 {
392 value -= t->chance; 350 value -= t->chance;
351
393 if (value < 0) 352 if (value < 0)
394 break; 353 break;
395 } 354 }
396 355
397 if (!t || value >= 0) 356 if (!t || value >= 0)
398 {
399 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 357 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
400 abort (); 358
401 return;
402 }
403 if (t->name) 359 if (t->name)
404 { 360 {
405 if (!strcmp (t->name, "NONE"))
406 return;
407 if (difficulty >= t->magic) 361 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 362 {
363 treasurelist *tl = treasurelist::find (t->name);
364 if (tl)
365 create_treasure (tl, op, flag, difficulty, tries);
366 }
409 else if (t->nrof) 367 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
411 return;
412 } 369 }
413 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
414 { 371 {
415 object *tmp = arch_to_object (t->item); 372 if (object *tmp = arch_to_object (t->item))
416 if (!tmp) 373 {
417 return;
418 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
376
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 378 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
380 }
423 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
424} 388}
425 389
426/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
428 * have been made. It is really in place to prevent infinite loops with 392 * have been made. It is really in place to prevent infinite loops with
429 * list transitions, or so that excessively good treasure will not be 393 * list transitions, or so that excessively good treasure will not be
430 * created on weak maps, because it will exceed the number of allowed tries 394 * created on weak maps, because it will exceed the number of allowed tries
431 * to do that. 395 * to do that.
432 */ 396 */
433void 397void
434create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 398create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
435{ 399{
400 // empty treasurelists are legal
401 if (!tl->items)
402 return;
436 403
437 if (tries++ > 100) 404 if (tries++ > 100)
438 { 405 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
440 return; 407 return;
441 } 408 }
409
410 if (op->flag [FLAG_TREASURE_ENV])
411 {
412 // do not generate items when there already is something above the object
413 if (op->flag [FLAG_IS_FLOOR] && op->above)
414 return;
415
416 flag |= GT_ENVIRONMENT;
417 }
418
442 if (t->total_chance) 419 if (tl->total_chance)
443 create_one_treasure (t, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
444 else 421 else
445 create_all_treasures (t->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
446} 423}
447 424
448/* This is similar to the old generate treasure function. However, 425/* This is similar to the old generate treasure function. However,
449 * it instead takes a treasurelist. It is really just a wrapper around 426 * it instead takes a treasurelist. It is really just a wrapper around
450 * create_treasure. We create a dummy object that the treasure gets 427 * create_treasure. We create a dummy object that the treasure gets
451 * inserted into, and then return that treausre 428 * inserted into, and then return that treausre
452 */ 429 */
453object * 430object *
454generate_treasure (treasurelist * t, int difficulty) 431generate_treasure (treasurelist *tl, int difficulty)
455{ 432{
456 object *ob = get_object (), *tmp; 433 difficulty = clamp (difficulty, 1, settings.max_level);
457 434
435 object *ob = object::create ();
436
458 create_treasure (t, ob, 0, difficulty, 0); 437 create_treasure (tl, ob, 0, difficulty, 0);
459 438
460 /* Don't want to free the object we are about to return */ 439 /* Don't want to free the object we are about to return */
461 tmp = ob->inv; 440 object *tmp = ob->inv;
462 if (tmp != NULL) 441 if (tmp)
463 remove_ob (tmp); 442 tmp->remove ();
443
464 if (ob->inv) 444 if (ob->inv)
465 {
466 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
467 } 446
468 free_object (ob); 447 ob->destroy ();
448
469 return tmp; 449 return tmp;
470} 450}
471 451
472/* 452/*
473 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
475 * The array has two arguments, the difficulty of the level, and the 455 * The array has two arguments, the difficulty of the level, and the
476 * magical bonus "wanted". 456 * magical bonus "wanted".
477 */ 457 */
478 458
479static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 459static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
480/*chance of magic difficulty*/ 460// chance of magic difficulty
481/* +0 +1 +2 +3 +4 */ 461// +0 +1 +2 +3 +4
482 {95, 2, 2, 1, 0}, /*1 */ 462 {95, 2, 2, 1, 0}, // 1
483 {92, 5, 2, 1, 0}, /*2 */ 463 {92, 5, 2, 1, 0}, // 2
484 {85, 10, 4, 1, 0}, /*3 */ 464 {85, 10, 4, 1, 0}, // 3
485 {80, 14, 4, 2, 0}, /*4 */ 465 {80, 14, 4, 2, 0}, // 4
486 {75, 17, 5, 2, 1}, /*5 */ 466 {75, 17, 5, 2, 1}, // 5
487 {70, 18, 8, 3, 1}, /*6 */ 467 {70, 18, 8, 3, 1}, // 6
488 {65, 21, 10, 3, 1}, /*7 */ 468 {65, 21, 10, 3, 1}, // 7
489 {60, 22, 12, 4, 2}, /*8 */ 469 {60, 22, 12, 4, 2}, // 8
490 {55, 25, 14, 4, 2}, /*9 */ 470 {55, 25, 14, 4, 2}, // 9
491 {50, 27, 16, 5, 2}, /*10 */ 471 {50, 27, 16, 5, 2}, // 10
492 {45, 28, 18, 6, 3}, /*11 */ 472 {45, 28, 18, 6, 3}, // 11
493 {42, 28, 20, 7, 3}, /*12 */ 473 {42, 28, 20, 7, 3}, // 12
494 {40, 27, 21, 8, 4}, /*13 */ 474 {40, 27, 21, 8, 4}, // 13
495 {38, 25, 22, 10, 5}, /*14 */ 475 {38, 25, 22, 10, 5}, // 14
496 {36, 23, 23, 12, 6}, /*15 */ 476 {36, 23, 23, 12, 6}, // 15
497 {33, 21, 24, 14, 8}, /*16 */ 477 {33, 21, 24, 14, 8}, // 16
498 {31, 19, 25, 16, 9}, /*17 */ 478 {31, 19, 25, 16, 9}, // 17
499 {27, 15, 30, 18, 10}, /*18 */ 479 {27, 15, 30, 18, 10}, // 18
500 {20, 12, 30, 25, 13}, /*19 */ 480 {20, 12, 30, 25, 13}, // 19
501 {15, 10, 28, 30, 17}, /*20 */ 481 {15, 10, 28, 30, 17}, // 20
502 {13, 9, 27, 28, 23}, /*21 */ 482 {13, 9, 27, 28, 23}, // 21
503 {10, 8, 25, 28, 29}, /*22 */ 483 {10, 8, 25, 28, 29}, // 22
504 {8, 7, 23, 26, 36}, /*23 */ 484 { 8, 7, 23, 26, 36}, // 23
505 {6, 6, 20, 22, 46}, /*24 */ 485 { 6, 6, 20, 22, 46}, // 24
506 {4, 5, 17, 18, 56}, /*25 */ 486 { 4, 5, 17, 18, 56}, // 25
507 {2, 4, 12, 14, 68}, /*26 */ 487 { 2, 4, 12, 14, 68}, // 26
508 {0, 3, 7, 10, 80}, /*27 */ 488 { 0, 3, 7, 10, 80}, // 27
509 {0, 0, 3, 7, 90}, /*28 */ 489 { 0, 0, 3, 7, 90}, // 28
510 {0, 0, 0, 3, 97}, /*29 */ 490 { 0, 0, 0, 3, 97}, // 29
511 {0, 0, 0, 0, 100}, /*30 */ 491 { 0, 0, 0, 0, 100}, // 30
512 {0, 0, 0, 0, 100}, /*31 */ 492 { 0, 0, 0, 0, 100}, // 31
513}; 493};
514
515 494
516/* calculate the appropriate level for wands staves and scrolls. 495/* calculate the appropriate level for wands staves and scrolls.
517 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
518 * 497 *
519 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
520 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
521 */ 500 */
522 501static int
523int
524level_for_item (const object * op, int difficulty) 502level_for_item (const object *op, int difficulty)
525{ 503{
526 int mult = 0, olevel = 0;
527
528 if (!op->inv) 504 if (!op->inv)
529 { 505 {
530 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
531 return 0; 507 return 0;
532 } 508 }
533 509
534 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
535 511
536 if (olevel <= 0) 512 if (olevel <= 0)
537 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
538 514
539 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL);
540 olevel = MAXLEVEL;
541
542 return olevel;
543} 516}
544 517
545/* 518/*
546 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
547 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
550 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
551 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
552 * weird integer between 1-31. 525 * weird integer between 1-31.
553 * 526 *
554 */ 527 */
555 528static int
556int
557magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
558{ 530{
559 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
560 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
561 533
565 scaled_diff = 0; 537 scaled_diff = 0;
566 538
567 if (scaled_diff >= DIFFLEVELS) 539 if (scaled_diff >= DIFFLEVELS)
568 scaled_diff = DIFFLEVELS - 1; 540 scaled_diff = DIFFLEVELS - 1;
569 541
570 percent = RANDOM () % 100; 542 percent = rndm (100);
571 543
572 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 544 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
573 { 545 {
574 percent -= difftomagic_list[scaled_diff][magic]; 546 percent -= difftomagic_list[scaled_diff][magic];
575 547
576 if (percent < 0) 548 if (percent < 0)
577 break; 549 break;
578 } 550 }
579 551
580 if (magic == (MAXMAGIC + 1)) 552 if (magic == (MAXMAGIC + 1))
581 { 553 {
582 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 554 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
583 magic = 0; 555 magic = 0;
584 } 556 }
585 557
586 magic = (RANDOM () % 3) ? magic : -magic; 558 magic = (rndm (3)) ? magic : -magic;
587 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 559 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
588 560
589 return magic; 561 return magic;
590} 562}
591 563
595 * This function doesn't work properly, should add use of archetypes 567 * This function doesn't work properly, should add use of archetypes
596 * to make it truly absolute. 568 * to make it truly absolute.
597 */ 569 */
598 570
599void 571void
600set_abs_magic (object * op, int magic) 572set_abs_magic (object *op, int magic)
601{ 573{
602 if (!magic) 574 if (!magic)
603 return; 575 return;
604 576
605 op->magic = magic; 577 op->magic = magic;
606 if (op->arch) 578 if (op->arch)
607 { 579 {
608 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
609 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
610 582
611 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 583 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
612 magic = (-magic); 584 magic = (-magic);
585
613 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
614 } 587 }
615 else 588 else
616 { 589 {
617 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
619 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
620 magic = (-magic); 594 magic = (-magic);
595
621 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
622 } 597 }
623} 598}
624 599
625/* 600/*
626 * Sets a random magical bonus in the given object based upon 601 * Sets a random magical bonus in the given object based upon
627 * the given difficulty, and the given max possible bonus. 602 * the given difficulty, and the given max possible bonus.
628 */ 603 */
629 604
630static void 605static void
631set_magic (int difficulty, object * op, int max_magic, int flags) 606set_magic (int difficulty, object *op, int max_magic, int flags)
632{ 607{
633 int i; 608 int i;
609
634 i = magic_from_difficulty (difficulty); 610 i = magic_from_difficulty (difficulty);
635 if ((flags & GT_ONLY_GOOD) && i < 0) 611 if ((flags & GT_ONLY_GOOD) && i < 0)
636 i = -i; 612 i = -i;
637 if (i > max_magic) 613 if (i > max_magic)
638 i = max_magic; 614 i = max_magic;
647 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
648 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
649 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
650 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
651 */ 627 */
652 628static void
653void
654set_ring_bonus (object * op, int bonus) 629set_ring_bonus (object *op, int bonus)
655{ 630{
656
657 int r = RANDOM () % (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
658 632
659 if (op->type == AMULET) 633 if (op->type == AMULET)
660 { 634 {
661 if (!(RANDOM () % 21)) 635 if (!(rndm (21)))
662 r = 20 + RANDOM () % 2; 636 r = 20 + rndm (2);
663 else 637 else
664 { 638 {
665 if (RANDOM () & 2) 639 if (rndm (2))
666 r = 10; 640 r = 10;
667 else 641 else
668 r = 11 + RANDOM () % 9; 642 r = 11 + rndm (9);
669 } 643 }
670 } 644 }
671 645
672 switch (r) 646 switch (r)
673 { 647 {
674 /* Redone by MSW 2000-11-26 to have much less code. Also, 648 /* Redone by MSW 2000-11-26 to have much less code. Also,
675 * bonuses and penalties will stack and add to existing values. 649 * bonuses and penalties will stack and add to existing values.
676 * of the item. 650 * of the item.
677 */ 651 */
678 case 0: 652 case 0:
679 case 1: 653 case 1:
680 case 2: 654 case 2:
681 case 3: 655 case 3:
682 case 4: 656 case 4:
683 case 5: 657 case 5:
684 case 6: 658 case 6:
685 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
686 break; 660 break;
687 661
688 case 7: 662 case 7:
689 op->stats.dam += bonus; 663 op->stats.dam += bonus;
690 break; 664 break;
691 665
692 case 8: 666 case 8:
693 op->stats.wc += bonus; 667 op->stats.wc += bonus;
694 break; 668 break;
695 669
696 case 9: 670 case 9:
697 op->stats.food += bonus; /* hunger/sustenance */ 671 op->stats.food += bonus; /* hunger/sustenance */
698 break; 672 break;
699 673
700 case 10: 674 case 10:
701 op->stats.ac += bonus; 675 op->stats.ac += bonus;
702 break; 676 break;
703 677
704 /* Item that gives protections/vulnerabilities */ 678 /* Item that gives protections/vulnerabilities */
705 case 11: 679 case 11:
706 case 12: 680 case 12:
707 case 13: 681 case 13:
708 case 14: 682 case 14:
709 case 15: 683 case 15:
710 case 16: 684 case 16:
711 case 17: 685 case 17:
712 case 18: 686 case 18:
713 case 19: 687 case 19:
714 { 688 {
715 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 689 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
716 690
717 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 691 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
718 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 692 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
719 693
720 /* Cursed items need to have higher negative values to equal out with 694 /* Cursed items need to have higher negative values to equal out with
721 * positive values for how protections work out. Put another 695 * positive values for how protections work out. Put another
722 * little random element in since that they don't always end up with 696 * little random element in since that they don't always end up with
723 * even values. 697 * even values.
724 */ 698 */
725 if (bonus < 0) 699 if (bonus < 0)
726 val = 2 * -val - RANDOM () % b; 700 val = 2 * -val - rndm (b);
727 if (val > 35) 701 if (val > 35)
728 val = 35; /* Upper limit */ 702 val = 35; /* Upper limit */
729 b = 0; 703 b = 0;
704
730 while (op->resist[resist_table[resist]] != 0 && b < 4) 705 while (op->resist[resist_table[resist]] != 0 && b < 4)
731 { 706 resist = rndm (num_resist_table);
732 resist = RANDOM () % num_resist_table; 707
733 } 708 if (b == 4)
734 if (b == 4)
735 return; /* Not able to find a free resistance */ 709 return; /* Not able to find a free resistance */
710
736 op->resist[resist_table[resist]] = val; 711 op->resist[resist_table[resist]] = val;
737 /* We should probably do something more clever here to adjust value 712 /* We should probably do something more clever here to adjust value
738 * based on how good a resistance we gave. 713 * based on how good a resistance we gave.
739 */ 714 */
740 break; 715 break;
741 } 716 }
742 case 20: 717 case 20:
743 if (op->type == AMULET) 718 if (op->type == AMULET)
744 { 719 {
745 SET_FLAG (op, FLAG_REFL_SPELL); 720 SET_FLAG (op, FLAG_REFL_SPELL);
746 op->value *= 11; 721 op->value *= 11;
747 } 722 }
748 else 723 else
749 { 724 {
750 op->stats.hp = 1; /* regenerate hit points */ 725 op->stats.hp = 1; /* regenerate hit points */
751 op->value *= 4; 726 op->value *= 4;
752 } 727 }
753 break; 728 break;
754 729
755 case 21: 730 case 21:
756 if (op->type == AMULET) 731 if (op->type == AMULET)
757 { 732 {
758 SET_FLAG (op, FLAG_REFL_MISSILE); 733 SET_FLAG (op, FLAG_REFL_MISSILE);
759 op->value *= 9; 734 op->value *= 9;
760 } 735 }
761 else 736 else
762 { 737 {
763 op->stats.sp = 1; /* regenerate spell points */ 738 op->stats.sp = 1; /* regenerate spell points */
764 op->value *= 3; 739 op->value *= 3;
765 } 740 }
766 break; 741 break;
767 742
768 case 22: 743 case 22:
769 op->stats.exp += bonus; /* Speed! */ 744 op->stats.exp += bonus; /* Speed! */
770 op->value = (op->value * 2) / 3; 745 op->value = (op->value * 2) / 3;
771 break; 746 break;
772 } 747 }
748
773 if (bonus > 0) 749 if (bonus > 0)
774 op->value *= 2 * bonus; 750 op->value *= 2 * bonus;
775 else 751 else
776 op->value = -(op->value * 2 * bonus) / 3; 752 op->value = -(op->value * 2 * bonus) / 3;
777} 753}
782 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
783 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
784 * rings and amulets. 760 * rings and amulets.
785 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
786 */ 762 */
787 763static int
788int
789get_magic (int diff) 764get_magic (int diff)
790{ 765{
791 int i; 766 int i;
767
792 if (diff < 3) 768 if (diff < 3)
793 diff = 3; 769 diff = 3;
770
794 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
795 if (RANDOM () % diff) 772 if (rndm (diff))
796 return i; 773 return i;
774
797 return 4; 775 return 4;
798} 776}
799 777
778/* special_potion() - so that old potion code is still done right. */
779static int
780special_potion (object *op)
781{
782 if (op->attacktype)
783 return 1;
784
785 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
786 return 1;
787
788 for (int i = 0; i < NROFATTACKS; i++)
789 if (op->resist[i])
790 return 1;
791
792 return 0;
793}
794
800#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
801#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
802 797
803/* 798/*
804 * fix_generated_item(): This is called after an item is generated, in 799 * fix_generated_item(): This is called after an item is generated, in
805 * order to set it up right. This produced magical bonuses, puts spells 800 * order to set it up right. This produced magical bonuses, puts spells
806 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 801 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
807 */ 802 */
803
808/* 4/28/96 added creator object from which op may now inherit properties based on 804/* 4/28/96 added creator object from which op may now inherit properties based on
809 * op->type. Right now, which stuff the creator passes on is object type 805 * op->type. Right now, which stuff the creator passes on is object type
810 * dependant. I know this is a spagetti manuever, but is there a cleaner 806 * dependant. I know this is a spagetti manuever, but is there a cleaner
811 * way to do this? b.t. */ 807 * way to do this? b.t. */
808
812/* 809/*
813 * ! (flags & GT_ENVIRONMENT): 810 * ! (flags & GT_ENVIRONMENT):
814 * Automatically calls fix_flesh_item(). 811 * Automatically calls fix_flesh_item().
815 * 812 *
816 * flags: 813 * flags:
818 * value. 815 * value.
819 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 816 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
820 * a working object - don't change magic, value, etc, but set it material 817 * a working object - don't change magic, value, etc, but set it material
821 * type as appropriate, for objects that need spell objects, set those, etc 818 * type as appropriate, for objects that need spell objects, set those, etc
822 */ 819 */
823
824void 820void
825fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 821fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
826{ 822{
827 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 823 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
828 824
829 if (!creator || creator->type == op->type) 825 if (!creator || creator->type == op->type)
830 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 826 creator = op; /*safety & to prevent polymorphed objects giving attributes */
831 827
832 /* If we make an artifact, this information will be destroyed */ 828 /* If we make an artifact, this information will be destroyed */
833 save_item_power = op->item_power; 829 save_item_power = op->item_power;
834 op->item_power = 0; 830 op->item_power = 0;
835 831
836 if (op->randomitems && op->type != SPELL) 832 if (op->randomitems && op->type != SPELL)
837 { 833 {
838 create_treasure (op->randomitems, op, flags, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
839 if (!op->inv)
840 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
841
842 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
843 op->randomitems = NULL; 836 op->randomitems = 0;
844 } 837 }
845 838
846 if (difficulty < 1) 839 max_it (difficulty, 1);
847 difficulty = 1; 840
841 if (INVOKE_OBJECT (ADD_BONUS, op,
842 ARG_OBJECT (creator != op ? creator : 0),
843 ARG_INT (difficulty), ARG_INT (max_magic),
844 ARG_INT (flags)))
845 return;
848 846
849 if (!(flags & GT_MINIMAL)) 847 if (!(flags & GT_MINIMAL))
850 { 848 {
851 if (op->arch == crown_arch) 849 if (IS_ARCH (op->arch, crown))
852 { 850 {
853 set_magic (difficulty, op, max_magic, flags); 851 set_magic (difficulty, op, max_magic, flags);
854 num_enchantments = calc_item_power (op, 1); 852 num_enchantments = calc_item_power (op, 1);
855 generate_artifact (op, difficulty); 853 generate_artifact (op, difficulty);
856 } 854 }
857 else 855 else
858 { 856 {
859 if (!op->magic && max_magic) 857 if (!op->magic && max_magic)
860 set_magic (difficulty, op, max_magic, flags); 858 set_magic (difficulty, op, max_magic, flags);
861 859
862 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
863 861
864 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 862 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
865 * used for shop_floors or treasures */ 863 || op->type == HORN
864 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
866 generate_artifact (op, difficulty); 865 generate_artifact (op, difficulty);
867 } 866 }
868 867
869 /* Object was made an artifact. Calculate its item_power rating. 868 /* Object was made an artifact. Calculate its item_power rating.
870 * the item_power in the object is what the artfiact adds. 869 * the item_power in the object is what the artfiact adds.
871 */ 870 */
872 if (op->title) 871 if (op->title)
873 { 872 {
874 /* if save_item_power is set, then most likely we started with an 873 /* if save_item_power is set, then most likely we started with an
875 * artifact and have added new abilities to it - this is rare, but 874 * artifact and have added new abilities to it - this is rare, but
876 * but I have seen things like 'strange rings of fire'. So just figure 875 * but I have seen things like 'strange rings of fire'. So just figure
877 * out the power from the base power plus what this one adds. Note 876 * out the power from the base power plus what this one adds. Note
878 * that since item_power is not quite linear, this actually ends up 877 * that since item_power is not quite linear, this actually ends up
879 * being somewhat of a bonus 878 * being somewhat of a bonus
880 */ 879 */
881 if (save_item_power) 880 if (save_item_power)
882 op->item_power = save_item_power + get_power_from_ench (op->item_power); 881 op->item_power = save_item_power + get_power_from_ench (op->item_power);
883 else 882 else
884 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 883 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
885 } 884 }
886 else if (save_item_power) 885 else if (save_item_power)
887 { 886 {
888 /* restore the item_power field to the object if we haven't changed it. 887 /* restore the item_power field to the object if we haven't changed it.
889 * we don't care about num_enchantments - that will basically just 888 * we don't care about num_enchantments - that will basically just
890 * have calculated some value from the base attributes of the archetype. 889 * have calculated some value from the base attributes of the archetype.
891 */ 890 */
892 op->item_power = save_item_power; 891 op->item_power = save_item_power;
893 } 892 }
894 else 893 else
895 { 894 {
896 /* item_power was zero. This is suspicious, as it may be because it 895 /* item_power was zero. This is suspicious, as it may be because it
897 * was never previously calculated. Let's compute a value and see if 896 * was never previously calculated. Let's compute a value and see if
898 * it is non-zero. If it indeed is, then assign it as the new 897 * it is non-zero. If it indeed is, then assign it as the new
899 * item_power value. 898 * item_power value.
900 * - gros, 21th of July 2006. 899 * - gros, 21th of July 2006.
901 */ 900 */
902 op->item_power = calc_item_power (op, 0); 901 op->item_power = calc_item_power (op, 0);
903 save_item_power = op->item_power; /* Just in case it would get used 902 save_item_power = op->item_power; /* Just in case it would get used
904 * again below */ 903 * again below */
905 } 904 }
906 } 905 }
907 906
908 /* materialtype modifications. Note we allow this on artifacts. */ 907 /* materialtype modifications. Note we allow this on artifacts. */
909 set_materialname (op, difficulty, NULL); 908 select_material (op, difficulty);
910 909
911 if (flags & GT_MINIMAL) 910 if (flags & GT_MINIMAL)
912 { 911 {
913 if (op->type == POTION) 912 if (op->type == POTION)
914 /* Handle healing and magic power potions */ 913 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems) 914 if (op->stats.sp && !op->randomitems)
916 { 915 {
917 object *tmp;
918
919 tmp = get_archetype (spell_mapping[op->stats.sp]); 916 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
920 insert_ob_in_ob (tmp, op); 917 insert_ob_in_ob (tmp, op);
921 op->stats.sp = 0; 918 op->stats.sp = 0;
922 } 919 }
923 } 920 }
924 else if (!op->title) /* Only modify object if not special */ 921 else if (!op->title) /* Only modify object if not special */
925 switch (op->type) 922 switch (op->type)
926 { 923 {
927 case WEAPON: 924 case WEAPON:
928 case ARMOUR: 925 case ARMOUR:
929 case SHIELD: 926 case SHIELD:
930 case HELMET: 927 case HELMET:
931 case CLOAK: 928 case CLOAK:
932 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 929 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
933 set_ring_bonus (op, -DICE2); 930 set_ring_bonus (op, -DICE2);
934 break; 931 break;
935 932
936 case BRACERS: 933 case BRACERS:
937 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 934 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
938 { 935 {
936 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
937 if (!QUERY_FLAG (op, FLAG_CURSED))
938 op->value *= 3;
939 }
940 break;
941
942 case POTION:
943 {
944 int too_many_tries = 0, is_special = 0;
945
946 /* Handle healing and magic power potions */
947 if (op->stats.sp && !op->randomitems)
948 {
949 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
950 insert_ob_in_ob (tmp, op);
951 op->stats.sp = 0;
952 }
953
954 while (!(is_special = special_potion (op)) && !op->inv)
955 {
956 generate_artifact (op, difficulty);
957 if (too_many_tries++ > 10)
958 break;
959 }
960
961 /* don't want to change value for healing/magic power potions,
962 * since the value set on those is already correct.
963 */
964 if (op->inv && op->randomitems)
965 {
966 /* value multiplier is same as for scrolls */
967 op->value *= op->inv->value;
968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
969 }
970 else
971 {
972 op->name = "potion";
973 op->name_pl = "potions";
974 }
975
976 if (!(flags & GT_ONLY_GOOD) && rndm (2))
977 SET_FLAG (op, FLAG_CURSED);
978
979 break;
980 }
981
982 case AMULET:
983 if (IS_ARCH (op->arch, amulet))
984 op->value *= 5; /* Since it's not just decoration */
985
986 case RING:
987 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
988 break;
989
990 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
991 SET_FLAG (op, FLAG_CURSED);
992
939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 993 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
940 if (!QUERY_FLAG (op, FLAG_CURSED))
941 op->value *= 3;
942 }
943 break;
944 994
945 case POTION:
946 {
947 int too_many_tries = 0, is_special = 0;
948
949 /* Handle healing and magic power potions */
950 if (op->stats.sp && !op->randomitems)
951 {
952 object *tmp;
953
954 tmp = get_archetype (spell_mapping[op->stats.sp]);
955 insert_ob_in_ob (tmp, op);
956 op->stats.sp = 0;
957 }
958
959 while (!(is_special = special_potion (op)) && !op->inv)
960 {
961 generate_artifact (op, difficulty);
962 if (too_many_tries++ > 10)
963 break;
964 }
965
966 /* don't want to change value for healing/magic power potions,
967 * since the value set on those is already correct.
968 */
969 if (op->inv && op->randomitems)
970 {
971 /* value multiplier is same as for scrolls */
972 op->value = (op->value * op->inv->value);
973 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
974 }
975 else
976 {
977 op->name = "potion";
978 op->name_pl = "potions";
979 }
980
981 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
982 SET_FLAG (op, FLAG_CURSED);
983 break;
984 }
985
986 case AMULET:
987 if (op->arch == amulet_arch)
988 op->value *= 5; /* Since it's not just decoration */
989
990 case RING:
991 if (op->arch == NULL)
992 {
993 remove_ob (op);
994 free_object (op);
995 op = NULL;
996 break;
997 }
998
999 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1000 break;
1001
1002 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1003 SET_FLAG (op, FLAG_CURSED);
1004
1005 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1006
1007 if (op->type != RING) /* Amulets have only one ability */ 995 if (op->type != RING) /* Amulets have only one ability */
1008 break; 996 break;
1009 997
1010 if (!(RANDOM () % 4)) 998 if (!(rndm (4)))
1011 { 999 {
1012 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1000 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1013 1001
1014 if (d > 0) 1002 if (d > 0)
1015 op->value *= 3; 1003 op->value *= 3;
1016 1004
1017 set_ring_bonus (op, d); 1005 set_ring_bonus (op, d);
1018 1006
1019 if (!(RANDOM () % 4)) 1007 if (!(rndm (4)))
1020 { 1008 {
1021 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1009 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1022 if (d > 0)
1023 op->value *= 5;
1024 set_ring_bonus (op, d);
1025 }
1026 }
1027 1010
1028 if (GET_ANIM_ID (op)) 1011 if (d > 0)
1029 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1012 op->value *= 5;
1013 set_ring_bonus (op, d);
1014 }
1015 }
1030 1016
1031 break; 1017 if (op->animation_id)
1018 op->set_anim_frame (rndm (op->anim_frames ()));
1032 1019
1020 break;
1021
1033 case BOOK: 1022 case BOOK:
1034 /* Is it an empty book?, if yes lets make a special· 1023 /* Is it an empty book?, if yes lets make a special·
1035 * msg for it, and tailor its properties based on the· 1024 * msg for it, and tailor its properties based on the·
1036 * creator and/or map level we found it on. 1025 * creator and/or map level we found it on.
1037 */ 1026 */
1038 if (!op->msg && RANDOM () % 10) 1027 if (!op->msg && rndm (10))
1039 { 1028 {
1040 /* set the book level properly */ 1029 /* set the book level properly */
1041 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1030 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1042 { 1031 {
1043 if (op->map && op->map->difficulty) 1032 if (op->map && op->map->difficulty)
1044 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1033 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1045 else 1034 else
1046 op->level = RANDOM () % 20 + 1; 1035 op->level = rndm (20) + 1;
1047 } 1036 }
1048 else 1037 else
1049 op->level = RANDOM () % creator->level; 1038 op->level = rndm (creator->level);
1050 1039
1051 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1040 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1052 /* books w/ info are worth more! */ 1041 /* books w/ info are worth more! */
1053 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1042 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1043
1044 /* add exp so reading it gives xp (once) */
1045 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1046 }
1047
1054 /* creator related stuff */ 1048 /* creator related stuff */
1055 1049
1056 /* for library, chained books. Note that some monsters have no_pick 1050 /* for library, chained books. Note that some monsters have no_pick
1057 * set - we don't want to set no pick in that case. 1051 * set - we don't want to set no pick in that case.
1058 */ 1052 */
1059 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1053 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1060 SET_FLAG (op, FLAG_NO_PICK); 1054 SET_FLAG (op, FLAG_NO_PICK);
1061 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1055 if (creator->slaying && !op->slaying) /* for check_inv floors */
1062 op->slaying = creator->slaying; 1056 op->slaying = creator->slaying;
1057 break;
1063 1058
1064 /* add exp so reading it gives xp (once) */
1065 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1066 }
1067 break;
1068
1069 case SPELLBOOK: 1059 case SPELLBOOK:
1070 op->value = op->value * op->inv->value; 1060 op->value = op->value * op->inv->value;
1071 /* add exp so learning gives xp */ 1061 /* add exp so learning gives xp */
1072 op->level = op->inv->level; 1062 op->level = op->inv->level;
1073 op->stats.exp = op->value; 1063 op->stats.exp = op->value;
1074 break; 1064 break;
1075 1065
1076 case WAND: 1066 case WAND:
1077 /* nrof in the treasure list is number of charges, 1067 /* nrof in the treasure list is number of charges,
1078 * not number of wands. So copy that into food (charges), 1068 * not number of wands. So copy that into food (charges),
1079 * and reset nrof. 1069 * and reset nrof.
1080 */ 1070 */
1081 op->stats.food = op->inv->nrof; 1071 op->stats.food = op->inv->nrof;
1082 op->nrof = 1; 1072 op->nrof = 1;
1083 /* If the spell changes by level, choose a random level 1073 /* If the spell changes by level, choose a random level
1084 * for it, and adjust price. If the spell doesn't 1074 * for it, and adjust price. If the spell doesn't
1085 * change by level, just set the wand to the level of 1075 * change by level, just set the wand to the level of
1086 * the spell, and value calculation is simpler. 1076 * the spell, and value calculation is simpler.
1087 */ 1077 */
1088 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1078 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1089 { 1079 {
1080 op->level = level_for_item (op, difficulty);
1081 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1082 }
1083 else
1084 {
1085 op->level = op->inv->level;
1086 op->value = op->value * op->inv->value;
1087 }
1088 break;
1089
1090 case ROD:
1090 op->level = level_for_item (op, difficulty); 1091 op->level = level_for_item (op, difficulty);
1092 /* Add 50 to both level an divisor to keep prices a little more
1093 * reasonable. Otherwise, a high level version of a low level
1094 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1095 * 10 time multiplier). This way, the value are a bit more reasonable.
1096 */
1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1092 } 1098 /* maxhp is used to denote how many 'charges' the rod holds before */
1093 else 1099 if (op->stats.maxhp)
1094 { 1100 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1095 op->level = op->inv->level; 1101 else
1096 op->value = op->value * op->inv->value; 1102 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1097 }
1098 break;
1099 1103
1104 op->stats.hp = op->stats.maxhp;
1105 break;
1106
1100 case ROD: 1107 case SCROLL:
1101 op->level = level_for_item (op, difficulty); 1108 op->level = level_for_item (op, difficulty);
1102 /* Add 50 to both level an divisor to keep prices a little more
1103 * reasonable. Otherwise, a high level version of a low level
1104 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1105 * 10 time multiplier). This way, the value are a bit more reasonable.
1106 */
1107 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1109 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1108 /* maxhp is used to denote how many 'charges' the rod holds before */
1109 if (op->stats.maxhp)
1110 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1111 else
1112 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1113 1110
1114 op->stats.hp = op->stats.maxhp;
1115 break;
1116
1117 case SCROLL:
1118 op->level = level_for_item (op, difficulty);
1119 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1120
1121 /* add exp so reading them properly gives xp */ 1111 /* add exp so reading them properly gives xp */
1122 op->stats.exp = op->value / 5; 1112 op->stats.exp = op->value / 5;
1123 op->nrof = op->inv->nrof; 1113 op->nrof = op->inv->nrof;
1124 break; 1114 break;
1125 1115
1126 case RUNE: 1116 case RUNE:
1127 trap_adjust (op, difficulty); 1117 trap_adjust (op, difficulty);
1128 break; 1118 break;
1129 1119
1130 case TRAP: 1120 case TRAP:
1131 trap_adjust (op, difficulty); 1121 trap_adjust (op, difficulty);
1132 break; 1122 break;
1133 } /* switch type */ 1123 } /* switch type */
1134 1124
1135 if (flags & GT_STARTEQUIP) 1125 if (flags & GT_STARTEQUIP)
1136 { 1126 {
1137 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1127 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1138 SET_FLAG (op, FLAG_STARTEQUIP); 1128 SET_FLAG (op, FLAG_STARTEQUIP);
1139 else if (op->type != MONEY) 1129 else if (op->type != MONEY)
1140 op->value = 0; 1130 op->value = 0;
1141 } 1131 }
1142 1132
1143 if (!(flags & GT_ENVIRONMENT)) 1133 if (!(flags & GT_ENVIRONMENT))
1144 fix_flesh_item (op, creator); 1134 fix_flesh_item (op, creator);
1145} 1135}
1153 */ 1143 */
1154 1144
1155/* 1145/*
1156 * Allocate and return the pointer to an empty artifactlist structure. 1146 * Allocate and return the pointer to an empty artifactlist structure.
1157 */ 1147 */
1158
1159static artifactlist * 1148static artifactlist *
1160get_empty_artifactlist (void) 1149get_empty_artifactlist (void)
1161{ 1150{
1162 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1151 return salloc0<artifactlist> ();
1163 if (tl == NULL)
1164 fatal (OUT_OF_MEMORY);
1165 tl->next = NULL;
1166 tl->items = NULL;
1167 tl->total_chance = 0;
1168 return tl;
1169} 1152}
1170 1153
1171/* 1154/*
1172 * Allocate and return the pointer to an empty artifact structure. 1155 * Allocate and return the pointer to an empty artifact structure.
1173 */ 1156 */
1174
1175static artifact * 1157static artifact *
1176get_empty_artifact (void) 1158get_empty_artifact (void)
1177{ 1159{
1178 artifact *t = (artifact *) malloc (sizeof (artifact)); 1160 return salloc0<artifact> ();
1179 if (t == NULL)
1180 fatal (OUT_OF_MEMORY);
1181 t->item = NULL;
1182 t->next = NULL;
1183 t->chance = 0;
1184 t->difficulty = 0;
1185 t->allowed = NULL;
1186 return t;
1187} 1161}
1188 1162
1189/* 1163/*
1190 * Searches the artifact lists and returns one that has the same type 1164 * Searches the artifact lists and returns one that has the same type
1191 * of objects on it. 1165 * of objects on it.
1192 */ 1166 */
1193
1194artifactlist * 1167artifactlist *
1195find_artifactlist (int type) 1168find_artifactlist (int type)
1196{ 1169{
1197 artifactlist *al;
1198
1199 for (al = first_artifactlist; al != NULL; al = al->next) 1170 for (artifactlist *al = first_artifactlist; al; al = al->next)
1200 if (al->type == type) 1171 if (al->type == type)
1201 return al; 1172 return al;
1202 return NULL;
1203}
1204 1173
1205/*
1206 * For debugging purposes. Dumps all tables.
1207 */
1208
1209void
1210dump_artifacts (void)
1211{
1212 artifactlist *al;
1213 artifact *art;
1214 linked_char *next;
1215
1216 fprintf (logfile, "\n");
1217 for (al = first_artifactlist; al != NULL; al = al->next)
1218 {
1219 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1220 for (art = al->items; art != NULL; art = art->next)
1221 {
1222 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1223 if (art->allowed != NULL)
1224 {
1225 fprintf (logfile, "\tAllowed combinations:");
1226 for (next = art->allowed; next != NULL; next = next->next)
1227 fprintf (logfile, "%s,", &next->name);
1228 fprintf (logfile, "\n");
1229 }
1230 }
1231 }
1232 fprintf (logfile, "\n");
1233}
1234
1235/*
1236 * For debugging purposes. Dumps all treasures recursively (see below).
1237 */
1238void
1239dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1240{
1241 treasurelist *tl;
1242 int i;
1243
1244 if (depth > 100)
1245 return; 1174 return 0;
1246 while (t != NULL)
1247 {
1248 if (t->name != NULL)
1249 {
1250 for (i = 0; i < depth; i++)
1251 fprintf (logfile, " ");
1252 fprintf (logfile, "{ (list: %s)\n", &t->name);
1253 tl = find_treasurelist (t->name);
1254 dump_monster_treasure_rec (name, tl->items, depth + 2);
1255 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " ");
1257 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1258 }
1259 else
1260 {
1261 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " ");
1263 if (t->item->clone.type == FLESH)
1264 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1265 else
1266 fprintf (logfile, "%s\n", &t->item->clone.name);
1267 }
1268 if (t->next_yes != NULL)
1269 {
1270 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " ");
1272 fprintf (logfile, " (if yes)\n");
1273 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1274 }
1275 if (t->next_no != NULL)
1276 {
1277 for (i = 0; i < depth; i++)
1278 fprintf (logfile, " ");
1279 fprintf (logfile, " (if no)\n");
1280 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1281 }
1282 t = t->next;
1283 }
1284}
1285
1286/*
1287 * For debugging purposes. Dumps all treasures for a given monster.
1288 * Created originally by Raphael Quinet for debugging the alchemy code.
1289 */
1290
1291void
1292dump_monster_treasure (const char *name)
1293{
1294 archetype *at;
1295 int found;
1296
1297 found = 0;
1298 fprintf (logfile, "\n");
1299 for (at = first_archetype; at != NULL; at = at->next)
1300 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1301 {
1302 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1303 if (at->clone.randomitems != NULL)
1304 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1305 else
1306 fprintf (logfile, "(nothing)\n");
1307 fprintf (logfile, "\n");
1308 found++;
1309 }
1310 if (found == 0)
1311 fprintf (logfile, "No objects have the name %s!\n\n", name);
1312} 1175}
1313 1176
1314/* 1177/*
1315 * Builds up the lists of artifacts from the file in the libdir. 1178 * Builds up the lists of artifacts from the file in the libdir.
1316 */ 1179 */
1317
1318void 1180void
1319init_artifacts (void) 1181init_artifacts (void)
1320{ 1182{
1321 static int has_been_inited = 0; 1183 static int has_been_inited = 0;
1322 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1184 char filename[MAX_BUF];
1323 artifact *art = NULL; 1185 artifact *art = NULL;
1324 linked_char *tmp;
1325 int value, comp;
1326 artifactlist *al; 1186 artifactlist *al;
1327 1187
1328 if (has_been_inited) 1188 if (has_been_inited)
1329 return; 1189 return;
1330 else 1190 else
1331 has_been_inited = 1; 1191 has_been_inited = 1;
1332 1192
1333 sprintf (filename, "%s/artifacts", settings.datadir); 1193 sprintf (filename, "%s/artifacts", settings.datadir);
1334 object_thawer thawer (filename); 1194 object_thawer f (filename);
1335 1195
1336 if (!thawer) 1196 if (!f)
1337 return; 1197 return;
1338 1198
1339 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1199 for (;;)
1340 {
1341 if (*buf == '#')
1342 continue;
1343 if ((cp = strchr (buf, '\n')) != NULL)
1344 *cp = '\0';
1345 cp = buf;
1346 while (*cp == ' ') /* Skip blanks */
1347 cp++;
1348 if (*cp == '\0')
1349 continue;
1350
1351 if (!strncmp (cp, "Allowed", 7))
1352 {
1353 if (art == NULL)
1354 { 1200 {
1201 switch (f.kw)
1202 {
1203 case KW_allowed:
1204 if (!art)
1355 art = get_empty_artifact (); 1205 art = get_empty_artifact ();
1356 nrofartifacts++; 1206
1207 {
1208 if (!strcmp (f.get_str (), "all"))
1209 break;
1210
1211 const char *cp = f.get_str ();
1212 char *next;
1213 do
1214 {
1215 if ((next = strchr (cp, ',')))
1216 *next++ = '\0';
1217
1218 linked_char *tmp = new linked_char;
1219
1220 tmp->name = cp;
1221 tmp->next = art->allowed;
1222 art->allowed = tmp;
1223 }
1224 while ((cp = next));
1225 }
1226 break;
1227
1228 case KW_chance:
1229 f.get (art->chance);
1230 break;
1231
1232 case KW_difficulty:
1233 f.get (art->difficulty);
1234 break;
1235
1236 case KW_object:
1237 {
1238 art->item = object::create ();
1239 f.get (art->item->name);
1240 f.next ();
1241
1242 if (!art->item->parse_kv (f))
1243 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1244
1245 al = find_artifactlist (art->item->type);
1246
1247 if (!al)
1248 {
1249 al = get_empty_artifactlist ();
1250 al->type = art->item->type;
1251 al->next = first_artifactlist;
1252 first_artifactlist = al;
1253 }
1254
1255 art->next = al->items;
1256 al->items = art;
1257 art = 0;
1258 }
1259 continue;
1260
1261 case KW_EOF:
1262 goto done;
1263
1264 default:
1265 if (!f.parse_error ("artifacts file"))
1266 cleanup ("artifacts file required");
1267 break;
1268 }
1269
1270 f.next ();
1357 } 1271 }
1358 cp = strchr (cp, ' ') + 1;
1359 if (!strcmp (cp, "all"))
1360 continue;
1361 1272
1362 do 1273done:
1363 {
1364 nrofallowedstr++;
1365 if ((next = strchr (cp, ',')) != NULL)
1366 *(next++) = '\0';
1367 tmp = new linked_char;
1368 tmp->name = cp;
1369 tmp->next = art->allowed;
1370 art->allowed = tmp;
1371 }
1372 while ((cp = next) != NULL);
1373 }
1374 else if (sscanf (cp, "chance %d", &value))
1375 art->chance = (uint16) value;
1376 else if (sscanf (cp, "difficulty %d", &value))
1377 art->difficulty = (uint8) value;
1378 else if (!strncmp (cp, "Object", 6))
1379 {
1380 art->item = get_object ();
1381
1382 if (!load_object (thawer, art->item, 0))
1383 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1384
1385 art->item->name = strchr (cp, ' ') + 1;
1386 al = find_artifactlist (art->item->type);
1387 if (al == NULL)
1388 {
1389 al = get_empty_artifactlist ();
1390 al->type = art->item->type;
1391 al->next = first_artifactlist;
1392 first_artifactlist = al;
1393 }
1394 art->next = al->items;
1395 al->items = art;
1396 art = NULL;
1397 }
1398 else
1399 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1400 }
1401
1402 for (al = first_artifactlist; al != NULL; al = al->next) 1274 for (al = first_artifactlist; al; al = al->next)
1403 { 1275 {
1276 al->total_chance = 0;
1277
1404 for (art = al->items; art != NULL; art = art->next) 1278 for (art = al->items; art; art = art->next)
1405 { 1279 {
1406 if (!art->chance) 1280 if (!art->chance)
1407 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1281 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1408 else 1282 else
1409 al->total_chance += art->chance; 1283 al->total_chance += art->chance;
1410 } 1284 }
1411#if 0 1285#if 0
1412 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1286 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1413#endif 1287#endif
1414 } 1288 }
1415 1289
1416 LOG (llevDebug, "done.\n"); 1290 LOG (llevDebug, "done.\n");
1417} 1291}
1418 1292
1419
1420/* 1293/*
1421 * Used in artifact generation. The bonuses of the first object 1294 * Used in artifact generation. The bonuses of the first object
1422 * is modified by the bonuses of the second object. 1295 * is modified by the bonuses of the second object.
1423 */ 1296 */
1424
1425void 1297void
1426add_abilities (object * op, object * change) 1298add_abilities (object *op, object *change)
1427{ 1299{
1428 int i, j, tmp; 1300 int i, tmp;
1429 1301
1430 if (change->face != blank_face) 1302 if (change->face != blank_face)
1431 { 1303 {
1432#ifdef TREASURE_VERBOSE 1304#ifdef TREASURE_VERBOSE
1433 LOG (llevDebug, "FACE: %d\n", change->face->number); 1305 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1434#endif 1306#endif
1435 op->face = change->face; 1307 op->face = change->face;
1436 } 1308 }
1437 1309
1438 for (i = 0; i < NUM_STATS; i++) 1310 for (i = 0; i < NUM_STATS; i++)
1439 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1311 change_attr_value (&(op->stats), i, change->stats.stat (i));
1440 1312
1441 op->attacktype |= change->attacktype; 1313 op->attacktype |= change->attacktype;
1442 op->path_attuned |= change->path_attuned; 1314 op->path_attuned |= change->path_attuned;
1443 op->path_repelled |= change->path_repelled; 1315 op->path_repelled |= change->path_repelled;
1444 op->path_denied |= change->path_denied; 1316 op->path_denied |= change->path_denied;
1472 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1344 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1473 { 1345 {
1474 CLEAR_FLAG (op, FLAG_ANIMATE); 1346 CLEAR_FLAG (op, FLAG_ANIMATE);
1475 /* so artifacts will join */ 1347 /* so artifacts will join */
1476 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1348 if (!QUERY_FLAG (op, FLAG_ALIVE))
1477 op->speed = 0.0; 1349 op->speed = 0.0;
1478 update_ob_speed (op); 1350
1351 op->set_speed (op->speed);
1479 } 1352 }
1480 1353
1481 if (change->nrof) 1354 if (change->nrof)
1482 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1355 op->nrof = rndm (change->nrof) + 1;
1483 1356
1484 op->stats.exp += change->stats.exp; /* Speed modifier */ 1357 op->stats.exp += change->stats.exp; /* Speed modifier */
1485 op->stats.wc += change->stats.wc; 1358 op->stats.wc += change->stats.wc;
1486 op->stats.ac += change->stats.ac; 1359 op->stats.ac += change->stats.ac;
1487 1360
1488 if (change->other_arch) 1361 if (change->other_arch)
1489 { 1362 {
1490 /* Basically, for horns & potions, the other_arch field is the spell 1363 /* Basically, for horns & potions, the other_arch field is the spell
1491 * to cast. So convert that to into a spell and put it into 1364 * to cast. So convert that to into a spell and put it into
1492 * this object. 1365 * this object.
1493 */ 1366 */
1494 if (op->type == HORN || op->type == POTION) 1367 if (op->type == HORN || op->type == POTION)
1495 { 1368 {
1496 object *tmp_obj;
1497 /* Remove any spells this object currently has in it */ 1369 /* Remove any spells this object currently has in it */
1498 while (op->inv) 1370 op->destroy_inv (false);
1499 {
1500 tmp_obj = op->inv;
1501 remove_ob (tmp_obj);
1502 free_object (tmp_obj);
1503 }
1504 1371
1505 tmp_obj = arch_to_object (change->other_arch); 1372 object *tmp = arch_to_object (change->other_arch);
1506 insert_ob_in_ob (tmp_obj, op); 1373 insert_ob_in_ob (tmp, op);
1507 } 1374 }
1508 /* No harm setting this for potions/horns */ 1375 /* No harm setting this for potions/horns */
1509 op->other_arch = change->other_arch; 1376 op->other_arch = change->other_arch;
1510 } 1377 }
1511 1378
1512 if (change->stats.hp < 0) 1379 if (change->stats.hp < 0)
1545 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1412 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1546 1413
1547 op->item_power = change->item_power; 1414 op->item_power = change->item_power;
1548 1415
1549 for (i = 0; i < NROFATTACKS; i++) 1416 for (i = 0; i < NROFATTACKS; i++)
1550 {
1551 if (change->resist[i]) 1417 if (change->resist[i])
1552 {
1553 op->resist[i] += change->resist[i]; 1418 op->resist[i] += change->resist[i];
1554 }
1555 }
1556 1419
1557 if (change->stats.dam) 1420 if (change->stats.dam)
1558 { 1421 {
1559 if (change->stats.dam < 0) 1422 if (change->stats.dam < 0)
1560 op->stats.dam = (-change->stats.dam); 1423 op->stats.dam = (-change->stats.dam);
1561 else if (op->stats.dam) 1424 else if (op->stats.dam)
1562 { 1425 {
1563 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1426 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1564 if (tmp == op->stats.dam) 1427 if (tmp == op->stats.dam)
1565 { 1428 {
1566 if (change->stats.dam < 10) 1429 if (change->stats.dam < 10)
1567 op->stats.dam--; 1430 op->stats.dam--;
1431 else
1432 op->stats.dam++;
1433 }
1568 else 1434 else
1569 op->stats.dam++;
1570 }
1571 else
1572 op->stats.dam = tmp; 1435 op->stats.dam = tmp;
1573 } 1436 }
1574 } 1437 }
1575 1438
1576 if (change->weight) 1439 if (change->weight)
1577 { 1440 {
1578 if (change->weight < 0) 1441 if (change->weight < 0)
1579 op->weight = (-change->weight); 1442 op->weight = (-change->weight);
1580 else 1443 else
1581 op->weight = (op->weight * (change->weight)) / 100; 1444 op->weight = (op->weight * (change->weight)) / 100;
1582 } 1445 }
1583 1446
1584 if (change->last_sp) 1447 if (change->last_sp)
1585 { 1448 {
1586 if (change->last_sp < 0) 1449 if (change->last_sp < 0)
1587 op->last_sp = (-change->last_sp); 1450 op->last_sp = (-change->last_sp);
1588 else 1451 else
1589 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1452 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1590 } 1453 }
1591 1454
1592 if (change->gen_sp_armour) 1455 if (change->gen_sp_armour)
1593 { 1456 {
1594 if (change->gen_sp_armour < 0) 1457 if (change->gen_sp_armour < 0)
1595 op->gen_sp_armour = (-change->gen_sp_armour); 1458 op->gen_sp_armour = (-change->gen_sp_armour);
1596 else 1459 else
1597 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1460 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1598 } 1461 }
1599 1462
1600 op->value *= change->value; 1463 op->value *= change->value;
1601 1464
1602 if (change->material) 1465 if (change->materials)
1466 op->materials = change->materials;
1467
1468 if (change->material != MATERIAL_NULL)
1603 op->material = change->material; 1469 op->material = change->material;
1604
1605 if (change->materialname)
1606 op->materialname = change->materialname;
1607 1470
1608 if (change->slaying) 1471 if (change->slaying)
1609 op->slaying = change->slaying; 1472 op->slaying = change->slaying;
1610 1473
1611 if (change->race) 1474 if (change->race)
1614 if (change->msg) 1477 if (change->msg)
1615 op->msg = change->msg; 1478 op->msg = change->msg;
1616} 1479}
1617 1480
1618static int 1481static int
1619legal_artifact_combination (object * op, artifact * art) 1482legal_artifact_combination (object *op, artifact *art)
1620{ 1483{
1621 int neg, success = 0; 1484 int neg, success = 0;
1622 linked_char *tmp; 1485 linked_char *tmp;
1623 const char *name; 1486 const char *name;
1624 1487
1625 if (art->allowed == (linked_char *) NULL) 1488 if (!art->allowed)
1626 return 1; /* Ie, "all" */ 1489 return 1; /* Ie, "all" */
1490
1627 for (tmp = art->allowed; tmp; tmp = tmp->next) 1491 for (tmp = art->allowed; tmp; tmp = tmp->next)
1628 { 1492 {
1629#ifdef TREASURE_VERBOSE 1493#ifdef TREASURE_VERBOSE
1630 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1494 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1631#endif 1495#endif
1632 if (*tmp->name == '!') 1496 if (*tmp->name == '!')
1633 name = tmp->name + 1, neg = 1; 1497 name = tmp->name + 1, neg = 1;
1634 else 1498 else
1635 name = tmp->name, neg = 0; 1499 name = tmp->name, neg = 0;
1636 1500
1637 /* If we match name, then return the opposite of 'neg' */ 1501 /* If we match name, then return the opposite of 'neg' */
1638 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1502 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1639 return !neg; 1503 return !neg;
1640 1504
1641 /* Set success as true, since if the match was an inverse, it means 1505 /* Set success as true, since if the match was an inverse, it means
1642 * everything is allowed except what we match 1506 * everything is allowed except what we match
1643 */ 1507 */
1644 else if (neg) 1508 else if (neg)
1645 success = 1; 1509 success = 1;
1646 } 1510 }
1511
1647 return success; 1512 return success;
1648} 1513}
1649 1514
1650/* 1515/*
1651 * Fixes the given object, giving it the abilities and titles 1516 * Fixes the given object, giving it the abilities and titles
1652 * it should have due to the second artifact-template. 1517 * it should have due to the second artifact-template.
1653 */ 1518 */
1654 1519
1655void 1520void
1656give_artifact_abilities (object * op, object * artifct) 1521give_artifact_abilities (object *op, object *artifct)
1657{ 1522{
1658 char new_name[MAX_BUF]; 1523 char new_name[MAX_BUF];
1659 1524
1660 sprintf (new_name, "of %s", &artifct->name); 1525 sprintf (new_name, "of %s", &artifct->name);
1661 op->title = new_name; 1526 op->title = new_name;
1662 add_abilities (op, artifct); /* Give out the bonuses */ 1527 add_abilities (op, artifct); /* Give out the bonuses */
1663 1528
1664#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1529#if 0 /* Bit verbose, but keep it here until next time I need it... */
1665 { 1530 {
1666 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1531 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1532
1667 SET_FLAG (op, FLAG_IDENTIFIED); 1533 SET_FLAG (op, FLAG_IDENTIFIED);
1668 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1534 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1669 if (!identified) 1535 if (!identified)
1670 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1536 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1671 } 1537 }
1683 1549
1684/* Give 1 re-roll attempt per artifact */ 1550/* Give 1 re-roll attempt per artifact */
1685#define ARTIFACT_TRIES 2 1551#define ARTIFACT_TRIES 2
1686 1552
1687void 1553void
1688generate_artifact (object * op, int difficulty) 1554generate_artifact (object *op, int difficulty)
1689{ 1555{
1690 artifactlist *al; 1556 artifactlist *al;
1691 artifact *art; 1557 artifact *art;
1692 int i; 1558 int i;
1693 1559
1694 al = find_artifactlist (op->type); 1560 al = find_artifactlist (op->type);
1695 1561
1696 if (al == NULL) 1562 if (al == NULL)
1697 { 1563 {
1698#if 0 /* This is too verbose, usually */ 1564#if 0 /* This is too verbose, usually */
1699 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1565 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1700#endif 1566#endif
1701 return; 1567 return;
1702 } 1568 }
1703 1569
1704 for (i = 0; i < ARTIFACT_TRIES; i++) 1570 for (i = 0; i < ARTIFACT_TRIES; i++)
1705 { 1571 {
1706 int roll = RANDOM () % al->total_chance; 1572 int roll = rndm (al->total_chance);
1707 1573
1708 for (art = al->items; art != NULL; art = art->next) 1574 for (art = al->items; art; art = art->next)
1709 { 1575 {
1710 roll -= art->chance; 1576 roll -= art->chance;
1711 if (roll < 0) 1577 if (roll < 0)
1712 break; 1578 break;
1713 } 1579 }
1714 1580
1715 if (art == NULL || roll >= 0) 1581 if (art == NULL || roll >= 0)
1716 { 1582 {
1717#if 1 1583#if 1
1718 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1584 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1719#endif 1585#endif
1720 return; 1586 return;
1721 } 1587 }
1722 if (!strcmp (art->item->name, "NONE")) 1588
1723 return; 1589 if (art->item->name == shstr_NONE)
1590 return;
1591
1724 if (FABS (op->magic) < art->item->magic) 1592 if (fabs (op->magic) < art->item->magic)
1725 continue; /* Not magic enough to be this item */ 1593 continue; /* Not magic enough to be this item */
1726 1594
1727 /* Map difficulty not high enough */ 1595 /* Map difficulty not high enough */
1728 if (difficulty < art->difficulty) 1596 if (difficulty < art->difficulty)
1729 continue; 1597 continue;
1730 1598
1731 if (!legal_artifact_combination (op, art)) 1599 if (!legal_artifact_combination (op, art))
1732 { 1600 {
1733#ifdef TREASURE_VERBOSE 1601#ifdef TREASURE_VERBOSE
1734 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1602 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1735#endif 1603#endif
1736 continue; 1604 continue;
1737 } 1605 }
1606
1738 give_artifact_abilities (op, art->item); 1607 give_artifact_abilities (op, art->item);
1739 return; 1608 return;
1740 } 1609 }
1741} 1610}
1742 1611
1744 * FOOD, except they inherit properties (name, food value, etc). 1613 * FOOD, except they inherit properties (name, food value, etc).
1745 * based on the original owner (or 'donor' if you like). -b.t. 1614 * based on the original owner (or 'donor' if you like). -b.t.
1746 */ 1615 */
1747 1616
1748void 1617void
1749fix_flesh_item (object * item, object * donor) 1618fix_flesh_item (object *item, object *donor)
1750{ 1619{
1751 char tmpbuf[MAX_BUF]; 1620 char tmpbuf[MAX_BUF];
1752 int i; 1621 int i;
1753 1622
1754 if (item->type == FLESH && donor) 1623 if (item->type == FLESH && donor)
1755 { 1624 {
1756 /* change the name */ 1625 /* change the name */
1757 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1626 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1627 item->name = tmpbuf;
1758 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1628 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1629 item->name_pl = tmpbuf;
1759 1630
1760 /* weight is FLESH weight/100 * donor */ 1631 /* weight is FLESH weight/100 * donor */
1761 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1632 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1762 item->weight = 1; 1633 item->weight = 1;
1763 1634
1764 /* value is multiplied by level of donor */ 1635 /* value is multiplied by level of donor */
1765 item->value *= isqrt (donor->level * 2); 1636 item->value *= isqrt (donor->level * 2);
1766 1637
1767 /* food value */ 1638 /* food value */
1769 1640
1770 /* flesh items inherit some abilities of donor, but not 1641 /* flesh items inherit some abilities of donor, but not
1771 * full effect. 1642 * full effect.
1772 */ 1643 */
1773 for (i = 0; i < NROFATTACKS; i++) 1644 for (i = 0; i < NROFATTACKS; i++)
1774 item->resist[i] = donor->resist[i] / 2; 1645 item->resist[i] = donor->resist[i] / 2;
1775 1646
1776 /* item inherits donor's level (important for quezals) */ 1647 /* item inherits donor's level (important for quezals) */
1777 item->level = donor->level; 1648 item->level = donor->level;
1778 1649
1779 /* if donor has some attacktypes, the flesh is poisonous */ 1650 /* if donor has some attacktypes, the flesh is poisonous */
1780 if (donor->attacktype & AT_POISON) 1651 if (donor->attacktype & AT_POISON)
1781 item->type = POISON; 1652 item->type = POISON;
1653
1782 if (donor->attacktype & AT_ACID) 1654 if (donor->attacktype & AT_ACID)
1783 item->stats.hp = -1 * item->stats.food; 1655 item->stats.hp = -1 * item->stats.food;
1656
1784 SET_FLAG (item, FLAG_NO_STEAL); 1657 SET_FLAG (item, FLAG_NO_STEAL);
1785 } 1658 }
1786} 1659}
1787 1660
1788/* special_potion() - so that old potion code is still done right. */ 1661static void
1789
1790int
1791special_potion (object * op)
1792{
1793
1794 int i;
1795
1796 if (op->attacktype)
1797 return 1;
1798
1799 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1800 return 1;
1801
1802 for (i = 0; i < NROFATTACKS; i++)
1803 if (op->resist[i])
1804 return 1;
1805
1806 return 0;
1807}
1808
1809void
1810free_treasurestruct (treasure * t) 1662free_treasurestruct (treasure *t)
1811{ 1663{
1812 if (t->next)
1813 free_treasurestruct (t->next); 1664 if (t->next) free_treasurestruct (t->next);
1814 if (t->next_yes)
1815 free_treasurestruct (t->next_yes); 1665 if (t->next_yes) free_treasurestruct (t->next_yes);
1816 if (t->next_no)
1817 free_treasurestruct (t->next_no); 1666 if (t->next_no) free_treasurestruct (t->next_no);
1818 1667
1819 delete t; 1668 delete t;
1820} 1669}
1821 1670
1822void 1671static void
1823free_charlinks (linked_char * lc) 1672free_charlinks (linked_char *lc)
1824{ 1673{
1825 if (lc->next) 1674 if (lc->next)
1826 free_charlinks (lc->next); 1675 free_charlinks (lc->next);
1827 1676
1828 delete lc; 1677 delete lc;
1829} 1678}
1830 1679
1831void 1680static void
1832free_artifact (artifact * at) 1681free_artifact (artifact *at)
1833{ 1682{
1834
1835 if (at->next)
1836 free_artifact (at->next); 1683 if (at->next) free_artifact (at->next);
1837 if (at->allowed)
1838 free_charlinks (at->allowed); 1684 if (at->allowed) free_charlinks (at->allowed);
1839 1685
1840 delete at->item; 1686 at->item->destroy ();
1841 1687
1842 delete at;
1843}
1844
1845void
1846free_artifactlist (artifactlist * al)
1847{
1848 artifactlist *nextal;
1849 for (al = first_artifactlist; al != NULL; al = nextal)
1850 {
1851 nextal = al->next;
1852 if (al->items)
1853 {
1854 free_artifact (al->items);
1855 }
1856 free (al); 1688 sfree (at);
1857 }
1858} 1689}
1859 1690
1860void
1861free_all_treasures (void)
1862{
1863 treasurelist *tl, *next;
1864
1865
1866 for (tl = first_treasurelist; tl != NULL; tl = next)
1867 {
1868 next = tl->next;
1869 if (tl->items)
1870 free_treasurestruct (tl->items);
1871 delete tl;
1872 }
1873 free_artifactlist (first_artifactlist);
1874}

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