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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.26 by elmex, Thu Dec 14 00:08:52 2006 UTC vs.
Revision 1.97 by root, Sun Nov 29 10:55:18 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23
24#define ALLOWED_COMBINATION
25 24
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * 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
28 * 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
29 * left on 28 * left on
30 */ 29 */
31#define TREASURE_DEBUG 30#define TREASURE_DEBUG
32 31
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 33
35/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
36 35
37#include <global.h> 36#include <global.h>
38#include <treasure.h> 37#include <treasure.h>
39#include <funcpoint.h>
40#include <loader.h> 38#include <loader.h>
41 39
40extern char *spell_mapping[];
41
42static treasurelist *first_treasurelist;
42 43
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 44static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 45
46/* 46typedef std::tr1::unordered_map<
47 * Initialize global archtype pointers: 47 const char *,
48 */ 48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >
52> tl_map_t;
49 53
50void 54static tl_map_t tl_map;
51init_archetype_pointers ()
52{
53 int prev_warn = warn_archetypes;
54 55
55 warn_archetypes = 1; 56//TODO: class method
56 if (ring_arch == NULL) 57static void free_treasurestruct (treasure *t); // bleh desu
57 ring_arch = archetype::find ("ring"); 58static void
58 if (amulet_arch == NULL) 59clear (treasurelist *tl)
59 amulet_arch = archetype::find ("amulet"); 60{
60 if (staff_arch == NULL) 61 if (tl->items)
61 staff_arch = archetype::find ("staff"); 62 {
62 if (crown_arch == NULL) 63 free_treasurestruct (tl->items);
63 crown_arch = archetype::find ("crown"); 64 tl->items = 0;
64 warn_archetypes = prev_warn; 65 }
65}
66 66
67/* 67 tl->total_chance = 0;
68 * Allocate and return the pointer to an empty treasurelist structure. 68}
69 */
70 69
70/*
71 * Searches for the given treasurelist
72 */
71static treasurelist * 73treasurelist *
72get_empty_treasurelist (void) 74treasurelist::find (const char *name)
73{ 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 {
74 return new treasurelist; 98 tl = new treasurelist;
75}
76 99
77/* 100 tl->name = name;
78 * Allocate and return the pointer to an empty treasure structure. 101 tl->next = first_treasurelist;
79 */ 102 first_treasurelist = tl;
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85 103
86 t->chance = 100; 104 tl_map.insert (std::make_pair (tl->name, tl));
105 }
87 106
88 return t; 107 return tl;
89} 108}
109
110#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out
113 */
114static void
115check_treasurelist (const treasure *t, const treasurelist * tl)
116{
117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119
120 if (t->next)
121 check_treasurelist (t->next, tl);
122
123 if (t->next_yes)
124 check_treasurelist (t->next_yes, tl);
125
126 if (t->next_no)
127 check_treasurelist (t->next_no, tl);
128}
129#endif
90 130
91/* 131/*
92 * Reads the lib/treasure file from disk, and parses the contents 132 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 133 * into an internal treasure structure (very linked lists)
94 */ 134 */
95
96static treasure * 135static treasure *
97load_treasure (FILE * fp, int *line) 136read_treasure (object_thawer &f)
98{ 137{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 138 treasure *t = new treasure;
101 int value;
102 139
103 nroftreasures++; 140 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 141
108 if (*buf == '#') 142 for (;;)
109 continue; 143 {
110 if ((cp = strchr (buf, '\n')) != NULL) 144 coroapi::cede_to_tick ();
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 145
116 if (sscanf (cp, "arch %s", variable)) 146 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 147 {
121 else if (sscanf (cp, "list %s", variable)) 148 case KW_arch:
122 t->name = variable; 149 t->item = archetype::find (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 150
124 t->change_arch.name = variable; 151 if (!t->item)
125 else if (sscanf (cp, "change_title %s", variable))
126 t->change_arch.title = variable;
127 else if (sscanf (cp, "change_slaying %s", variable))
128 t->change_arch.slaying = variable;
129 else if (sscanf (cp, "chance %d", &value))
130 t->chance = (uint8) value;
131 else if (sscanf (cp, "nrof %d", &value))
132 t->nrof = (uint16) value;
133 else if (sscanf (cp, "magic %d", &value))
134 t->magic = (uint8) value;
135 else if (!strcmp (cp, "yes"))
136 t->next_yes = load_treasure (fp, line);
137 else if (!strcmp (cp, "no"))
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 { 152 {
143 t->next = load_treasure (fp, line); 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 ();
144 return t; 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;
145 } 183 }
146 else 184
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 185 f.next ();
148 } 186 }
149 LOG (llevError, "treasure lacks 'end'.\n"); 187
188 // not reached
189
190error:
191 delete t;
150 return t; 192 return 0;
151} 193}
152 194
153#ifdef TREASURE_DEBUG
154
155/* recursived checks the linked list. Treasurelist is passed only
156 * so that the treasure name can be printed out
157 */
158static void
159check_treasurelist (const treasure *t, const treasurelist * tl)
160{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name)
167 (void) find_treasurelist (t->name);
168 if (t->next)
169 check_treasurelist (t->next, tl);
170 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl);
172 if (t->next_no)
173 check_treasurelist (t->next_no, tl);
174}
175#endif
176
177/* 195/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 196 * Each treasure is parsed with the help of load_treasure().
180 */ 197 */
181 198treasurelist *
182void 199treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 200{
185 FILE *fp; 201 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
186 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187 treasurelist *previous = NULL;
188 treasure *t;
189 int comp, line = 0;
190 202
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 203 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 204 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 205 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 206 tl->items = read_treasure (f);
207 if (!tl->items)
195 return; 208 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 209
203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 {
205 treasurelist *tl = get_empty_treasurelist ();
206
207 tl->name = name;
208 if (previous == NULL)
209 first_treasurelist = tl;
210 else
211 previous->next = tl;
212 previous = tl;
213 tl->items = load_treasure (fp, &line);
214
215 /* 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.
216 * 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
217 * fields of the treasures are not being used. 212 * fields of the treasures are not being used.
218 */ 213 */
219 if (!strncmp (buf, "treasureone", 11)) 214 if (one)
215 {
216 for (treasure *t = tl->items; t; t = t->next)
217 {
218 if (t->next_yes || t->next_no)
220 { 219 {
221 for (t = tl->items; t != NULL; t = t->next)
222 {
223#ifdef TREASURE_DEBUG
224 if (t->next_yes || t->next_no)
225 {
226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 220 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
227 LOG (llevError, " the next_yes or next_no field is set\n"); 221 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 222 }
233 }
234 else
235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
236 }
237 close_and_delete (fp, comp);
238 223
239#ifdef TREASURE_DEBUG 224 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 225 }
241 * verify that list transitions work (ie, the list that it is supposed 226 }
242 * to transition to exists). Also, verify that at least the name
243 * or archetype is set for each treasure element.
244 */
245 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
246 check_treasurelist (previous->items, previous);
247#endif
248}
249 227
250/*
251 * Searches for the given treasurelist in the globally linked list
252 * of treasurelists which has been built by load_treasures().
253 */
254
255treasurelist *
256find_treasurelist (const char *name)
257{
258 shstr_cmp name_ (name);
259
260 if (!name_)
261 return 0;
262
263 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name)
265 return tl;
266
267 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
270 return 0; 228 return tl;
271} 229}
272
273 230
274/* 231/*
275 * Generates the objects specified by the given treasure. 232 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 233 * It goes recursively through the rest of the linked list.
277 * 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,
280 * being generated. 237 * being generated.
281 * 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
282 * abilities. This is used by summon spells, thus no summoned monsters 239 * abilities. This is used by summon spells, thus no summoned monsters
283 * start with equipment, but only their abilities). 240 * start with equipment, but only their abilities).
284 */ 241 */
285
286
287static void 242static void
288put_treasure (object *op, object *creator, int flags) 243put_treasure (object *op, object *creator, int flags)
289{ 244{
290 object *tmp; 245 if (flags & GT_ENVIRONMENT)
291 246 {
292 /* 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
293 * 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
294 * 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
295 * by another object. 250 * by another object.
296 */ 251 */
297 if (flags & GT_ENVIRONMENT && op->type != SPELL) 252 //TODO: flag such as objects... as such (no drop, anybody?)
298 { 253 if (op->type == SPELL)
299 op->x = creator->x; 254 {
300 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 {
301 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
302 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 }
303 } 268 }
304 else 269 else
305 { 270 {
306 op = insert_ob_in_ob (op, creator); 271 op = creator->insert (op);
272
307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
308 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
310 esrv_send_item (tmp, op);
311 } 275 }
312} 276}
313 277
314/* 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
315 * in the generated object 279 * in the generated object
329 293
330 if (t->change_arch.slaying) 294 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 295 op->slaying = t->change_arch.slaying;
332} 296}
333 297
334void 298static void
335create_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)
336{ 300{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 301 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 302 {
341 if (t->name) 303 if (t->name)
342 { 304 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 305 if (difficulty >= t->magic)
306 if (treasurelist *tl = treasurelist::find (t->name))
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 }
311 else
312 {
313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
344 { 314 {
345 treasurelist *tl = find_treasurelist (t->name);
346 if (tl)
347 create_treasure (tl, op, flag, difficulty, tries);
348 }
349 }
350 else
351 {
352 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
353 {
354 tmp = arch_to_object (t->item); 315 object *tmp = arch_to_object (t->item);
316
355 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
356 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
319
357 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
358 change_treasure (t, tmp); 321 change_treasure (t, tmp);
359 put_treasure (tmp, op, flag); 322 put_treasure (tmp, op, flag);
360 } 323 }
361 } 324 }
362 325
363 if (t->next_yes != NULL) 326 if (t->next_yes)
364 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 327 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
365 } 328 }
366 else if (t->next_no != NULL) 329 else if (t->next_no)
367 create_all_treasures (t->next_no, op, flag, difficulty, tries); 330 create_all_treasures (t->next_no, op, flag, difficulty, tries);
368 331
369 if (t->next != NULL) 332 if (t->next)
370 create_all_treasures (t->next, op, flag, difficulty, tries); 333 create_all_treasures (t->next, op, flag, difficulty, tries);
371} 334}
372 335
373void 336static void
374create_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)
375{ 338{
376 int value = RANDOM () % tl->total_chance; 339 int value = rndm (tl->total_chance);
377 treasure *t; 340 treasure *t;
378 341
379 if (tries++ > 100) 342 if (tries++ > 100)
380 { 343 {
381 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");
382 return; 345 return;
383 } 346 }
384 347
385 for (t = tl->items; t != NULL; t = t->next) 348 for (t = tl->items; t; t = t->next)
386 { 349 {
387 value -= t->chance; 350 value -= t->chance;
388 351
389 if (value < 0) 352 if (value < 0)
390 break; 353 break;
391 } 354 }
392 355
393 if (!t || value >= 0) 356 if (!t || value >= 0)
394 {
395 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);
396 abort ();
397 return;
398 }
399 358
400 if (t->name) 359 if (t->name)
401 { 360 {
402 if (!strcmp (t->name, "NONE"))
403 return;
404
405 if (difficulty >= t->magic) 361 if (difficulty >= t->magic)
406 { 362 {
407 treasurelist *tl = find_treasurelist (t->name); 363 treasurelist *tl = treasurelist::find (t->name);
408 if (tl) 364 if (tl)
409 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
410 } 366 }
411 else if (t->nrof) 367 else if (t->nrof)
412 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
413
414 return;
415 } 369 }
416
417 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
418 { 371 {
419 object *tmp = arch_to_object (t->item); 372 if (object *tmp = arch_to_object (t->item))
420 373 {
421 if (!tmp)
422 return;
423
424 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
425 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
426 376
427 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
428 change_treasure (t, tmp); 378 change_treasure (t, tmp);
429 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
380 }
430 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
431} 388}
432 389
433/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
434 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
435 * 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
436 * list transitions, or so that excessively good treasure will not be 393 * list transitions, or so that excessively good treasure will not be
437 * 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
438 * to do that. 395 * to do that.
439 */ 396 */
440void 397void
441create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 398create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
442{ 399{
400 // empty treasurelists are legal
401 if (!tl->items)
402 return;
443 403
444 if (tries++ > 100) 404 if (tries++ > 100)
445 { 405 {
446 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
447 return; 407 return;
448 } 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
449 if (t->total_chance) 419 if (tl->total_chance)
450 create_one_treasure (t, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
451 else 421 else
452 create_all_treasures (t->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
453} 423}
454 424
455/* This is similar to the old generate treasure function. However, 425/* This is similar to the old generate treasure function. However,
456 * 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
457 * create_treasure. We create a dummy object that the treasure gets 427 * create_treasure. We create a dummy object that the treasure gets
458 * inserted into, and then return that treausre 428 * inserted into, and then return that treausre
459 */ 429 */
460object * 430object *
461generate_treasure (treasurelist *t, int difficulty) 431generate_treasure (treasurelist *tl, int difficulty)
462{ 432{
463 difficulty = clamp (difficulty, 1, settings.max_level); 433 difficulty = clamp (difficulty, 1, settings.max_level);
464 434
465 object *ob = object::create (), *tmp; 435 object *ob = object::create ();
466 436
467 create_treasure (t, ob, 0, difficulty, 0); 437 create_treasure (tl, ob, 0, difficulty, 0);
468 438
469 /* 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 */
470 tmp = ob->inv; 440 object *tmp = ob->inv;
471 if (tmp != NULL) 441 if (tmp)
472 tmp->remove (); 442 tmp->remove ();
473 443
474 if (ob->inv) 444 if (ob->inv)
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 446
477 ob->destroy (); 447 ob->destroy ();
448
478 return tmp; 449 return tmp;
479} 450}
480 451
481/* 452/*
482 * 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
484 * 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
485 * magical bonus "wanted". 456 * magical bonus "wanted".
486 */ 457 */
487 458
488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 459static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490/*chance of magic difficulty*/ 460// chance of magic difficulty
491
492/* +0 +1 +2 +3 +4 */ 461// +0 +1 +2 +3 +4
493 {95, 2, 2, 1, 0}, /*1 */ 462 {95, 2, 2, 1, 0}, // 1
494 {92, 5, 2, 1, 0}, /*2 */ 463 {92, 5, 2, 1, 0}, // 2
495 {85, 10, 4, 1, 0}, /*3 */ 464 {85, 10, 4, 1, 0}, // 3
496 {80, 14, 4, 2, 0}, /*4 */ 465 {80, 14, 4, 2, 0}, // 4
497 {75, 17, 5, 2, 1}, /*5 */ 466 {75, 17, 5, 2, 1}, // 5
498 {70, 18, 8, 3, 1}, /*6 */ 467 {70, 18, 8, 3, 1}, // 6
499 {65, 21, 10, 3, 1}, /*7 */ 468 {65, 21, 10, 3, 1}, // 7
500 {60, 22, 12, 4, 2}, /*8 */ 469 {60, 22, 12, 4, 2}, // 8
501 {55, 25, 14, 4, 2}, /*9 */ 470 {55, 25, 14, 4, 2}, // 9
502 {50, 27, 16, 5, 2}, /*10 */ 471 {50, 27, 16, 5, 2}, // 10
503 {45, 28, 18, 6, 3}, /*11 */ 472 {45, 28, 18, 6, 3}, // 11
504 {42, 28, 20, 7, 3}, /*12 */ 473 {42, 28, 20, 7, 3}, // 12
505 {40, 27, 21, 8, 4}, /*13 */ 474 {40, 27, 21, 8, 4}, // 13
506 {38, 25, 22, 10, 5}, /*14 */ 475 {38, 25, 22, 10, 5}, // 14
507 {36, 23, 23, 12, 6}, /*15 */ 476 {36, 23, 23, 12, 6}, // 15
508 {33, 21, 24, 14, 8}, /*16 */ 477 {33, 21, 24, 14, 8}, // 16
509 {31, 19, 25, 16, 9}, /*17 */ 478 {31, 19, 25, 16, 9}, // 17
510 {27, 15, 30, 18, 10}, /*18 */ 479 {27, 15, 30, 18, 10}, // 18
511 {20, 12, 30, 25, 13}, /*19 */ 480 {20, 12, 30, 25, 13}, // 19
512 {15, 10, 28, 30, 17}, /*20 */ 481 {15, 10, 28, 30, 17}, // 20
513 {13, 9, 27, 28, 23}, /*21 */ 482 {13, 9, 27, 28, 23}, // 21
514 {10, 8, 25, 28, 29}, /*22 */ 483 {10, 8, 25, 28, 29}, // 22
515 {8, 7, 23, 26, 36}, /*23 */ 484 { 8, 7, 23, 26, 36}, // 23
516 {6, 6, 20, 22, 46}, /*24 */ 485 { 6, 6, 20, 22, 46}, // 24
517 {4, 5, 17, 18, 56}, /*25 */ 486 { 4, 5, 17, 18, 56}, // 25
518 {2, 4, 12, 14, 68}, /*26 */ 487 { 2, 4, 12, 14, 68}, // 26
519 {0, 3, 7, 10, 80}, /*27 */ 488 { 0, 3, 7, 10, 80}, // 27
520 {0, 0, 3, 7, 90}, /*28 */ 489 { 0, 0, 3, 7, 90}, // 28
521 {0, 0, 0, 3, 97}, /*29 */ 490 { 0, 0, 0, 3, 97}, // 29
522 {0, 0, 0, 0, 100}, /*30 */ 491 { 0, 0, 0, 0, 100}, // 30
523 {0, 0, 0, 0, 100}, /*31 */ 492 { 0, 0, 0, 0, 100}, // 31
524}; 493};
525
526 494
527/* calculate the appropriate level for wands staves and scrolls. 495/* calculate the appropriate level for wands staves and scrolls.
528 * 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)
529 * 497 *
530 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
531 * 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.
532 */ 500 */
533 501static int
534int
535level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
536{ 503{
537 int olevel = 0;
538
539 if (!op->inv) 504 if (!op->inv)
540 { 505 {
541 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);
542 return 0; 507 return 0;
543 } 508 }
544 509
545 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
546 511
547 if (olevel <= 0) 512 if (olevel <= 0)
548 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
549 514
550 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL);
551 olevel = MAXLEVEL;
552
553 return olevel;
554} 516}
555 517
556/* 518/*
557 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
558 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
561 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
562 * 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
563 * weird integer between 1-31. 525 * weird integer between 1-31.
564 * 526 *
565 */ 527 */
566 528static int
567int
568magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
569{ 530{
570 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
571 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
572 533
576 scaled_diff = 0; 537 scaled_diff = 0;
577 538
578 if (scaled_diff >= DIFFLEVELS) 539 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1; 540 scaled_diff = DIFFLEVELS - 1;
580 541
581 percent = RANDOM () % 100; 542 percent = rndm (100);
582 543
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 544 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 { 545 {
585 percent -= difftomagic_list[scaled_diff][magic]; 546 percent -= difftomagic_list[scaled_diff][magic];
586 547
592 { 553 {
593 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);
594 magic = 0; 555 magic = 0;
595 } 556 }
596 557
597 magic = (RANDOM () % 3) ? magic : -magic; 558 magic = (rndm (3)) ? magic : -magic;
598 /* 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); */
599 560
600 return magic; 561 return magic;
601} 562}
602 563
615 576
616 op->magic = magic; 577 op->magic = magic;
617 if (op->arch) 578 if (op->arch)
618 { 579 {
619 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
621 582
622 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 */
623 magic = (-magic); 584 magic = (-magic);
585
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
625 } 587 }
626 else 588 else
627 { 589 {
628 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
630 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 */
631 magic = (-magic); 594 magic = (-magic);
595
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 597 }
634} 598}
635 599
636/* 600/*
659 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
660 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
661 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
662 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
663 */ 627 */
664 628static void
665void
666set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
667{ 630{
668
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
670 632
671 if (op->type == AMULET) 633 if (op->type == AMULET)
672 { 634 {
673 if (!(RANDOM () % 21)) 635 if (!(rndm (21)))
674 r = 20 + RANDOM () % 2; 636 r = 20 + rndm (2);
675 else 637 else
676 { 638 {
677 if (RANDOM () & 2) 639 if (rndm (2))
678 r = 10; 640 r = 10;
679 else 641 else
680 r = 11 + RANDOM () % 9; 642 r = 11 + rndm (9);
681 } 643 }
682 } 644 }
683 645
684 switch (r) 646 switch (r)
685 { 647 {
692 case 2: 654 case 2:
693 case 3: 655 case 3:
694 case 4: 656 case 4:
695 case 5: 657 case 5:
696 case 6: 658 case 6:
697 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
698 break; 660 break;
699 661
700 case 7: 662 case 7:
701 op->stats.dam += bonus; 663 op->stats.dam += bonus;
702 break; 664 break;
722 case 16: 684 case 16:
723 case 17: 685 case 17:
724 case 18: 686 case 18:
725 case 19: 687 case 19:
726 { 688 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 689 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
728 690
729 /* 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) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 692 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
731 693
732 /* 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
733 * positive values for how protections work out. Put another 695 * positive values for how protections work out. Put another
734 * 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
735 * even values. 697 * even values.
736 */ 698 */
737 if (bonus < 0) 699 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b; 700 val = 2 * -val - rndm (b);
739 if (val > 35) 701 if (val > 35)
740 val = 35; /* Upper limit */ 702 val = 35; /* Upper limit */
741 b = 0; 703 b = 0;
704
742 while (op->resist[resist_table[resist]] != 0 && b < 4) 705 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table; 706 resist = rndm (num_resist_table);
745 } 707
746 if (b == 4) 708 if (b == 4)
747 return; /* Not able to find a free resistance */ 709 return; /* Not able to find a free resistance */
710
748 op->resist[resist_table[resist]] = val; 711 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value 712 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave. 713 * based on how good a resistance we gave.
751 */ 714 */
752 break; 715 break;
780 case 22: 743 case 22:
781 op->stats.exp += bonus; /* Speed! */ 744 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3; 745 op->value = (op->value * 2) / 3;
783 break; 746 break;
784 } 747 }
748
785 if (bonus > 0) 749 if (bonus > 0)
786 op->value *= 2 * bonus; 750 op->value *= 2 * bonus;
787 else 751 else
788 op->value = -(op->value * 2 * bonus) / 3; 752 op->value = -(op->value * 2 * bonus) / 3;
789} 753}
794 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
795 * 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
796 * rings and amulets. 760 * rings and amulets.
797 * 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.
798 */ 762 */
799 763static int
800int
801get_magic (int diff) 764get_magic (int diff)
802{ 765{
803 int i; 766 int i;
804 767
805 if (diff < 3) 768 if (diff < 3)
806 diff = 3; 769 diff = 3;
770
807 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
808 if (RANDOM () % diff) 772 if (rndm (diff))
809 return i; 773 return i;
774
810 return 4; 775 return 4;
811} 776}
812 777
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
813#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
814#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))
815 797
816/* 798/*
817 * 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
818 * 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
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 801 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
833 * value. 815 * value.
834 * 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
835 * 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
836 * 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
837 */ 819 */
838
839void 820void
840fix_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)
841{ 822{
842 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;
843 824
848 save_item_power = op->item_power; 829 save_item_power = op->item_power;
849 op->item_power = 0; 830 op->item_power = 0;
850 831
851 if (op->randomitems && op->type != SPELL) 832 if (op->randomitems && op->type != SPELL)
852 { 833 {
853 create_treasure (op->randomitems, op, flags, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
854 if (!op->inv)
855 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
856
857 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
858 op->randomitems = NULL; 836 op->randomitems = 0;
859 } 837 }
860 838
861 if (difficulty < 1) 839 max_it (difficulty, 1);
862 difficulty = 1;
863 840
864 if (INVOKE_OBJECT (ADD_BONUS, op, 841 if (INVOKE_OBJECT (ADD_BONUS, op,
865 ARG_OBJECT (creator != op ? creator : 0), 842 ARG_OBJECT (creator != op ? creator : 0),
866 ARG_INT (difficulty), ARG_INT (max_magic), 843 ARG_INT (difficulty), ARG_INT (max_magic),
867 ARG_INT (flags))) 844 ARG_INT (flags)))
868 return; 845 return;
869 846
870 if (!(flags & GT_MINIMAL)) 847 if (!(flags & GT_MINIMAL))
871 { 848 {
872 if (op->arch == crown_arch) 849 if (IS_ARCH (op->arch, crown))
873 { 850 {
874 set_magic (difficulty, op, max_magic, flags); 851 set_magic (difficulty, op, max_magic, flags);
875 num_enchantments = calc_item_power (op, 1); 852 num_enchantments = calc_item_power (op, 1);
876 generate_artifact (op, difficulty); 853 generate_artifact (op, difficulty);
877 } 854 }
880 if (!op->magic && max_magic) 857 if (!op->magic && max_magic)
881 set_magic (difficulty, op, max_magic, flags); 858 set_magic (difficulty, op, max_magic, flags);
882 859
883 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
884 861
885 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))
886 * 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 */
887 generate_artifact (op, difficulty); 865 generate_artifact (op, difficulty);
888 } 866 }
889 867
890 /* Object was made an artifact. Calculate its item_power rating. 868 /* Object was made an artifact. Calculate its item_power rating.
891 * the item_power in the object is what the artfiact adds. 869 * the item_power in the object is what the artfiact adds.
925 * again below */ 903 * again below */
926 } 904 }
927 } 905 }
928 906
929 /* materialtype modifications. Note we allow this on artifacts. */ 907 /* materialtype modifications. Note we allow this on artifacts. */
930 set_materialname (op, difficulty, NULL); 908 select_material (op, difficulty);
931 909
932 if (flags & GT_MINIMAL) 910 if (flags & GT_MINIMAL)
933 { 911 {
934 if (op->type == POTION) 912 if (op->type == POTION)
935 /* Handle healing and magic power potions */ 913 /* Handle healing and magic power potions */
936 if (op->stats.sp && !op->randomitems) 914 if (op->stats.sp && !op->randomitems)
937 { 915 {
938 object *tmp;
939
940 tmp = get_archetype (spell_mapping[op->stats.sp]); 916 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
941 insert_ob_in_ob (tmp, op); 917 insert_ob_in_ob (tmp, op);
942 op->stats.sp = 0; 918 op->stats.sp = 0;
943 } 919 }
944 } 920 }
945 else if (!op->title) /* Only modify object if not special */ 921 else if (!op->title) /* Only modify object if not special */
948 case WEAPON: 924 case WEAPON:
949 case ARMOUR: 925 case ARMOUR:
950 case SHIELD: 926 case SHIELD:
951 case HELMET: 927 case HELMET:
952 case CLOAK: 928 case CLOAK:
953 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 929 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
954 set_ring_bonus (op, -DICE2); 930 set_ring_bonus (op, -DICE2);
955 break; 931 break;
956 932
957 case BRACERS: 933 case BRACERS:
958 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 934 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
959 { 935 {
960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 936 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
961 if (!QUERY_FLAG (op, FLAG_CURSED)) 937 if (!QUERY_FLAG (op, FLAG_CURSED))
962 op->value *= 3; 938 op->value *= 3;
963 } 939 }
968 int too_many_tries = 0, is_special = 0; 944 int too_many_tries = 0, is_special = 0;
969 945
970 /* Handle healing and magic power potions */ 946 /* Handle healing and magic power potions */
971 if (op->stats.sp && !op->randomitems) 947 if (op->stats.sp && !op->randomitems)
972 { 948 {
973 object *tmp;
974
975 tmp = get_archetype (spell_mapping[op->stats.sp]); 949 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
976 insert_ob_in_ob (tmp, op); 950 insert_ob_in_ob (tmp, op);
977 op->stats.sp = 0; 951 op->stats.sp = 0;
978 } 952 }
979 953
980 while (!(is_special = special_potion (op)) && !op->inv) 954 while (!(is_special = special_potion (op)) && !op->inv)
988 * since the value set on those is already correct. 962 * since the value set on those is already correct.
989 */ 963 */
990 if (op->inv && op->randomitems) 964 if (op->inv && op->randomitems)
991 { 965 {
992 /* value multiplier is same as for scrolls */ 966 /* value multiplier is same as for scrolls */
993 op->value = (op->value * op->inv->value); 967 op->value *= op->inv->value;
994 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
995 } 969 }
996 else 970 else
997 { 971 {
998 op->name = "potion"; 972 op->name = "potion";
999 op->name_pl = "potions"; 973 op->name_pl = "potions";
1000 } 974 }
1001 975
1002 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 976 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1003 SET_FLAG (op, FLAG_CURSED); 977 SET_FLAG (op, FLAG_CURSED);
978
1004 break; 979 break;
1005 } 980 }
1006 981
1007 case AMULET: 982 case AMULET:
1008 if (op->arch == amulet_arch) 983 if (IS_ARCH (op->arch, amulet))
1009 op->value *= 5; /* Since it's not just decoration */ 984 op->value *= 5; /* Since it's not just decoration */
1010 985
1011 case RING: 986 case RING:
1012 if (op->arch == NULL)
1013 {
1014 op->destroy ();
1015 op = 0;
1016 break;
1017 }
1018
1019 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 987 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1020 break; 988 break;
1021 989
1022 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 990 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1023 SET_FLAG (op, FLAG_CURSED); 991 SET_FLAG (op, FLAG_CURSED);
1024 992
1025 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 993 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1026 994
1027 if (op->type != RING) /* Amulets have only one ability */ 995 if (op->type != RING) /* Amulets have only one ability */
1028 break; 996 break;
1029 997
1030 if (!(RANDOM () % 4)) 998 if (!(rndm (4)))
1031 { 999 {
1032 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1000 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033 1001
1034 if (d > 0) 1002 if (d > 0)
1035 op->value *= 3; 1003 op->value *= 3;
1036 1004
1037 set_ring_bonus (op, d); 1005 set_ring_bonus (op, d);
1038 1006
1039 if (!(RANDOM () % 4)) 1007 if (!(rndm (4)))
1040 { 1008 {
1041 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1009 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1042 1010
1043 if (d > 0) 1011 if (d > 0)
1044 op->value *= 5; 1012 op->value *= 5;
1045 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
1046 } 1014 }
1047 } 1015 }
1048 1016
1049 if (GET_ANIM_ID (op)) 1017 if (op->animation_id)
1050 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1018 op->set_anim_frame (rndm (op->anim_frames ()));
1051 1019
1052 break; 1020 break;
1053 1021
1054 case BOOK: 1022 case BOOK:
1055 /* Is it an empty book?, if yes lets make a special· 1023 /* Is it an empty book?, if yes lets make a special·
1056 * msg for it, and tailor its properties based on the· 1024 * msg for it, and tailor its properties based on the·
1057 * creator and/or map level we found it on. 1025 * creator and/or map level we found it on.
1058 */ 1026 */
1059 if (!op->msg && RANDOM () % 10) 1027 if (!op->msg && rndm (10))
1060 { 1028 {
1061 /* set the book level properly */ 1029 /* set the book level properly */
1062 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1030 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1063 { 1031 {
1064 if (op->map && op->map->difficulty) 1032 if (op->map && op->map->difficulty)
1065 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1033 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1066 else 1034 else
1067 op->level = RANDOM () % 20 + 1; 1035 op->level = rndm (20) + 1;
1068 } 1036 }
1069 else 1037 else
1070 op->level = RANDOM () % creator->level; 1038 op->level = rndm (creator->level);
1071 1039
1072 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);
1073 /* books w/ info are worth more! */ 1041 /* books w/ info are worth more! */
1074 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));
1075 /* creator related stuff */
1076
1077 /* for library, chained books. Note that some monsters have no_pick
1078 * set - we don't want to set no pick in that case.
1079 */
1080 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1081 SET_FLAG (op, FLAG_NO_PICK);
1082 if (creator->slaying && !op->slaying) /* for check_inv floors */
1083 op->slaying = creator->slaying;
1084 1043
1085 /* add exp so reading it gives xp (once) */ 1044 /* add exp so reading it gives xp (once) */
1086 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1045 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1087 } 1046 }
1047
1048 /* creator related stuff */
1049
1050 /* for library, chained books. Note that some monsters have no_pick
1051 * set - we don't want to set no pick in that case.
1052 */
1053 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1054 SET_FLAG (op, FLAG_NO_PICK);
1055 if (creator->slaying && !op->slaying) /* for check_inv floors */
1056 op->slaying = creator->slaying;
1088 break; 1057 break;
1089 1058
1090 case SPELLBOOK: 1059 case SPELLBOOK:
1091 op->value = op->value * op->inv->value; 1060 op->value = op->value * op->inv->value;
1092 /* add exp so learning gives xp */ 1061 /* add exp so learning gives xp */
1126 * 10 time multiplier). This way, the value are a bit more reasonable. 1095 * 10 time multiplier). This way, the value are a bit more reasonable.
1127 */ 1096 */
1128 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);
1129 /* maxhp is used to denote how many 'charges' the rod holds before */ 1098 /* maxhp is used to denote how many 'charges' the rod holds before */
1130 if (op->stats.maxhp) 1099 if (op->stats.maxhp)
1131 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1100 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1132 else 1101 else
1133 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1134 1103
1135 op->stats.hp = op->stats.maxhp; 1104 op->stats.hp = op->stats.maxhp;
1136 break; 1105 break;
1137 1106
1138 case SCROLL: 1107 case SCROLL:
1174 */ 1143 */
1175 1144
1176/* 1145/*
1177 * Allocate and return the pointer to an empty artifactlist structure. 1146 * Allocate and return the pointer to an empty artifactlist structure.
1178 */ 1147 */
1179
1180static artifactlist * 1148static artifactlist *
1181get_empty_artifactlist (void) 1149get_empty_artifactlist ()
1182{ 1150{
1183 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1151 return salloc0<artifactlist> ();
1184
1185 if (tl == NULL)
1186 fatal (OUT_OF_MEMORY);
1187 tl->next = NULL;
1188 tl->items = NULL;
1189 tl->total_chance = 0;
1190 return tl;
1191} 1152}
1192 1153
1193/* 1154/*
1194 * Allocate and return the pointer to an empty artifact structure. 1155 * Allocate and return the pointer to an empty artifact structure.
1195 */ 1156 */
1196
1197static artifact * 1157static artifact *
1198get_empty_artifact (void) 1158get_empty_artifact ()
1199{ 1159{
1200 artifact *t = (artifact *) malloc (sizeof (artifact)); 1160 return salloc0<artifact> ();
1201
1202 if (t == NULL)
1203 fatal (OUT_OF_MEMORY);
1204 t->item = NULL;
1205 t->next = NULL;
1206 t->chance = 0;
1207 t->difficulty = 0;
1208 t->allowed = NULL;
1209 return t;
1210} 1161}
1211 1162
1212/* 1163/*
1213 * 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
1214 * of objects on it. 1165 * of objects on it.
1215 */ 1166 */
1216
1217artifactlist * 1167artifactlist *
1218find_artifactlist (int type) 1168find_artifactlist (int type)
1219{ 1169{
1220 artifactlist *al;
1221
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1170 for (artifactlist *al = first_artifactlist; al; al = al->next)
1223 if (al->type == type) 1171 if (al->type == type)
1224 return al; 1172 return al;
1173
1225 return NULL; 1174 return 0;
1226} 1175}
1227 1176
1228/* 1177/*
1229 * For debugging purposes. Dumps all tables. 1178 * Builds up the lists of artifacts from the file in the libdir.
1230 */ 1179 */
1231
1232void 1180void
1233dump_artifacts (void)
1234{
1235 artifactlist *al;
1236 artifact *art;
1237 linked_char *next;
1238
1239 fprintf (logfile, "\n");
1240 for (al = first_artifactlist; al != NULL; al = al->next)
1241 {
1242 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1243 for (art = al->items; art != NULL; art = art->next)
1244 {
1245 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1246 if (art->allowed != NULL)
1247 {
1248 fprintf (logfile, "\tAllowed combinations:");
1249 for (next = art->allowed; next != NULL; next = next->next)
1250 fprintf (logfile, "%s,", &next->name);
1251 fprintf (logfile, "\n");
1252 }
1253 }
1254 }
1255 fprintf (logfile, "\n");
1256}
1257
1258/*
1259 * For debugging purposes. Dumps all treasures recursively (see below).
1260 */
1261void
1262dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1263{
1264 treasurelist *tl;
1265 int i;
1266
1267 if (depth > 100)
1268 return;
1269 while (t != NULL)
1270 {
1271 if (t->name != NULL)
1272 {
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, "{ (list: %s)\n", &t->name);
1276 tl = find_treasurelist (t->name);
1277 if (tl)
1278 dump_monster_treasure_rec (name, tl->items, depth + 2);
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1282 }
1283 else
1284 {
1285 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " ");
1287 if (t->item->clone.type == FLESH)
1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1289 else
1290 fprintf (logfile, "%s\n", &t->item->clone.name);
1291 }
1292 if (t->next_yes != NULL)
1293 {
1294 for (i = 0; i < depth; i++)
1295 fprintf (logfile, " ");
1296 fprintf (logfile, " (if yes)\n");
1297 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1298 }
1299 if (t->next_no != NULL)
1300 {
1301 for (i = 0; i < depth; i++)
1302 fprintf (logfile, " ");
1303 fprintf (logfile, " (if no)\n");
1304 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1305 }
1306 t = t->next;
1307 }
1308}
1309
1310/*
1311 * For debugging purposes. Dumps all treasures for a given monster.
1312 * Created originally by Raphael Quinet for debugging the alchemy code.
1313 */
1314
1315void
1316dump_monster_treasure (const char *name)
1317{
1318 archetype *at;
1319 int found;
1320
1321 found = 0;
1322 fprintf (logfile, "\n");
1323 for (at = first_archetype; at != NULL; at = at->next)
1324 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1325 {
1326 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1327 if (at->clone.randomitems != NULL)
1328 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1329 else
1330 fprintf (logfile, "(nothing)\n");
1331 fprintf (logfile, "\n");
1332 found++;
1333 }
1334 if (found == 0)
1335 fprintf (logfile, "No objects have the name %s!\n\n", name);
1336}
1337
1338/*
1339 * Builds up the lists of artifacts from the file in the libdir.
1340 */
1341
1342void
1343init_artifacts (void) 1181init_artifacts ()
1344{ 1182{
1345 static int has_been_inited = 0; 1183 static int has_been_inited = 0;
1346 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1184 char filename[MAX_BUF];
1347 artifact *art = NULL; 1185 artifact *art = NULL;
1348 linked_char *tmp;
1349 int value;
1350 artifactlist *al; 1186 artifactlist *al;
1351 1187
1352 if (has_been_inited) 1188 if (has_been_inited)
1353 return; 1189 return;
1354 else 1190 else
1355 has_been_inited = 1; 1191 has_been_inited = 1;
1356 1192
1357 sprintf (filename, "%s/artifacts", settings.datadir); 1193 sprintf (filename, "%s/artifacts", settings.datadir);
1358 object_thawer thawer (filename); 1194 object_thawer f (filename);
1359 1195
1360 if (!thawer) 1196 if (!f)
1361 return; 1197 return;
1362 1198
1363 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1199 for (;;)
1364 { 1200 {
1365 if (*buf == '#') 1201 switch (f.kw)
1366 continue;
1367 if ((cp = strchr (buf, '\n')) != NULL)
1368 *cp = '\0';
1369 cp = buf;
1370 while (*cp == ' ') /* Skip blanks */
1371 cp++;
1372 if (*cp == '\0')
1373 continue;
1374
1375 if (!strncmp (cp, "Allowed", 7))
1376 { 1202 {
1203 case KW_allowed:
1377 if (art == NULL) 1204 if (!art)
1205 art = get_empty_artifact ();
1206
1378 { 1207 {
1379 art = get_empty_artifact (); 1208 if (!strcmp (f.get_str (), "all"))
1380 nrofartifacts++; 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));
1381 } 1225 }
1382 cp = strchr (cp, ' ') + 1; 1226 break;
1383 if (!strcmp (cp, "all")) 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 }
1384 continue; 1259 continue;
1385 1260
1386 do 1261 case KW_EOF:
1262 goto done;
1263
1264 default:
1265 if (!f.parse_error ("artifacts file"))
1266 cleanup ("artifacts file required");
1387 { 1267 break;
1388 nrofallowedstr++;
1389 if ((next = strchr (cp, ',')) != NULL)
1390 *(next++) = '\0';
1391 tmp = new linked_char;
1392
1393 tmp->name = cp;
1394 tmp->next = art->allowed;
1395 art->allowed = tmp;
1396 }
1397 while ((cp = next) != NULL);
1398 }
1399 else if (sscanf (cp, "chance %d", &value))
1400 art->chance = (uint16) value;
1401 else if (sscanf (cp, "difficulty %d", &value))
1402 art->difficulty = (uint8) value;
1403 else if (!strncmp (cp, "Object", 6))
1404 { 1268 }
1405 art->item = object::create ();
1406 1269
1407 if (!load_object (thawer, art->item, 0)) 1270 f.next ();
1408 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1409
1410 art->item->name = strchr (cp, ' ') + 1;
1411 al = find_artifactlist (art->item->type);
1412 if (al == NULL)
1413 {
1414 al = get_empty_artifactlist ();
1415 al->type = art->item->type;
1416 al->next = first_artifactlist;
1417 first_artifactlist = al;
1418 }
1419 art->next = al->items;
1420 al->items = art;
1421 art = NULL;
1422 }
1423 else
1424 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1425 } 1271 }
1426 1272
1273done:
1427 for (al = first_artifactlist; al != NULL; al = al->next) 1274 for (al = first_artifactlist; al; al = al->next)
1428 { 1275 {
1276 al->total_chance = 0;
1277
1429 for (art = al->items; art != NULL; art = art->next) 1278 for (art = al->items; art; art = art->next)
1430 { 1279 {
1431 if (!art->chance) 1280 if (!art->chance)
1432 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);
1433 else 1282 else
1434 al->total_chance += art->chance; 1283 al->total_chance += art->chance;
1439 } 1288 }
1440 1289
1441 LOG (llevDebug, "done.\n"); 1290 LOG (llevDebug, "done.\n");
1442} 1291}
1443 1292
1444
1445/* 1293/*
1446 * Used in artifact generation. The bonuses of the first object 1294 * Used in artifact generation. The bonuses of the first object
1447 * is modified by the bonuses of the second object. 1295 * is modified by the bonuses of the second object.
1448 */ 1296 */
1449
1450void 1297void
1451add_abilities (object *op, object *change) 1298add_abilities (object *op, object *change)
1452{ 1299{
1453 int i, tmp; 1300 int i, tmp;
1454 1301
1455 if (change->face != blank_face) 1302 if (change->face != blank_face)
1456 { 1303 {
1457#ifdef TREASURE_VERBOSE 1304#ifdef TREASURE_VERBOSE
1458 LOG (llevDebug, "FACE: %d\n", change->face->number); 1305 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1459#endif 1306#endif
1460 op->face = change->face; 1307 op->face = change->face;
1461 } 1308 }
1462 1309
1463 for (i = 0; i < NUM_STATS; i++) 1310 for (i = 0; i < NUM_STATS; i++)
1464 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1311 change_attr_value (&(op->stats), i, change->stats.stat (i));
1465 1312
1466 op->attacktype |= change->attacktype; 1313 op->attacktype |= change->attacktype;
1467 op->path_attuned |= change->path_attuned; 1314 op->path_attuned |= change->path_attuned;
1468 op->path_repelled |= change->path_repelled; 1315 op->path_repelled |= change->path_repelled;
1469 op->path_denied |= change->path_denied; 1316 op->path_denied |= change->path_denied;
1499 CLEAR_FLAG (op, FLAG_ANIMATE); 1346 CLEAR_FLAG (op, FLAG_ANIMATE);
1500 /* so artifacts will join */ 1347 /* so artifacts will join */
1501 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1348 if (!QUERY_FLAG (op, FLAG_ALIVE))
1502 op->speed = 0.0; 1349 op->speed = 0.0;
1503 1350
1504 update_ob_speed (op); 1351 op->set_speed (op->speed);
1505 } 1352 }
1506 1353
1507 if (change->nrof) 1354 if (change->nrof)
1508 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1355 op->nrof = rndm (change->nrof) + 1;
1509 1356
1510 op->stats.exp += change->stats.exp; /* Speed modifier */ 1357 op->stats.exp += change->stats.exp; /* Speed modifier */
1511 op->stats.wc += change->stats.wc; 1358 op->stats.wc += change->stats.wc;
1512 op->stats.ac += change->stats.ac; 1359 op->stats.ac += change->stats.ac;
1513 1360
1517 * 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
1518 * this object. 1365 * this object.
1519 */ 1366 */
1520 if (op->type == HORN || op->type == POTION) 1367 if (op->type == HORN || op->type == POTION)
1521 { 1368 {
1522 object *tmp_obj;
1523
1524 /* Remove any spells this object currently has in it */ 1369 /* Remove any spells this object currently has in it */
1525 while (op->inv)
1526 op->inv->destroy (); 1370 op->destroy_inv (false);
1527 1371
1528 tmp_obj = arch_to_object (change->other_arch); 1372 object *tmp = arch_to_object (change->other_arch);
1529 insert_ob_in_ob (tmp_obj, op); 1373 insert_ob_in_ob (tmp, op);
1530 } 1374 }
1531 /* No harm setting this for potions/horns */ 1375 /* No harm setting this for potions/horns */
1532 op->other_arch = change->other_arch; 1376 op->other_arch = change->other_arch;
1533 } 1377 }
1534 1378
1616 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);
1617 } 1461 }
1618 1462
1619 op->value *= change->value; 1463 op->value *= change->value;
1620 1464
1621 if (change->material) 1465 if (change->materials)
1466 op->materials = change->materials;
1467
1468 if (change->material != MATERIAL_NULL)
1622 op->material = change->material; 1469 op->material = change->material;
1623
1624 if (change->materialname)
1625 op->materialname = change->materialname;
1626 1470
1627 if (change->slaying) 1471 if (change->slaying)
1628 op->slaying = change->slaying; 1472 op->slaying = change->slaying;
1629 1473
1630 if (change->race) 1474 if (change->race)
1633 if (change->msg) 1477 if (change->msg)
1634 op->msg = change->msg; 1478 op->msg = change->msg;
1635} 1479}
1636 1480
1637static int 1481static int
1638legal_artifact_combination (object *op, artifact * art) 1482legal_artifact_combination (object *op, artifact *art)
1639{ 1483{
1640 int neg, success = 0; 1484 int neg, success = 0;
1641 linked_char *tmp; 1485 linked_char *tmp;
1642 const char *name; 1486 const char *name;
1643 1487
1644 if (art->allowed == (linked_char *) NULL) 1488 if (!art->allowed)
1645 return 1; /* Ie, "all" */ 1489 return 1; /* Ie, "all" */
1490
1646 for (tmp = art->allowed; tmp; tmp = tmp->next) 1491 for (tmp = art->allowed; tmp; tmp = tmp->next)
1647 { 1492 {
1648#ifdef TREASURE_VERBOSE 1493#ifdef TREASURE_VERBOSE
1649 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1494 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1650#endif 1495#endif
1651 if (*tmp->name == '!') 1496 if (*tmp->name == '!')
1652 name = tmp->name + 1, neg = 1; 1497 name = tmp->name + 1, neg = 1;
1653 else 1498 else
1654 name = tmp->name, neg = 0; 1499 name = tmp->name, neg = 0;
1655 1500
1656 /* If we match name, then return the opposite of 'neg' */ 1501 /* If we match name, then return the opposite of 'neg' */
1657 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)))
1658 return !neg; 1503 return !neg;
1659 1504
1660 /* 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
1661 * everything is allowed except what we match 1506 * everything is allowed except what we match
1662 */ 1507 */
1663 else if (neg) 1508 else if (neg)
1664 success = 1; 1509 success = 1;
1665 } 1510 }
1511
1666 return success; 1512 return success;
1667} 1513}
1668 1514
1669/* 1515/*
1670 * Fixes the given object, giving it the abilities and titles 1516 * Fixes the given object, giving it the abilities and titles
1721 return; 1567 return;
1722 } 1568 }
1723 1569
1724 for (i = 0; i < ARTIFACT_TRIES; i++) 1570 for (i = 0; i < ARTIFACT_TRIES; i++)
1725 { 1571 {
1726 int roll = RANDOM () % al->total_chance; 1572 int roll = rndm (al->total_chance);
1727 1573
1728 for (art = al->items; art != NULL; art = art->next) 1574 for (art = al->items; art; art = art->next)
1729 { 1575 {
1730 roll -= art->chance; 1576 roll -= art->chance;
1731 if (roll < 0) 1577 if (roll < 0)
1732 break; 1578 break;
1733 } 1579 }
1737#if 1 1583#if 1
1738 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);
1739#endif 1585#endif
1740 return; 1586 return;
1741 } 1587 }
1742 if (!strcmp (art->item->name, "NONE")) 1588
1589 if (art->item->name == shstr_NONE)
1743 return; 1590 return;
1591
1744 if (FABS (op->magic) < art->item->magic) 1592 if (fabs (op->magic) < art->item->magic)
1745 continue; /* Not magic enough to be this item */ 1593 continue; /* Not magic enough to be this item */
1746 1594
1747 /* Map difficulty not high enough */ 1595 /* Map difficulty not high enough */
1748 if (difficulty < art->difficulty) 1596 if (difficulty < art->difficulty)
1749 continue; 1597 continue;
1750 1598
1751 if (!legal_artifact_combination (op, art)) 1599 if (!legal_artifact_combination (op, art))
1752 { 1600 {
1753#ifdef TREASURE_VERBOSE 1601#ifdef TREASURE_VERBOSE
1754 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);
1755#endif 1603#endif
1756 continue; 1604 continue;
1757 } 1605 }
1606
1758 give_artifact_abilities (op, art->item); 1607 give_artifact_abilities (op, art->item);
1759 return; 1608 return;
1760 } 1609 }
1761} 1610}
1762 1611
1799 item->level = donor->level; 1648 item->level = donor->level;
1800 1649
1801 /* if donor has some attacktypes, the flesh is poisonous */ 1650 /* if donor has some attacktypes, the flesh is poisonous */
1802 if (donor->attacktype & AT_POISON) 1651 if (donor->attacktype & AT_POISON)
1803 item->type = POISON; 1652 item->type = POISON;
1653
1804 if (donor->attacktype & AT_ACID) 1654 if (donor->attacktype & AT_ACID)
1805 item->stats.hp = -1 * item->stats.food; 1655 item->stats.hp = -1 * item->stats.food;
1656
1806 SET_FLAG (item, FLAG_NO_STEAL); 1657 SET_FLAG (item, FLAG_NO_STEAL);
1807 } 1658 }
1808} 1659}
1809 1660
1810/* special_potion() - so that old potion code is still done right. */ 1661static void
1811
1812int
1813special_potion (object *op)
1814{
1815
1816 int i;
1817
1818 if (op->attacktype)
1819 return 1;
1820
1821 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1822 return 1;
1823
1824 for (i = 0; i < NROFATTACKS; i++)
1825 if (op->resist[i])
1826 return 1;
1827
1828 return 0;
1829}
1830
1831void
1832free_treasurestruct (treasure *t) 1662free_treasurestruct (treasure *t)
1833{ 1663{
1834 if (t->next)
1835 free_treasurestruct (t->next); 1664 if (t->next) free_treasurestruct (t->next);
1836 if (t->next_yes)
1837 free_treasurestruct (t->next_yes); 1665 if (t->next_yes) free_treasurestruct (t->next_yes);
1838 if (t->next_no)
1839 free_treasurestruct (t->next_no); 1666 if (t->next_no) free_treasurestruct (t->next_no);
1840 1667
1841 delete t; 1668 delete t;
1842} 1669}
1843 1670
1844void 1671static void
1845free_charlinks (linked_char *lc) 1672free_charlinks (linked_char *lc)
1846{ 1673{
1847 if (lc->next) 1674 if (lc->next)
1848 free_charlinks (lc->next); 1675 free_charlinks (lc->next);
1849 1676
1850 delete lc; 1677 delete lc;
1851} 1678}
1852 1679
1853void 1680static void
1854free_artifact (artifact * at) 1681free_artifact (artifact *at)
1855{ 1682{
1856 if (at->next)
1857 free_artifact (at->next); 1683 if (at->next) free_artifact (at->next);
1858
1859 if (at->allowed)
1860 free_charlinks (at->allowed); 1684 if (at->allowed) free_charlinks (at->allowed);
1861 1685
1862 at->item->destroy (1); 1686 at->item->destroy ();
1863 1687
1864 delete at;
1865}
1866
1867void
1868free_artifactlist (artifactlist * al)
1869{
1870 artifactlist *nextal;
1871
1872 for (al = first_artifactlist; al; al = nextal)
1873 {
1874 nextal = al->next;
1875
1876 if (al->items)
1877 free_artifact (al->items);
1878
1879 free (al); 1688 sfree (at);
1880 }
1881} 1689}
1882 1690
1883void
1884free_all_treasures (void)
1885{
1886 treasurelist *tl, *next;
1887
1888
1889 for (tl = first_treasurelist; tl != NULL; tl = next)
1890 {
1891 next = tl->next;
1892 if (tl->items)
1893 free_treasurestruct (tl->items);
1894 delete tl;
1895 }
1896 free_artifactlist (first_artifactlist);
1897}

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