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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.13 by root, Tue Sep 5 17:58:11 2006 UTC vs.
Revision 1.122 by root, Sun Nov 18 15:19:48 2018 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 1.13 2006/09/05 17:58:11 root Exp $";
5 */ 3 *
6 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
7/* 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
12 8 *
13 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 12 * option) any later version.
17 13 *
18 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 17 * GNU General Public License for more details.
22 18 *
23 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
26 22 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 24 */
29
30#define ALLOWED_COMBINATION
31 25
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 27 * 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 28 * slows the startup some (and not actual game play), it is by default
35 * left on 29 * left on
36 */ 30 */
37#define TREASURE_DEBUG 31#define TREASURE_DEBUG
38 32
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 33/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34
40/* #define TREASURE_VERBOSE */ 35//#define TREASURE_VERBOSE
41 36
42#include <global.h> 37#include <global.h>
43#include <treasure.h> 38#include <treasure.h>
44#include <funcpoint.h>
45#include <loader.h>
46 39
40#include <flat_hash_map.hpp>
47 41
48static void change_treasure (treasure * t, object * op); /* overrule default values */ 42// used only by treasure.C, does not handle null arch ptrs
43#define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name)
44
49extern char *spell_mapping[]; 45extern char *spell_mapping[];
50 46
51/* 47static treasurelist *first_treasurelist;
52 * Initialize global archtype pointers:
53 */
54 48
55void 49static 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 50
71/* 51typedef ska::flat_hash_map<
72 * Allocate and return the pointer to an empty treasurelist structure. 52 const char *,
73 */ 53 treasurelist *,
54 str_hash,
55 str_equal,
56 slice_allocator< std::pair<const char *const, treasurelist *> >
57> tl_map_t;
74 58
59static tl_map_t tl_map;
60
61//TODO: class method
62static void free_treasurestruct (treasure *t); // bleh desu
63static void
64clear (treasurelist *tl)
65{
66 if (tl->items)
67 {
68 free_treasurestruct (tl->items);
69 tl->items = 0;
70 }
71
72 tl->total_chance = 0;
73}
74
75/*
76 * Searches for the given treasurelist
77 */
75static treasurelist * 78treasurelist *
76get_empty_treasurelist (void) 79treasurelist::find (const char *name)
77{ 80{
81 if (!name)
82 return 0;
83
84 auto (i, tl_map.find (name));
85
86 if (i == tl_map.end ())
87 return 0;
88
89 return i->second;
90}
91
92/*
93 * Searches for the given treasurelist in the globally linked list
94 * of treasurelists which has been built by load_treasures().
95 */
96treasurelist *
97treasurelist::get (const char *name)
98{
99 treasurelist *tl = find (name);
100
101 if (!tl)
102 {
78 return new treasurelist; 103 tl = new treasurelist;
79}
80 104
81/* 105 tl->name = name;
82 * Allocate and return the pointer to an empty treasure structure. 106 tl->next = first_treasurelist;
83 */ 107 first_treasurelist = tl;
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89 108
90 t->chance = 100; 109 tl_map.insert (std::make_pair (tl->name, tl));
110 }
91 111
92 return t; 112 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} 113}
156 114
157#ifdef TREASURE_DEBUG 115#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 116/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 117 * so that the treasure name can be printed out
160 */ 118 */
161static void 119static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 120check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 121{
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)) 122 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); 123 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 */ 124
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 125 if (t->next)
172 check_treasurelist (t->next, tl); 126 check_treasurelist (t->next, tl);
127
173 if (t->next_yes) 128 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 129 check_treasurelist (t->next_yes, tl);
130
175 if (t->next_no) 131 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 132 check_treasurelist (t->next_no, tl);
177} 133}
178#endif 134#endif
179 135
180/* 136/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 137 * Reads the lib/treasure file from disk, and parses the contents
138 * into an internal treasure structure (very linked lists)
139 */
140static treasure *
141read_treasure (object_thawer &f)
142{
143 treasure *t = new treasure;
144
145 f.next ();
146
147 for (;;)
148 {
149 coroapi::cede_to_tick ();
150
151 switch (f.kw)
152 {
153 case KW_arch:
154 t->item = archetype::find (f.get_str ());
155
156 if (!t->item)
157 {
158 f.parse_warn ("treasure references unknown archetype");
159 t->item = archetype::empty;
160 }
161
162 break;
163
164 case KW_list: f.get (t->name); break;
165 case KW_change_name: f.get (t->change_arch.name); break;
166 case KW_change_title: f.get (t->change_arch.title); break;
167 case KW_change_slaying: f.get (t->change_arch.slaying); break;
168 case KW_chance: f.get (t->chance); break;
169 case KW_nrof: f.get (t->nrof); break;
170 case KW_magic: f.get (t->magic); break;
171
172 case KW_yes: t->next_yes = read_treasure (f); continue;
173 case KW_no: t->next_no = read_treasure (f); continue;
174
175 case KW_end:
176 f.next ();
177 return t;
178
179 case KW_more:
180 t->next = read_treasure (f);
181 return t;
182
183 default:
184 if (!f.parse_error ("treasurelist", t->name))
185 goto error;
186
187 return t;
188 }
189
190 f.next ();
191 }
192
193 // not reached
194
195error:
196 delete t;
197 return 0;
198}
199
200/*
182 * Each treasure is parsed with the help of load_treasure(). 201 * Each treasure is parsed with the help of load_treasure().
183 */ 202 */
184 203treasurelist *
185void 204treasurelist::read (object_thawer &f)
186load_treasures (void)
187{ 205{
188 FILE *fp; 206 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;
193 207
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 208 bool one = f.kw == KW_treasureone;
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 209 treasurelist *tl = treasurelist::get (f.get_str ());
196 { 210 clear (tl);
197 LOG (llevError, "Can't open treasure file.\n"); 211 tl->items = read_treasure (f);
212 if (!tl->items)
198 return; 213 return 0;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205 214
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. 215 /* 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 216 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 217 * 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 */ 218 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
248 check_treasurelist (previous->items, previous);
249#endif
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 /* Special cases - randomitems of NULL is to override default. If
261 * first_treasurelist is null, it means we are on the first pass of
262 * of loading archetypes, so for now, just return - second pass will
263 * init these values.
264 */
265 if (!name) 219 if (one)
266 return 0; 220 {
221 for (treasure *t = tl->items; t; t = t->next)
222 {
223 if (t->next_yes || t->next_no)
224 {
225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
226 LOG (llevError, " the next_yes or next_no field is set\n");
227 }
267 228
268 if (const char *tmp = shstr::find (name)) 229 tl->total_chance += t->chance;
269 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) 230 }
270 if (tmp == tl->name) 231 }
271 return tl;
272 232
273 if (first_treasurelist)
274 LOG (llevError, "Couldn't find treasurelist %s\n", name);
275
276 return 0; 233 return tl;
277} 234}
278
279 235
280/* 236/*
281 * Generates the objects specified by the given treasure. 237 * Generates the objects specified by the given treasure.
282 * It goes recursively through the rest of the linked list. 238 * It goes recursively through the rest of the linked list.
283 * If there is a certain percental chance for a treasure to be generated, 239 * If there is a certain percental chance for a treasure to be generated,
286 * being generated. 242 * being generated.
287 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 243 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
288 * abilities. This is used by summon spells, thus no summoned monsters 244 * abilities. This is used by summon spells, thus no summoned monsters
289 * start with equipment, but only their abilities). 245 * start with equipment, but only their abilities).
290 */ 246 */
291
292
293static void 247static void
294put_treasure (object * op, object * creator, int flags) 248put_treasure (object *op, object *creator, int flags)
295{ 249{
296 object *tmp; 250 if (flags & GT_ENVIRONMENT)
297 251 {
298 /* Bit of a hack - spells should never be put onto the map. The entire 252 /* Bit of a hack - spells should never be put onto the map. The entire
299 * treasure stuff is a problem - there is no clear idea of knowing 253 * treasure stuff is a problem - there is no clear idea of knowing
300 * this is the original object, or if this is an object that should be created 254 * this is the original object, or if this is an object that should be created
301 * by another object. 255 * by another object.
302 */ 256 */
303 if (flags & GT_ENVIRONMENT && op->type != SPELL) 257 //TODO: flag such as objects... as such (no drop, anybody?)
304 { 258 if (op->type == SPELL)
305 op->x = creator->x; 259 {
306 op->y = creator->y; 260 op->destroy ();
307 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 261 return;
262 }
263
264 op->expand_tail ();
265
266 if (!creator->is_on_map ()
267 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
268 op->destroy ();
269 else
270 {
271 op->flag [FLAG_OBJ_ORIGINAL] = true;
308 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 272 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
273 }
309 } 274 }
310 else 275 else
311 { 276 {
312 op = insert_ob_in_ob (op, creator); 277 op = creator->insert (op);
278
313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 279 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
314 monster_check_apply (creator, op); 280 monster_check_apply (creator, op);
315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
316 esrv_send_item (tmp, op);
317 } 281 }
318} 282}
319 283
320/* if there are change_xxx commands in the treasure, we include the changes 284/* if there are change_xxx commands in the treasure, we include the changes
321 * in the generated object 285 * in the generated object
335 299
336 if (t->change_arch.slaying) 300 if (t->change_arch.slaying)
337 op->slaying = t->change_arch.slaying; 301 op->slaying = t->change_arch.slaying;
338} 302}
339 303
340void 304static void
341create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 305create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
342{ 306{
343 object *tmp;
344
345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 307 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
346 { 308 {
347 if (t->name) 309 if (t->name)
348 { 310 {
349 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 311 if (difficulty >= t->magic)
350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 312 if (treasurelist *tl = treasurelist::find (t->name))
351 } 313 create_treasure (tl, op, flag, difficulty, tries);
314 else
315 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
316 }
352 else 317 else
353 { 318 {
354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 319 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
355 { 320 {
356 tmp = arch_to_object (t->item); 321 object *tmp = t->item->instance ();
322
357 if (t->nrof && tmp->nrof <= 1) 323 if (t->nrof && tmp->nrof <= 1)
358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 324 tmp->nrof = rndm (t->nrof) + 1;
325
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 326 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 327 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 328 put_treasure (tmp, op, flag);
362 } 329 }
363 } 330 }
364 331
365 if (t->next_yes != NULL) 332 if (t->next_yes)
366 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 333 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 } 334 }
368 else if (t->next_no != NULL) 335 else if (t->next_no)
369 create_all_treasures (t->next_no, op, flag, difficulty, tries); 336 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370 337
371 if (t->next != NULL) 338 if (t->next)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 339 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 340}
374 341
375void 342static void
376create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries) 343create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 344{
378 int value = RANDOM () % tl->total_chance; 345 int value = rndm (tl->total_chance);
379 treasure *t; 346 treasure *t;
380 347
381 if (tries++ > 100) 348 if (tries++ > 100)
382 { 349 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 350 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 351 return;
385 } 352 }
386 353
387 for (t = tl->items; t != NULL; t = t->next) 354 for (t = tl->items; t; t = t->next)
388 { 355 {
389 value -= t->chance; 356 value -= t->chance;
390 357
391 if (value < 0) 358 if (value < 0)
392 break; 359 break;
393 } 360 }
394 361
395 if (!t || value >= 0) 362 if (!t || value >= 0)
396 {
397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 363 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
398 abort ();
399 return;
400 }
401 364
402 if (t->name) 365 if (t->name)
403 { 366 {
404 if (!strcmp (t->name, "NONE"))
405 return;
406
407 if (difficulty >= t->magic) 367 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 368 {
369 treasurelist *tl = treasurelist::find (t->name);
370 if (tl)
371 create_treasure (tl, op, flag, difficulty, tries);
372 }
409 else if (t->nrof) 373 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 374 create_one_treasure (tl, op, flag, difficulty, tries);
411
412 return;
413 } 375 }
414
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 376 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
416 { 377 {
417 object *tmp = arch_to_object (t->item); 378 if (object *tmp = t->item->instance ())
418 379 {
419 if (!tmp)
420 return;
421
422 if (t->nrof && tmp->nrof <= 1) 380 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 381 tmp->nrof = rndm (t->nrof) + 1;
424 382
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 383 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 384 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 385 put_treasure (tmp, op, flag);
386 }
428 } 387 }
388}
389
390void
391object::create_treasure (treasurelist *tl, int flags)
392{
393 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
429} 394}
430 395
431/* This calls the appropriate treasure creation function. tries is passed 396/* This calls the appropriate treasure creation function. tries is passed
432 * to determine how many list transitions or attempts to create treasure 397 * to determine how many list transitions or attempts to create treasure
433 * have been made. It is really in place to prevent infinite loops with 398 * have been made. It is really in place to prevent infinite loops with
434 * list transitions, or so that excessively good treasure will not be 399 * list transitions, or so that excessively good treasure will not be
435 * created on weak maps, because it will exceed the number of allowed tries 400 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 401 * to do that.
437 */ 402 */
438void 403void
439create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 404create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 405{
406 // empty treasurelists are legal
407 if (!tl->items)
408 return;
441 409
442 if (tries++ > 100) 410 if (tries++ > 100)
443 { 411 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 412 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return; 413 return;
446 } 414 }
415
416 if (op->flag [FLAG_TREASURE_ENV])
417 {
418 // do not generate items when there already is something above the object
419 if (op->flag [FLAG_IS_FLOOR] && op->above)
420 return;
421
422 flag |= GT_ENVIRONMENT;
423 }
424
447 if (t->total_chance) 425 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 426 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 427 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 428 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 429}
452 430
453/* This is similar to the old generate treasure function. However, 431/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 432 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 433 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 434 * inserted into, and then return that treausre
457 */ 435 */
458object * 436object *
459generate_treasure (treasurelist * t, int difficulty) 437generate_treasure (treasurelist *tl, int difficulty)
460{ 438{
461 object *ob = get_object (), *tmp; 439 difficulty = clamp (difficulty, 1, settings.max_level);
462 440
441 object *ob = object::create ();
442
463 create_treasure (t, ob, 0, difficulty, 0); 443 create_treasure (tl, ob, 0, difficulty, 0);
464 444
465 /* Don't want to free the object we are about to return */ 445 /* Don't want to free the object we are about to return */
466 tmp = ob->inv; 446 object *tmp = ob->inv;
467 if (tmp != NULL) 447 if (tmp)
468 remove_ob (tmp); 448 tmp->remove ();
449
469 if (ob->inv) 450 if (ob->inv)
470 {
471 LOG (llevError, "In generate treasure, created multiple objects.\n"); 451 LOG (llevError, "In generate treasure, created multiple objects.\n");
472 } 452
473 free_object (ob); 453 ob->destroy ();
454
474 return tmp; 455 return tmp;
475} 456}
476 457
477/* 458/*
478 * This is a new way of calculating the chance for an item to have 459 * This is a new way of calculating the chance for an item to have
480 * The array has two arguments, the difficulty of the level, and the 461 * The array has two arguments, the difficulty of the level, and the
481 * magical bonus "wanted". 462 * magical bonus "wanted".
482 */ 463 */
483 464
484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 465static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
485/*chance of magic difficulty*/ 466// chance of magic difficulty
486/* +0 +1 +2 +3 +4 */ 467// +0 +1 +2 +3 +4
487 {95, 2, 2, 1, 0}, /*1 */ 468 {95, 2, 2, 1, 0}, // 1
488 {92, 5, 2, 1, 0}, /*2 */ 469 {92, 5, 2, 1, 0}, // 2
489 {85, 10, 4, 1, 0}, /*3 */ 470 {85, 10, 4, 1, 0}, // 3
490 {80, 14, 4, 2, 0}, /*4 */ 471 {80, 14, 4, 2, 0}, // 4
491 {75, 17, 5, 2, 1}, /*5 */ 472 {75, 17, 5, 2, 1}, // 5
492 {70, 18, 8, 3, 1}, /*6 */ 473 {70, 18, 8, 3, 1}, // 6
493 {65, 21, 10, 3, 1}, /*7 */ 474 {65, 21, 10, 3, 1}, // 7
494 {60, 22, 12, 4, 2}, /*8 */ 475 {60, 22, 12, 4, 2}, // 8
495 {55, 25, 14, 4, 2}, /*9 */ 476 {55, 25, 14, 4, 2}, // 9
496 {50, 27, 16, 5, 2}, /*10 */ 477 {50, 27, 16, 5, 2}, // 10
497 {45, 28, 18, 6, 3}, /*11 */ 478 {45, 28, 18, 6, 3}, // 11
498 {42, 28, 20, 7, 3}, /*12 */ 479 {42, 28, 20, 7, 3}, // 12
499 {40, 27, 21, 8, 4}, /*13 */ 480 {40, 27, 21, 8, 4}, // 13
500 {38, 25, 22, 10, 5}, /*14 */ 481 {38, 25, 22, 10, 5}, // 14
501 {36, 23, 23, 12, 6}, /*15 */ 482 {36, 23, 23, 12, 6}, // 15
502 {33, 21, 24, 14, 8}, /*16 */ 483 {33, 21, 24, 14, 8}, // 16
503 {31, 19, 25, 16, 9}, /*17 */ 484 {31, 19, 25, 16, 9}, // 17
504 {27, 15, 30, 18, 10}, /*18 */ 485 {27, 15, 30, 18, 10}, // 18
505 {20, 12, 30, 25, 13}, /*19 */ 486 {20, 12, 30, 25, 13}, // 19
506 {15, 10, 28, 30, 17}, /*20 */ 487 {15, 10, 28, 30, 17}, // 20
507 {13, 9, 27, 28, 23}, /*21 */ 488 {13, 9, 27, 28, 23}, // 21
508 {10, 8, 25, 28, 29}, /*22 */ 489 {10, 8, 25, 28, 29}, // 22
509 {8, 7, 23, 26, 36}, /*23 */ 490 { 8, 7, 23, 26, 36}, // 23
510 {6, 6, 20, 22, 46}, /*24 */ 491 { 6, 6, 20, 22, 46}, // 24
511 {4, 5, 17, 18, 56}, /*25 */ 492 { 4, 5, 17, 18, 56}, // 25
512 {2, 4, 12, 14, 68}, /*26 */ 493 { 2, 4, 12, 14, 68}, // 26
513 {0, 3, 7, 10, 80}, /*27 */ 494 { 0, 3, 7, 10, 80}, // 27
514 {0, 0, 3, 7, 90}, /*28 */ 495 { 0, 0, 3, 7, 90}, // 28
515 {0, 0, 0, 3, 97}, /*29 */ 496 { 0, 0, 0, 3, 97}, // 29
516 {0, 0, 0, 0, 100}, /*30 */ 497 { 0, 0, 0, 0, 100}, // 30
517 {0, 0, 0, 0, 100}, /*31 */ 498 { 0, 0, 0, 0, 100}, // 31
518}; 499};
519 500
520
521/* calculate the appropriate level for wands staves and scrolls. 501/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 502 * This code presumes that op has had its spell object created (in op->inv)
523 * 503 *
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 504 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 505 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 506 */
527 507static int
528int
529level_for_item (const object * op, int difficulty) 508level_for_item (const object *op, int difficulty)
530{ 509{
531 int mult = 0, olevel = 0;
532
533 if (!op->inv) 510 if (!op->inv)
534 { 511 {
535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 512 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536 return 0; 513 return 0;
537 } 514 }
538 515
539 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 516 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
540 517
541 if (olevel <= 0) 518 if (olevel <= 0)
542 olevel = rndm (1, MIN (op->inv->level, 1)); 519 olevel = rndm (1, op->inv->level);
543 520
544 if (olevel > MAXLEVEL) 521 return min (olevel, MAXLEVEL_TREASURE);
545 olevel = MAXLEVEL;
546
547 return olevel;
548} 522}
549 523
550/* 524/*
551 * Based upon the specified difficulty and upon the difftomagic_list array, 525 * Based upon the specified difficulty and upon the difftomagic_list array,
552 * a random magical bonus is returned. This is used when determine 526 * a random magical bonus is returned. This is used when determine
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 529 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some 530 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31. 531 * weird integer between 1-31.
558 * 532 *
559 */ 533 */
560 534static int
561int
562magic_from_difficulty (int difficulty) 535magic_from_difficulty (int difficulty)
563{ 536{
564 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 537 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
538 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
566 539
567 scaled_diff--; 540 int percent = rndm (100);
541 int magic;
568 542
569 if (scaled_diff < 0)
570 scaled_diff = 0;
571
572 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1;
574
575 percent = RANDOM () % 100;
576
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 543 for (magic = 0; magic <= MAXMAGIC; magic++)
578 { 544 {
579 percent -= difftomagic_list[scaled_diff][magic]; 545 percent -= difftomagic_list[scaled_diff][magic];
580 546
581 if (percent < 0) 547 if (percent < 0)
582 break; 548 break;
583 } 549 }
584 550
585 if (magic == (MAXMAGIC + 1)) 551 if (magic > MAXMAGIC)
586 { 552 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 553 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 magic = 0; 554 magic = 0;
589 } 555 }
590 556
591 magic = (RANDOM () % 3) ? magic : -magic; 557 magic = (rndm (3)) ? magic : -magic;
592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 558 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593 559
594 return magic; 560 return magic;
595} 561}
596 562
598 * Sets magical bonus in an object, and recalculates the effect on 564 * Sets magical bonus in an object, and recalculates the effect on
599 * the armour variable, and the effect on speed of armour. 565 * the armour variable, and the effect on speed of armour.
600 * This function doesn't work properly, should add use of archetypes 566 * This function doesn't work properly, should add use of archetypes
601 * to make it truly absolute. 567 * to make it truly absolute.
602 */ 568 */
603
604void 569void
605set_abs_magic (object * op, int magic) 570set_abs_magic (object *op, int magic)
606{ 571{
607 if (!magic) 572 if (!magic)
608 return; 573 return;
609 574
610 op->magic = magic; 575 op->magic = magic;
611 if (op->arch) 576 if (op->arch)
612 { 577 {
613 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
615 580
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 582 magic = (-magic);
583
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 584 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
619 } 585 }
620 else 586 else
621 { 587 {
622 if (op->type == ARMOUR) 588 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 589 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 591 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 592 magic = (-magic);
593
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 594 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 595 }
628} 596}
629 597
630/* 598/*
631 * Sets a random magical bonus in the given object based upon 599 * Sets a random magical bonus in the given object based upon
632 * the given difficulty, and the given max possible bonus. 600 * the given difficulty, and the given max possible bonus.
633 */ 601 */
634 602
635static void 603static void
636set_magic (int difficulty, object * op, int max_magic, int flags) 604set_magic (int difficulty, object *op, int max_magic, int flags)
637{ 605{
638 int i;
639 i = magic_from_difficulty (difficulty); 606 int i = magic_from_difficulty (difficulty);
607
640 if ((flags & GT_ONLY_GOOD) && i < 0) 608 if ((flags & GT_ONLY_GOOD) && i < 0)
641 i = -i; 609 i = -i;
610
642 if (i > max_magic) 611 i = min (i, max_magic);
643 i = max_magic; 612
644 set_abs_magic (op, i); 613 set_abs_magic (op, i);
645 if (i < 0) 614 if (i < 0)
646 SET_FLAG (op, FLAG_CURSED); 615 op->set_flag (FLAG_CURSED);
647} 616}
648 617
649/* 618/*
650 * Randomly adds one magical ability to the given object. 619 * Randomly adds one magical ability to the given object.
651 * Modified for Partial Resistance in many ways: 620 * Modified for Partial Resistance in many ways:
652 * 1) Since rings can have multiple bonuses, if the same bonus 621 * 1) Since rings can have multiple bonuses, if the same bonus
653 * is rolled again, increase it - the bonuses now stack with 622 * is rolled again, increase it - the bonuses now stack with
654 * other bonuses previously rolled and ones the item might natively have. 623 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method. 624 * 2) Add code to deal with new PR method.
656 */ 625 */
657 626static void
658void
659set_ring_bonus (object * op, int bonus) 627set_ring_bonus (object *op, int bonus)
660{ 628{
661
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 629 int r = rndm (bonus > 0 ? 25 : 11);
663 630
664 if (op->type == AMULET) 631 if (op->type == AMULET)
665 { 632 if (!rndm (21))
666 if (!(RANDOM () % 21)) 633 r = 20 + rndm (2);
667 r = 20 + RANDOM () % 2; 634 else if (rndm (2))
635 r = 10;
668 else 636 else
669 { 637 r = 11 + rndm (9);
670 if (RANDOM () & 2)
671 r = 10;
672 else
673 r = 11 + RANDOM () % 9;
674 }
675 }
676 638
677 switch (r) 639 switch (r)
678 { 640 {
679 /* Redone by MSW 2000-11-26 to have much less code. Also, 641 /* Redone by MSW 2000-11-26 to have much less code. Also,
680 * bonuses and penalties will stack and add to existing values. 642 * bonuses and penalties will stack and add to existing values.
681 * of the item. 643 * of the item.
682 */ 644 */
683 case 0: 645 case 0:
684 case 1: 646 case 1:
685 case 2: 647 case 2:
686 case 3: 648 case 3:
687 case 4: 649 case 4:
688 case 5: 650 case 5:
689 case 6: 651 case 6:
690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 652 op->stats.stat (r) += bonus;
691 break; 653 break;
692 654
693 case 7: 655 case 7:
694 op->stats.dam += bonus; 656 op->stats.dam += bonus;
695 break; 657 break;
696 658
697 case 8: 659 case 8:
698 op->stats.wc += bonus; 660 op->stats.wc += bonus;
699 break; 661 break;
700 662
701 case 9: 663 case 9:
702 op->stats.food += bonus; /* hunger/sustenance */ 664 op->stats.food += bonus; /* hunger/sustenance */
703 break; 665 break;
704 666
705 case 10: 667 case 10:
706 op->stats.ac += bonus; 668 op->stats.ac += bonus;
707 break; 669 break;
708 670
709 /* Item that gives protections/vulnerabilities */ 671 /* Item that gives protections/vulnerabilities */
710 case 11: 672 case 11:
711 case 12: 673 case 12:
712 case 13: 674 case 13:
713 case 14: 675 case 14:
714 case 15: 676 case 15:
715 case 16: 677 case 16:
716 case 17: 678 case 17:
717 case 18: 679 case 18:
718 case 19: 680 case 19:
719 { 681 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 682 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
721 683
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 684 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 685 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
724 686
725 /* Cursed items need to have higher negative values to equal out with 687 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another 688 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with 689 * little random element in since that they don't always end up with
728 * even values. 690 * even values.
729 */ 691 */
730 if (bonus < 0) 692 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 693 val = 2 * -val - rndm (b);
732 if (val > 35) 694
733 val = 35; /* Upper limit */ 695 val = min (35, val); /* Upper limit */
734 b = 0; 696
697 b = 0;
698
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 699 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 { 700 resist = rndm (num_resist_table);
737 resist = RANDOM () % num_resist_table; 701
738 } 702 if (b == 4)
739 if (b == 4)
740 return; /* Not able to find a free resistance */ 703 return; /* Not able to find a free resistance */
704
741 op->resist[resist_table[resist]] = val; 705 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 706 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 707 * based on how good a resistance we gave.
744 */ 708 */
745 break; 709 break;
746 } 710 }
747 case 20: 711 case 20:
748 if (op->type == AMULET) 712 if (op->type == AMULET)
749 { 713 {
750 SET_FLAG (op, FLAG_REFL_SPELL); 714 op->set_flag (FLAG_REFL_SPELL);
751 op->value *= 11; 715 op->value *= 11;
752 } 716 }
753 else 717 else
754 { 718 {
755 op->stats.hp = 1; /* regenerate hit points */ 719 op->stats.hp = 1; /* regenerate hit points */
756 op->value *= 4; 720 op->value *= 4;
757 } 721 }
758 break; 722 break;
759 723
760 case 21: 724 case 21:
761 if (op->type == AMULET) 725 if (op->type == AMULET)
762 { 726 {
763 SET_FLAG (op, FLAG_REFL_MISSILE); 727 op->set_flag (FLAG_REFL_MISSILE);
764 op->value *= 9; 728 op->value *= 9;
765 } 729 }
766 else 730 else
767 { 731 {
768 op->stats.sp = 1; /* regenerate spell points */ 732 op->stats.sp = 1; /* regenerate spell points */
769 op->value *= 3; 733 op->value *= 3;
770 } 734 }
771 break; 735 break;
772 736
773 case 22: 737 case 22:
774 op->stats.exp += bonus; /* Speed! */ 738 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 739 op->value = op->value * 2 / 3;
776 break; 740 break;
777 } 741 }
742
778 if (bonus > 0) 743 if (bonus > 0)
779 op->value *= 2 * bonus; 744 op->value = 2 * op->value * bonus;
780 else 745 else
781 op->value = -(op->value * 2 * bonus) / 3; 746 op->value = -2 * op->value * bonus / 3;
782} 747}
783 748
784/* 749/*
785 * get_magic(diff) will return a random number between 0 and 4. 750 * get_magic(diff) will return a random number between 0 and 4.
786 * diff can be any value above 2. The higher the diff-variable, the 751 * diff can be any value above 2. The higher the diff-variable, the
787 * higher is the chance of returning a low number. 752 * higher is the chance of returning a low number.
788 * It is only used in fix_generated_treasure() to set bonuses on 753 * It is only used in fix_generated_treasure() to set bonuses on
789 * rings and amulets. 754 * rings and amulets.
790 * Another scheme is used to calculate the magic of weapons and armours. 755 * Another scheme is used to calculate the magic of weapons and armours.
791 */ 756 */
792 757static int
793int
794get_magic (int diff) 758get_magic (int diff)
795{ 759{
796 int i; 760 diff = min (3, diff);
797 if (diff < 3) 761
798 diff = 3;
799 for (i = 0; i < 4; i++) 762 for (int i = 0; i < 4; i++)
800 if (RANDOM () % diff) 763 if (rndm (diff))
801 return i; 764 return i;
765
802 return 4; 766 return 4;
803} 767}
804 768
769/* special_potion() - so that old potion code is still done right. */
770static int
771special_potion (object *op)
772{
773 if (op->attacktype)
774 return 1;
775
776 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
777 return 1;
778
779 for (int i = 0; i < NROFATTACKS; i++)
780 if (op->resist[i])
781 return 1;
782
783 return 0;
784}
785
786static double
787value_factor_from_spell_item (object *spell, object *item)
788{
789 double factor =
790 pow ((spell->value > 0 ? spell->value : 1)
791 * spell->level, 1.5);
792
793 if (item) // this if for: wands/staffs/rods:
794 {
795 /* Old crossfire comment ahead:
796 * Add 50 to both level an divisor to keep prices a little more
797 * reasonable. Otherwise, a high level version of a low level
798 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
799 * 10 time multiplier). This way, the value are a bit more reasonable.
800 */
801
802 factor *= item->level + 50;
803 factor /= item->inv->level + 50;
804 }
805
806 return factor;
807}
808
805#define DICE2 (get_magic(2)==2?2:1) 809#define DICE2 (get_magic(2) == 2 ? 2 : 1)
806#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 810#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
807 811
808/* 812/*
809 * fix_generated_item(): This is called after an item is generated, in 813 * fix_generated_item(): This is called after an item is generated, in
810 * order to set it up right. This produced magical bonuses, puts spells 814 * order to set it up right. This produced magical bonuses, puts spells
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 815 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
812 */ 816 */
817
813/* 4/28/96 added creator object from which op may now inherit properties based on 818/* 4/28/96 added creator object from which op may now inherit properties based on
814 * op->type. Right now, which stuff the creator passes on is object type 819 * op->type. Right now, which stuff the creator passes on is object type
815 * dependant. I know this is a spagetti manuever, but is there a cleaner 820 * dependant. I know this is a spagetti manuever, but is there a cleaner
816 * way to do this? b.t. */ 821 * way to do this? b.t. */
822
817/* 823/*
818 * ! (flags & GT_ENVIRONMENT): 824 * ! (flags & GT_ENVIRONMENT):
819 * Automatically calls fix_flesh_item(). 825 * Automatically calls fix_flesh_item().
820 * 826 *
821 * flags: 827 * flags:
823 * value. 829 * value.
824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 830 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
825 * a working object - don't change magic, value, etc, but set it material 831 * a working object - don't change magic, value, etc, but set it material
826 * type as appropriate, for objects that need spell objects, set those, etc 832 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 833 */
828
829void 834void
830fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 835fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 836{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 837 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 838
834 if (!creator || creator->type == op->type) 839 if (!creator || creator->type == op->type)
835 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 840 creator = op; /*safety & to prevent polymorphed objects giving attributes */
836 841
837 /* If we make an artifact, this information will be destroyed */ 842 /* If we make an artifact, this information will be destroyed */
838 save_item_power = op->item_power; 843 save_item_power = op->item_power;
839 op->item_power = 0; 844 op->item_power = 0;
840 845
841 if (op->randomitems && op->type != SPELL) 846 if (op->randomitems && op->type != SPELL)
842 { 847 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 848 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
844 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846
847 /* So the treasure doesn't get created again */ 849 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 850 op->randomitems = 0;
849 } 851 }
850 852
851 if (difficulty < 1) 853 max_it (difficulty, 1);
852 difficulty = 1; 854
855 if (INVOKE_OBJECT (ADD_BONUS, op,
856 ARG_OBJECT (creator != op ? creator : 0),
857 ARG_INT (difficulty), ARG_INT (max_magic),
858 ARG_INT (flags)))
859 return;
853 860
854 if (!(flags & GT_MINIMAL)) 861 if (!(flags & GT_MINIMAL))
855 { 862 {
856 if (op->arch == crown_arch) 863 if (IS_ARCH (op->arch, crown))
857 { 864 {
858 set_magic (difficulty, op, max_magic, flags); 865 set_magic (difficulty, op, max_magic, flags);
859 num_enchantments = calc_item_power (op, 1); 866 num_enchantments = calc_item_power (op, 1);
860 generate_artifact (op, difficulty); 867 generate_artifact (op, difficulty);
861 } 868 }
862 else 869 else
863 { 870 {
864 if (!op->magic && max_magic) 871 if (!op->magic && max_magic)
865 set_magic (difficulty, op, max_magic, flags); 872 set_magic (difficulty, op, max_magic, flags);
866 873
867 num_enchantments = calc_item_power (op, 1); 874 num_enchantments = calc_item_power (op, 1);
868 875
869 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 876 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
870 * used for shop_floors or treasures */ 877 || op->type == HORN
878 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
871 generate_artifact (op, difficulty); 879 generate_artifact (op, difficulty);
872 } 880 }
873 881
874 /* Object was made an artifact. Calculate its item_power rating. 882 /* Object was made an artifact. Calculate its item_power rating.
875 * the item_power in the object is what the artfiact adds. 883 * the item_power in the object is what the artfiact adds.
876 */ 884 */
877 if (op->title) 885 if (op->title)
878 { 886 {
879 /* if save_item_power is set, then most likely we started with an 887 /* if save_item_power is set, then most likely we started with an
880 * artifact and have added new abilities to it - this is rare, but 888 * artifact and have added new abilities to it - this is rare, but
881 * but I have seen things like 'strange rings of fire'. So just figure 889 * but I have seen things like 'strange rings of fire'. So just figure
882 * out the power from the base power plus what this one adds. Note 890 * out the power from the base power plus what this one adds. Note
883 * that since item_power is not quite linear, this actually ends up 891 * that since item_power is not quite linear, this actually ends up
884 * being somewhat of a bonus 892 * being somewhat of a bonus
885 */ 893 */
886 if (save_item_power) 894 if (save_item_power)
887 op->item_power = save_item_power + get_power_from_ench (op->item_power); 895 op->item_power = save_item_power + get_power_from_ench (op->item_power);
888 else 896 else
889 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 897 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
890 } 898 }
891 else if (save_item_power) 899 else if (save_item_power)
892 { 900 {
893 /* restore the item_power field to the object if we haven't changed it. 901 /* restore the item_power field to the object if we haven't changed it.
894 * we don't care about num_enchantments - that will basically just 902 * we don't care about num_enchantments - that will basically just
895 * have calculated some value from the base attributes of the archetype. 903 * have calculated some value from the base attributes of the archetype.
896 */ 904 */
897 op->item_power = save_item_power; 905 op->item_power = save_item_power;
898 } 906 }
899 else 907 else
900 { 908 {
901 /* item_power was zero. This is suspicious, as it may be because it 909 /* item_power was zero. This is suspicious, as it may be because it
902 * was never previously calculated. Let's compute a value and see if 910 * was never previously calculated. Let's compute a value and see if
903 * it is non-zero. If it indeed is, then assign it as the new 911 * it is non-zero. If it indeed is, then assign it as the new
904 * item_power value. 912 * item_power value.
905 * - gros, 21th of July 2006. 913 * - gros, 21th of July 2006.
906 */ 914 */
907 op->item_power = calc_item_power (op, 0); 915 op->item_power = calc_item_power (op, 0);
908 save_item_power = op->item_power; /* Just in case it would get used 916 save_item_power = op->item_power; /* Just in case it would get used
909 * again below */ 917 * again below */
910 } 918 }
911 } 919 }
912 920
913 /* materialtype modifications. Note we allow this on artifacts. */ 921 /* materialtype modifications. Note we allow this on artifacts. */
914 set_materialname (op, difficulty, NULL); 922 select_material (op, difficulty);
915 923
916 if (flags & GT_MINIMAL) 924 if (flags & GT_MINIMAL)
917 { 925 {
918 if (op->type == POTION) 926 if (op->type == POTION)
919 /* Handle healing and magic power potions */ 927 /* Handle healing and magic power potions */
920 if (op->stats.sp && !op->randomitems) 928 if (op->stats.sp && !op->randomitems)
921 { 929 {
922 object *tmp; 930 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
923
924 tmp = get_archetype (spell_mapping[op->stats.sp]);
925 insert_ob_in_ob (tmp, op); 931 insert_ob_in_ob (tmp, op);
926 op->stats.sp = 0; 932 op->stats.sp = 0;
927 } 933 }
928 } 934 }
929 else if (!op->title) /* Only modify object if not special */ 935 else if (!op->title) /* Only modify object if not special */
930 switch (op->type) 936 switch (op->type)
931 { 937 {
932 case WEAPON: 938 case WEAPON:
933 case ARMOUR: 939 case ARMOUR:
934 case SHIELD: 940 case SHIELD:
935 case HELMET: 941 case HELMET:
936 case CLOAK: 942 case CLOAK:
937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 943 if (op->flag [FLAG_CURSED] && !(rndm (4)))
938 set_ring_bonus (op, -DICE2); 944 set_ring_bonus (op, -DICE2);
939 break; 945 break;
940 946
941 case BRACERS: 947 case BRACERS:
942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 948 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
943 { 949 {
944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 950 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
945 if (!QUERY_FLAG (op, FLAG_CURSED)) 951 if (!op->flag [FLAG_CURSED])
946 op->value *= 3; 952 op->value *= 3;
947 } 953 }
948 break; 954 break;
949 955
950 case POTION: 956 case POTION:
951 { 957 {
952 int too_many_tries = 0, is_special = 0; 958 int too_many_tries = 0;
953 959
954 /* Handle healing and magic power potions */ 960 /* Handle healing and magic power potions */
955 if (op->stats.sp && !op->randomitems) 961 if (op->stats.sp && !op->randomitems)
956 { 962 {
957 object *tmp; 963 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
958
959 tmp = get_archetype (spell_mapping[op->stats.sp]);
960 insert_ob_in_ob (tmp, op); 964 insert_ob_in_ob (tmp, op);
961 op->stats.sp = 0; 965 op->stats.sp = 0;
962 } 966 }
963 967
964 while (!(is_special = special_potion (op)) && !op->inv) 968 while (!special_potion (op) && !op->inv)
965 { 969 {
966 generate_artifact (op, difficulty); 970 generate_artifact (op, difficulty);
967 if (too_many_tries++ > 10) 971 if (too_many_tries++ > 10)
968 break; 972 break;
969 } 973 }
970 974
971 /* don't want to change value for healing/magic power potions, 975 /* don't want to change value for healing/magic power potions,
972 * since the value set on those is already correct. 976 * since the value set on those is already correct.
973 */ 977 */
974 if (op->inv && op->randomitems) 978 if (op->inv && op->randomitems)
975 { 979 {
976 /* value multiplier is same as for scrolls */ 980 /* value multiplier is same as for scrolls */
977 op->value = (op->value * op->inv->value); 981 op->value *= op->inv->value;
978 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 982 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
979 } 983 }
980 else 984 else
981 { 985 {
982 op->name = "potion"; 986 op->name = shstr_potion;
983 op->name_pl = "potions"; 987 op->name_pl = shstr_potions;
984 } 988 }
985 989
986 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 990 if (!(flags & GT_ONLY_GOOD) && rndm (2))
987 SET_FLAG (op, FLAG_CURSED); 991 op->set_flag (FLAG_CURSED);
988 break;
989 }
990 992
993 break;
994 }
995
991 case AMULET: 996 case AMULET:
992 if (op->arch == amulet_arch) 997 if (IS_ARCH (op->arch, amulet))
993 op->value *= 5; /* Since it's not just decoration */ 998 op->value *= 5; /* Since it's not just decoration */
994 999
995 case RING: 1000 case RING:
996 if (op->arch == NULL) 1001 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
997 { 1002 break;
998 remove_ob (op);
999 free_object (op);
1000 op = NULL;
1001 break;
1002 }
1003 1003
1004 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1004 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1005 break; 1005 op->set_flag (FLAG_CURSED);
1006 1006
1007 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1007 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1008 SET_FLAG (op, FLAG_CURSED);
1009 1008
1010 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1011
1012 if (op->type != RING) /* Amulets have only one ability */ 1009 if (op->type != RING) /* Amulets have only one ability */
1013 break; 1010 break;
1014 1011
1015 if (!(RANDOM () % 4)) 1012 if (!rndm (4))
1016 { 1013 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1014 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1018 1015
1019 if (d > 0) 1016 if (d > 0)
1020 op->value *= 3; 1017 op->value *= 3;
1021 1018
1022 set_ring_bonus (op, d); 1019 set_ring_bonus (op, d);
1023 1020
1024 if (!(RANDOM () % 4)) 1021 if (!rndm (4))
1025 { 1022 {
1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1023 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1027 if (d > 0)
1028 op->value *= 5;
1029 set_ring_bonus (op, d);
1030 }
1031 }
1032 1024
1033 if (GET_ANIM_ID (op)) 1025 if (d > 0)
1034 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1026 op->value *= 5;
1035 1027
1036 break; 1028 set_ring_bonus (op, d);
1029 }
1030 }
1037 1031
1032 if (op->animation_id)
1033 op->set_anim_frame (rndm (op->anim_frames ()));
1034
1035 break;
1036
1038 case BOOK: 1037 case BOOK:
1039 /* Is it an empty book?, if yes lets make a special· 1038 /* Is it an empty book?, if yes lets make a special·
1040 * msg for it, and tailor its properties based on the· 1039 * msg for it, and tailor its properties based on the·
1041 * creator and/or map level we found it on. 1040 * creator and/or map level we found it on.
1042 */ 1041 */
1043 if (!op->msg && RANDOM () % 10) 1042 if (!op->msg && rndm (10))
1044 { 1043 {
1045 /* set the book level properly */ 1044 /* set the book level properly */
1046 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1045 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1047 { 1046 {
1048 if (op->map && op->map->difficulty) 1047 if (op->map && op->map->difficulty)
1049 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1048 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1050 else 1049 else
1051 op->level = RANDOM () % 20 + 1; 1050 op->level = rndm (20) + 1;
1052 } 1051 }
1053 else 1052 else
1054 op->level = RANDOM () % creator->level; 1053 op->level = rndm (creator->level);
1055 1054
1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1055 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1057 /* books w/ info are worth more! */ 1056 /* books w/ info are worth more! */
1058 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1057 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1058
1059 /* add exp so reading it gives xp (once) */
1060 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1061 }
1062
1059 /* creator related stuff */ 1063 /* creator related stuff */
1060 1064
1061 /* for library, chained books. Note that some monsters have no_pick 1065 /* for library, chained books. Note that some monsters have no_pick
1062 * set - we don't want to set no pick in that case. 1066 * set - we don't want to set no pick in that case.
1063 */ 1067 */
1064 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1068 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1065 SET_FLAG (op, FLAG_NO_PICK); 1069 op->set_flag (FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1070 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying; 1071 op->slaying = creator->slaying;
1072 break;
1068 1073
1069 /* add exp so reading it gives xp (once) */
1070 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1071 }
1072 break;
1073
1074 case SPELLBOOK: 1074 case SPELLBOOK:
1075 op->value = op->value * op->inv->value; 1075 op->value *= value_factor_from_spell_item (op->inv, 0);
1076
1076 /* add exp so learning gives xp */ 1077 /* add exp so learning gives xp */
1077 op->level = op->inv->level; 1078 op->level = op->inv->level;
1078 op->stats.exp = op->value; 1079 op->stats.exp = op->value;
1079 break; 1080 break;
1080 1081
1081 case WAND: 1082 case WAND:
1082 /* nrof in the treasure list is number of charges, 1083 /* nrof in the treasure list is number of charges,
1083 * not number of wands. So copy that into food (charges), 1084 * not number of wands. So copy that into food (charges),
1084 * and reset nrof. 1085 * and reset nrof.
1085 */ 1086 */
1086 op->stats.food = op->inv->nrof; 1087 op->stats.food = op->inv->nrof;
1087 op->nrof = 1; 1088 op->nrof = 1;
1088 /* If the spell changes by level, choose a random level 1089 /* If the spell changes by level, choose a random level
1089 * for it, and adjust price. If the spell doesn't 1090 * for it.
1090 * change by level, just set the wand to the level of 1091 */
1091 * the spell, and value calculation is simpler. 1092 if (op->inv->duration_modifier
1092 */ 1093 || op->inv->dam_modifier
1093 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1094 || op->inv->range_modifier)
1094 { 1095 op->level = level_for_item (op, difficulty);
1096 else
1097 op->level = op->inv->level;
1098
1099 op->value *= value_factor_from_spell_item (op->inv, op);
1100 break;
1101
1102 case ROD:
1095 op->level = level_for_item (op, difficulty); 1103 op->level = level_for_item (op, difficulty);
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1104 op->value *= value_factor_from_spell_item (op->inv, op);
1097 }
1098 else
1099 {
1100 op->level = op->inv->level;
1101 op->value = op->value * op->inv->value;
1102 }
1103 break;
1104 1105
1105 case ROD:
1106 op->level = level_for_item (op, difficulty);
1107 /* Add 50 to both level an divisor to keep prices a little more
1108 * reasonable. Otherwise, a high level version of a low level
1109 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1110 * 10 time multiplier). This way, the value are a bit more reasonable.
1111 */
1112 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1113 /* maxhp is used to denote how many 'charges' the rod holds before */ 1106 /* maxhp is used to denote how many 'charges' the rod holds before */
1114 if (op->stats.maxhp) 1107 if (op->stats.maxhp)
1115 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1108 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1116 else 1109 else
1117 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1110 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1118 1111
1119 op->stats.hp = op->stats.maxhp; 1112 op->stats.hp = op->stats.maxhp;
1120 break; 1113 break;
1121 1114
1122 case SCROLL: 1115 case SCROLL:
1123 op->level = level_for_item (op, difficulty); 1116 op->level = level_for_item (op, difficulty);
1124 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1117 op->value *= value_factor_from_spell_item (op->inv, op);
1125 1118
1126 /* add exp so reading them properly gives xp */ 1119 /* add exp so reading them properly gives xp */
1127 op->stats.exp = op->value / 5; 1120 op->stats.exp = op->value / 5;
1128 op->nrof = op->inv->nrof; 1121 op->nrof = op->inv->nrof;
1129 break; 1122 break;
1130 1123
1131 case RUNE: 1124 case RUNE:
1132 trap_adjust (op, difficulty); 1125 trap_adjust (op, difficulty);
1133 break; 1126 break;
1134 1127
1135 case TRAP: 1128 case TRAP:
1136 trap_adjust (op, difficulty); 1129 trap_adjust (op, difficulty);
1137 break; 1130 break;
1138 } /* switch type */ 1131 } /* switch type */
1139 1132
1140 if (flags & GT_STARTEQUIP) 1133 if (flags & GT_STARTEQUIP)
1141 { 1134 {
1142 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1135 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1143 SET_FLAG (op, FLAG_STARTEQUIP); 1136 op->set_flag (FLAG_STARTEQUIP);
1144 else if (op->type != MONEY) 1137 else if (op->type != MONEY)
1145 op->value = 0; 1138 op->value = 0;
1146 } 1139 }
1147 1140
1148 if (!(flags & GT_ENVIRONMENT)) 1141 if (!(flags & GT_ENVIRONMENT))
1149 fix_flesh_item (op, creator); 1142 fix_flesh_item (op, creator);
1150} 1143}
1158 */ 1151 */
1159 1152
1160/* 1153/*
1161 * Allocate and return the pointer to an empty artifactlist structure. 1154 * Allocate and return the pointer to an empty artifactlist structure.
1162 */ 1155 */
1163
1164static artifactlist * 1156static artifactlist *
1165get_empty_artifactlist (void) 1157get_empty_artifactlist ()
1166{ 1158{
1167 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1159 return salloc0<artifactlist> ();
1168 if (tl == NULL)
1169 fatal (OUT_OF_MEMORY);
1170 tl->next = NULL;
1171 tl->items = NULL;
1172 tl->total_chance = 0;
1173 return tl;
1174} 1160}
1175 1161
1176/* 1162/*
1177 * Allocate and return the pointer to an empty artifact structure. 1163 * Allocate and return the pointer to an empty artifact structure.
1178 */ 1164 */
1179
1180static artifact * 1165static artifact *
1181get_empty_artifact (void) 1166get_empty_artifact ()
1182{ 1167{
1183 artifact *t = (artifact *) malloc (sizeof (artifact)); 1168 return salloc0<artifact> ();
1184 if (t == NULL)
1185 fatal (OUT_OF_MEMORY);
1186 t->item = NULL;
1187 t->next = NULL;
1188 t->chance = 0;
1189 t->difficulty = 0;
1190 t->allowed = NULL;
1191 return t;
1192} 1169}
1193 1170
1194/* 1171/*
1195 * Searches the artifact lists and returns one that has the same type 1172 * Searches the artifact lists and returns one that has the same type
1196 * of objects on it. 1173 * of objects on it.
1197 */ 1174 */
1198
1199artifactlist * 1175artifactlist *
1200find_artifactlist (int type) 1176find_artifactlist (int type)
1201{ 1177{
1202 artifactlist *al;
1203
1204 for (al = first_artifactlist; al != NULL; al = al->next) 1178 for (artifactlist *al = first_artifactlist; al; al = al->next)
1205 if (al->type == type) 1179 if (al->type == type)
1206 return al; 1180 return al;
1181
1207 return NULL; 1182 return 0;
1208} 1183}
1209 1184
1210/* 1185/*
1211 * For debugging purposes. Dumps all tables. 1186 * Builds up the lists of artifacts from the file in the libdir.
1212 */ 1187 */
1213
1214void 1188void
1215dump_artifacts (void)
1216{
1217 artifactlist *al;
1218 artifact *art;
1219 linked_char *next;
1220
1221 fprintf (logfile, "\n");
1222 for (al = first_artifactlist; al != NULL; al = al->next)
1223 {
1224 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1225 for (art = al->items; art != NULL; art = art->next)
1226 {
1227 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1228 if (art->allowed != NULL)
1229 {
1230 fprintf (logfile, "\tAllowed combinations:");
1231 for (next = art->allowed; next != NULL; next = next->next)
1232 fprintf (logfile, "%s,", &next->name);
1233 fprintf (logfile, "\n");
1234 }
1235 }
1236 }
1237 fprintf (logfile, "\n");
1238}
1239
1240/*
1241 * For debugging purposes. Dumps all treasures recursively (see below).
1242 */
1243void
1244dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1245{
1246 treasurelist *tl;
1247 int i;
1248
1249 if (depth > 100)
1250 return;
1251 while (t != NULL)
1252 {
1253 if (t->name != NULL)
1254 {
1255 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " ");
1257 fprintf (logfile, "{ (list: %s)\n", &t->name);
1258 tl = find_treasurelist (t->name);
1259 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260 for (i = 0; i < depth; i++)
1261 fprintf (logfile, " ");
1262 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1263 }
1264 else
1265 {
1266 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " ");
1268 if (t->item->clone.type == FLESH)
1269 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1270 else
1271 fprintf (logfile, "%s\n", &t->item->clone.name);
1272 }
1273 if (t->next_yes != NULL)
1274 {
1275 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " ");
1277 fprintf (logfile, " (if yes)\n");
1278 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1279 }
1280 if (t->next_no != NULL)
1281 {
1282 for (i = 0; i < depth; i++)
1283 fprintf (logfile, " ");
1284 fprintf (logfile, " (if no)\n");
1285 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1286 }
1287 t = t->next;
1288 }
1289}
1290
1291/*
1292 * For debugging purposes. Dumps all treasures for a given monster.
1293 * Created originally by Raphael Quinet for debugging the alchemy code.
1294 */
1295
1296void
1297dump_monster_treasure (const char *name)
1298{
1299 archetype *at;
1300 int found;
1301
1302 found = 0;
1303 fprintf (logfile, "\n");
1304 for (at = first_archetype; at != NULL; at = at->next)
1305 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1306 {
1307 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1308 if (at->clone.randomitems != NULL)
1309 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1310 else
1311 fprintf (logfile, "(nothing)\n");
1312 fprintf (logfile, "\n");
1313 found++;
1314 }
1315 if (found == 0)
1316 fprintf (logfile, "No objects have the name %s!\n\n", name);
1317}
1318
1319/*
1320 * Builds up the lists of artifacts from the file in the libdir.
1321 */
1322
1323void
1324init_artifacts (void) 1189init_artifacts ()
1325{ 1190{
1326 static int has_been_inited = 0; 1191 static int has_been_inited = 0;
1327 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1328 artifact *art = NULL; 1192 artifact *art = NULL;
1329 linked_char *tmp;
1330 int value, comp;
1331 artifactlist *al; 1193 artifactlist *al;
1332 1194
1333 if (has_been_inited) 1195 if (has_been_inited)
1334 return; 1196 return;
1335 else 1197 else
1336 has_been_inited = 1; 1198 has_been_inited = 1;
1337 1199
1338 sprintf (filename, "%s/artifacts", settings.datadir); 1200 object_thawer f (settings.datadir, "artifacts");
1339 object_thawer thawer (filename);
1340 1201
1341 if (!thawer) 1202 if (!f)
1342 return; 1203 return;
1343 1204
1344 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1205 for (;;)
1345 {
1346 if (*buf == '#')
1347 continue;
1348 if ((cp = strchr (buf, '\n')) != NULL)
1349 *cp = '\0';
1350 cp = buf;
1351 while (*cp == ' ') /* Skip blanks */
1352 cp++;
1353 if (*cp == '\0')
1354 continue;
1355
1356 if (!strncmp (cp, "Allowed", 7))
1357 {
1358 if (art == NULL)
1359 { 1206 {
1207 switch (f.kw)
1208 {
1209 case KW_allowed:
1210 if (!art)
1360 art = get_empty_artifact (); 1211 art = get_empty_artifact ();
1361 nrofartifacts++; 1212
1213 {
1214 if (!strcmp (f.get_str (), "all"))
1215 break;
1216
1217 const char *cp = f.get_str ();
1218 char *next;
1219 do
1220 {
1221 if ((next = (char *)strchr (cp, ',')))
1222 *next++ = '\0';
1223
1224 linked_char *tmp = new linked_char;
1225
1226 tmp->name = cp;
1227 tmp->next = art->allowed;
1228 art->allowed = tmp;
1229 }
1230 while ((cp = next));
1231 }
1232 break;
1233
1234 case KW_chance:
1235 f.get (art->chance);
1236 break;
1237
1238 case KW_difficulty:
1239 f.get (art->difficulty);
1240 break;
1241
1242 case KW_object:
1243 {
1244 art->item = object::create ();
1245 f.get (art->item->name);
1246 f.next ();
1247
1248 if (!art->item->parse_kv (f))
1249 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1250
1251 al = find_artifactlist (art->item->type);
1252
1253 if (!al)
1254 {
1255 al = get_empty_artifactlist ();
1256 al->type = art->item->type;
1257 al->next = first_artifactlist;
1258 first_artifactlist = al;
1259 }
1260
1261 art->next = al->items;
1262 al->items = art;
1263 art = 0;
1264 }
1265 continue;
1266
1267 case KW_EOF:
1268 goto done;
1269
1270 default:
1271 if (!f.parse_error ("artifacts file"))
1272 cleanup ("artifacts file required");
1273 break;
1274 }
1275
1276 f.next ();
1362 } 1277 }
1363 cp = strchr (cp, ' ') + 1;
1364 if (!strcmp (cp, "all"))
1365 continue;
1366 1278
1367 do 1279done:
1368 {
1369 nrofallowedstr++;
1370 if ((next = strchr (cp, ',')) != NULL)
1371 *(next++) = '\0';
1372 tmp = new linked_char;
1373 tmp->name = cp;
1374 tmp->next = art->allowed;
1375 art->allowed = tmp;
1376 }
1377 while ((cp = next) != NULL);
1378 }
1379 else if (sscanf (cp, "chance %d", &value))
1380 art->chance = (uint16) value;
1381 else if (sscanf (cp, "difficulty %d", &value))
1382 art->difficulty = (uint8) value;
1383 else if (!strncmp (cp, "Object", 6))
1384 {
1385 art->item = get_object ();
1386
1387 if (!load_object (thawer, art->item, 0))
1388 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1389
1390 art->item->name = strchr (cp, ' ') + 1;
1391 al = find_artifactlist (art->item->type);
1392 if (al == NULL)
1393 {
1394 al = get_empty_artifactlist ();
1395 al->type = art->item->type;
1396 al->next = first_artifactlist;
1397 first_artifactlist = al;
1398 }
1399 art->next = al->items;
1400 al->items = art;
1401 art = NULL;
1402 }
1403 else
1404 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1405 }
1406
1407 for (al = first_artifactlist; al != NULL; al = al->next) 1280 for (al = first_artifactlist; al; al = al->next)
1408 { 1281 {
1282 al->total_chance = 0;
1283
1409 for (art = al->items; art != NULL; art = art->next) 1284 for (art = al->items; art; art = art->next)
1410 { 1285 {
1411 if (!art->chance) 1286 if (!art->chance)
1412 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1287 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1413 else 1288 else
1414 al->total_chance += art->chance; 1289 al->total_chance += art->chance;
1415 } 1290 }
1416#if 0 1291#if 0
1417 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1292 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1418#endif 1293#endif
1419 } 1294 }
1420
1421 LOG (llevDebug, "done.\n");
1422} 1295}
1423
1424 1296
1425/* 1297/*
1426 * Used in artifact generation. The bonuses of the first object 1298 * Used in artifact generation. The bonuses of the first object
1427 * is modified by the bonuses of the second object. 1299 * is modified by the bonuses of the second object.
1428 */ 1300 */
1429
1430void 1301void
1431add_abilities (object * op, object * change) 1302add_abilities (object *op, object *change)
1432{ 1303{
1433 int i, j, tmp;
1434
1435 if (change->face != blank_face) 1304 if (change->face != blank_face)
1436 {
1437#ifdef TREASURE_VERBOSE
1438 LOG (llevDebug, "FACE: %d\n", change->face->number);
1439#endif
1440 op->face = change->face; 1305 op->face = change->face;
1441 }
1442 1306
1443 for (i = 0; i < NUM_STATS; i++) 1307 for (int i = 0; i < NUM_STATS; i++)
1444 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1308 change_attr_value (&(op->stats), i, change->stats.stat (i));
1445 1309
1446 op->attacktype |= change->attacktype; 1310 op->attacktype |= change->attacktype;
1447 op->path_attuned |= change->path_attuned; 1311 op->path_attuned |= change->path_attuned;
1448 op->path_repelled |= change->path_repelled; 1312 op->path_repelled |= change->path_repelled;
1449 op->path_denied |= change->path_denied; 1313 op->path_denied |= change->path_denied;
1450 op->move_type |= change->move_type; 1314 op->move_type |= change->move_type;
1451 op->stats.luck += change->stats.luck; 1315 op->stats.luck += change->stats.luck;
1452 1316
1453 if (QUERY_FLAG (change, FLAG_CURSED)) 1317 static const struct copyflags : object::flags_t
1454 SET_FLAG (op, FLAG_CURSED); 1318 {
1455 if (QUERY_FLAG (change, FLAG_DAMNED)) 1319 copyflags ()
1456 SET_FLAG (op, FLAG_DAMNED); 1320 {
1457 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1321 set (FLAG_CURSED);
1322 set (FLAG_DAMNED);
1323 set (FLAG_LIFESAVE);
1324 set (FLAG_REFL_SPELL);
1325 set (FLAG_STEALTH);
1326 set (FLAG_XRAYS);
1327 set (FLAG_BLIND);
1328 set (FLAG_SEE_IN_DARK);
1329 set (FLAG_REFL_MISSILE);
1330 set (FLAG_MAKE_INVIS);
1331 }
1332 } copyflags;
1333
1334 // we might want to just copy, but or'ing is what the original code did
1335 op->flag |= change->flag & copyflags;
1336
1337 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1458 set_abs_magic (op, -op->magic); 1338 set_abs_magic (op, -op->magic);
1459 1339
1460 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1340 if (change->flag [FLAG_STAND_STILL])
1461 SET_FLAG (op, FLAG_LIFESAVE);
1462 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1463 SET_FLAG (op, FLAG_REFL_SPELL);
1464 if (QUERY_FLAG (change, FLAG_STEALTH))
1465 SET_FLAG (op, FLAG_STEALTH);
1466 if (QUERY_FLAG (change, FLAG_XRAYS))
1467 SET_FLAG (op, FLAG_XRAYS);
1468 if (QUERY_FLAG (change, FLAG_BLIND))
1469 SET_FLAG (op, FLAG_BLIND);
1470 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1471 SET_FLAG (op, FLAG_SEE_IN_DARK);
1472 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1473 SET_FLAG (op, FLAG_REFL_MISSILE);
1474 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1475 SET_FLAG (op, FLAG_MAKE_INVIS);
1476
1477 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1478 { 1341 {
1479 CLEAR_FLAG (op, FLAG_ANIMATE); 1342 op->clr_flag (FLAG_ANIMATE);
1343
1480 /* so artifacts will join */ 1344 /* so artifacts will join */
1481 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1345 if (!op->flag [FLAG_ALIVE])
1482 op->speed = 0.0; 1346 op->speed = 0.;
1483 1347
1484 update_ob_speed (op); 1348 op->set_speed (op->speed);
1485 } 1349 }
1486 1350
1487 if (change->nrof) 1351 if (change->nrof)
1488 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1352 op->nrof = rndm (change->nrof) + 1;
1489 1353
1490 op->stats.exp += change->stats.exp; /* Speed modifier */ 1354 op->stats.exp += change->stats.exp; /* Speed modifier */
1491 op->stats.wc += change->stats.wc; 1355 op->stats.wc += change->stats.wc;
1492 op->stats.ac += change->stats.ac; 1356 op->stats.ac += change->stats.ac;
1493 1357
1494 if (change->other_arch) 1358 if (change->other_arch)
1495 { 1359 {
1496 /* Basically, for horns & potions, the other_arch field is the spell 1360 /* Basically, for horns & potions, the other_arch field is the spell
1497 * to cast. So convert that to into a spell and put it into 1361 * to cast. So convert that to into a spell and put it into
1498 * this object. 1362 * this object.
1499 */ 1363 */
1500 if (op->type == HORN || op->type == POTION) 1364 if (op->type == HORN || op->type == POTION)
1501 { 1365 {
1502 object *tmp_obj;
1503 /* Remove any spells this object currently has in it */ 1366 /* Remove any spells this object currently has in it */
1504 while (op->inv) 1367 op->destroy_inv (false);
1505 {
1506 tmp_obj = op->inv;
1507 remove_ob (tmp_obj);
1508 free_object (tmp_obj);
1509 }
1510 1368
1511 tmp_obj = arch_to_object (change->other_arch); 1369 object *tmp = change->other_arch->instance ();
1512 insert_ob_in_ob (tmp_obj, op); 1370 insert_ob_in_ob (tmp, op);
1513 } 1371 }
1372
1514 /* No harm setting this for potions/horns */ 1373 /* No harm setting this for potions/horns */
1515 op->other_arch = change->other_arch; 1374 op->other_arch = change->other_arch;
1516 } 1375 }
1517 1376
1518 if (change->stats.hp < 0) 1377 if (change->stats.hp < 0)
1534 op->stats.maxsp = -change->stats.maxsp; 1393 op->stats.maxsp = -change->stats.maxsp;
1535 else 1394 else
1536 op->stats.maxsp += change->stats.maxsp; 1395 op->stats.maxsp += change->stats.maxsp;
1537 1396
1538 if (change->stats.food < 0) 1397 if (change->stats.food < 0)
1539 op->stats.food = -(change->stats.food); 1398 op->stats.food = -change->stats.food;
1540 else 1399 else
1541 op->stats.food += change->stats.food; 1400 op->stats.food += change->stats.food;
1542 1401
1543 if (change->level < 0) 1402 if (change->level < 0)
1544 op->level = -(change->level); 1403 op->level = -change->level;
1545 else 1404 else
1546 op->level += change->level; 1405 op->level += change->level;
1547 1406
1548 if (change->gen_sp_armour < 0) 1407 if (change->gen_sp_armour < 0)
1549 op->gen_sp_armour = -(change->gen_sp_armour); 1408 op->gen_sp_armour = -change->gen_sp_armour;
1550 else 1409 else
1551 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1410 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1552 1411
1553 op->item_power = change->item_power; 1412 op->item_power = change->item_power;
1554 1413
1555 for (i = 0; i < NROFATTACKS; i++) 1414 for (int i = 0; i < NROFATTACKS; i++)
1556 {
1557 if (change->resist[i])
1558 {
1559 op->resist[i] += change->resist[i]; 1415 op->resist[i] += change->resist[i];
1560 }
1561 }
1562 1416
1563 if (change->stats.dam) 1417 if (change->stats.dam)
1564 { 1418 {
1565 if (change->stats.dam < 0) 1419 if (change->stats.dam < 0)
1566 op->stats.dam = (-change->stats.dam); 1420 op->stats.dam = -change->stats.dam;
1567 else if (op->stats.dam) 1421 else if (op->stats.dam)
1568 { 1422 {
1569 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1423 int tmp = op->stats.dam * change->stats.dam / 10;
1424
1570 if (tmp == op->stats.dam) 1425 if (tmp == op->stats.dam)
1571 { 1426 {
1572 if (change->stats.dam < 10) 1427 if (change->stats.dam < 10)
1573 op->stats.dam--; 1428 op->stats.dam--;
1429 else
1430 op->stats.dam++;
1431 }
1574 else 1432 else
1575 op->stats.dam++;
1576 }
1577 else
1578 op->stats.dam = tmp; 1433 op->stats.dam = tmp;
1579 } 1434 }
1580 } 1435 }
1581 1436
1582 if (change->weight) 1437 if (change->weight)
1583 { 1438 {
1584 if (change->weight < 0) 1439 if (change->weight < 0)
1585 op->weight = (-change->weight); 1440 op->weight = -change->weight;
1586 else 1441 else
1587 op->weight = (op->weight * (change->weight)) / 100; 1442 op->weight = op->weight * change->weight / 100;
1588 } 1443 }
1589 1444
1590 if (change->last_sp) 1445 if (change->last_sp)
1591 { 1446 {
1592 if (change->last_sp < 0) 1447 if (change->last_sp < 0)
1593 op->last_sp = (-change->last_sp); 1448 op->last_sp = -change->last_sp;
1594 else 1449 else
1595 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1450 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1596 } 1451 }
1597 1452
1598 if (change->gen_sp_armour) 1453 if (change->gen_sp_armour)
1599 { 1454 {
1600 if (change->gen_sp_armour < 0) 1455 if (change->gen_sp_armour < 0)
1601 op->gen_sp_armour = (-change->gen_sp_armour); 1456 op->gen_sp_armour = -change->gen_sp_armour;
1602 else 1457 else
1603 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1458 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1604 } 1459 }
1605 1460
1606 op->value *= change->value; 1461 op->value *= change->value;
1607 1462
1608 if (change->material) 1463 if (change->materials)
1464 op->materials = change->materials;
1465
1466 if (change->material != MATERIAL_NULL)
1609 op->material = change->material; 1467 op->material = change->material;
1610
1611 if (change->materialname)
1612 op->materialname = change->materialname;
1613 1468
1614 if (change->slaying) 1469 if (change->slaying)
1615 op->slaying = change->slaying; 1470 op->slaying = change->slaying;
1616 1471
1617 if (change->race) 1472 if (change->race)
1620 if (change->msg) 1475 if (change->msg)
1621 op->msg = change->msg; 1476 op->msg = change->msg;
1622} 1477}
1623 1478
1624static int 1479static int
1625legal_artifact_combination (object * op, artifact * art) 1480legal_artifact_combination (object *op, artifact *art)
1626{ 1481{
1627 int neg, success = 0; 1482 int neg, success = 0;
1628 linked_char *tmp; 1483 linked_char *tmp;
1629 const char *name; 1484 const char *name;
1630 1485
1631 if (art->allowed == (linked_char *) NULL) 1486 if (!art->allowed)
1632 return 1; /* Ie, "all" */ 1487 return 1; /* Ie, "all" */
1488
1633 for (tmp = art->allowed; tmp; tmp = tmp->next) 1489 for (tmp = art->allowed; tmp; tmp = tmp->next)
1634 { 1490 {
1635#ifdef TREASURE_VERBOSE 1491#ifdef TREASURE_VERBOSE
1636 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1492 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1637#endif 1493#endif
1638 if (*tmp->name == '!') 1494 if (*tmp->name == '!')
1639 name = tmp->name + 1, neg = 1; 1495 name = tmp->name + 1, neg = 1;
1640 else 1496 else
1641 name = tmp->name, neg = 0; 1497 name = tmp->name, neg = 0;
1642 1498
1643 /* If we match name, then return the opposite of 'neg' */ 1499 /* If we match name, then return the opposite of 'neg' */
1644 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1500 if (!strcmp (name, op->arch->archname))
1645 return !neg; 1501 return !neg;
1646 1502
1647 /* Set success as true, since if the match was an inverse, it means 1503 /* Set success as true, since if the match was an inverse, it means
1648 * everything is allowed except what we match 1504 * everything is allowed except what we match
1649 */ 1505 */
1650 else if (neg) 1506 else if (neg)
1651 success = 1; 1507 success = 1;
1652 } 1508 }
1509
1653 return success; 1510 return success;
1654} 1511}
1655 1512
1656/* 1513/*
1657 * Fixes the given object, giving it the abilities and titles 1514 * Fixes the given object, giving it the abilities and titles
1659 */ 1516 */
1660 1517
1661void 1518void
1662give_artifact_abilities (object *op, object *artifct) 1519give_artifact_abilities (object *op, object *artifct)
1663{ 1520{
1664 char new_name[MAX_BUF]; 1521 op->title = format ("of %s", &artifct->name);
1665 1522
1666 sprintf (new_name, "of %s", &artifct->name);
1667 op->title = new_name;
1668 add_abilities (op, artifct); /* Give out the bonuses */ 1523 add_abilities (op, artifct); /* Give out the bonuses */
1669 1524
1670#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1525#if 0 /* Bit verbose, but keep it here until next time I need it... */
1671 { 1526 {
1672 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1527 char identified = op->flag [FLAG_IDENTIFIED];
1673 SET_FLAG (op, FLAG_IDENTIFIED); 1528
1529 op->set_flag (FLAG_IDENTIFIED);
1674 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1530 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1675 if (!identified) 1531 if (!identified)
1676 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1532 op->clr_flag (FLAG_IDENTIFIED);
1677 } 1533 }
1678#endif 1534#endif
1679 return; 1535 return;
1680} 1536}
1681 1537
1689 1545
1690/* Give 1 re-roll attempt per artifact */ 1546/* Give 1 re-roll attempt per artifact */
1691#define ARTIFACT_TRIES 2 1547#define ARTIFACT_TRIES 2
1692 1548
1693void 1549void
1694generate_artifact (object * op, int difficulty) 1550generate_artifact (object *op, int difficulty)
1695{ 1551{
1696 artifactlist *al;
1697 artifact *art; 1552 artifact *art;
1698 int i;
1699 1553
1700 al = find_artifactlist (op->type); 1554 artifactlist *al = find_artifactlist (op->type);
1701 1555
1702 if (al == NULL) 1556 if (al == NULL)
1703 { 1557 {
1704#if 0 /* This is too verbose, usually */ 1558#if 0 /* This is too verbose, usually */
1705 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1559 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1706#endif 1560#endif
1707 return; 1561 return;
1708 } 1562 }
1709 1563
1710 for (i = 0; i < ARTIFACT_TRIES; i++) 1564 for (int i = 0; i < ARTIFACT_TRIES; i++)
1711 { 1565 {
1712 int roll = RANDOM () % al->total_chance; 1566 int roll = rndm (al->total_chance);
1713 1567
1714 for (art = al->items; art != NULL; art = art->next) 1568 for (art = al->items; art; art = art->next)
1715 { 1569 {
1716 roll -= art->chance; 1570 roll -= art->chance;
1717 if (roll < 0) 1571 if (roll < 0)
1718 break; 1572 break;
1719 } 1573 }
1720 1574
1721 if (art == NULL || roll >= 0) 1575 if (art == NULL || roll >= 0)
1722 { 1576 {
1723#if 1 1577#if 1
1724 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1578 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1725#endif 1579#endif
1726 return; 1580 return;
1727 } 1581 }
1728 if (!strcmp (art->item->name, "NONE")) 1582
1729 return; 1583 if (art->item->name == shstr_NONE)
1584 return;
1585
1730 if (FABS (op->magic) < art->item->magic) 1586 if (fabs (op->magic) < art->item->magic)
1731 continue; /* Not magic enough to be this item */ 1587 continue; /* Not magic enough to be this item */
1732 1588
1733 /* Map difficulty not high enough */ 1589 /* Map difficulty not high enough */
1734 if (difficulty < art->difficulty) 1590 if (difficulty < art->difficulty)
1735 continue; 1591 continue;
1736 1592
1737 if (!legal_artifact_combination (op, art)) 1593 if (!legal_artifact_combination (op, art))
1738 { 1594 {
1739#ifdef TREASURE_VERBOSE 1595#ifdef TREASURE_VERBOSE
1740 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1596 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1741#endif 1597#endif
1742 continue; 1598 continue;
1743 } 1599 }
1600
1744 give_artifact_abilities (op, art->item); 1601 give_artifact_abilities (op, art->item);
1745 return; 1602 return;
1746 } 1603 }
1747} 1604}
1748 1605
1750 * FOOD, except they inherit properties (name, food value, etc). 1607 * FOOD, except they inherit properties (name, food value, etc).
1751 * based on the original owner (or 'donor' if you like). -b.t. 1608 * based on the original owner (or 'donor' if you like). -b.t.
1752 */ 1609 */
1753 1610
1754void 1611void
1755fix_flesh_item (object * item, object * donor) 1612fix_flesh_item (object *item, object *donor)
1756{ 1613{
1757 char tmpbuf[MAX_BUF];
1758 int i;
1759
1760 if (item->type == FLESH && donor) 1614 if (item->type == FLESH && donor)
1761 { 1615 {
1762 /* change the name */ 1616 /* change the name */
1763 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1617 item->name = format ("%s's %s", &donor->name, &item->name);
1764 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1618 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1765 1619
1766 /* weight is FLESH weight/100 * donor */ 1620 /* weight is FLESH weight/100 * donor */
1767 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1621 item->weight = max (1, item->weight * donor->weight / 100);
1768 item->weight = 1;
1769 1622
1770 /* value is multiplied by level of donor */ 1623 /* value is multiplied by level of donor */
1771 item->value *= isqrt (donor->level * 2); 1624 item->value *= isqrt (donor->level * 2);
1772 1625
1773 /* food value */ 1626 /* food value */
1774 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1627 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1775 1628
1776 /* flesh items inherit some abilities of donor, but not 1629 /* flesh items inherit some abilities of donor, but not
1777 * full effect. 1630 * full effect.
1778 */ 1631 */
1779 for (i = 0; i < NROFATTACKS; i++) 1632 for (int i = 0; i < NROFATTACKS; i++)
1780 item->resist[i] = donor->resist[i] / 2; 1633 item->resist[i] = donor->resist[i] / 2;
1781 1634
1782 /* item inherits donor's level (important for quezals) */ 1635 /* item inherits donor's level (important for quezals) */
1783 item->level = donor->level; 1636 item->level = donor->level;
1784 1637
1785 /* if donor has some attacktypes, the flesh is poisonous */ 1638 /* if donor has some attacktypes, the flesh is poisonous */
1786 if (donor->attacktype & AT_POISON) 1639 if (donor->attacktype & AT_POISON)
1787 item->type = POISON; 1640 item->type = POISON;
1641
1788 if (donor->attacktype & AT_ACID) 1642 if (donor->attacktype & AT_ACID)
1789 item->stats.hp = -1 * item->stats.food; 1643 item->stats.hp = -item->stats.food;
1790 SET_FLAG (item, FLAG_NO_STEAL);
1791 }
1792}
1793 1644
1794/* special_potion() - so that old potion code is still done right. */ 1645 item->set_flag (FLAG_NO_STEAL);
1795 1646 }
1796int
1797special_potion (object * op)
1798{
1799
1800 int i;
1801
1802 if (op->attacktype)
1803 return 1;
1804
1805 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1806 return 1;
1807
1808 for (i = 0; i < NROFATTACKS; i++)
1809 if (op->resist[i])
1810 return 1;
1811
1812 return 0;
1813} 1647}
1814 1648
1815void 1649static void
1816free_treasurestruct (treasure * t) 1650free_treasurestruct (treasure *t)
1817{ 1651{
1818 if (t->next)
1819 free_treasurestruct (t->next); 1652 if (t->next) free_treasurestruct (t->next);
1820 if (t->next_yes)
1821 free_treasurestruct (t->next_yes); 1653 if (t->next_yes) free_treasurestruct (t->next_yes);
1822 if (t->next_no)
1823 free_treasurestruct (t->next_no); 1654 if (t->next_no) free_treasurestruct (t->next_no);
1824 1655
1825 delete t; 1656 delete t;
1826} 1657}
1827 1658
1828void 1659static void
1829free_charlinks (linked_char * lc) 1660free_charlinks (linked_char *lc)
1830{ 1661{
1831 if (lc->next) 1662 if (lc->next)
1832 free_charlinks (lc->next); 1663 free_charlinks (lc->next);
1833 1664
1834 delete lc; 1665 delete lc;
1835} 1666}
1836 1667
1837void 1668static void
1838free_artifact (artifact * at) 1669free_artifact (artifact *at)
1839{ 1670{
1840
1841 if (at->next)
1842 free_artifact (at->next); 1671 if (at->next) free_artifact (at->next);
1843 if (at->allowed)
1844 free_charlinks (at->allowed); 1672 if (at->allowed) free_charlinks (at->allowed);
1845 1673
1846 delete at->item; 1674 at->item->destroy ();
1847 1675
1848 delete at;
1849}
1850
1851void
1852free_artifactlist (artifactlist * al)
1853{
1854 artifactlist *nextal;
1855 for (al = first_artifactlist; al != NULL; al = nextal)
1856 {
1857 nextal = al->next;
1858 if (al->items)
1859 {
1860 free_artifact (al->items);
1861 }
1862 free (al); 1676 sfree (at);
1863 }
1864} 1677}
1865 1678
1866void
1867free_all_treasures (void)
1868{
1869 treasurelist *tl, *next;
1870
1871
1872 for (tl = first_treasurelist; tl != NULL; tl = next)
1873 {
1874 next = tl->next;
1875 if (tl->items)
1876 free_treasurestruct (tl->items);
1877 delete tl;
1878 }
1879 free_artifactlist (first_artifactlist);
1880}

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