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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.21 by root, Wed Sep 27 00:36:08 2006 UTC vs.
Revision 1.122 by root, Sun Nov 18 15:19:48 2018 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23
24#define ALLOWED_COMBINATION
25 25
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * 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
28 * 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
29 * left on 29 * left on
30 */ 30 */
31#define TREASURE_DEBUG 31#define TREASURE_DEBUG
32 32
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 33/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 34
35/* #define TREASURE_VERBOSE */ 35//#define TREASURE_VERBOSE
36 36
37#include <global.h> 37#include <global.h>
38#include <treasure.h> 38#include <treasure.h>
39#include <funcpoint.h>
40#include <loader.h>
41 39
40#include <flat_hash_map.hpp>
41
42// used only by treasure.C, does not handle null arch ptrs
43#define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name)
44
45extern char *spell_mapping[];
46
47static treasurelist *first_treasurelist;
42 48
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 50
46/* 51typedef ska::flat_hash_map<
47 * Initialize global archtype pointers: 52 const char *,
48 */ 53 treasurelist *,
54 str_hash,
55 str_equal,
56 slice_allocator< std::pair<const char *const, treasurelist *> >
57> tl_map_t;
49 58
50void 59static tl_map_t tl_map;
51init_archetype_pointers ()
52{
53 int prev_warn = warn_archetypes;
54 60
55 warn_archetypes = 1; 61//TODO: class method
56 if (ring_arch == NULL) 62static void free_treasurestruct (treasure *t); // bleh desu
57 ring_arch = archetype::find ("ring"); 63static void
58 if (amulet_arch == NULL) 64clear (treasurelist *tl)
59 amulet_arch = archetype::find ("amulet"); 65{
60 if (staff_arch == NULL) 66 if (tl->items)
61 staff_arch = archetype::find ("staff"); 67 {
62 if (crown_arch == NULL) 68 free_treasurestruct (tl->items);
63 crown_arch = archetype::find ("crown"); 69 tl->items = 0;
64 warn_archetypes = prev_warn; 70 }
65}
66 71
67/* 72 tl->total_chance = 0;
68 * Allocate and return the pointer to an empty treasurelist structure. 73}
69 */
70 74
75/*
76 * Searches for the given treasurelist
77 */
71static treasurelist * 78treasurelist *
72get_empty_treasurelist (void) 79treasurelist::find (const char *name)
73{ 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 {
74 return new treasurelist; 103 tl = new treasurelist;
75}
76 104
77/* 105 tl->name = name;
78 * Allocate and return the pointer to an empty treasure structure. 106 tl->next = first_treasurelist;
79 */ 107 first_treasurelist = tl;
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85 108
86 t->chance = 100; 109 tl_map.insert (std::make_pair (tl->name, tl));
110 }
87 111
88 return t; 112 return tl;
89} 113}
114
115#ifdef TREASURE_DEBUG
116/* recursived checks the linked list. Treasurelist is passed only
117 * so that the treasure name can be printed out
118 */
119static void
120check_treasurelist (const treasure *t, const treasurelist * tl)
121{
122 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
123 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
124
125 if (t->next)
126 check_treasurelist (t->next, tl);
127
128 if (t->next_yes)
129 check_treasurelist (t->next_yes, tl);
130
131 if (t->next_no)
132 check_treasurelist (t->next_no, tl);
133}
134#endif
90 135
91/* 136/*
92 * Reads the lib/treasure file from disk, and parses the contents 137 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 138 * into an internal treasure structure (very linked lists)
94 */ 139 */
95
96static treasure * 140static treasure *
97load_treasure (FILE * fp, int *line) 141read_treasure (object_thawer &f)
98{ 142{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 143 treasure *t = new treasure;
101 int value;
102 144
103 nroftreasures++; 145 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 146
108 if (*buf == '#') 147 for (;;)
109 continue; 148 {
110 if ((cp = strchr (buf, '\n')) != NULL) 149 coroapi::cede_to_tick ();
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 150
116 if (sscanf (cp, "arch %s", variable)) 151 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 152 {
121 else if (sscanf (cp, "list %s", variable)) 153 case KW_arch:
122 t->name = variable; 154 t->item = archetype::find (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 155
124 t->change_arch.name = variable; 156 if (!t->item)
125 else if (sscanf (cp, "change_title %s", variable))
126 t->change_arch.title = variable;
127 else if (sscanf (cp, "change_slaying %s", variable))
128 t->change_arch.slaying = variable;
129 else if (sscanf (cp, "chance %d", &value))
130 t->chance = (uint8) value;
131 else if (sscanf (cp, "nrof %d", &value))
132 t->nrof = (uint16) value;
133 else if (sscanf (cp, "magic %d", &value))
134 t->magic = (uint8) value;
135 else if (!strcmp (cp, "yes"))
136 t->next_yes = load_treasure (fp, line);
137 else if (!strcmp (cp, "no"))
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 { 157 {
143 t->next = load_treasure (fp, line); 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 ();
144 return t; 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;
145 } 188 }
146 else 189
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 190 f.next ();
148 } 191 }
149 LOG (llevError, "treasure lacks 'end'.\n"); 192
193 // not reached
194
195error:
196 delete t;
150 return t; 197 return 0;
151} 198}
152 199
153#ifdef TREASURE_DEBUG
154
155/* recursived checks the linked list. Treasurelist is passed only
156 * so that the treasure name can be printed out
157 */
158static void
159check_treasurelist (const treasure *t, const treasurelist * tl)
160{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name)
167 (void) find_treasurelist (t->name);
168 if (t->next)
169 check_treasurelist (t->next, tl);
170 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl);
172 if (t->next_no)
173 check_treasurelist (t->next_no, tl);
174}
175#endif
176
177/* 200/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 201 * Each treasure is parsed with the help of load_treasure().
180 */ 202 */
181 203treasurelist *
182void 204treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 205{
185 FILE *fp; 206 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
186 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187 treasurelist *previous = NULL;
188 treasure *t;
189 int comp, line = 0;
190 207
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 208 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 209 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 210 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 211 tl->items = read_treasure (f);
212 if (!tl->items)
195 return; 213 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 214
203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 {
205 treasurelist *tl = get_empty_treasurelist ();
206
207 tl->name = name;
208 if (previous == NULL)
209 first_treasurelist = tl;
210 else
211 previous->next = tl;
212 previous = tl;
213 tl->items = load_treasure (fp, &line);
214
215 /* This is a one of the many items on the list should be generated. 215 /* This is a one of the many items on the list should be generated.
216 * Add up the chance total, and check to make sure the yes & no 216 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 217 * fields of the treasures are not being used.
218 */ 218 */
219 if (!strncmp (buf, "treasureone", 11)) 219 if (one)
220 {
221 for (treasure *t = tl->items; t; t = t->next)
222 {
223 if (t->next_yes || t->next_no)
220 { 224 {
221 for (t = tl->items; t != NULL; t = t->next)
222 {
223#ifdef TREASURE_DEBUG
224 if (t->next_yes || t->next_no)
225 {
226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
227 LOG (llevError, " the next_yes or next_no field is set\n"); 226 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 227 }
233 }
234 else
235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
236 }
237 close_and_delete (fp, comp);
238 228
239#ifdef TREASURE_DEBUG 229 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 230 }
241 * verify that list transitions work (ie, the list that it is supposed 231 }
242 * to transition to exists). Also, verify that at least the name
243 * or archetype is set for each treasure element.
244 */
245 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
246 check_treasurelist (previous->items, previous);
247#endif
248}
249 232
250/*
251 * Searches for the given treasurelist in the globally linked list
252 * of treasurelists which has been built by load_treasures().
253 */
254
255treasurelist *
256find_treasurelist (const char *name)
257{
258 shstr_cmp name_ (name);
259
260 if (!name_)
261 return 0;
262
263 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name)
265 return tl;
266
267 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
270 return 0; 233 return tl;
271} 234}
272
273 235
274/* 236/*
275 * Generates the objects specified by the given treasure. 237 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 238 * It goes recursively through the rest of the linked list.
277 * 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,
280 * being generated. 242 * being generated.
281 * 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
282 * abilities. This is used by summon spells, thus no summoned monsters 244 * abilities. This is used by summon spells, thus no summoned monsters
283 * start with equipment, but only their abilities). 245 * start with equipment, but only their abilities).
284 */ 246 */
285
286
287static void 247static void
288put_treasure (object *op, object *creator, int flags) 248put_treasure (object *op, object *creator, int flags)
289{ 249{
290 object *tmp; 250 if (flags & GT_ENVIRONMENT)
291 251 {
292 /* 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
293 * 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
294 * 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
295 * by another object. 255 * by another object.
296 */ 256 */
297 if (flags & GT_ENVIRONMENT && op->type != SPELL) 257 //TODO: flag such as objects... as such (no drop, anybody?)
298 { 258 if (op->type == SPELL)
299 op->x = creator->x; 259 {
300 op->y = creator->y; 260 op->destroy ();
301 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;
302 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 }
303 } 274 }
304 else 275 else
305 { 276 {
306 op = insert_ob_in_ob (op, creator); 277 op = creator->insert (op);
278
307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 279 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
308 monster_check_apply (creator, op); 280 monster_check_apply (creator, op);
309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
310 esrv_send_item (tmp, op);
311 } 281 }
312} 282}
313 283
314/* 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
315 * in the generated object 285 * in the generated object
329 299
330 if (t->change_arch.slaying) 300 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 301 op->slaying = t->change_arch.slaying;
332} 302}
333 303
334void 304static void
335create_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)
336{ 306{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 307 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 308 {
341 if (t->name) 309 if (t->name)
342 { 310 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 311 if (difficulty >= t->magic)
312 if (treasurelist *tl = treasurelist::find (t->name))
344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 313 create_treasure (tl, op, flag, difficulty, tries);
314 else
315 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
345 } 316 }
346 else 317 else
347 { 318 {
348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 319 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 320 {
350 tmp = arch_to_object (t->item); 321 object *tmp = t->item->instance ();
322
351 if (t->nrof && tmp->nrof <= 1) 323 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 324 tmp->nrof = rndm (t->nrof) + 1;
325
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 326 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 327 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 328 put_treasure (tmp, op, flag);
356 } 329 }
357 } 330 }
358 331
359 if (t->next_yes != NULL) 332 if (t->next_yes)
360 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 333 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 } 334 }
362 else if (t->next_no != NULL) 335 else if (t->next_no)
363 create_all_treasures (t->next_no, op, flag, difficulty, tries); 336 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 337
365 if (t->next != NULL) 338 if (t->next)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 339 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 340}
368 341
369void 342static void
370create_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)
371{ 344{
372 int value = RANDOM () % tl->total_chance; 345 int value = rndm (tl->total_chance);
373 treasure *t; 346 treasure *t;
374 347
375 if (tries++ > 100) 348 if (tries++ > 100)
376 { 349 {
377 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");
378 return; 351 return;
379 } 352 }
380 353
381 for (t = tl->items; t != NULL; t = t->next) 354 for (t = tl->items; t; t = t->next)
382 { 355 {
383 value -= t->chance; 356 value -= t->chance;
384 357
385 if (value < 0) 358 if (value < 0)
386 break; 359 break;
387 } 360 }
388 361
389 if (!t || value >= 0) 362 if (!t || value >= 0)
390 {
391 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);
392 abort ();
393 return;
394 }
395 364
396 if (t->name) 365 if (t->name)
397 { 366 {
398 if (!strcmp (t->name, "NONE"))
399 return;
400
401 if (difficulty >= t->magic) 367 if (difficulty >= t->magic)
368 {
369 treasurelist *tl = treasurelist::find (t->name);
370 if (tl)
402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 371 create_treasure (tl, op, flag, difficulty, tries);
372 }
403 else if (t->nrof) 373 else if (t->nrof)
404 create_one_treasure (tl, op, flag, difficulty, tries); 374 create_one_treasure (tl, op, flag, difficulty, tries);
405
406 return;
407 } 375 }
408
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 376 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
410 { 377 {
411 object *tmp = arch_to_object (t->item); 378 if (object *tmp = t->item->instance ())
412 379 {
413 if (!tmp)
414 return;
415
416 if (t->nrof && tmp->nrof <= 1) 380 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 381 tmp->nrof = rndm (t->nrof) + 1;
418 382
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 383 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 384 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 385 put_treasure (tmp, op, flag);
386 }
422 } 387 }
388}
389
390void
391object::create_treasure (treasurelist *tl, int flags)
392{
393 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
423} 394}
424 395
425/* This calls the appropriate treasure creation function. tries is passed 396/* This calls the appropriate treasure creation function. tries is passed
426 * to determine how many list transitions or attempts to create treasure 397 * to determine how many list transitions or attempts to create treasure
427 * 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
428 * list transitions, or so that excessively good treasure will not be 399 * list transitions, or so that excessively good treasure will not be
429 * 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
430 * to do that. 401 * to do that.
431 */ 402 */
432void 403void
433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 404create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
434{ 405{
406 // empty treasurelists are legal
407 if (!tl->items)
408 return;
435 409
436 if (tries++ > 100) 410 if (tries++ > 100)
437 { 411 {
438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 412 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
439 return; 413 return;
440 } 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
441 if (t->total_chance) 425 if (tl->total_chance)
442 create_one_treasure (t, op, flag, difficulty, tries); 426 create_one_treasure (tl, op, flag, difficulty, tries);
443 else 427 else
444 create_all_treasures (t->items, op, flag, difficulty, tries); 428 create_all_treasures (tl->items, op, flag, difficulty, tries);
445} 429}
446 430
447/* This is similar to the old generate treasure function. However, 431/* This is similar to the old generate treasure function. However,
448 * 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
449 * create_treasure. We create a dummy object that the treasure gets 433 * create_treasure. We create a dummy object that the treasure gets
450 * inserted into, and then return that treausre 434 * inserted into, and then return that treausre
451 */ 435 */
452object * 436object *
453generate_treasure (treasurelist * t, int difficulty) 437generate_treasure (treasurelist *tl, int difficulty)
454{ 438{
455 object *ob = get_object (), *tmp; 439 difficulty = clamp (difficulty, 1, settings.max_level);
456 440
441 object *ob = object::create ();
442
457 create_treasure (t, ob, 0, difficulty, 0); 443 create_treasure (tl, ob, 0, difficulty, 0);
458 444
459 /* 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 */
460 tmp = ob->inv; 446 object *tmp = ob->inv;
461 if (tmp != NULL) 447 if (tmp)
462 remove_ob (tmp); 448 tmp->remove ();
463 449
464 if (ob->inv) 450 if (ob->inv)
465 LOG (llevError, "In generate treasure, created multiple objects.\n"); 451 LOG (llevError, "In generate treasure, created multiple objects.\n");
466 452
467 free_object (ob); 453 ob->destroy ();
454
468 return tmp; 455 return tmp;
469} 456}
470 457
471/* 458/*
472 * 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
474 * 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
475 * magical bonus "wanted". 462 * magical bonus "wanted".
476 */ 463 */
477 464
478static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 465static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
479
480/*chance of magic difficulty*/ 466// chance of magic difficulty
481
482/* +0 +1 +2 +3 +4 */ 467// +0 +1 +2 +3 +4
483 {95, 2, 2, 1, 0}, /*1 */ 468 {95, 2, 2, 1, 0}, // 1
484 {92, 5, 2, 1, 0}, /*2 */ 469 {92, 5, 2, 1, 0}, // 2
485 {85, 10, 4, 1, 0}, /*3 */ 470 {85, 10, 4, 1, 0}, // 3
486 {80, 14, 4, 2, 0}, /*4 */ 471 {80, 14, 4, 2, 0}, // 4
487 {75, 17, 5, 2, 1}, /*5 */ 472 {75, 17, 5, 2, 1}, // 5
488 {70, 18, 8, 3, 1}, /*6 */ 473 {70, 18, 8, 3, 1}, // 6
489 {65, 21, 10, 3, 1}, /*7 */ 474 {65, 21, 10, 3, 1}, // 7
490 {60, 22, 12, 4, 2}, /*8 */ 475 {60, 22, 12, 4, 2}, // 8
491 {55, 25, 14, 4, 2}, /*9 */ 476 {55, 25, 14, 4, 2}, // 9
492 {50, 27, 16, 5, 2}, /*10 */ 477 {50, 27, 16, 5, 2}, // 10
493 {45, 28, 18, 6, 3}, /*11 */ 478 {45, 28, 18, 6, 3}, // 11
494 {42, 28, 20, 7, 3}, /*12 */ 479 {42, 28, 20, 7, 3}, // 12
495 {40, 27, 21, 8, 4}, /*13 */ 480 {40, 27, 21, 8, 4}, // 13
496 {38, 25, 22, 10, 5}, /*14 */ 481 {38, 25, 22, 10, 5}, // 14
497 {36, 23, 23, 12, 6}, /*15 */ 482 {36, 23, 23, 12, 6}, // 15
498 {33, 21, 24, 14, 8}, /*16 */ 483 {33, 21, 24, 14, 8}, // 16
499 {31, 19, 25, 16, 9}, /*17 */ 484 {31, 19, 25, 16, 9}, // 17
500 {27, 15, 30, 18, 10}, /*18 */ 485 {27, 15, 30, 18, 10}, // 18
501 {20, 12, 30, 25, 13}, /*19 */ 486 {20, 12, 30, 25, 13}, // 19
502 {15, 10, 28, 30, 17}, /*20 */ 487 {15, 10, 28, 30, 17}, // 20
503 {13, 9, 27, 28, 23}, /*21 */ 488 {13, 9, 27, 28, 23}, // 21
504 {10, 8, 25, 28, 29}, /*22 */ 489 {10, 8, 25, 28, 29}, // 22
505 {8, 7, 23, 26, 36}, /*23 */ 490 { 8, 7, 23, 26, 36}, // 23
506 {6, 6, 20, 22, 46}, /*24 */ 491 { 6, 6, 20, 22, 46}, // 24
507 {4, 5, 17, 18, 56}, /*25 */ 492 { 4, 5, 17, 18, 56}, // 25
508 {2, 4, 12, 14, 68}, /*26 */ 493 { 2, 4, 12, 14, 68}, // 26
509 {0, 3, 7, 10, 80}, /*27 */ 494 { 0, 3, 7, 10, 80}, // 27
510 {0, 0, 3, 7, 90}, /*28 */ 495 { 0, 0, 3, 7, 90}, // 28
511 {0, 0, 0, 3, 97}, /*29 */ 496 { 0, 0, 0, 3, 97}, // 29
512 {0, 0, 0, 0, 100}, /*30 */ 497 { 0, 0, 0, 0, 100}, // 30
513 {0, 0, 0, 0, 100}, /*31 */ 498 { 0, 0, 0, 0, 100}, // 31
514}; 499};
515 500
516
517/* calculate the appropriate level for wands staves and scrolls. 501/* calculate the appropriate level for wands staves and scrolls.
518 * 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)
519 * 503 *
520 * elmex Wed Aug 9 17:44:59 CEST 2006: 504 * elmex Wed Aug 9 17:44:59 CEST 2006:
521 * 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.
522 */ 506 */
523 507static int
524int
525level_for_item (const object *op, int difficulty) 508level_for_item (const object *op, int difficulty)
526{ 509{
527 int olevel = 0;
528
529 if (!op->inv) 510 if (!op->inv)
530 { 511 {
531 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);
532 return 0; 513 return 0;
533 } 514 }
534 515
535 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 516 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
536 517
537 if (olevel <= 0) 518 if (olevel <= 0)
538 olevel = rndm (1, MIN (op->inv->level, 1)); 519 olevel = rndm (1, op->inv->level);
539 520
540 if (olevel > MAXLEVEL) 521 return min (olevel, MAXLEVEL_TREASURE);
541 olevel = MAXLEVEL;
542
543 return olevel;
544} 522}
545 523
546/* 524/*
547 * Based upon the specified difficulty and upon the difftomagic_list array, 525 * Based upon the specified difficulty and upon the difftomagic_list array,
548 * a random magical bonus is returned. This is used when determine 526 * a random magical bonus is returned. This is used when determine
551 * elmex Thu Aug 10 18:45:44 CEST 2006: 529 * elmex Thu Aug 10 18:45:44 CEST 2006:
552 * 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
553 * weird integer between 1-31. 531 * weird integer between 1-31.
554 * 532 *
555 */ 533 */
556 534static int
557int
558magic_from_difficulty (int difficulty) 535magic_from_difficulty (int difficulty)
559{ 536{
560 int percent = 0, magic = 0;
561 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);
562 539
563 scaled_diff--; 540 int percent = rndm (100);
541 int magic;
564 542
565 if (scaled_diff < 0)
566 scaled_diff = 0;
567
568 if (scaled_diff >= DIFFLEVELS)
569 scaled_diff = DIFFLEVELS - 1;
570
571 percent = RANDOM () % 100;
572
573 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 543 for (magic = 0; magic <= MAXMAGIC; magic++)
574 { 544 {
575 percent -= difftomagic_list[scaled_diff][magic]; 545 percent -= difftomagic_list[scaled_diff][magic];
576 546
577 if (percent < 0) 547 if (percent < 0)
578 break; 548 break;
579 } 549 }
580 550
581 if (magic == (MAXMAGIC + 1)) 551 if (magic > MAXMAGIC)
582 { 552 {
583 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);
584 magic = 0; 554 magic = 0;
585 } 555 }
586 556
587 magic = (RANDOM () % 3) ? magic : -magic; 557 magic = (rndm (3)) ? magic : -magic;
588 /* 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); */
589 559
590 return magic; 560 return magic;
591} 561}
592 562
594 * Sets magical bonus in an object, and recalculates the effect on 564 * Sets magical bonus in an object, and recalculates the effect on
595 * the armour variable, and the effect on speed of armour. 565 * the armour variable, and the effect on speed of armour.
596 * This function doesn't work properly, should add use of archetypes 566 * This function doesn't work properly, should add use of archetypes
597 * to make it truly absolute. 567 * to make it truly absolute.
598 */ 568 */
599
600void 569void
601set_abs_magic (object *op, int magic) 570set_abs_magic (object *op, int magic)
602{ 571{
603 if (!magic) 572 if (!magic)
604 return; 573 return;
605 574
606 op->magic = magic; 575 op->magic = magic;
607 if (op->arch) 576 if (op->arch)
608 { 577 {
609 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
610 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
611 580
612 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 */
613 magic = (-magic); 582 magic = (-magic);
583
614 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 584 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
615 } 585 }
616 else 586 else
617 { 587 {
618 if (op->type == ARMOUR) 588 if (op->type == ARMOUR)
619 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 589 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590
620 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 */
621 magic = (-magic); 592 magic = (-magic);
593
622 op->weight = (op->weight * (100 - magic * 10)) / 100; 594 op->weight = (op->weight * (100 - magic * 10)) / 100;
623 } 595 }
624} 596}
625 597
626/* 598/*
629 */ 601 */
630 602
631static void 603static void
632set_magic (int difficulty, object *op, int max_magic, int flags) 604set_magic (int difficulty, object *op, int max_magic, int flags)
633{ 605{
634 int i;
635
636 i = magic_from_difficulty (difficulty); 606 int i = magic_from_difficulty (difficulty);
607
637 if ((flags & GT_ONLY_GOOD) && i < 0) 608 if ((flags & GT_ONLY_GOOD) && i < 0)
638 i = -i; 609 i = -i;
610
639 if (i > max_magic) 611 i = min (i, max_magic);
640 i = max_magic; 612
641 set_abs_magic (op, i); 613 set_abs_magic (op, i);
642 if (i < 0) 614 if (i < 0)
643 SET_FLAG (op, FLAG_CURSED); 615 op->set_flag (FLAG_CURSED);
644} 616}
645 617
646/* 618/*
647 * Randomly adds one magical ability to the given object. 619 * Randomly adds one magical ability to the given object.
648 * Modified for Partial Resistance in many ways: 620 * Modified for Partial Resistance in many ways:
649 * 1) Since rings can have multiple bonuses, if the same bonus 621 * 1) Since rings can have multiple bonuses, if the same bonus
650 * is rolled again, increase it - the bonuses now stack with 622 * is rolled again, increase it - the bonuses now stack with
651 * other bonuses previously rolled and ones the item might natively have. 623 * other bonuses previously rolled and ones the item might natively have.
652 * 2) Add code to deal with new PR method. 624 * 2) Add code to deal with new PR method.
653 */ 625 */
654 626static void
655void
656set_ring_bonus (object *op, int bonus) 627set_ring_bonus (object *op, int bonus)
657{ 628{
658
659 int r = RANDOM () % (bonus > 0 ? 25 : 11); 629 int r = rndm (bonus > 0 ? 25 : 11);
660 630
661 if (op->type == AMULET) 631 if (op->type == AMULET)
662 { 632 if (!rndm (21))
663 if (!(RANDOM () % 21)) 633 r = 20 + rndm (2);
664 r = 20 + RANDOM () % 2; 634 else if (rndm (2))
635 r = 10;
665 else 636 else
666 { 637 r = 11 + rndm (9);
667 if (RANDOM () & 2)
668 r = 10;
669 else
670 r = 11 + RANDOM () % 9;
671 }
672 }
673 638
674 switch (r) 639 switch (r)
675 { 640 {
676 /* 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,
677 * bonuses and penalties will stack and add to existing values. 642 * bonuses and penalties will stack and add to existing values.
678 * of the item. 643 * of the item.
679 */ 644 */
680 case 0: 645 case 0:
681 case 1: 646 case 1:
682 case 2: 647 case 2:
683 case 3: 648 case 3:
684 case 4: 649 case 4:
685 case 5: 650 case 5:
686 case 6: 651 case 6:
687 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 652 op->stats.stat (r) += bonus;
688 break; 653 break;
689 654
690 case 7: 655 case 7:
691 op->stats.dam += bonus; 656 op->stats.dam += bonus;
692 break; 657 break;
712 case 16: 677 case 16:
713 case 17: 678 case 17:
714 case 18: 679 case 18:
715 case 19: 680 case 19:
716 { 681 {
717 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 682 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
718 683
719 /* 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) */
720 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 685 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
721 686
722 /* 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
723 * positive values for how protections work out. Put another 688 * positive values for how protections work out. Put another
724 * 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
725 * even values. 690 * even values.
726 */ 691 */
727 if (bonus < 0) 692 if (bonus < 0)
728 val = 2 * -val - RANDOM () % b; 693 val = 2 * -val - rndm (b);
729 if (val > 35) 694
730 val = 35; /* Upper limit */ 695 val = min (35, val); /* Upper limit */
696
731 b = 0; 697 b = 0;
698
732 while (op->resist[resist_table[resist]] != 0 && b < 4) 699 while (op->resist[resist_table[resist]] != 0 && b < 4)
733 {
734 resist = RANDOM () % num_resist_table; 700 resist = rndm (num_resist_table);
735 } 701
736 if (b == 4) 702 if (b == 4)
737 return; /* Not able to find a free resistance */ 703 return; /* Not able to find a free resistance */
704
738 op->resist[resist_table[resist]] = val; 705 op->resist[resist_table[resist]] = val;
739 /* We should probably do something more clever here to adjust value 706 /* We should probably do something more clever here to adjust value
740 * based on how good a resistance we gave. 707 * based on how good a resistance we gave.
741 */ 708 */
742 break; 709 break;
743 } 710 }
744 case 20: 711 case 20:
745 if (op->type == AMULET) 712 if (op->type == AMULET)
746 { 713 {
747 SET_FLAG (op, FLAG_REFL_SPELL); 714 op->set_flag (FLAG_REFL_SPELL);
748 op->value *= 11; 715 op->value *= 11;
749 } 716 }
750 else 717 else
751 { 718 {
752 op->stats.hp = 1; /* regenerate hit points */ 719 op->stats.hp = 1; /* regenerate hit points */
755 break; 722 break;
756 723
757 case 21: 724 case 21:
758 if (op->type == AMULET) 725 if (op->type == AMULET)
759 { 726 {
760 SET_FLAG (op, FLAG_REFL_MISSILE); 727 op->set_flag (FLAG_REFL_MISSILE);
761 op->value *= 9; 728 op->value *= 9;
762 } 729 }
763 else 730 else
764 { 731 {
765 op->stats.sp = 1; /* regenerate spell points */ 732 op->stats.sp = 1; /* regenerate spell points */
767 } 734 }
768 break; 735 break;
769 736
770 case 22: 737 case 22:
771 op->stats.exp += bonus; /* Speed! */ 738 op->stats.exp += bonus; /* Speed! */
772 op->value = (op->value * 2) / 3; 739 op->value = op->value * 2 / 3;
773 break; 740 break;
774 } 741 }
742
775 if (bonus > 0) 743 if (bonus > 0)
776 op->value *= 2 * bonus; 744 op->value = 2 * op->value * bonus;
777 else 745 else
778 op->value = -(op->value * 2 * bonus) / 3; 746 op->value = -2 * op->value * bonus / 3;
779} 747}
780 748
781/* 749/*
782 * 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.
783 * 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
784 * higher is the chance of returning a low number. 752 * higher is the chance of returning a low number.
785 * 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
786 * rings and amulets. 754 * rings and amulets.
787 * 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.
788 */ 756 */
789 757static int
790int
791get_magic (int diff) 758get_magic (int diff)
792{ 759{
793 int i; 760 diff = min (3, diff);
794 761
795 if (diff < 3)
796 diff = 3;
797 for (i = 0; i < 4; i++) 762 for (int i = 0; i < 4; i++)
798 if (RANDOM () % diff) 763 if (rndm (diff))
799 return i; 764 return i;
765
800 return 4; 766 return 4;
801} 767}
802 768
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
803#define DICE2 (get_magic(2)==2?2:1) 809#define DICE2 (get_magic(2) == 2 ? 2 : 1)
804#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))
805 811
806/* 812/*
807 * 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
808 * 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
809 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 815 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
810 */ 816 */
811 817
812/* 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
813 * 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
814 * 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
815 * way to do this? b.t. */ 821 * way to do this? b.t. */
816 822
817/* 823/*
818 * ! (flags & GT_ENVIRONMENT): 824 * ! (flags & GT_ENVIRONMENT):
819 * Automatically calls fix_flesh_item(). 825 * Automatically calls fix_flesh_item().
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
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 }
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.
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;
923
924 tmp = get_archetype (spell_mapping[op->stats.sp]); 930 object *tmp = archetype::get (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 */
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;
958
959 tmp = get_archetype (spell_mapping[op->stats.sp]); 963 object *tmp = archetype::get (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 }
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);
992
988 break; 993 break;
989 } 994 }
990 995
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)
997 {
998 remove_ob (op);
999 free_object (op);
1000 op = NULL;
1001 break;
1002 }
1003
1004 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1001 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1005 break; 1002 break;
1006 1003
1007 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1004 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1008 SET_FLAG (op, FLAG_CURSED); 1005 op->set_flag (FLAG_CURSED);
1009 1006
1010 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1007 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1011 1008
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 1024
1028 if (d > 0) 1025 if (d > 0)
1029 op->value *= 5; 1026 op->value *= 5;
1027
1030 set_ring_bonus (op, d); 1028 set_ring_bonus (op, d);
1031 } 1029 }
1032 } 1030 }
1033 1031
1034 if (GET_ANIM_ID (op)) 1032 if (op->animation_id)
1035 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1033 op->set_anim_frame (rndm (op->anim_frames ()));
1036 1034
1037 break; 1035 break;
1038 1036
1039 case BOOK: 1037 case BOOK:
1040 /* Is it an empty book?, if yes lets make a special· 1038 /* Is it an empty book?, if yes lets make a special·
1041 * msg for it, and tailor its properties based on the· 1039 * msg for it, and tailor its properties based on the·
1042 * creator and/or map level we found it on. 1040 * creator and/or map level we found it on.
1043 */ 1041 */
1044 if (!op->msg && RANDOM () % 10) 1042 if (!op->msg && rndm (10))
1045 { 1043 {
1046 /* set the book level properly */ 1044 /* set the book level properly */
1047 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1045 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1048 { 1046 {
1049 if (op->map && op->map->difficulty) 1047 if (op->map && op->map->difficulty)
1050 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1048 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1051 else 1049 else
1052 op->level = RANDOM () % 20 + 1; 1050 op->level = rndm (20) + 1;
1053 } 1051 }
1054 else 1052 else
1055 op->level = RANDOM () % creator->level; 1053 op->level = rndm (creator->level);
1056 1054
1057 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);
1058 /* books w/ info are worth more! */ 1056 /* books w/ info are worth more! */
1059 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));
1060 /* creator related stuff */
1061
1062 /* for library, chained books. Note that some monsters have no_pick
1063 * set - we don't want to set no pick in that case.
1064 */
1065 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1066 SET_FLAG (op, FLAG_NO_PICK);
1067 if (creator->slaying && !op->slaying) /* for check_inv floors */
1068 op->slaying = creator->slaying;
1069 1058
1070 /* add exp so reading it gives xp (once) */ 1059 /* add exp so reading it gives xp (once) */
1071 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1060 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1072 } 1061 }
1062
1063 /* creator related stuff */
1064
1065 /* for library, chained books. Note that some monsters have no_pick
1066 * set - we don't want to set no pick in that case.
1067 */
1068 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1069 op->set_flag (FLAG_NO_PICK);
1070 if (creator->slaying && !op->slaying) /* for check_inv floors */
1071 op->slaying = creator->slaying;
1073 break; 1072 break;
1074 1073
1075 case SPELLBOOK: 1074 case SPELLBOOK:
1076 op->value = op->value * op->inv->value; 1075 op->value *= value_factor_from_spell_item (op->inv, 0);
1076
1077 /* add exp so learning gives xp */ 1077 /* add exp so learning gives xp */
1078 op->level = op->inv->level; 1078 op->level = op->inv->level;
1079 op->stats.exp = op->value; 1079 op->stats.exp = op->value;
1080 break; 1080 break;
1081 1081
1085 * and reset nrof. 1085 * and reset nrof.
1086 */ 1086 */
1087 op->stats.food = op->inv->nrof; 1087 op->stats.food = op->inv->nrof;
1088 op->nrof = 1; 1088 op->nrof = 1;
1089 /* If the spell changes by level, choose a random level 1089 /* If the spell changes by level, choose a random level
1090 * for it, and adjust price. If the spell doesn't 1090 * for it.
1091 * change by level, just set the wand to the level of
1092 * the spell, and value calculation is simpler.
1093 */ 1091 */
1094 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1092 if (op->inv->duration_modifier
1095 { 1093 || op->inv->dam_modifier
1094 || op->inv->range_modifier)
1096 op->level = level_for_item (op, difficulty); 1095 op->level = level_for_item (op, difficulty);
1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1098 }
1099 else 1096 else
1100 {
1101 op->level = op->inv->level; 1097 op->level = op->inv->level;
1102 op->value = op->value * op->inv->value; 1098
1103 } 1099 op->value *= value_factor_from_spell_item (op->inv, op);
1104 break; 1100 break;
1105 1101
1106 case ROD: 1102 case ROD:
1107 op->level = level_for_item (op, difficulty); 1103 op->level = level_for_item (op, difficulty);
1108 /* Add 50 to both level an divisor to keep prices a little more 1104 op->value *= value_factor_from_spell_item (op->inv, op);
1109 * reasonable. Otherwise, a high level version of a low level 1105
1110 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1111 * 10 time multiplier). This way, the value are a bit more reasonable.
1112 */
1113 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1114 /* 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 */
1115 if (op->stats.maxhp) 1107 if (op->stats.maxhp)
1116 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);
1117 else 1109 else
1118 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);
1119 1111
1120 op->stats.hp = op->stats.maxhp; 1112 op->stats.hp = op->stats.maxhp;
1121 break; 1113 break;
1122 1114
1123 case SCROLL: 1115 case SCROLL:
1124 op->level = level_for_item (op, difficulty); 1116 op->level = level_for_item (op, difficulty);
1125 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);
1126 1118
1127 /* add exp so reading them properly gives xp */ 1119 /* add exp so reading them properly gives xp */
1128 op->stats.exp = op->value / 5; 1120 op->stats.exp = op->value / 5;
1129 op->nrof = op->inv->nrof; 1121 op->nrof = op->inv->nrof;
1130 break; 1122 break;
1138 break; 1130 break;
1139 } /* switch type */ 1131 } /* switch type */
1140 1132
1141 if (flags & GT_STARTEQUIP) 1133 if (flags & GT_STARTEQUIP)
1142 { 1134 {
1143 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])
1144 SET_FLAG (op, FLAG_STARTEQUIP); 1136 op->set_flag (FLAG_STARTEQUIP);
1145 else if (op->type != MONEY) 1137 else if (op->type != MONEY)
1146 op->value = 0; 1138 op->value = 0;
1147 } 1139 }
1148 1140
1149 if (!(flags & GT_ENVIRONMENT)) 1141 if (!(flags & GT_ENVIRONMENT))
1159 */ 1151 */
1160 1152
1161/* 1153/*
1162 * Allocate and return the pointer to an empty artifactlist structure. 1154 * Allocate and return the pointer to an empty artifactlist structure.
1163 */ 1155 */
1164
1165static artifactlist * 1156static artifactlist *
1166get_empty_artifactlist (void) 1157get_empty_artifactlist ()
1167{ 1158{
1168 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1159 return salloc0<artifactlist> ();
1169
1170 if (tl == NULL)
1171 fatal (OUT_OF_MEMORY);
1172 tl->next = NULL;
1173 tl->items = NULL;
1174 tl->total_chance = 0;
1175 return tl;
1176} 1160}
1177 1161
1178/* 1162/*
1179 * Allocate and return the pointer to an empty artifact structure. 1163 * Allocate and return the pointer to an empty artifact structure.
1180 */ 1164 */
1181
1182static artifact * 1165static artifact *
1183get_empty_artifact (void) 1166get_empty_artifact ()
1184{ 1167{
1185 artifact *t = (artifact *) malloc (sizeof (artifact)); 1168 return salloc0<artifact> ();
1186
1187 if (t == NULL)
1188 fatal (OUT_OF_MEMORY);
1189 t->item = NULL;
1190 t->next = NULL;
1191 t->chance = 0;
1192 t->difficulty = 0;
1193 t->allowed = NULL;
1194 return t;
1195} 1169}
1196 1170
1197/* 1171/*
1198 * 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
1199 * of objects on it. 1173 * of objects on it.
1200 */ 1174 */
1201
1202artifactlist * 1175artifactlist *
1203find_artifactlist (int type) 1176find_artifactlist (int type)
1204{ 1177{
1205 artifactlist *al;
1206
1207 for (al = first_artifactlist; al != NULL; al = al->next) 1178 for (artifactlist *al = first_artifactlist; al; al = al->next)
1208 if (al->type == type) 1179 if (al->type == type)
1209 return al; 1180 return al;
1181
1210 return NULL; 1182 return 0;
1211} 1183}
1212 1184
1213/* 1185/*
1214 * For debugging purposes. Dumps all tables. 1186 * Builds up the lists of artifacts from the file in the libdir.
1215 */ 1187 */
1216
1217void 1188void
1218dump_artifacts (void)
1219{
1220 artifactlist *al;
1221 artifact *art;
1222 linked_char *next;
1223
1224 fprintf (logfile, "\n");
1225 for (al = first_artifactlist; al != NULL; al = al->next)
1226 {
1227 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1228 for (art = al->items; art != NULL; art = art->next)
1229 {
1230 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1231 if (art->allowed != NULL)
1232 {
1233 fprintf (logfile, "\tAllowed combinations:");
1234 for (next = art->allowed; next != NULL; next = next->next)
1235 fprintf (logfile, "%s,", &next->name);
1236 fprintf (logfile, "\n");
1237 }
1238 }
1239 }
1240 fprintf (logfile, "\n");
1241}
1242
1243/*
1244 * For debugging purposes. Dumps all treasures recursively (see below).
1245 */
1246void
1247dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1248{
1249 treasurelist *tl;
1250 int i;
1251
1252 if (depth > 100)
1253 return;
1254 while (t != NULL)
1255 {
1256 if (t->name != NULL)
1257 {
1258 for (i = 0; i < depth; i++)
1259 fprintf (logfile, " ");
1260 fprintf (logfile, "{ (list: %s)\n", &t->name);
1261 tl = find_treasurelist (t->name);
1262 dump_monster_treasure_rec (name, tl->items, depth + 2);
1263 for (i = 0; i < depth; i++)
1264 fprintf (logfile, " ");
1265 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1266 }
1267 else
1268 {
1269 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " ");
1271 if (t->item->clone.type == FLESH)
1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1273 else
1274 fprintf (logfile, "%s\n", &t->item->clone.name);
1275 }
1276 if (t->next_yes != NULL)
1277 {
1278 for (i = 0; i < depth; i++)
1279 fprintf (logfile, " ");
1280 fprintf (logfile, " (if yes)\n");
1281 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1282 }
1283 if (t->next_no != NULL)
1284 {
1285 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " ");
1287 fprintf (logfile, " (if no)\n");
1288 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1289 }
1290 t = t->next;
1291 }
1292}
1293
1294/*
1295 * For debugging purposes. Dumps all treasures for a given monster.
1296 * Created originally by Raphael Quinet for debugging the alchemy code.
1297 */
1298
1299void
1300dump_monster_treasure (const char *name)
1301{
1302 archetype *at;
1303 int found;
1304
1305 found = 0;
1306 fprintf (logfile, "\n");
1307 for (at = first_archetype; at != NULL; at = at->next)
1308 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1309 {
1310 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1311 if (at->clone.randomitems != NULL)
1312 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1313 else
1314 fprintf (logfile, "(nothing)\n");
1315 fprintf (logfile, "\n");
1316 found++;
1317 }
1318 if (found == 0)
1319 fprintf (logfile, "No objects have the name %s!\n\n", name);
1320}
1321
1322/*
1323 * Builds up the lists of artifacts from the file in the libdir.
1324 */
1325
1326void
1327init_artifacts (void) 1189init_artifacts ()
1328{ 1190{
1329 static int has_been_inited = 0; 1191 static int has_been_inited = 0;
1330 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1331 artifact *art = NULL; 1192 artifact *art = NULL;
1332 linked_char *tmp;
1333 int value;
1334 artifactlist *al; 1193 artifactlist *al;
1335 1194
1336 if (has_been_inited) 1195 if (has_been_inited)
1337 return; 1196 return;
1338 else 1197 else
1339 has_been_inited = 1; 1198 has_been_inited = 1;
1340 1199
1341 sprintf (filename, "%s/artifacts", settings.datadir); 1200 object_thawer f (settings.datadir, "artifacts");
1342 object_thawer thawer (filename);
1343 1201
1344 if (!thawer) 1202 if (!f)
1345 return; 1203 return;
1346 1204
1347 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1205 for (;;)
1348 { 1206 {
1349 if (*buf == '#') 1207 switch (f.kw)
1350 continue;
1351 if ((cp = strchr (buf, '\n')) != NULL)
1352 *cp = '\0';
1353 cp = buf;
1354 while (*cp == ' ') /* Skip blanks */
1355 cp++;
1356 if (*cp == '\0')
1357 continue;
1358
1359 if (!strncmp (cp, "Allowed", 7))
1360 { 1208 {
1209 case KW_allowed:
1361 if (art == NULL) 1210 if (!art)
1211 art = get_empty_artifact ();
1212
1362 { 1213 {
1363 art = get_empty_artifact (); 1214 if (!strcmp (f.get_str (), "all"))
1364 nrofartifacts++; 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));
1365 } 1231 }
1366 cp = strchr (cp, ' ') + 1; 1232 break;
1367 if (!strcmp (cp, "all")) 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 }
1368 continue; 1265 continue;
1369 1266
1370 do 1267 case KW_EOF:
1268 goto done;
1269
1270 default:
1271 if (!f.parse_error ("artifacts file"))
1272 cleanup ("artifacts file required");
1371 { 1273 break;
1372 nrofallowedstr++;
1373 if ((next = strchr (cp, ',')) != NULL)
1374 *(next++) = '\0';
1375 tmp = new linked_char;
1376
1377 tmp->name = cp;
1378 tmp->next = art->allowed;
1379 art->allowed = tmp;
1380 }
1381 while ((cp = next) != NULL);
1382 }
1383 else if (sscanf (cp, "chance %d", &value))
1384 art->chance = (uint16) value;
1385 else if (sscanf (cp, "difficulty %d", &value))
1386 art->difficulty = (uint8) value;
1387 else if (!strncmp (cp, "Object", 6))
1388 { 1274 }
1389 art->item = get_object ();
1390 1275
1391 if (!load_object (thawer, art->item, 0)) 1276 f.next ();
1392 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1393
1394 art->item->name = strchr (cp, ' ') + 1;
1395 al = find_artifactlist (art->item->type);
1396 if (al == NULL)
1397 {
1398 al = get_empty_artifactlist ();
1399 al->type = art->item->type;
1400 al->next = first_artifactlist;
1401 first_artifactlist = al;
1402 }
1403 art->next = al->items;
1404 al->items = art;
1405 art = NULL;
1406 }
1407 else
1408 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1409 } 1277 }
1410 1278
1279done:
1411 for (al = first_artifactlist; al != NULL; al = al->next) 1280 for (al = first_artifactlist; al; al = al->next)
1412 { 1281 {
1282 al->total_chance = 0;
1283
1413 for (art = al->items; art != NULL; art = art->next) 1284 for (art = al->items; art; art = art->next)
1414 { 1285 {
1415 if (!art->chance) 1286 if (!art->chance)
1416 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);
1417 else 1288 else
1418 al->total_chance += art->chance; 1289 al->total_chance += art->chance;
1419 } 1290 }
1420#if 0 1291#if 0
1421 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);
1422#endif 1293#endif
1423 } 1294 }
1424
1425 LOG (llevDebug, "done.\n");
1426} 1295}
1427
1428 1296
1429/* 1297/*
1430 * Used in artifact generation. The bonuses of the first object 1298 * Used in artifact generation. The bonuses of the first object
1431 * is modified by the bonuses of the second object. 1299 * is modified by the bonuses of the second object.
1432 */ 1300 */
1433
1434void 1301void
1435add_abilities (object *op, object *change) 1302add_abilities (object *op, object *change)
1436{ 1303{
1437 int i, tmp;
1438
1439 if (change->face != blank_face) 1304 if (change->face != blank_face)
1440 {
1441#ifdef TREASURE_VERBOSE
1442 LOG (llevDebug, "FACE: %d\n", change->face->number);
1443#endif
1444 op->face = change->face; 1305 op->face = change->face;
1445 }
1446 1306
1447 for (i = 0; i < NUM_STATS; i++) 1307 for (int i = 0; i < NUM_STATS; i++)
1448 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1308 change_attr_value (&(op->stats), i, change->stats.stat (i));
1449 1309
1450 op->attacktype |= change->attacktype; 1310 op->attacktype |= change->attacktype;
1451 op->path_attuned |= change->path_attuned; 1311 op->path_attuned |= change->path_attuned;
1452 op->path_repelled |= change->path_repelled; 1312 op->path_repelled |= change->path_repelled;
1453 op->path_denied |= change->path_denied; 1313 op->path_denied |= change->path_denied;
1454 op->move_type |= change->move_type; 1314 op->move_type |= change->move_type;
1455 op->stats.luck += change->stats.luck; 1315 op->stats.luck += change->stats.luck;
1456 1316
1457 if (QUERY_FLAG (change, FLAG_CURSED)) 1317 static const struct copyflags : object::flags_t
1458 SET_FLAG (op, FLAG_CURSED); 1318 {
1459 if (QUERY_FLAG (change, FLAG_DAMNED)) 1319 copyflags ()
1460 SET_FLAG (op, FLAG_DAMNED); 1320 {
1461 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)
1462 set_abs_magic (op, -op->magic); 1338 set_abs_magic (op, -op->magic);
1463 1339
1464 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1340 if (change->flag [FLAG_STAND_STILL])
1465 SET_FLAG (op, FLAG_LIFESAVE);
1466 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1467 SET_FLAG (op, FLAG_REFL_SPELL);
1468 if (QUERY_FLAG (change, FLAG_STEALTH))
1469 SET_FLAG (op, FLAG_STEALTH);
1470 if (QUERY_FLAG (change, FLAG_XRAYS))
1471 SET_FLAG (op, FLAG_XRAYS);
1472 if (QUERY_FLAG (change, FLAG_BLIND))
1473 SET_FLAG (op, FLAG_BLIND);
1474 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1475 SET_FLAG (op, FLAG_SEE_IN_DARK);
1476 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1477 SET_FLAG (op, FLAG_REFL_MISSILE);
1478 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1479 SET_FLAG (op, FLAG_MAKE_INVIS);
1480
1481 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1482 { 1341 {
1483 CLEAR_FLAG (op, FLAG_ANIMATE); 1342 op->clr_flag (FLAG_ANIMATE);
1343
1484 /* so artifacts will join */ 1344 /* so artifacts will join */
1485 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1345 if (!op->flag [FLAG_ALIVE])
1486 op->speed = 0.0; 1346 op->speed = 0.;
1487 1347
1488 update_ob_speed (op); 1348 op->set_speed (op->speed);
1489 } 1349 }
1490 1350
1491 if (change->nrof) 1351 if (change->nrof)
1492 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1352 op->nrof = rndm (change->nrof) + 1;
1493 1353
1494 op->stats.exp += change->stats.exp; /* Speed modifier */ 1354 op->stats.exp += change->stats.exp; /* Speed modifier */
1495 op->stats.wc += change->stats.wc; 1355 op->stats.wc += change->stats.wc;
1496 op->stats.ac += change->stats.ac; 1356 op->stats.ac += change->stats.ac;
1497 1357
1498 if (change->other_arch) 1358 if (change->other_arch)
1499 { 1359 {
1500 /* Basically, for horns & potions, the other_arch field is the spell 1360 /* Basically, for horns & potions, the other_arch field is the spell
1501 * 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
1502 * this object. 1362 * this object.
1503 */ 1363 */
1504 if (op->type == HORN || op->type == POTION) 1364 if (op->type == HORN || op->type == POTION)
1505 { 1365 {
1506 object *tmp_obj;
1507
1508 /* Remove any spells this object currently has in it */ 1366 /* Remove any spells this object currently has in it */
1509 while (op->inv) 1367 op->destroy_inv (false);
1510 {
1511 tmp_obj = op->inv;
1512 remove_ob (tmp_obj);
1513 free_object (tmp_obj);
1514 }
1515 1368
1516 tmp_obj = arch_to_object (change->other_arch); 1369 object *tmp = change->other_arch->instance ();
1517 insert_ob_in_ob (tmp_obj, op); 1370 insert_ob_in_ob (tmp, op);
1518 } 1371 }
1372
1519 /* No harm setting this for potions/horns */ 1373 /* No harm setting this for potions/horns */
1520 op->other_arch = change->other_arch; 1374 op->other_arch = change->other_arch;
1521 } 1375 }
1522 1376
1523 if (change->stats.hp < 0) 1377 if (change->stats.hp < 0)
1539 op->stats.maxsp = -change->stats.maxsp; 1393 op->stats.maxsp = -change->stats.maxsp;
1540 else 1394 else
1541 op->stats.maxsp += change->stats.maxsp; 1395 op->stats.maxsp += change->stats.maxsp;
1542 1396
1543 if (change->stats.food < 0) 1397 if (change->stats.food < 0)
1544 op->stats.food = -(change->stats.food); 1398 op->stats.food = -change->stats.food;
1545 else 1399 else
1546 op->stats.food += change->stats.food; 1400 op->stats.food += change->stats.food;
1547 1401
1548 if (change->level < 0) 1402 if (change->level < 0)
1549 op->level = -(change->level); 1403 op->level = -change->level;
1550 else 1404 else
1551 op->level += change->level; 1405 op->level += change->level;
1552 1406
1553 if (change->gen_sp_armour < 0) 1407 if (change->gen_sp_armour < 0)
1554 op->gen_sp_armour = -(change->gen_sp_armour); 1408 op->gen_sp_armour = -change->gen_sp_armour;
1555 else 1409 else
1556 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;
1557 1411
1558 op->item_power = change->item_power; 1412 op->item_power = change->item_power;
1559 1413
1560 for (i = 0; i < NROFATTACKS; i++) 1414 for (int i = 0; i < NROFATTACKS; i++)
1561 if (change->resist[i])
1562 op->resist[i] += change->resist[i]; 1415 op->resist[i] += change->resist[i];
1563 1416
1564 if (change->stats.dam) 1417 if (change->stats.dam)
1565 { 1418 {
1566 if (change->stats.dam < 0) 1419 if (change->stats.dam < 0)
1567 op->stats.dam = (-change->stats.dam); 1420 op->stats.dam = -change->stats.dam;
1568 else if (op->stats.dam) 1421 else if (op->stats.dam)
1569 { 1422 {
1570 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1423 int tmp = op->stats.dam * change->stats.dam / 10;
1424
1571 if (tmp == op->stats.dam) 1425 if (tmp == op->stats.dam)
1572 { 1426 {
1573 if (change->stats.dam < 10) 1427 if (change->stats.dam < 10)
1574 op->stats.dam--; 1428 op->stats.dam--;
1575 else 1429 else
1581 } 1435 }
1582 1436
1583 if (change->weight) 1437 if (change->weight)
1584 { 1438 {
1585 if (change->weight < 0) 1439 if (change->weight < 0)
1586 op->weight = (-change->weight); 1440 op->weight = -change->weight;
1587 else 1441 else
1588 op->weight = (op->weight * (change->weight)) / 100; 1442 op->weight = op->weight * change->weight / 100;
1589 } 1443 }
1590 1444
1591 if (change->last_sp) 1445 if (change->last_sp)
1592 { 1446 {
1593 if (change->last_sp < 0) 1447 if (change->last_sp < 0)
1594 op->last_sp = (-change->last_sp); 1448 op->last_sp = -change->last_sp;
1595 else 1449 else
1596 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;
1597 } 1451 }
1598 1452
1599 if (change->gen_sp_armour) 1453 if (change->gen_sp_armour)
1600 { 1454 {
1601 if (change->gen_sp_armour < 0) 1455 if (change->gen_sp_armour < 0)
1602 op->gen_sp_armour = (-change->gen_sp_armour); 1456 op->gen_sp_armour = -change->gen_sp_armour;
1603 else 1457 else
1604 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;
1605 } 1459 }
1606 1460
1607 op->value *= change->value; 1461 op->value *= change->value;
1608 1462
1609 if (change->material) 1463 if (change->materials)
1464 op->materials = change->materials;
1465
1466 if (change->material != MATERIAL_NULL)
1610 op->material = change->material; 1467 op->material = change->material;
1611
1612 if (change->materialname)
1613 op->materialname = change->materialname;
1614 1468
1615 if (change->slaying) 1469 if (change->slaying)
1616 op->slaying = change->slaying; 1470 op->slaying = change->slaying;
1617 1471
1618 if (change->race) 1472 if (change->race)
1621 if (change->msg) 1475 if (change->msg)
1622 op->msg = change->msg; 1476 op->msg = change->msg;
1623} 1477}
1624 1478
1625static int 1479static int
1626legal_artifact_combination (object *op, artifact * art) 1480legal_artifact_combination (object *op, artifact *art)
1627{ 1481{
1628 int neg, success = 0; 1482 int neg, success = 0;
1629 linked_char *tmp; 1483 linked_char *tmp;
1630 const char *name; 1484 const char *name;
1631 1485
1632 if (art->allowed == (linked_char *) NULL) 1486 if (!art->allowed)
1633 return 1; /* Ie, "all" */ 1487 return 1; /* Ie, "all" */
1488
1634 for (tmp = art->allowed; tmp; tmp = tmp->next) 1489 for (tmp = art->allowed; tmp; tmp = tmp->next)
1635 { 1490 {
1636#ifdef TREASURE_VERBOSE 1491#ifdef TREASURE_VERBOSE
1637 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1492 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1638#endif 1493#endif
1639 if (*tmp->name == '!') 1494 if (*tmp->name == '!')
1640 name = tmp->name + 1, neg = 1; 1495 name = tmp->name + 1, neg = 1;
1641 else 1496 else
1642 name = tmp->name, neg = 0; 1497 name = tmp->name, neg = 0;
1643 1498
1644 /* If we match name, then return the opposite of 'neg' */ 1499 /* If we match name, then return the opposite of 'neg' */
1645 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1500 if (!strcmp (name, op->arch->archname))
1646 return !neg; 1501 return !neg;
1647 1502
1648 /* 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
1649 * everything is allowed except what we match 1504 * everything is allowed except what we match
1650 */ 1505 */
1651 else if (neg) 1506 else if (neg)
1652 success = 1; 1507 success = 1;
1653 } 1508 }
1509
1654 return success; 1510 return success;
1655} 1511}
1656 1512
1657/* 1513/*
1658 * Fixes the given object, giving it the abilities and titles 1514 * Fixes the given object, giving it the abilities and titles
1660 */ 1516 */
1661 1517
1662void 1518void
1663give_artifact_abilities (object *op, object *artifct) 1519give_artifact_abilities (object *op, object *artifct)
1664{ 1520{
1665 char new_name[MAX_BUF]; 1521 op->title = format ("of %s", &artifct->name);
1666 1522
1667 sprintf (new_name, "of %s", &artifct->name);
1668 op->title = new_name;
1669 add_abilities (op, artifct); /* Give out the bonuses */ 1523 add_abilities (op, artifct); /* Give out the bonuses */
1670 1524
1671#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... */
1672 { 1526 {
1673 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1527 char identified = op->flag [FLAG_IDENTIFIED];
1674 1528
1675 SET_FLAG (op, FLAG_IDENTIFIED); 1529 op->set_flag (FLAG_IDENTIFIED);
1676 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));
1677 if (!identified) 1531 if (!identified)
1678 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1532 op->clr_flag (FLAG_IDENTIFIED);
1679 } 1533 }
1680#endif 1534#endif
1681 return; 1535 return;
1682} 1536}
1683 1537
1693#define ARTIFACT_TRIES 2 1547#define ARTIFACT_TRIES 2
1694 1548
1695void 1549void
1696generate_artifact (object *op, int difficulty) 1550generate_artifact (object *op, int difficulty)
1697{ 1551{
1698 artifactlist *al;
1699 artifact *art; 1552 artifact *art;
1700 int i;
1701 1553
1702 al = find_artifactlist (op->type); 1554 artifactlist *al = find_artifactlist (op->type);
1703 1555
1704 if (al == NULL) 1556 if (al == NULL)
1705 { 1557 {
1706#if 0 /* This is too verbose, usually */ 1558#if 0 /* This is too verbose, usually */
1707 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);
1708#endif 1560#endif
1709 return; 1561 return;
1710 } 1562 }
1711 1563
1712 for (i = 0; i < ARTIFACT_TRIES; i++) 1564 for (int i = 0; i < ARTIFACT_TRIES; i++)
1713 { 1565 {
1714 int roll = RANDOM () % al->total_chance; 1566 int roll = rndm (al->total_chance);
1715 1567
1716 for (art = al->items; art != NULL; art = art->next) 1568 for (art = al->items; art; art = art->next)
1717 { 1569 {
1718 roll -= art->chance; 1570 roll -= art->chance;
1719 if (roll < 0) 1571 if (roll < 0)
1720 break; 1572 break;
1721 } 1573 }
1725#if 1 1577#if 1
1726 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);
1727#endif 1579#endif
1728 return; 1580 return;
1729 } 1581 }
1730 if (!strcmp (art->item->name, "NONE")) 1582
1583 if (art->item->name == shstr_NONE)
1731 return; 1584 return;
1585
1732 if (FABS (op->magic) < art->item->magic) 1586 if (fabs (op->magic) < art->item->magic)
1733 continue; /* Not magic enough to be this item */ 1587 continue; /* Not magic enough to be this item */
1734 1588
1735 /* Map difficulty not high enough */ 1589 /* Map difficulty not high enough */
1736 if (difficulty < art->difficulty) 1590 if (difficulty < art->difficulty)
1737 continue; 1591 continue;
1738 1592
1739 if (!legal_artifact_combination (op, art)) 1593 if (!legal_artifact_combination (op, art))
1740 { 1594 {
1741#ifdef TREASURE_VERBOSE 1595#ifdef TREASURE_VERBOSE
1742 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);
1743#endif 1597#endif
1744 continue; 1598 continue;
1745 } 1599 }
1600
1746 give_artifact_abilities (op, art->item); 1601 give_artifact_abilities (op, art->item);
1747 return; 1602 return;
1748 } 1603 }
1749} 1604}
1750 1605
1754 */ 1609 */
1755 1610
1756void 1611void
1757fix_flesh_item (object *item, object *donor) 1612fix_flesh_item (object *item, object *donor)
1758{ 1613{
1759 char tmpbuf[MAX_BUF];
1760 int i;
1761
1762 if (item->type == FLESH && donor) 1614 if (item->type == FLESH && donor)
1763 { 1615 {
1764 /* change the name */ 1616 /* change the name */
1765 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1617 item->name = format ("%s's %s", &donor->name, &item->name);
1766 item->name = tmpbuf;
1767 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1618 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1768 item->name_pl = tmpbuf;
1769 1619
1770 /* weight is FLESH weight/100 * donor */ 1620 /* weight is FLESH weight/100 * donor */
1771 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);
1772 item->weight = 1;
1773 1622
1774 /* value is multiplied by level of donor */ 1623 /* value is multiplied by level of donor */
1775 item->value *= isqrt (donor->level * 2); 1624 item->value *= isqrt (donor->level * 2);
1776 1625
1777 /* food value */ 1626 /* food value */
1778 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1627 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1779 1628
1780 /* flesh items inherit some abilities of donor, but not 1629 /* flesh items inherit some abilities of donor, but not
1781 * full effect. 1630 * full effect.
1782 */ 1631 */
1783 for (i = 0; i < NROFATTACKS; i++) 1632 for (int i = 0; i < NROFATTACKS; i++)
1784 item->resist[i] = donor->resist[i] / 2; 1633 item->resist[i] = donor->resist[i] / 2;
1785 1634
1786 /* item inherits donor's level (important for quezals) */ 1635 /* item inherits donor's level (important for quezals) */
1787 item->level = donor->level; 1636 item->level = donor->level;
1788 1637
1789 /* if donor has some attacktypes, the flesh is poisonous */ 1638 /* if donor has some attacktypes, the flesh is poisonous */
1790 if (donor->attacktype & AT_POISON) 1639 if (donor->attacktype & AT_POISON)
1791 item->type = POISON; 1640 item->type = POISON;
1641
1792 if (donor->attacktype & AT_ACID) 1642 if (donor->attacktype & AT_ACID)
1793 item->stats.hp = -1 * item->stats.food; 1643 item->stats.hp = -item->stats.food;
1794 SET_FLAG (item, FLAG_NO_STEAL);
1795 }
1796}
1797 1644
1798/* special_potion() - so that old potion code is still done right. */ 1645 item->set_flag (FLAG_NO_STEAL);
1799 1646 }
1800int
1801special_potion (object *op)
1802{
1803
1804 int i;
1805
1806 if (op->attacktype)
1807 return 1;
1808
1809 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1810 return 1;
1811
1812 for (i = 0; i < NROFATTACKS; i++)
1813 if (op->resist[i])
1814 return 1;
1815
1816 return 0;
1817} 1647}
1818 1648
1819void 1649static void
1820free_treasurestruct (treasure *t) 1650free_treasurestruct (treasure *t)
1821{ 1651{
1822 if (t->next)
1823 free_treasurestruct (t->next); 1652 if (t->next) free_treasurestruct (t->next);
1824 if (t->next_yes)
1825 free_treasurestruct (t->next_yes); 1653 if (t->next_yes) free_treasurestruct (t->next_yes);
1826 if (t->next_no)
1827 free_treasurestruct (t->next_no); 1654 if (t->next_no) free_treasurestruct (t->next_no);
1828 1655
1829 delete t; 1656 delete t;
1830} 1657}
1831 1658
1832void 1659static void
1833free_charlinks (linked_char *lc) 1660free_charlinks (linked_char *lc)
1834{ 1661{
1835 if (lc->next) 1662 if (lc->next)
1836 free_charlinks (lc->next); 1663 free_charlinks (lc->next);
1837 1664
1838 delete lc; 1665 delete lc;
1839} 1666}
1840 1667
1841void 1668static void
1842free_artifact (artifact * at) 1669free_artifact (artifact *at)
1843{ 1670{
1844 if (at->next)
1845 free_artifact (at->next); 1671 if (at->next) free_artifact (at->next);
1846
1847 if (at->allowed)
1848 free_charlinks (at->allowed); 1672 if (at->allowed) free_charlinks (at->allowed);
1849 1673
1850 at->item->destroy (1); 1674 at->item->destroy ();
1851 1675
1852 delete at;
1853}
1854
1855void
1856free_artifactlist (artifactlist * al)
1857{
1858 artifactlist *nextal;
1859
1860 for (al = first_artifactlist; al; al = nextal)
1861 {
1862 nextal = al->next;
1863
1864 if (al->items)
1865 free_artifact (al->items);
1866
1867 free (al); 1676 sfree (at);
1868 }
1869} 1677}
1870 1678
1871void
1872free_all_treasures (void)
1873{
1874 treasurelist *tl, *next;
1875
1876
1877 for (tl = first_treasurelist; tl != NULL; tl = next)
1878 {
1879 next = tl->next;
1880 if (tl->items)
1881 free_treasurestruct (tl->items);
1882 delete tl;
1883 }
1884 free_artifactlist (first_artifactlist);
1885}

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