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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.33 by root, Thu Jan 18 19:42:09 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 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
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
23 */ 22 *
24 23 * The authors can be reached via e-mail to <support@deliantra.net>
25#define ALLOWED_COMBINATION 24 */
26 25
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * 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
29 * 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
30 * left on 29 * left on
31 */ 30 */
32#define TREASURE_DEBUG 31#define TREASURE_DEBUG
33 32
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 33/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 34
36/* #define TREASURE_VERBOSE */ 35//#define TREASURE_VERBOSE
37 36
38#include <global.h> 37#include <global.h>
39#include <treasure.h> 38#include <treasure.h>
40#include <funcpoint.h>
41#include <loader.h>
42 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;
43 48
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[];
46 50
47/* 51typedef ska::flat_hash_map<
48 * Initialize global archtype pointers: 52 const char *,
49 */ 53 treasurelist *,
54 str_hash,
55 str_equal,
56 slice_allocator< std::pair<const char *const, treasurelist *> >
57> tl_map_t;
50 58
51void 59static tl_map_t tl_map;
52init_archetype_pointers ()
53{
54 int prev_warn = warn_archetypes;
55 60
56 warn_archetypes = 1; 61//TODO: class method
57 if (ring_arch == NULL) 62static void free_treasurestruct (treasure *t); // bleh desu
58 ring_arch = archetype::find ("ring"); 63static void
59 if (amulet_arch == NULL) 64clear (treasurelist *tl)
60 amulet_arch = archetype::find ("amulet"); 65{
61 if (staff_arch == NULL) 66 if (tl->items)
62 staff_arch = archetype::find ("staff"); 67 {
63 if (crown_arch == NULL) 68 free_treasurestruct (tl->items);
64 crown_arch = archetype::find ("crown"); 69 tl->items = 0;
65 warn_archetypes = prev_warn; 70 }
66}
67 71
68/* 72 tl->total_chance = 0;
69 * Allocate and return the pointer to an empty treasurelist structure. 73}
70 */
71 74
75/*
76 * Searches for the given treasurelist
77 */
72static treasurelist * 78treasurelist *
73get_empty_treasurelist (void) 79treasurelist::find (const char *name)
74{ 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 {
75 return new treasurelist; 103 tl = new treasurelist;
76}
77 104
78/* 105 tl->name = name;
79 * Allocate and return the pointer to an empty treasure structure. 106 tl->next = first_treasurelist;
80 */ 107 first_treasurelist = tl;
81//TODO: make this a constructor
82static treasure *
83get_empty_treasure (void)
84{
85 treasure *t = new treasure;
86 108
87 t->chance = 100; 109 tl_map.insert (std::make_pair (tl->name, tl));
110 }
88 111
89 return t; 112 return tl;
90} 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
91 135
92/* 136/*
93 * Reads the lib/treasure file from disk, and parses the contents 137 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 138 * into an internal treasure structure (very linked lists)
95 */ 139 */
96
97static treasure * 140static treasure *
98load_treasure (FILE * fp, int *line) 141read_treasure (object_thawer &f)
99{ 142{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 143 treasure *t = new treasure;
102 int value;
103 144
104 nroftreasures++; 145 f.next ();
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108 146
109 if (*buf == '#') 147 for (;;)
110 continue; 148 {
111 if ((cp = strchr (buf, '\n')) != NULL) 149 coroapi::cede_to_tick ();
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116 150
117 if (sscanf (cp, "arch %s", variable)) 151 switch (f.kw)
118 {
119 if ((t->item = archetype::find (variable)) == NULL)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 } 152 {
122 else if (sscanf (cp, "list %s", variable)) 153 case KW_arch:
123 t->name = variable; 154 t->item = archetype::find (f.get_str ());
124 else if (sscanf (cp, "change_name %s", variable)) 155
125 t->change_arch.name = variable; 156 if (!t->item)
126 else if (sscanf (cp, "change_title %s", variable))
127 t->change_arch.title = variable;
128 else if (sscanf (cp, "change_slaying %s", variable))
129 t->change_arch.slaying = variable;
130 else if (sscanf (cp, "chance %d", &value))
131 t->chance = (uint8) value;
132 else if (sscanf (cp, "nrof %d", &value))
133 t->nrof = (uint16) value;
134 else if (sscanf (cp, "magic %d", &value))
135 t->magic = (uint8) value;
136 else if (!strcmp (cp, "yes"))
137 t->next_yes = load_treasure (fp, line);
138 else if (!strcmp (cp, "no"))
139 t->next_no = load_treasure (fp, line);
140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 { 157 {
144 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 ();
145 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;
146 } 188 }
147 else 189
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 190 f.next ();
149 } 191 }
150 LOG (llevError, "treasure lacks 'end'.\n"); 192
193 // not reached
194
195error:
196 delete t;
151 return t; 197 return 0;
152} 198}
153 199
154#ifdef TREASURE_DEBUG
155
156/* recursived checks the linked list. Treasurelist is passed only
157 * so that the treasure name can be printed out
158 */
159static void
160check_treasurelist (const treasure *t, const treasurelist * tl)
161{
162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
164 /* find_treasurelist will print out its own error message */
165 if (t->name && *t->name)
166 find_treasurelist (t->name);
167 if (t->next)
168 check_treasurelist (t->next, tl);
169 if (t->next_yes)
170 check_treasurelist (t->next_yes, tl);
171 if (t->next_no)
172 check_treasurelist (t->next_no, tl);
173}
174#endif
175
176/* 200/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 201 * Each treasure is parsed with the help of load_treasure().
179 */ 202 */
180 203treasurelist *
181void 204treasurelist::read (object_thawer &f)
182load_treasures (void)
183{ 205{
184 FILE *fp; 206 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
185 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
186 treasurelist *previous = NULL;
187 treasure *t;
188 int comp, line = 0;
189 207
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 208 bool one = f.kw == KW_treasureone;
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 209 treasurelist *tl = treasurelist::get (f.get_str ());
192 { 210 clear (tl);
193 LOG (llevError, "Can't open treasure file.\n"); 211 tl->items = read_treasure (f);
212 if (!tl->items)
194 return; 213 return 0;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
198 line++;
199 if (*buf == '#')
200 continue;
201 214
202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
203 {
204 treasurelist *tl = get_empty_treasurelist ();
205
206 tl->name = name;
207 if (previous == NULL)
208 first_treasurelist = tl;
209 else
210 previous->next = tl;
211 previous = tl;
212 tl->items = load_treasure (fp, &line);
213
214 /* 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.
215 * 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
216 * fields of the treasures are not being used. 217 * fields of the treasures are not being used.
217 */ 218 */
218 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)
219 { 224 {
220 for (t = tl->items; t != NULL; t = t->next)
221 {
222#ifdef TREASURE_DEBUG
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->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);
226 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");
227 }
228#endif
229 tl->total_chance += t->chance;
230 }
231 } 227 }
232 }
233 else
234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
235 }
236 close_and_delete (fp, comp);
237 228
238#ifdef TREASURE_DEBUG 229 tl->total_chance += t->chance;
239 /* Perform some checks on how valid the treasure data actually is. 230 }
240 * verify that list transitions work (ie, the list that it is supposed 231 }
241 * to transition to exists). Also, verify that at least the name
242 * or archetype is set for each treasure element.
243 */
244 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
245 check_treasurelist (previous->items, previous);
246#endif
247}
248 232
249/*
250 * Searches for the given treasurelist in the globally linked list
251 * of treasurelists which has been built by load_treasures().
252 */
253
254treasurelist *
255find_treasurelist (const char *name)
256{
257 shstr_cmp name_ (name);
258
259 if (!name_)
260 return 0;
261
262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
263 if (name_ == tl->name)
264 return tl;
265
266 if (first_treasurelist)
267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
268
269 return 0; 233 return tl;
270} 234}
271
272 235
273/* 236/*
274 * Generates the objects specified by the given treasure. 237 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 238 * It goes recursively through the rest of the linked list.
276 * 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,
282 * start with equipment, but only their abilities). 245 * start with equipment, but only their abilities).
283 */ 246 */
284static void 247static void
285put_treasure (object *op, object *creator, int flags) 248put_treasure (object *op, object *creator, int flags)
286{ 249{
287 object *tmp; 250 if (flags & GT_ENVIRONMENT)
288 251 {
289 /* 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
290 * 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
291 * 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
292 * by another object. 255 * by another object.
293 */ 256 */
294 if (flags & GT_ENVIRONMENT && op->type != SPELL) 257 //TODO: flag such as objects... as such (no drop, anybody?)
295 { 258 if (op->type == SPELL)
296 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 259 {
260 op->destroy ();
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;
297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 272 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
273 }
298 } 274 }
299 else 275 else
300 { 276 {
301 op = creator->insert (op); 277 op = creator->insert (op);
302 278
303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 279 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
304 monster_check_apply (creator, op); 280 monster_check_apply (creator, op);
305
306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
307 esrv_send_item (tmp, op);
308 } 281 }
309} 282}
310 283
311/* 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
312 * in the generated object 285 * in the generated object
326 299
327 if (t->change_arch.slaying) 300 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 301 op->slaying = t->change_arch.slaying;
329} 302}
330 303
331void 304static void
332create_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)
333{ 306{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 307 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 308 {
338 if (t->name) 309 if (t->name)
339 { 310 {
340 if (difficulty >= t->magic) 311 if (difficulty >= t->magic)
312 if (treasurelist *tl = treasurelist::find (t->name))
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 }
317 else
318 {
319 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
341 { 320 {
342 treasurelist *tl = find_treasurelist (t->name); 321 object *tmp = t->item->instance ();
343 if (tl) 322
344 create_treasure (tl, op, flag, difficulty, tries);
345 }
346 }
347 else
348 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 {
351 tmp = arch_to_object (t->item);
352 if (t->nrof && tmp->nrof <= 1) 323 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 324 tmp->nrof = rndm (t->nrof) + 1;
325
354 fix_generated_item (tmp, op, difficulty, t->magic, flag); 326 fix_generated_item (tmp, op, difficulty, t->magic, flag);
355 change_treasure (t, tmp); 327 change_treasure (t, tmp);
356 put_treasure (tmp, op, flag); 328 put_treasure (tmp, op, flag);
357 } 329 }
358 } 330 }
359 331
360 if (t->next_yes != NULL) 332 if (t->next_yes)
361 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 333 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
362 } 334 }
363 else if (t->next_no != NULL) 335 else if (t->next_no)
364 create_all_treasures (t->next_no, op, flag, difficulty, tries); 336 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365 337
366 if (t->next != NULL) 338 if (t->next)
367 create_all_treasures (t->next, op, flag, difficulty, tries); 339 create_all_treasures (t->next, op, flag, difficulty, tries);
368} 340}
369 341
370void 342static void
371create_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)
372{ 344{
373 int value = RANDOM () % tl->total_chance; 345 int value = rndm (tl->total_chance);
374 treasure *t; 346 treasure *t;
375 347
376 if (tries++ > 100) 348 if (tries++ > 100)
377 { 349 {
378 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");
379 return; 351 return;
380 } 352 }
381 353
382 for (t = tl->items; t != NULL; t = t->next) 354 for (t = tl->items; t; t = t->next)
383 { 355 {
384 value -= t->chance; 356 value -= t->chance;
385 357
386 if (value < 0) 358 if (value < 0)
387 break; 359 break;
388 } 360 }
389 361
390 if (!t || value >= 0) 362 if (!t || value >= 0)
391 {
392 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);
393 abort ();
394 return;
395 }
396 364
397 if (t->name) 365 if (t->name)
398 { 366 {
399 if (difficulty >= t->magic) 367 if (difficulty >= t->magic)
400 { 368 {
401 treasurelist *tl = find_treasurelist (t->name); 369 treasurelist *tl = treasurelist::find (t->name);
402 if (tl) 370 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries); 371 create_treasure (tl, op, flag, difficulty, tries);
404 } 372 }
405 else if (t->nrof) 373 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 374 create_one_treasure (tl, op, flag, difficulty, tries);
407
408 return;
409 } 375 }
410
411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 376 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
412 { 377 {
413 object *tmp = arch_to_object (t->item); 378 if (object *tmp = t->item->instance ())
414 379 {
415 if (!tmp)
416 return;
417
418 if (t->nrof && tmp->nrof <= 1) 380 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 381 tmp->nrof = rndm (t->nrof) + 1;
420 382
421 fix_generated_item (tmp, op, difficulty, t->magic, flag); 383 fix_generated_item (tmp, op, difficulty, t->magic, flag);
422 change_treasure (t, tmp); 384 change_treasure (t, tmp);
423 put_treasure (tmp, op, flag); 385 put_treasure (tmp, op, flag);
386 }
424 } 387 }
388}
389
390void
391object::create_treasure (treasurelist *tl, int flags)
392{
393 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
425} 394}
426 395
427/* This calls the appropriate treasure creation function. tries is passed 396/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 397 * to determine how many list transitions or attempts to create treasure
429 * 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
432 * to do that. 401 * to do that.
433 */ 402 */
434void 403void
435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 404create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436{ 405{
406 // empty treasurelists are legal
407 if (!tl->items)
408 return;
437 409
438 if (tries++ > 100) 410 if (tries++ > 100)
439 { 411 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 412 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 413 return;
442 } 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
443 if (tl->total_chance) 425 if (tl->total_chance)
444 create_one_treasure (tl, op, flag, difficulty, tries); 426 create_one_treasure (tl, op, flag, difficulty, tries);
445 else 427 else
446 create_all_treasures (tl->items, op, flag, difficulty, tries); 428 create_all_treasures (tl->items, op, flag, difficulty, tries);
447} 429}
454object * 436object *
455generate_treasure (treasurelist *tl, int difficulty) 437generate_treasure (treasurelist *tl, int difficulty)
456{ 438{
457 difficulty = clamp (difficulty, 1, settings.max_level); 439 difficulty = clamp (difficulty, 1, settings.max_level);
458 440
459 object *ob = object::create (), *tmp; 441 object *ob = object::create ();
460 442
461 create_treasure (tl, ob, 0, difficulty, 0); 443 create_treasure (tl, ob, 0, difficulty, 0);
462 444
463 /* 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 */
464 tmp = ob->inv; 446 object *tmp = ob->inv;
465 if (tmp != NULL) 447 if (tmp)
466 tmp->remove (); 448 tmp->remove ();
467 449
468 if (ob->inv) 450 if (ob->inv)
469 LOG (llevError, "In generate treasure, created multiple objects.\n"); 451 LOG (llevError, "In generate treasure, created multiple objects.\n");
470 452
471 ob->destroy (); 453 ob->destroy ();
454
472 return tmp; 455 return tmp;
473} 456}
474 457
475/* 458/*
476 * 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
478 * 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
479 * magical bonus "wanted". 462 * magical bonus "wanted".
480 */ 463 */
481 464
482static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 465static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
483
484/*chance of magic difficulty*/ 466// chance of magic difficulty
485
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 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--;
568
569 if (scaled_diff < 0)
570 scaled_diff = 0;
571
572 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1;
574
575 percent = rndm (100); 540 int percent = rndm (100);
541 int magic;
576 542
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
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 && !(rndm (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 && !(rndm (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/*
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
640 i = magic_from_difficulty (difficulty); 606 int i = magic_from_difficulty (difficulty);
607
641 if ((flags & GT_ONLY_GOOD) && i < 0) 608 if ((flags & GT_ONLY_GOOD) && i < 0)
642 i = -i; 609 i = -i;
610
643 if (i > max_magic) 611 i = min (i, max_magic);
644 i = max_magic; 612
645 set_abs_magic (op, i); 613 set_abs_magic (op, i);
646 if (i < 0) 614 if (i < 0)
647 SET_FLAG (op, FLAG_CURSED); 615 op->set_flag (FLAG_CURSED);
648} 616}
649 617
650/* 618/*
651 * Randomly adds one magical ability to the given object. 619 * Randomly adds one magical ability to the given object.
652 * Modified for Partial Resistance in many ways: 620 * Modified for Partial Resistance in many ways:
653 * 1) Since rings can have multiple bonuses, if the same bonus 621 * 1) Since rings can have multiple bonuses, if the same bonus
654 * is rolled again, increase it - the bonuses now stack with 622 * is rolled again, increase it - the bonuses now stack with
655 * other bonuses previously rolled and ones the item might natively have. 623 * other bonuses previously rolled and ones the item might natively have.
656 * 2) Add code to deal with new PR method. 624 * 2) Add code to deal with new PR method.
657 */ 625 */
658 626static void
659void
660set_ring_bonus (object *op, int bonus) 627set_ring_bonus (object *op, int bonus)
661{ 628{
662
663 int r = RANDOM () % (bonus > 0 ? 25 : 11); 629 int r = rndm (bonus > 0 ? 25 : 11);
664 630
665 if (op->type == AMULET) 631 if (op->type == AMULET)
666 {
667 if (!(rndm (21))) 632 if (!rndm (21))
668 r = 20 + rndm (2); 633 r = 20 + rndm (2);
634 else if (rndm (2))
635 r = 10;
669 else 636 else
670 {
671 if (RANDOM () & 2)
672 r = 10;
673 else
674 r = 11 + rndm (9); 637 r = 11 + rndm (9);
675 }
676 }
677 638
678 switch (r) 639 switch (r)
679 { 640 {
680 /* 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,
681 * bonuses and penalties will stack and add to existing values. 642 * bonuses and penalties will stack and add to existing values.
682 * of the item. 643 * of the item.
683 */ 644 */
684 case 0: 645 case 0:
685 case 1: 646 case 1:
686 case 2: 647 case 2:
687 case 3: 648 case 3:
688 case 4: 649 case 4:
689 case 5: 650 case 5:
690 case 6: 651 case 6:
691 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 652 op->stats.stat (r) += bonus;
692 break; 653 break;
693 654
694 case 7: 655 case 7:
695 op->stats.dam += bonus; 656 op->stats.dam += bonus;
696 break; 657 break;
716 case 16: 677 case 16:
717 case 17: 678 case 17:
718 case 18: 679 case 18:
719 case 19: 680 case 19:
720 { 681 {
721 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 682 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
722 683
723 /* 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) */
724 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 685 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
725 686
726 /* 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
727 * positive values for how protections work out. Put another 688 * positive values for how protections work out. Put another
728 * 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
729 * even values. 690 * even values.
730 */ 691 */
731 if (bonus < 0) 692 if (bonus < 0)
732 val = 2 * -val - RANDOM () % b; 693 val = 2 * -val - rndm (b);
733 if (val > 35) 694
734 val = 35; /* Upper limit */ 695 val = min (35, val); /* Upper limit */
696
735 b = 0; 697 b = 0;
698
736 while (op->resist[resist_table[resist]] != 0 && b < 4) 699 while (op->resist[resist_table[resist]] != 0 && b < 4)
737 {
738 resist = RANDOM () % num_resist_table; 700 resist = rndm (num_resist_table);
739 } 701
740 if (b == 4) 702 if (b == 4)
741 return; /* Not able to find a free resistance */ 703 return; /* Not able to find a free resistance */
704
742 op->resist[resist_table[resist]] = val; 705 op->resist[resist_table[resist]] = val;
743 /* We should probably do something more clever here to adjust value 706 /* We should probably do something more clever here to adjust value
744 * based on how good a resistance we gave. 707 * based on how good a resistance we gave.
745 */ 708 */
746 break; 709 break;
747 } 710 }
748 case 20: 711 case 20:
749 if (op->type == AMULET) 712 if (op->type == AMULET)
750 { 713 {
751 SET_FLAG (op, FLAG_REFL_SPELL); 714 op->set_flag (FLAG_REFL_SPELL);
752 op->value *= 11; 715 op->value *= 11;
753 } 716 }
754 else 717 else
755 { 718 {
756 op->stats.hp = 1; /* regenerate hit points */ 719 op->stats.hp = 1; /* regenerate hit points */
759 break; 722 break;
760 723
761 case 21: 724 case 21:
762 if (op->type == AMULET) 725 if (op->type == AMULET)
763 { 726 {
764 SET_FLAG (op, FLAG_REFL_MISSILE); 727 op->set_flag (FLAG_REFL_MISSILE);
765 op->value *= 9; 728 op->value *= 9;
766 } 729 }
767 else 730 else
768 { 731 {
769 op->stats.sp = 1; /* regenerate spell points */ 732 op->stats.sp = 1; /* regenerate spell points */
771 } 734 }
772 break; 735 break;
773 736
774 case 22: 737 case 22:
775 op->stats.exp += bonus; /* Speed! */ 738 op->stats.exp += bonus; /* Speed! */
776 op->value = (op->value * 2) / 3; 739 op->value = op->value * 2 / 3;
777 break; 740 break;
778 } 741 }
742
779 if (bonus > 0) 743 if (bonus > 0)
780 op->value *= 2 * bonus; 744 op->value = 2 * op->value * bonus;
781 else 745 else
782 op->value = -(op->value * 2 * bonus) / 3; 746 op->value = -2 * op->value * bonus / 3;
783} 747}
784 748
785/* 749/*
786 * 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.
787 * 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
788 * higher is the chance of returning a low number. 752 * higher is the chance of returning a low number.
789 * 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
790 * rings and amulets. 754 * rings and amulets.
791 * 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.
792 */ 756 */
793 757static int
794int
795get_magic (int diff) 758get_magic (int diff)
796{ 759{
797 int i; 760 diff = min (3, diff);
798 761
799 if (diff < 3)
800 diff = 3;
801 for (i = 0; i < 4; i++) 762 for (int i = 0; i < 4; i++)
802 if (RANDOM () % diff) 763 if (rndm (diff))
803 return i; 764 return i;
765
804 return 4; 766 return 4;
805} 767}
806 768
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
807#define DICE2 (get_magic(2)==2?2:1) 809#define DICE2 (get_magic(2) == 2 ? 2 : 1)
808#define DICESPELL (rndm (3)+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 810#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
809 811
810/* 812/*
811 * 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
812 * 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
813 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 815 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
814 */ 816 */
815 817
816/* 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
817 * 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
818 * 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
819 * way to do this? b.t. */ 821 * way to do this? b.t. */
820 822
821/* 823/*
822 * ! (flags & GT_ENVIRONMENT): 824 * ! (flags & GT_ENVIRONMENT):
823 * Automatically calls fix_flesh_item(). 825 * Automatically calls fix_flesh_item().
827 * value. 829 * value.
828 * 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
829 * 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
830 * 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
831 */ 833 */
832
833void 834void
834fix_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)
835{ 836{
836 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;
837 838
842 save_item_power = op->item_power; 843 save_item_power = op->item_power;
843 op->item_power = 0; 844 op->item_power = 0;
844 845
845 if (op->randomitems && op->type != SPELL) 846 if (op->randomitems && op->type != SPELL)
846 { 847 {
847 create_treasure (op->randomitems, op, flags, difficulty, 0); 848 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
848 if (!op->inv)
849 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
850
851 /* So the treasure doesn't get created again */ 849 /* So the treasure doesn't get created again */
852 op->randomitems = NULL; 850 op->randomitems = 0;
853 } 851 }
854 852
855 if (difficulty < 1) 853 max_it (difficulty, 1);
856 difficulty = 1;
857 854
858 if (INVOKE_OBJECT (ADD_BONUS, op, 855 if (INVOKE_OBJECT (ADD_BONUS, op,
859 ARG_OBJECT (creator != op ? creator : 0), 856 ARG_OBJECT (creator != op ? creator : 0),
860 ARG_INT (difficulty), ARG_INT (max_magic), 857 ARG_INT (difficulty), ARG_INT (max_magic),
861 ARG_INT (flags))) 858 ARG_INT (flags)))
862 return; 859 return;
863 860
864 if (!(flags & GT_MINIMAL)) 861 if (!(flags & GT_MINIMAL))
865 { 862 {
866 if (op->arch == crown_arch) 863 if (IS_ARCH (op->arch, crown))
867 { 864 {
868 set_magic (difficulty, op, max_magic, flags); 865 set_magic (difficulty, op, max_magic, flags);
869 num_enchantments = calc_item_power (op, 1); 866 num_enchantments = calc_item_power (op, 1);
870 generate_artifact (op, difficulty); 867 generate_artifact (op, difficulty);
871 } 868 }
874 if (!op->magic && max_magic) 871 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 872 set_magic (difficulty, op, max_magic, flags);
876 873
877 num_enchantments = calc_item_power (op, 1); 874 num_enchantments = calc_item_power (op, 1);
878 875
879 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))
880 * 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 */
881 generate_artifact (op, difficulty); 879 generate_artifact (op, difficulty);
882 } 880 }
883 881
884 /* Object was made an artifact. Calculate its item_power rating. 882 /* Object was made an artifact. Calculate its item_power rating.
885 * the item_power in the object is what the artfiact adds. 883 * the item_power in the object is what the artfiact adds.
919 * again below */ 917 * again below */
920 } 918 }
921 } 919 }
922 920
923 /* materialtype modifications. Note we allow this on artifacts. */ 921 /* materialtype modifications. Note we allow this on artifacts. */
924 set_materialname (op, difficulty, NULL); 922 select_material (op, difficulty);
925 923
926 if (flags & GT_MINIMAL) 924 if (flags & GT_MINIMAL)
927 { 925 {
928 if (op->type == POTION) 926 if (op->type == POTION)
929 /* Handle healing and magic power potions */ 927 /* Handle healing and magic power potions */
930 if (op->stats.sp && !op->randomitems) 928 if (op->stats.sp && !op->randomitems)
931 { 929 {
932 object *tmp;
933
934 tmp = get_archetype (spell_mapping[op->stats.sp]); 930 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
935 insert_ob_in_ob (tmp, op); 931 insert_ob_in_ob (tmp, op);
936 op->stats.sp = 0; 932 op->stats.sp = 0;
937 } 933 }
938 } 934 }
939 else if (!op->title) /* Only modify object if not special */ 935 else if (!op->title) /* Only modify object if not special */
942 case WEAPON: 938 case WEAPON:
943 case ARMOUR: 939 case ARMOUR:
944 case SHIELD: 940 case SHIELD:
945 case HELMET: 941 case HELMET:
946 case CLOAK: 942 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 943 if (op->flag [FLAG_CURSED] && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 944 set_ring_bonus (op, -DICE2);
949 break; 945 break;
950 946
951 case BRACERS: 947 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 948 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
953 { 949 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 950 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 951 if (!op->flag [FLAG_CURSED])
956 op->value *= 3; 952 op->value *= 3;
957 } 953 }
958 break; 954 break;
959 955
960 case POTION: 956 case POTION:
961 { 957 {
962 int too_many_tries = 0, is_special = 0; 958 int too_many_tries = 0;
963 959
964 /* Handle healing and magic power potions */ 960 /* Handle healing and magic power potions */
965 if (op->stats.sp && !op->randomitems) 961 if (op->stats.sp && !op->randomitems)
966 { 962 {
967 object *tmp;
968
969 tmp = get_archetype (spell_mapping[op->stats.sp]); 963 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
970 insert_ob_in_ob (tmp, op); 964 insert_ob_in_ob (tmp, op);
971 op->stats.sp = 0; 965 op->stats.sp = 0;
972 } 966 }
973 967
974 while (!(is_special = special_potion (op)) && !op->inv) 968 while (!special_potion (op) && !op->inv)
975 { 969 {
976 generate_artifact (op, difficulty); 970 generate_artifact (op, difficulty);
977 if (too_many_tries++ > 10) 971 if (too_many_tries++ > 10)
978 break; 972 break;
979 } 973 }
982 * since the value set on those is already correct. 976 * since the value set on those is already correct.
983 */ 977 */
984 if (op->inv && op->randomitems) 978 if (op->inv && op->randomitems)
985 { 979 {
986 /* value multiplier is same as for scrolls */ 980 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 981 op->value *= op->inv->value;
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 982 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 983 }
990 else 984 else
991 { 985 {
992 op->name = "potion"; 986 op->name = shstr_potion;
993 op->name_pl = "potions"; 987 op->name_pl = shstr_potions;
994 } 988 }
995 989
996 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 990 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 991 op->set_flag (FLAG_CURSED);
992
998 break; 993 break;
999 } 994 }
1000 995
1001 case AMULET: 996 case AMULET:
1002 if (op->arch == amulet_arch) 997 if (IS_ARCH (op->arch, amulet))
1003 op->value *= 5; /* Since it's not just decoration */ 998 op->value *= 5; /* Since it's not just decoration */
1004 999
1005 case RING: 1000 case RING:
1006 if (op->arch == NULL)
1007 {
1008 op->destroy ();
1009 op = 0;
1010 break;
1011 }
1012
1013 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! */
1014 break; 1002 break;
1015 1003
1016 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1004 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1017 SET_FLAG (op, FLAG_CURSED); 1005 op->set_flag (FLAG_CURSED);
1018 1006
1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1007 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1020 1008
1021 if (op->type != RING) /* Amulets have only one ability */ 1009 if (op->type != RING) /* Amulets have only one ability */
1022 break; 1010 break;
1023 1011
1024 if (!(rndm (4))) 1012 if (!rndm (4))
1025 { 1013 {
1026 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1014 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1027 1015
1028 if (d > 0) 1016 if (d > 0)
1029 op->value *= 3; 1017 op->value *= 3;
1030 1018
1031 set_ring_bonus (op, d); 1019 set_ring_bonus (op, d);
1032 1020
1033 if (!(rndm (4))) 1021 if (!rndm (4))
1034 { 1022 {
1035 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1023 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1036 1024
1037 if (d > 0) 1025 if (d > 0)
1038 op->value *= 5; 1026 op->value *= 5;
1027
1039 set_ring_bonus (op, d); 1028 set_ring_bonus (op, d);
1040 } 1029 }
1041 } 1030 }
1042 1031
1043 if (GET_ANIM_ID (op)) 1032 if (op->animation_id)
1044 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1033 op->set_anim_frame (rndm (op->anim_frames ()));
1045 1034
1046 break; 1035 break;
1047 1036
1048 case BOOK: 1037 case BOOK:
1049 /* Is it an empty book?, if yes lets make a special· 1038 /* Is it an empty book?, if yes lets make a special·
1051 * creator and/or map level we found it on. 1040 * creator and/or map level we found it on.
1052 */ 1041 */
1053 if (!op->msg && rndm (10)) 1042 if (!op->msg && rndm (10))
1054 { 1043 {
1055 /* set the book level properly */ 1044 /* set the book level properly */
1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1045 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1057 { 1046 {
1058 if (op->map && op->map->difficulty) 1047 if (op->map && op->map->difficulty)
1059 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1; 1048 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1060 else 1049 else
1061 op->level = rndm (20) + 1; 1050 op->level = rndm (20) + 1;
1062 } 1051 }
1063 else 1052 else
1064 op->level = RANDOM () % creator->level; 1053 op->level = rndm (creator->level);
1065 1054
1066 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);
1067 /* books w/ info are worth more! */ 1056 /* books w/ info are worth more! */
1068 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));
1069 /* creator related stuff */
1070
1071 /* for library, chained books. Note that some monsters have no_pick
1072 * set - we don't want to set no pick in that case.
1073 */
1074 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1075 SET_FLAG (op, FLAG_NO_PICK);
1076 if (creator->slaying && !op->slaying) /* for check_inv floors */
1077 op->slaying = creator->slaying;
1078 1058
1079 /* add exp so reading it gives xp (once) */ 1059 /* add exp so reading it gives xp (once) */
1080 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;
1081 } 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;
1082 break; 1072 break;
1083 1073
1084 case SPELLBOOK: 1074 case SPELLBOOK:
1085 op->value = op->value * op->inv->value; 1075 op->value *= value_factor_from_spell_item (op->inv, 0);
1076
1086 /* add exp so learning gives xp */ 1077 /* add exp so learning gives xp */
1087 op->level = op->inv->level; 1078 op->level = op->inv->level;
1088 op->stats.exp = op->value; 1079 op->stats.exp = op->value;
1089 break; 1080 break;
1090 1081
1094 * and reset nrof. 1085 * and reset nrof.
1095 */ 1086 */
1096 op->stats.food = op->inv->nrof; 1087 op->stats.food = op->inv->nrof;
1097 op->nrof = 1; 1088 op->nrof = 1;
1098 /* If the spell changes by level, choose a random level 1089 /* If the spell changes by level, choose a random level
1099 * for it, and adjust price. If the spell doesn't 1090 * for it.
1100 * change by level, just set the wand to the level of
1101 * the spell, and value calculation is simpler.
1102 */ 1091 */
1103 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1092 if (op->inv->duration_modifier
1104 { 1093 || op->inv->dam_modifier
1094 || op->inv->range_modifier)
1105 op->level = level_for_item (op, difficulty); 1095 op->level = level_for_item (op, difficulty);
1106 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1107 }
1108 else 1096 else
1109 {
1110 op->level = op->inv->level; 1097 op->level = op->inv->level;
1111 op->value = op->value * op->inv->value; 1098
1112 } 1099 op->value *= value_factor_from_spell_item (op->inv, op);
1113 break; 1100 break;
1114 1101
1115 case ROD: 1102 case ROD:
1116 op->level = level_for_item (op, difficulty); 1103 op->level = level_for_item (op, difficulty);
1117 /* Add 50 to both level an divisor to keep prices a little more 1104 op->value *= value_factor_from_spell_item (op->inv, op);
1118 * reasonable. Otherwise, a high level version of a low level 1105
1119 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1120 * 10 time multiplier). This way, the value are a bit more reasonable.
1121 */
1122 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1123 /* 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 */
1124 if (op->stats.maxhp) 1107 if (op->stats.maxhp)
1125 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);
1126 else 1109 else
1127 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);
1128 1111
1129 op->stats.hp = op->stats.maxhp; 1112 op->stats.hp = op->stats.maxhp;
1130 break; 1113 break;
1131 1114
1132 case SCROLL: 1115 case SCROLL:
1133 op->level = level_for_item (op, difficulty); 1116 op->level = level_for_item (op, difficulty);
1134 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);
1135 1118
1136 /* add exp so reading them properly gives xp */ 1119 /* add exp so reading them properly gives xp */
1137 op->stats.exp = op->value / 5; 1120 op->stats.exp = op->value / 5;
1138 op->nrof = op->inv->nrof; 1121 op->nrof = op->inv->nrof;
1139 break; 1122 break;
1147 break; 1130 break;
1148 } /* switch type */ 1131 } /* switch type */
1149 1132
1150 if (flags & GT_STARTEQUIP) 1133 if (flags & GT_STARTEQUIP)
1151 { 1134 {
1152 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])
1153 SET_FLAG (op, FLAG_STARTEQUIP); 1136 op->set_flag (FLAG_STARTEQUIP);
1154 else if (op->type != MONEY) 1137 else if (op->type != MONEY)
1155 op->value = 0; 1138 op->value = 0;
1156 } 1139 }
1157 1140
1158 if (!(flags & GT_ENVIRONMENT)) 1141 if (!(flags & GT_ENVIRONMENT))
1168 */ 1151 */
1169 1152
1170/* 1153/*
1171 * Allocate and return the pointer to an empty artifactlist structure. 1154 * Allocate and return the pointer to an empty artifactlist structure.
1172 */ 1155 */
1173
1174static artifactlist * 1156static artifactlist *
1175get_empty_artifactlist (void) 1157get_empty_artifactlist ()
1176{ 1158{
1177 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1159 return salloc0<artifactlist> ();
1178
1179 if (al == NULL)
1180 fatal (OUT_OF_MEMORY);
1181 al->next = NULL;
1182 al->items = NULL;
1183 al->total_chance = 0;
1184 return al;
1185} 1160}
1186 1161
1187/* 1162/*
1188 * Allocate and return the pointer to an empty artifact structure. 1163 * Allocate and return the pointer to an empty artifact structure.
1189 */ 1164 */
1190
1191static artifact * 1165static artifact *
1192get_empty_artifact (void) 1166get_empty_artifact ()
1193{ 1167{
1194 artifact *a = (artifact *) malloc (sizeof (artifact)); 1168 return salloc0<artifact> ();
1195
1196 if (a == NULL)
1197 fatal (OUT_OF_MEMORY);
1198 a->item = NULL;
1199 a->next = NULL;
1200 a->chance = 0;
1201 a->difficulty = 0;
1202 a->allowed = NULL;
1203 return a;
1204} 1169}
1205 1170
1206/* 1171/*
1207 * 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
1208 * of objects on it. 1173 * of objects on it.
1209 */ 1174 */
1210
1211artifactlist * 1175artifactlist *
1212find_artifactlist (int type) 1176find_artifactlist (int type)
1213{ 1177{
1214 artifactlist *al;
1215
1216 for (al = first_artifactlist; al != NULL; al = al->next) 1178 for (artifactlist *al = first_artifactlist; al; al = al->next)
1217 if (al->type == type) 1179 if (al->type == type)
1218 return al; 1180 return al;
1181
1219 return NULL; 1182 return 0;
1220} 1183}
1221 1184
1222/* 1185/*
1223 * For debugging purposes. Dumps all tables. 1186 * Builds up the lists of artifacts from the file in the libdir.
1224 */ 1187 */
1225
1226void 1188void
1227dump_artifacts (void)
1228{
1229 artifactlist *al;
1230 artifact *art;
1231 linked_char *next;
1232
1233 fprintf (logfile, "\n");
1234 for (al = first_artifactlist; al != NULL; al = al->next)
1235 {
1236 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1237 for (art = al->items; art != NULL; art = art->next)
1238 {
1239 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1240 if (art->allowed != NULL)
1241 {
1242 fprintf (logfile, "\tAllowed combinations:");
1243 for (next = art->allowed; next != NULL; next = next->next)
1244 fprintf (logfile, "%s,", &next->name);
1245 fprintf (logfile, "\n");
1246 }
1247 }
1248 }
1249 fprintf (logfile, "\n");
1250}
1251
1252/*
1253 * For debugging purposes. Dumps all treasures recursively (see below).
1254 */
1255void
1256dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1257{
1258 treasurelist *tl;
1259 int i;
1260
1261 if (depth > 100)
1262 return;
1263 while (t)
1264 {
1265 if (t->name)
1266 {
1267 for (i = 0; i < depth; i++)
1268 fprintf (logfile, " ");
1269 fprintf (logfile, "{ (list: %s)\n", &t->name);
1270 tl = find_treasurelist (t->name);
1271 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2);
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 }
1277 else
1278 {
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 }
1286
1287 if (t->next_yes)
1288 {
1289 for (i = 0; i < depth; i++)
1290 fprintf (logfile, " ");
1291 fprintf (logfile, " (if yes)\n");
1292 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1293 }
1294
1295 if (t->next_no)
1296 {
1297 for (i = 0; i < depth; i++)
1298 fprintf (logfile, " ");
1299 fprintf (logfile, " (if no)\n");
1300 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1301 }
1302
1303 t = t->next;
1304 }
1305}
1306
1307/*
1308 * For debugging purposes. Dumps all treasures for a given monster.
1309 * Created originally by Raphael Quinet for debugging the alchemy code.
1310 */
1311
1312void
1313dump_monster_treasure (const char *name)
1314{
1315 archetype *at;
1316 int found;
1317
1318 found = 0;
1319 fprintf (logfile, "\n");
1320 for (at = first_archetype; at != NULL; at = at->next)
1321 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1322 {
1323 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1324 if (at->clone.randomitems != NULL)
1325 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1326 else
1327 fprintf (logfile, "(nothing)\n");
1328 fprintf (logfile, "\n");
1329 found++;
1330 }
1331 if (found == 0)
1332 fprintf (logfile, "No objects have the name %s!\n\n", name);
1333}
1334
1335/*
1336 * Builds up the lists of artifacts from the file in the libdir.
1337 */
1338
1339void
1340init_artifacts (void) 1189init_artifacts ()
1341{ 1190{
1342 static int has_been_inited = 0; 1191 static int has_been_inited = 0;
1343 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1344 artifact *art = NULL; 1192 artifact *art = NULL;
1345 linked_char *tmp;
1346 int value;
1347 artifactlist *al; 1193 artifactlist *al;
1348 1194
1349 if (has_been_inited) 1195 if (has_been_inited)
1350 return; 1196 return;
1351 else 1197 else
1352 has_been_inited = 1; 1198 has_been_inited = 1;
1353 1199
1354 sprintf (filename, "%s/artifacts", settings.datadir); 1200 object_thawer f (settings.datadir, "artifacts");
1355 object_thawer thawer (filename);
1356 1201
1357 if (!thawer) 1202 if (!f)
1358 return; 1203 return;
1359 1204
1360 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1205 for (;;)
1361 { 1206 {
1362 if (*buf == '#') 1207 switch (f.kw)
1363 continue;
1364 if ((cp = strchr (buf, '\n')) != NULL)
1365 *cp = '\0';
1366 cp = buf;
1367 while (*cp == ' ') /* Skip blanks */
1368 cp++;
1369 if (*cp == '\0')
1370 continue;
1371
1372 if (!strncmp (cp, "Allowed", 7))
1373 { 1208 {
1209 case KW_allowed:
1374 if (art == NULL) 1210 if (!art)
1211 art = get_empty_artifact ();
1212
1375 { 1213 {
1376 art = get_empty_artifact (); 1214 if (!strcmp (f.get_str (), "all"))
1377 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));
1378 } 1231 }
1379 cp = strchr (cp, ' ') + 1; 1232 break;
1380 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 }
1381 continue; 1265 continue;
1382 1266
1383 do 1267 case KW_EOF:
1268 goto done;
1269
1270 default:
1271 if (!f.parse_error ("artifacts file"))
1272 cleanup ("artifacts file required");
1384 { 1273 break;
1385 nrofallowedstr++;
1386 if ((next = strchr (cp, ',')) != NULL)
1387 *(next++) = '\0';
1388 tmp = new linked_char;
1389
1390 tmp->name = cp;
1391 tmp->next = art->allowed;
1392 art->allowed = tmp;
1393 }
1394 while ((cp = next) != NULL);
1395 }
1396 else if (sscanf (cp, "chance %d", &value))
1397 art->chance = (uint16) value;
1398 else if (sscanf (cp, "difficulty %d", &value))
1399 art->difficulty = (uint8) value;
1400 else if (!strncmp (cp, "Object", 6))
1401 { 1274 }
1402 art->item = object::create ();
1403 1275
1404 if (!load_object (thawer, art->item, 0)) 1276 f.next ();
1405 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1406
1407 art->item->name = strchr (cp, ' ') + 1;
1408 al = find_artifactlist (art->item->type);
1409 if (al == NULL)
1410 {
1411 al = get_empty_artifactlist ();
1412 al->type = art->item->type;
1413 al->next = first_artifactlist;
1414 first_artifactlist = al;
1415 }
1416 art->next = al->items;
1417 al->items = art;
1418 art = NULL;
1419 }
1420 else
1421 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1422 } 1277 }
1423 1278
1279done:
1424 for (al = first_artifactlist; al != NULL; al = al->next) 1280 for (al = first_artifactlist; al; al = al->next)
1425 { 1281 {
1282 al->total_chance = 0;
1283
1426 for (art = al->items; art != NULL; art = art->next) 1284 for (art = al->items; art; art = art->next)
1427 { 1285 {
1428 if (!art->chance) 1286 if (!art->chance)
1429 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);
1430 else 1288 else
1431 al->total_chance += art->chance; 1289 al->total_chance += art->chance;
1432 } 1290 }
1433#if 0 1291#if 0
1434 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);
1435#endif 1293#endif
1436 } 1294 }
1437
1438 LOG (llevDebug, "done.\n");
1439} 1295}
1440
1441 1296
1442/* 1297/*
1443 * Used in artifact generation. The bonuses of the first object 1298 * Used in artifact generation. The bonuses of the first object
1444 * is modified by the bonuses of the second object. 1299 * is modified by the bonuses of the second object.
1445 */ 1300 */
1446
1447void 1301void
1448add_abilities (object *op, object *change) 1302add_abilities (object *op, object *change)
1449{ 1303{
1450 int i, tmp;
1451
1452 if (change->face != blank_face) 1304 if (change->face != blank_face)
1453 {
1454#ifdef TREASURE_VERBOSE
1455 LOG (llevDebug, "FACE: %d\n", change->face->number);
1456#endif
1457 op->face = change->face; 1305 op->face = change->face;
1458 }
1459 1306
1460 for (i = 0; i < NUM_STATS; i++) 1307 for (int i = 0; i < NUM_STATS; i++)
1461 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1308 change_attr_value (&(op->stats), i, change->stats.stat (i));
1462 1309
1463 op->attacktype |= change->attacktype; 1310 op->attacktype |= change->attacktype;
1464 op->path_attuned |= change->path_attuned; 1311 op->path_attuned |= change->path_attuned;
1465 op->path_repelled |= change->path_repelled; 1312 op->path_repelled |= change->path_repelled;
1466 op->path_denied |= change->path_denied; 1313 op->path_denied |= change->path_denied;
1467 op->move_type |= change->move_type; 1314 op->move_type |= change->move_type;
1468 op->stats.luck += change->stats.luck; 1315 op->stats.luck += change->stats.luck;
1469 1316
1470 if (QUERY_FLAG (change, FLAG_CURSED)) 1317 static const struct copyflags : object::flags_t
1471 SET_FLAG (op, FLAG_CURSED); 1318 {
1472 if (QUERY_FLAG (change, FLAG_DAMNED)) 1319 copyflags ()
1473 SET_FLAG (op, FLAG_DAMNED); 1320 {
1474 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)
1475 set_abs_magic (op, -op->magic); 1338 set_abs_magic (op, -op->magic);
1476 1339
1477 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1340 if (change->flag [FLAG_STAND_STILL])
1478 SET_FLAG (op, FLAG_LIFESAVE);
1479 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1480 SET_FLAG (op, FLAG_REFL_SPELL);
1481 if (QUERY_FLAG (change, FLAG_STEALTH))
1482 SET_FLAG (op, FLAG_STEALTH);
1483 if (QUERY_FLAG (change, FLAG_XRAYS))
1484 SET_FLAG (op, FLAG_XRAYS);
1485 if (QUERY_FLAG (change, FLAG_BLIND))
1486 SET_FLAG (op, FLAG_BLIND);
1487 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1488 SET_FLAG (op, FLAG_SEE_IN_DARK);
1489 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1490 SET_FLAG (op, FLAG_REFL_MISSILE);
1491 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1492 SET_FLAG (op, FLAG_MAKE_INVIS);
1493
1494 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1495 { 1341 {
1496 CLEAR_FLAG (op, FLAG_ANIMATE); 1342 op->clr_flag (FLAG_ANIMATE);
1343
1497 /* so artifacts will join */ 1344 /* so artifacts will join */
1498 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1345 if (!op->flag [FLAG_ALIVE])
1499 op->speed = 0.0; 1346 op->speed = 0.;
1500 1347
1501 op->set_speed (op->speed); 1348 op->set_speed (op->speed);
1502 } 1349 }
1503 1350
1504 if (change->nrof) 1351 if (change->nrof)
1505 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1352 op->nrof = rndm (change->nrof) + 1;
1506 1353
1507 op->stats.exp += change->stats.exp; /* Speed modifier */ 1354 op->stats.exp += change->stats.exp; /* Speed modifier */
1508 op->stats.wc += change->stats.wc; 1355 op->stats.wc += change->stats.wc;
1509 op->stats.ac += change->stats.ac; 1356 op->stats.ac += change->stats.ac;
1510 1357
1511 if (change->other_arch) 1358 if (change->other_arch)
1512 { 1359 {
1513 /* Basically, for horns & potions, the other_arch field is the spell 1360 /* Basically, for horns & potions, the other_arch field is the spell
1514 * 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
1515 * this object. 1362 * this object.
1516 */ 1363 */
1517 if (op->type == HORN || op->type == POTION) 1364 if (op->type == HORN || op->type == POTION)
1518 { 1365 {
1519 object *tmp_obj;
1520
1521 /* Remove any spells this object currently has in it */ 1366 /* Remove any spells this object currently has in it */
1522 while (op->inv)
1523 op->inv->destroy (); 1367 op->destroy_inv (false);
1524 1368
1525 tmp_obj = arch_to_object (change->other_arch); 1369 object *tmp = change->other_arch->instance ();
1526 insert_ob_in_ob (tmp_obj, op); 1370 insert_ob_in_ob (tmp, op);
1527 } 1371 }
1372
1528 /* No harm setting this for potions/horns */ 1373 /* No harm setting this for potions/horns */
1529 op->other_arch = change->other_arch; 1374 op->other_arch = change->other_arch;
1530 } 1375 }
1531 1376
1532 if (change->stats.hp < 0) 1377 if (change->stats.hp < 0)
1548 op->stats.maxsp = -change->stats.maxsp; 1393 op->stats.maxsp = -change->stats.maxsp;
1549 else 1394 else
1550 op->stats.maxsp += change->stats.maxsp; 1395 op->stats.maxsp += change->stats.maxsp;
1551 1396
1552 if (change->stats.food < 0) 1397 if (change->stats.food < 0)
1553 op->stats.food = -(change->stats.food); 1398 op->stats.food = -change->stats.food;
1554 else 1399 else
1555 op->stats.food += change->stats.food; 1400 op->stats.food += change->stats.food;
1556 1401
1557 if (change->level < 0) 1402 if (change->level < 0)
1558 op->level = -(change->level); 1403 op->level = -change->level;
1559 else 1404 else
1560 op->level += change->level; 1405 op->level += change->level;
1561 1406
1562 if (change->gen_sp_armour < 0) 1407 if (change->gen_sp_armour < 0)
1563 op->gen_sp_armour = -(change->gen_sp_armour); 1408 op->gen_sp_armour = -change->gen_sp_armour;
1564 else 1409 else
1565 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;
1566 1411
1567 op->item_power = change->item_power; 1412 op->item_power = change->item_power;
1568 1413
1569 for (i = 0; i < NROFATTACKS; i++) 1414 for (int i = 0; i < NROFATTACKS; i++)
1570 if (change->resist[i])
1571 op->resist[i] += change->resist[i]; 1415 op->resist[i] += change->resist[i];
1572 1416
1573 if (change->stats.dam) 1417 if (change->stats.dam)
1574 { 1418 {
1575 if (change->stats.dam < 0) 1419 if (change->stats.dam < 0)
1576 op->stats.dam = (-change->stats.dam); 1420 op->stats.dam = -change->stats.dam;
1577 else if (op->stats.dam) 1421 else if (op->stats.dam)
1578 { 1422 {
1579 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1423 int tmp = op->stats.dam * change->stats.dam / 10;
1424
1580 if (tmp == op->stats.dam) 1425 if (tmp == op->stats.dam)
1581 { 1426 {
1582 if (change->stats.dam < 10) 1427 if (change->stats.dam < 10)
1583 op->stats.dam--; 1428 op->stats.dam--;
1584 else 1429 else
1590 } 1435 }
1591 1436
1592 if (change->weight) 1437 if (change->weight)
1593 { 1438 {
1594 if (change->weight < 0) 1439 if (change->weight < 0)
1595 op->weight = (-change->weight); 1440 op->weight = -change->weight;
1596 else 1441 else
1597 op->weight = (op->weight * (change->weight)) / 100; 1442 op->weight = op->weight * change->weight / 100;
1598 } 1443 }
1599 1444
1600 if (change->last_sp) 1445 if (change->last_sp)
1601 { 1446 {
1602 if (change->last_sp < 0) 1447 if (change->last_sp < 0)
1603 op->last_sp = (-change->last_sp); 1448 op->last_sp = -change->last_sp;
1604 else 1449 else
1605 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;
1606 } 1451 }
1607 1452
1608 if (change->gen_sp_armour) 1453 if (change->gen_sp_armour)
1609 { 1454 {
1610 if (change->gen_sp_armour < 0) 1455 if (change->gen_sp_armour < 0)
1611 op->gen_sp_armour = (-change->gen_sp_armour); 1456 op->gen_sp_armour = -change->gen_sp_armour;
1612 else 1457 else
1613 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;
1614 } 1459 }
1615 1460
1616 op->value *= change->value; 1461 op->value *= change->value;
1617 1462
1618 if (change->material) 1463 if (change->materials)
1464 op->materials = change->materials;
1465
1466 if (change->material != MATERIAL_NULL)
1619 op->material = change->material; 1467 op->material = change->material;
1620
1621 if (change->materialname)
1622 op->materialname = change->materialname;
1623 1468
1624 if (change->slaying) 1469 if (change->slaying)
1625 op->slaying = change->slaying; 1470 op->slaying = change->slaying;
1626 1471
1627 if (change->race) 1472 if (change->race)
1630 if (change->msg) 1475 if (change->msg)
1631 op->msg = change->msg; 1476 op->msg = change->msg;
1632} 1477}
1633 1478
1634static int 1479static int
1635legal_artifact_combination (object *op, artifact * art) 1480legal_artifact_combination (object *op, artifact *art)
1636{ 1481{
1637 int neg, success = 0; 1482 int neg, success = 0;
1638 linked_char *tmp; 1483 linked_char *tmp;
1639 const char *name; 1484 const char *name;
1640 1485
1641 if (art->allowed == (linked_char *) NULL) 1486 if (!art->allowed)
1642 return 1; /* Ie, "all" */ 1487 return 1; /* Ie, "all" */
1488
1643 for (tmp = art->allowed; tmp; tmp = tmp->next) 1489 for (tmp = art->allowed; tmp; tmp = tmp->next)
1644 { 1490 {
1645#ifdef TREASURE_VERBOSE 1491#ifdef TREASURE_VERBOSE
1646 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1492 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1647#endif 1493#endif
1648 if (*tmp->name == '!') 1494 if (*tmp->name == '!')
1649 name = tmp->name + 1, neg = 1; 1495 name = tmp->name + 1, neg = 1;
1650 else 1496 else
1651 name = tmp->name, neg = 0; 1497 name = tmp->name, neg = 0;
1652 1498
1653 /* If we match name, then return the opposite of 'neg' */ 1499 /* If we match name, then return the opposite of 'neg' */
1654 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1500 if (!strcmp (name, op->arch->archname))
1655 return !neg; 1501 return !neg;
1656 1502
1657 /* 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
1658 * everything is allowed except what we match 1504 * everything is allowed except what we match
1659 */ 1505 */
1660 else if (neg) 1506 else if (neg)
1661 success = 1; 1507 success = 1;
1662 } 1508 }
1509
1663 return success; 1510 return success;
1664} 1511}
1665 1512
1666/* 1513/*
1667 * Fixes the given object, giving it the abilities and titles 1514 * Fixes the given object, giving it the abilities and titles
1669 */ 1516 */
1670 1517
1671void 1518void
1672give_artifact_abilities (object *op, object *artifct) 1519give_artifact_abilities (object *op, object *artifct)
1673{ 1520{
1674 char new_name[MAX_BUF]; 1521 op->title = format ("of %s", &artifct->name);
1675 1522
1676 sprintf (new_name, "of %s", &artifct->name);
1677 op->title = new_name;
1678 add_abilities (op, artifct); /* Give out the bonuses */ 1523 add_abilities (op, artifct); /* Give out the bonuses */
1679 1524
1680#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... */
1681 { 1526 {
1682 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1527 char identified = op->flag [FLAG_IDENTIFIED];
1683 1528
1684 SET_FLAG (op, FLAG_IDENTIFIED); 1529 op->set_flag (FLAG_IDENTIFIED);
1685 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));
1686 if (!identified) 1531 if (!identified)
1687 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1532 op->clr_flag (FLAG_IDENTIFIED);
1688 } 1533 }
1689#endif 1534#endif
1690 return; 1535 return;
1691} 1536}
1692 1537
1702#define ARTIFACT_TRIES 2 1547#define ARTIFACT_TRIES 2
1703 1548
1704void 1549void
1705generate_artifact (object *op, int difficulty) 1550generate_artifact (object *op, int difficulty)
1706{ 1551{
1707 artifactlist *al;
1708 artifact *art; 1552 artifact *art;
1709 int i;
1710 1553
1711 al = find_artifactlist (op->type); 1554 artifactlist *al = find_artifactlist (op->type);
1712 1555
1713 if (al == NULL) 1556 if (al == NULL)
1714 { 1557 {
1715#if 0 /* This is too verbose, usually */ 1558#if 0 /* This is too verbose, usually */
1716 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);
1717#endif 1560#endif
1718 return; 1561 return;
1719 } 1562 }
1720 1563
1721 for (i = 0; i < ARTIFACT_TRIES; i++) 1564 for (int i = 0; i < ARTIFACT_TRIES; i++)
1722 { 1565 {
1723 int roll = RANDOM () % al->total_chance; 1566 int roll = rndm (al->total_chance);
1724 1567
1725 for (art = al->items; art != NULL; art = art->next) 1568 for (art = al->items; art; art = art->next)
1726 { 1569 {
1727 roll -= art->chance; 1570 roll -= art->chance;
1728 if (roll < 0) 1571 if (roll < 0)
1729 break; 1572 break;
1730 } 1573 }
1734#if 1 1577#if 1
1735 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);
1736#endif 1579#endif
1737 return; 1580 return;
1738 } 1581 }
1739 if (!strcmp (art->item->name, "NONE")) 1582
1583 if (art->item->name == shstr_NONE)
1740 return; 1584 return;
1585
1741 if (FABS (op->magic) < art->item->magic) 1586 if (fabs (op->magic) < art->item->magic)
1742 continue; /* Not magic enough to be this item */ 1587 continue; /* Not magic enough to be this item */
1743 1588
1744 /* Map difficulty not high enough */ 1589 /* Map difficulty not high enough */
1745 if (difficulty < art->difficulty) 1590 if (difficulty < art->difficulty)
1746 continue; 1591 continue;
1747 1592
1748 if (!legal_artifact_combination (op, art)) 1593 if (!legal_artifact_combination (op, art))
1749 { 1594 {
1750#ifdef TREASURE_VERBOSE 1595#ifdef TREASURE_VERBOSE
1751 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);
1752#endif 1597#endif
1753 continue; 1598 continue;
1754 } 1599 }
1600
1755 give_artifact_abilities (op, art->item); 1601 give_artifact_abilities (op, art->item);
1756 return; 1602 return;
1757 } 1603 }
1758} 1604}
1759 1605
1763 */ 1609 */
1764 1610
1765void 1611void
1766fix_flesh_item (object *item, object *donor) 1612fix_flesh_item (object *item, object *donor)
1767{ 1613{
1768 char tmpbuf[MAX_BUF];
1769 int i;
1770
1771 if (item->type == FLESH && donor) 1614 if (item->type == FLESH && donor)
1772 { 1615 {
1773 /* change the name */ 1616 /* change the name */
1774 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1617 item->name = format ("%s's %s", &donor->name, &item->name);
1775 item->name = tmpbuf;
1776 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1618 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1777 item->name_pl = tmpbuf;
1778 1619
1779 /* weight is FLESH weight/100 * donor */ 1620 /* weight is FLESH weight/100 * donor */
1780 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);
1781 item->weight = 1;
1782 1622
1783 /* value is multiplied by level of donor */ 1623 /* value is multiplied by level of donor */
1784 item->value *= isqrt (donor->level * 2); 1624 item->value *= isqrt (donor->level * 2);
1785 1625
1786 /* food value */ 1626 /* food value */
1787 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1627 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1788 1628
1789 /* flesh items inherit some abilities of donor, but not 1629 /* flesh items inherit some abilities of donor, but not
1790 * full effect. 1630 * full effect.
1791 */ 1631 */
1792 for (i = 0; i < NROFATTACKS; i++) 1632 for (int i = 0; i < NROFATTACKS; i++)
1793 item->resist[i] = donor->resist[i] / 2; 1633 item->resist[i] = donor->resist[i] / 2;
1794 1634
1795 /* item inherits donor's level (important for quezals) */ 1635 /* item inherits donor's level (important for quezals) */
1796 item->level = donor->level; 1636 item->level = donor->level;
1797 1637
1798 /* if donor has some attacktypes, the flesh is poisonous */ 1638 /* if donor has some attacktypes, the flesh is poisonous */
1799 if (donor->attacktype & AT_POISON) 1639 if (donor->attacktype & AT_POISON)
1800 item->type = POISON; 1640 item->type = POISON;
1641
1801 if (donor->attacktype & AT_ACID) 1642 if (donor->attacktype & AT_ACID)
1802 item->stats.hp = -1 * item->stats.food; 1643 item->stats.hp = -item->stats.food;
1803 SET_FLAG (item, FLAG_NO_STEAL);
1804 }
1805}
1806 1644
1807/* special_potion() - so that old potion code is still done right. */ 1645 item->set_flag (FLAG_NO_STEAL);
1808 1646 }
1809int
1810special_potion (object *op)
1811{
1812 if (op->attacktype)
1813 return 1;
1814
1815 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1816 return 1;
1817
1818 for (int i = 0; i < NROFATTACKS; i++)
1819 if (op->resist[i])
1820 return 1;
1821
1822 return 0;
1823} 1647}
1824 1648
1825void 1649static void
1826free_treasurestruct (treasure *t) 1650free_treasurestruct (treasure *t)
1827{ 1651{
1828 if (t->next)
1829 free_treasurestruct (t->next); 1652 if (t->next) free_treasurestruct (t->next);
1830 if (t->next_yes)
1831 free_treasurestruct (t->next_yes); 1653 if (t->next_yes) free_treasurestruct (t->next_yes);
1832 if (t->next_no)
1833 free_treasurestruct (t->next_no); 1654 if (t->next_no) free_treasurestruct (t->next_no);
1834 1655
1835 delete t; 1656 delete t;
1836} 1657}
1837 1658
1838void 1659static void
1839free_charlinks (linked_char *lc) 1660free_charlinks (linked_char *lc)
1840{ 1661{
1841 if (lc->next) 1662 if (lc->next)
1842 free_charlinks (lc->next); 1663 free_charlinks (lc->next);
1843 1664
1844 delete lc; 1665 delete lc;
1845} 1666}
1846 1667
1847void 1668static void
1848free_artifact (artifact * at) 1669free_artifact (artifact *at)
1849{ 1670{
1850 if (at->next)
1851 free_artifact (at->next); 1671 if (at->next) free_artifact (at->next);
1852
1853 if (at->allowed)
1854 free_charlinks (at->allowed); 1672 if (at->allowed) free_charlinks (at->allowed);
1855 1673
1856 at->item->destroy (1); 1674 at->item->destroy ();
1857 1675
1858 delete at;
1859}
1860
1861void
1862free_artifactlist (artifactlist * al)
1863{
1864 artifactlist *nextal;
1865
1866 for (al = first_artifactlist; al; al = nextal)
1867 {
1868 nextal = al->next;
1869
1870 if (al->items)
1871 free_artifact (al->items);
1872
1873 free (al); 1676 sfree (at);
1874 }
1875} 1677}
1876 1678
1877void
1878free_all_treasures (void)
1879{
1880 treasurelist *tl, *next;
1881
1882
1883 for (tl = first_treasurelist; tl != NULL; tl = next)
1884 {
1885 next = tl->next;
1886 if (tl->items)
1887 free_treasurestruct (tl->items);
1888 delete tl;
1889 }
1890 free_artifactlist (first_artifactlist);
1891}

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