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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.9 by elmex, Sun Sep 3 14:33:48 2006 UTC vs.
Revision 1.122 by root, Sun Nov 18 15:19:48 2018 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.9 2006/09/03 14:33:48 elmex Exp $";
5 */ 3 *
6 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
7/* 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
12 8 *
13 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 12 * option) any later version.
17 13 *
18 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 17 * GNU General Public License for more details.
22 18 *
23 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
26 22 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 24 */
29
30#define ALLOWED_COMBINATION
31 25
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 27 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 28 * slows the startup some (and not actual game play), it is by default
35 * left on 29 * left on
36 */ 30 */
37#define TREASURE_DEBUG 31#define TREASURE_DEBUG
38 32
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 33/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34
40/* #define TREASURE_VERBOSE */ 35//#define TREASURE_VERBOSE
41 36
42#include <global.h> 37#include <global.h>
43#include <treasure.h> 38#include <treasure.h>
44#include <funcpoint.h>
45#include <loader.h>
46 39
40#include <flat_hash_map.hpp>
47 41
48static void change_treasure (treasure * t, object * op); /* overrule default values */ 42// used only by treasure.C, does not handle null arch ptrs
43#define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name)
44
49extern char *spell_mapping[]; 45extern char *spell_mapping[];
50 46
51/* 47static treasurelist *first_treasurelist;
52 * Initialize global archtype pointers:
53 */
54 48
55void 49static void change_treasure (treasure *t, object *op); /* overrule default values */
56init_archetype_pointers ()
57{
58 int prev_warn = warn_archetypes;
59 warn_archetypes = 1;
60 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring");
62 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet");
64 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff");
66 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown");
68 warn_archetypes = prev_warn;
69}
70 50
71/* 51typedef ska::flat_hash_map<
72 * Allocate and return the pointer to an empty treasurelist structure. 52 const char *,
73 */ 53 treasurelist *,
54 str_hash,
55 str_equal,
56 slice_allocator< std::pair<const char *const, treasurelist *> >
57> tl_map_t;
74 58
59static tl_map_t tl_map;
60
61//TODO: class method
62static void free_treasurestruct (treasure *t); // bleh desu
63static void
64clear (treasurelist *tl)
65{
66 if (tl->items)
67 {
68 free_treasurestruct (tl->items);
69 tl->items = 0;
70 }
71
72 tl->total_chance = 0;
73}
74
75/*
76 * Searches for the given treasurelist
77 */
75static treasurelist * 78treasurelist *
76get_empty_treasurelist (void) 79treasurelist::find (const char *name)
77{ 80{
81 if (!name)
82 return 0;
83
84 auto (i, tl_map.find (name));
85
86 if (i == tl_map.end ())
87 return 0;
88
89 return i->second;
90}
91
92/*
93 * Searches for the given treasurelist in the globally linked list
94 * of treasurelists which has been built by load_treasures().
95 */
96treasurelist *
97treasurelist::get (const char *name)
98{
99 treasurelist *tl = find (name);
100
101 if (!tl)
102 {
78 return new treasurelist; 103 tl = new treasurelist;
79}
80 104
81/* 105 tl->name = name;
82 * Allocate and return the pointer to an empty treasure structure. 106 tl->next = first_treasurelist;
83 */ 107 first_treasurelist = tl;
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89 108
90 t->chance = 100; 109 tl_map.insert (std::make_pair (tl->name, tl));
110 }
91 111
92 return t; 112 return tl;
93}
94
95/*
96 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists)
98 */
99
100static treasure *
101load_treasure (FILE * fp, int *line)
102{
103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure ();
105 int value;
106
107 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
110 (*line)++;
111
112 if (*buf == '#')
113 continue;
114 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0';
116 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */
118 cp++;
119
120 if (sscanf (cp, "arch %s", variable))
121 {
122 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 else if (sscanf (cp, "list %s", variable))
126 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end"))
144 return t;
145 else if (!strcmp (cp, "more"))
146 {
147 t->next = load_treasure (fp, line);
148 return t;
149 }
150 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 }
153 LOG (llevError, "treasure lacks 'end'.\n");
154 return t;
155} 113}
156 114
157#ifdef TREASURE_DEBUG 115#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 116/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 117 * so that the treasure name can be printed out
160 */ 118 */
161static void 119static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 120check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 121{
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 122 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 123 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */ 124
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 125 if (t->next)
172 check_treasurelist (t->next, tl); 126 check_treasurelist (t->next, tl);
127
173 if (t->next_yes) 128 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 129 check_treasurelist (t->next_yes, tl);
130
175 if (t->next_no) 131 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 132 check_treasurelist (t->next_no, tl);
177} 133}
178#endif 134#endif
179 135
180/* 136/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 137 * Reads the lib/treasure file from disk, and parses the contents
138 * into an internal treasure structure (very linked lists)
139 */
140static treasure *
141read_treasure (object_thawer &f)
142{
143 treasure *t = new treasure;
144
145 f.next ();
146
147 for (;;)
148 {
149 coroapi::cede_to_tick ();
150
151 switch (f.kw)
152 {
153 case KW_arch:
154 t->item = archetype::find (f.get_str ());
155
156 if (!t->item)
157 {
158 f.parse_warn ("treasure references unknown archetype");
159 t->item = archetype::empty;
160 }
161
162 break;
163
164 case KW_list: f.get (t->name); break;
165 case KW_change_name: f.get (t->change_arch.name); break;
166 case KW_change_title: f.get (t->change_arch.title); break;
167 case KW_change_slaying: f.get (t->change_arch.slaying); break;
168 case KW_chance: f.get (t->chance); break;
169 case KW_nrof: f.get (t->nrof); break;
170 case KW_magic: f.get (t->magic); break;
171
172 case KW_yes: t->next_yes = read_treasure (f); continue;
173 case KW_no: t->next_no = read_treasure (f); continue;
174
175 case KW_end:
176 f.next ();
177 return t;
178
179 case KW_more:
180 t->next = read_treasure (f);
181 return t;
182
183 default:
184 if (!f.parse_error ("treasurelist", t->name))
185 goto error;
186
187 return t;
188 }
189
190 f.next ();
191 }
192
193 // not reached
194
195error:
196 delete t;
197 return 0;
198}
199
200/*
182 * Each treasure is parsed with the help of load_treasure(). 201 * Each treasure is parsed with the help of load_treasure().
183 */ 202 */
184 203treasurelist *
185void 204treasurelist::read (object_thawer &f)
186load_treasures (void)
187{ 205{
188 FILE *fp; 206 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t;
192 int comp, line = 0;
193 207
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 208 bool one = f.kw == KW_treasureone;
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 209 treasurelist *tl = treasurelist::get (f.get_str ());
196 { 210 clear (tl);
197 LOG (llevError, "Can't open treasure file.\n"); 211 tl->items = read_treasure (f);
212 if (!tl->items)
198 return; 213 return 0;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205 214
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 {
208 treasurelist *tl = get_empty_treasurelist ();
209 tl->name = name;
210 if (previous == NULL)
211 first_treasurelist = tl;
212 else
213 previous->next = tl;
214 previous = tl;
215 tl->items = load_treasure (fp, &line);
216
217 /* This is a one of the many items on the list should be generated. 215 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no 216 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 217 * fields of the treasures are not being used.
220 */
221 if (!strncmp (buf, "treasureone", 11))
222 {
223 for (t = tl->items; t != NULL; t = t->next)
224 {
225#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no)
227 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n");
230 }
231#endif
232 tl->total_chance += t->chance;
233 }
234 }
235 }
236 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 }
239 close_and_delete (fp, comp);
240
241#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element.
246 */ 218 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 219 if (one)
248 check_treasurelist (previous->items, previous); 220 {
249#endif 221 for (treasure *t = tl->items; t; t = t->next)
250}
251
252/*
253 * Searches for the given treasurelist in the globally linked list
254 * of treasurelists which has been built by load_treasures().
255 */
256
257treasurelist *
258find_treasurelist (const char *name)
259{
260 const char *tmp = shstr::find (name);
261 treasurelist *tl;
262
263 /* Special cases - randomitems of none is to override default. If
264 * first_treasurelist is null, it means we are on the first pass of
265 * of loading archetyps, so for now, just return - second pass will
266 * init these values.
267 */
268 if (!name || !*name)
269 return NULL;
270
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next)
273 { 222 {
274 if (tmp == tl->name) 223 if (t->next_yes || t->next_no)
275 return tl; 224 {
225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
226 LOG (llevError, " the next_yes or next_no field is set\n");
227 }
228
229 tl->total_chance += t->chance;
276 } 230 }
231 }
277 232
278 if (first_treasurelist)
279 LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp);
280
281 return NULL; 233 return tl;
282} 234}
283
284 235
285/* 236/*
286 * Generates the objects specified by the given treasure. 237 * Generates the objects specified by the given treasure.
287 * It goes recursively through the rest of the linked list. 238 * It goes recursively through the rest of the linked list.
288 * 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,
291 * being generated. 242 * being generated.
292 * 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
293 * abilities. This is used by summon spells, thus no summoned monsters 244 * abilities. This is used by summon spells, thus no summoned monsters
294 * start with equipment, but only their abilities). 245 * start with equipment, but only their abilities).
295 */ 246 */
296
297
298static void 247static void
299put_treasure (object * op, object * creator, int flags) 248put_treasure (object *op, object *creator, int flags)
300{ 249{
301 object *tmp; 250 if (flags & GT_ENVIRONMENT)
302 251 {
303 /* 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
304 * 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
305 * 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
306 * by another object. 255 * by another object.
307 */ 256 */
308 if (flags & GT_ENVIRONMENT && op->type != SPELL) 257 //TODO: flag such as objects... as such (no drop, anybody?)
309 { 258 if (op->type == SPELL)
310 op->x = creator->x; 259 {
311 op->y = creator->y; 260 op->destroy ();
312 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;
313 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 }
314 } 274 }
315 else 275 else
316 { 276 {
317 op = insert_ob_in_ob (op, creator); 277 op = creator->insert (op);
278
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 279 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
319 monster_check_apply (creator, op); 280 monster_check_apply (creator, op);
320 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
321 esrv_send_item (tmp, op);
322 } 281 }
323} 282}
324 283
325/* 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
326 * in the generated object 285 * in the generated object
327 */ 286 */
328static void 287static void
329change_treasure (treasure * t, object * op) 288change_treasure (treasure *t, object *op)
330{ 289{
331 /* CMD: change_name xxxx */ 290 /* CMD: change_name xxxx */
332 if (t->change_arch.name) 291 if (t->change_arch.name)
333 { 292 {
334 op->name = t->change_arch.name; 293 op->name = t->change_arch.name;
340 299
341 if (t->change_arch.slaying) 300 if (t->change_arch.slaying)
342 op->slaying = t->change_arch.slaying; 301 op->slaying = t->change_arch.slaying;
343} 302}
344 303
345void 304static void
346create_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)
347{ 306{
348 object *tmp;
349
350
351 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 307 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
352 { 308 {
353 if (t->name) 309 if (t->name)
354 { 310 {
355 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 311 if (difficulty >= t->magic)
356 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 312 if (treasurelist *tl = treasurelist::find (t->name))
357 } 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 }
358 else 317 else
359 { 318 {
360 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 319 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
361 { 320 {
362 tmp = arch_to_object (t->item); 321 object *tmp = t->item->instance ();
322
363 if (t->nrof && tmp->nrof <= 1) 323 if (t->nrof && tmp->nrof <= 1)
364 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 324 tmp->nrof = rndm (t->nrof) + 1;
325
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 326 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 327 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 328 put_treasure (tmp, op, flag);
368 } 329 }
369 } 330 }
331
370 if (t->next_yes != NULL) 332 if (t->next_yes)
371 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 333 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
372 } 334 }
373 else if (t->next_no != NULL) 335 else if (t->next_no)
374 create_all_treasures (t->next_no, op, flag, difficulty, tries); 336 create_all_treasures (t->next_no, op, flag, difficulty, tries);
337
375 if (t->next != NULL) 338 if (t->next)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 339 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 340}
378 341
379void 342static void
380create_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)
381{ 344{
382 int value = RANDOM () % tl->total_chance; 345 int value = rndm (tl->total_chance);
383 treasure *t; 346 treasure *t;
384 347
385 if (tries++ > 100) 348 if (tries++ > 100)
386 { 349 {
387 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");
388 return; 351 return;
389 } 352 }
353
390 for (t = tl->items; t != NULL; t = t->next) 354 for (t = tl->items; t; t = t->next)
391 { 355 {
392 value -= t->chance; 356 value -= t->chance;
357
393 if (value < 0) 358 if (value < 0)
394 break; 359 break;
395 } 360 }
396 361
397 if (!t || value >= 0) 362 if (!t || value >= 0)
398 {
399 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);
400 abort (); 364
401 return;
402 }
403 if (t->name) 365 if (t->name)
404 { 366 {
405 if (!strcmp (t->name, "NONE"))
406 return;
407 if (difficulty >= t->magic) 367 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 368 {
369 treasurelist *tl = treasurelist::find (t->name);
370 if (tl)
371 create_treasure (tl, op, flag, difficulty, tries);
372 }
409 else if (t->nrof) 373 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 374 create_one_treasure (tl, op, flag, difficulty, tries);
411 return;
412 } 375 }
413 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 376 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
414 { 377 {
415 object *tmp = arch_to_object (t->item); 378 if (object *tmp = t->item->instance ())
416 if (!tmp) 379 {
417 return;
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;
382
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 383 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 384 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 385 put_treasure (tmp, op, flag);
386 }
423 } 387 }
388}
389
390void
391object::create_treasure (treasurelist *tl, int flags)
392{
393 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
424} 394}
425 395
426/* This calls the appropriate treasure creation function. tries is passed 396/* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure 397 * to determine how many list transitions or attempts to create treasure
428 * have been made. It is really in place to prevent infinite loops with 398 * have been made. It is really in place to prevent infinite loops with
429 * list transitions, or so that excessively good treasure will not be 399 * list transitions, or so that excessively good treasure will not be
430 * created on weak maps, because it will exceed the number of allowed tries 400 * created on weak maps, because it will exceed the number of allowed tries
431 * to do that. 401 * to do that.
432 */ 402 */
433void 403void
434create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 404create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
435{ 405{
406 // empty treasurelists are legal
407 if (!tl->items)
408 return;
436 409
437 if (tries++ > 100) 410 if (tries++ > 100)
438 { 411 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 412 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
440 return; 413 return;
441 } 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
442 if (t->total_chance) 425 if (tl->total_chance)
443 create_one_treasure (t, op, flag, difficulty, tries); 426 create_one_treasure (tl, op, flag, difficulty, tries);
444 else 427 else
445 create_all_treasures (t->items, op, flag, difficulty, tries); 428 create_all_treasures (tl->items, op, flag, difficulty, tries);
446} 429}
447 430
448/* This is similar to the old generate treasure function. However, 431/* This is similar to the old generate treasure function. However,
449 * 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
450 * create_treasure. We create a dummy object that the treasure gets 433 * create_treasure. We create a dummy object that the treasure gets
451 * inserted into, and then return that treausre 434 * inserted into, and then return that treausre
452 */ 435 */
453object * 436object *
454generate_treasure (treasurelist * t, int difficulty) 437generate_treasure (treasurelist *tl, int difficulty)
455{ 438{
456 object *ob = get_object (), *tmp; 439 difficulty = clamp (difficulty, 1, settings.max_level);
457 440
441 object *ob = object::create ();
442
458 create_treasure (t, ob, 0, difficulty, 0); 443 create_treasure (tl, ob, 0, difficulty, 0);
459 444
460 /* 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 */
461 tmp = ob->inv; 446 object *tmp = ob->inv;
462 if (tmp != NULL) 447 if (tmp)
463 remove_ob (tmp); 448 tmp->remove ();
449
464 if (ob->inv) 450 if (ob->inv)
465 {
466 LOG (llevError, "In generate treasure, created multiple objects.\n"); 451 LOG (llevError, "In generate treasure, created multiple objects.\n");
467 } 452
468 free_object (ob); 453 ob->destroy ();
454
469 return tmp; 455 return tmp;
470} 456}
471 457
472/* 458/*
473 * 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
475 * 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
476 * magical bonus "wanted". 462 * magical bonus "wanted".
477 */ 463 */
478 464
479static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 465static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
480/*chance of magic difficulty*/ 466// chance of magic difficulty
481/* +0 +1 +2 +3 +4 */ 467// +0 +1 +2 +3 +4
482 {95, 2, 2, 1, 0}, /*1 */ 468 {95, 2, 2, 1, 0}, // 1
483 {92, 5, 2, 1, 0}, /*2 */ 469 {92, 5, 2, 1, 0}, // 2
484 {85, 10, 4, 1, 0}, /*3 */ 470 {85, 10, 4, 1, 0}, // 3
485 {80, 14, 4, 2, 0}, /*4 */ 471 {80, 14, 4, 2, 0}, // 4
486 {75, 17, 5, 2, 1}, /*5 */ 472 {75, 17, 5, 2, 1}, // 5
487 {70, 18, 8, 3, 1}, /*6 */ 473 {70, 18, 8, 3, 1}, // 6
488 {65, 21, 10, 3, 1}, /*7 */ 474 {65, 21, 10, 3, 1}, // 7
489 {60, 22, 12, 4, 2}, /*8 */ 475 {60, 22, 12, 4, 2}, // 8
490 {55, 25, 14, 4, 2}, /*9 */ 476 {55, 25, 14, 4, 2}, // 9
491 {50, 27, 16, 5, 2}, /*10 */ 477 {50, 27, 16, 5, 2}, // 10
492 {45, 28, 18, 6, 3}, /*11 */ 478 {45, 28, 18, 6, 3}, // 11
493 {42, 28, 20, 7, 3}, /*12 */ 479 {42, 28, 20, 7, 3}, // 12
494 {40, 27, 21, 8, 4}, /*13 */ 480 {40, 27, 21, 8, 4}, // 13
495 {38, 25, 22, 10, 5}, /*14 */ 481 {38, 25, 22, 10, 5}, // 14
496 {36, 23, 23, 12, 6}, /*15 */ 482 {36, 23, 23, 12, 6}, // 15
497 {33, 21, 24, 14, 8}, /*16 */ 483 {33, 21, 24, 14, 8}, // 16
498 {31, 19, 25, 16, 9}, /*17 */ 484 {31, 19, 25, 16, 9}, // 17
499 {27, 15, 30, 18, 10}, /*18 */ 485 {27, 15, 30, 18, 10}, // 18
500 {20, 12, 30, 25, 13}, /*19 */ 486 {20, 12, 30, 25, 13}, // 19
501 {15, 10, 28, 30, 17}, /*20 */ 487 {15, 10, 28, 30, 17}, // 20
502 {13, 9, 27, 28, 23}, /*21 */ 488 {13, 9, 27, 28, 23}, // 21
503 {10, 8, 25, 28, 29}, /*22 */ 489 {10, 8, 25, 28, 29}, // 22
504 {8, 7, 23, 26, 36}, /*23 */ 490 { 8, 7, 23, 26, 36}, // 23
505 {6, 6, 20, 22, 46}, /*24 */ 491 { 6, 6, 20, 22, 46}, // 24
506 {4, 5, 17, 18, 56}, /*25 */ 492 { 4, 5, 17, 18, 56}, // 25
507 {2, 4, 12, 14, 68}, /*26 */ 493 { 2, 4, 12, 14, 68}, // 26
508 {0, 3, 7, 10, 80}, /*27 */ 494 { 0, 3, 7, 10, 80}, // 27
509 {0, 0, 3, 7, 90}, /*28 */ 495 { 0, 0, 3, 7, 90}, // 28
510 {0, 0, 0, 3, 97}, /*29 */ 496 { 0, 0, 0, 3, 97}, // 29
511 {0, 0, 0, 0, 100}, /*30 */ 497 { 0, 0, 0, 0, 100}, // 30
512 {0, 0, 0, 0, 100}, /*31 */ 498 { 0, 0, 0, 0, 100}, // 31
513}; 499};
514 500
515
516/* calculate the appropriate level for wands staves and scrolls. 501/* calculate the appropriate level for wands staves and scrolls.
517 * 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)
518 * 503 *
519 * elmex Wed Aug 9 17:44:59 CEST 2006: 504 * elmex Wed Aug 9 17:44:59 CEST 2006:
520 * 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.
521 */ 506 */
522 507static int
523int
524level_for_item (const object * op, int difficulty) 508level_for_item (const object *op, int difficulty)
525{ 509{
526 int mult = 0, olevel = 0;
527
528 if (!op->inv) 510 if (!op->inv)
529 { 511 {
530 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);
531 return 0; 513 return 0;
532 } 514 }
533 515
534 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 516 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
535 517
536 if (olevel <= 0) 518 if (olevel <= 0)
537 olevel = rndm (1, MIN (op->inv->level, 1)); 519 olevel = rndm (1, op->inv->level);
538 520
539 if (olevel > MAXLEVEL) 521 return min (olevel, MAXLEVEL_TREASURE);
540 olevel = MAXLEVEL;
541
542 return olevel;
543} 522}
544 523
545/* 524/*
546 * Based upon the specified difficulty and upon the difftomagic_list array, 525 * Based upon the specified difficulty and upon the difftomagic_list array,
547 * a random magical bonus is returned. This is used when determine 526 * a random magical bonus is returned. This is used when determine
550 * elmex Thu Aug 10 18:45:44 CEST 2006: 529 * elmex Thu Aug 10 18:45:44 CEST 2006:
551 * 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
552 * weird integer between 1-31. 531 * weird integer between 1-31.
553 * 532 *
554 */ 533 */
555 534static int
556int
557magic_from_difficulty (int difficulty) 535magic_from_difficulty (int difficulty)
558{ 536{
559 int percent = 0, magic = 0;
560 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);
561 539
562 scaled_diff--; 540 int percent = rndm (100);
541 int magic;
563 542
564 if (scaled_diff < 0)
565 scaled_diff = 0;
566
567 if (scaled_diff >= DIFFLEVELS)
568 scaled_diff = DIFFLEVELS - 1;
569
570 percent = RANDOM () % 100;
571
572 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 543 for (magic = 0; magic <= MAXMAGIC; magic++)
573 { 544 {
574 percent -= difftomagic_list[scaled_diff][magic]; 545 percent -= difftomagic_list[scaled_diff][magic];
575 546
576 if (percent < 0) 547 if (percent < 0)
577 break; 548 break;
578 } 549 }
579 550
580 if (magic == (MAXMAGIC + 1)) 551 if (magic > MAXMAGIC)
581 { 552 {
582 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);
583 magic = 0; 554 magic = 0;
584 } 555 }
585 556
586 magic = (RANDOM () % 3) ? magic : -magic; 557 magic = (rndm (3)) ? magic : -magic;
587 /* 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); */
588 559
589 return magic; 560 return magic;
590} 561}
591 562
593 * Sets magical bonus in an object, and recalculates the effect on 564 * Sets magical bonus in an object, and recalculates the effect on
594 * the armour variable, and the effect on speed of armour. 565 * the armour variable, and the effect on speed of armour.
595 * This function doesn't work properly, should add use of archetypes 566 * This function doesn't work properly, should add use of archetypes
596 * to make it truly absolute. 567 * to make it truly absolute.
597 */ 568 */
598
599void 569void
600set_abs_magic (object * op, int magic) 570set_abs_magic (object *op, int magic)
601{ 571{
602 if (!magic) 572 if (!magic)
603 return; 573 return;
604 574
605 op->magic = magic; 575 op->magic = magic;
606 if (op->arch) 576 if (op->arch)
607 { 577 {
608 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
609 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
610 580
611 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 */
612 magic = (-magic); 582 magic = (-magic);
583
613 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 584 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
614 } 585 }
615 else 586 else
616 { 587 {
617 if (op->type == ARMOUR) 588 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 589 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590
619 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 */
620 magic = (-magic); 592 magic = (-magic);
593
621 op->weight = (op->weight * (100 - magic * 10)) / 100; 594 op->weight = (op->weight * (100 - magic * 10)) / 100;
622 } 595 }
623} 596}
624 597
625/* 598/*
626 * Sets a random magical bonus in the given object based upon 599 * Sets a random magical bonus in the given object based upon
627 * the given difficulty, and the given max possible bonus. 600 * the given difficulty, and the given max possible bonus.
628 */ 601 */
629 602
630static void 603static void
631set_magic (int difficulty, object * op, int max_magic, int flags) 604set_magic (int difficulty, object *op, int max_magic, int flags)
632{ 605{
633 int i;
634 i = magic_from_difficulty (difficulty); 606 int i = magic_from_difficulty (difficulty);
607
635 if ((flags & GT_ONLY_GOOD) && i < 0) 608 if ((flags & GT_ONLY_GOOD) && i < 0)
636 i = -i; 609 i = -i;
610
637 if (i > max_magic) 611 i = min (i, max_magic);
638 i = max_magic; 612
639 set_abs_magic (op, i); 613 set_abs_magic (op, i);
640 if (i < 0) 614 if (i < 0)
641 SET_FLAG (op, FLAG_CURSED); 615 op->set_flag (FLAG_CURSED);
642} 616}
643 617
644/* 618/*
645 * Randomly adds one magical ability to the given object. 619 * Randomly adds one magical ability to the given object.
646 * Modified for Partial Resistance in many ways: 620 * Modified for Partial Resistance in many ways:
647 * 1) Since rings can have multiple bonuses, if the same bonus 621 * 1) Since rings can have multiple bonuses, if the same bonus
648 * is rolled again, increase it - the bonuses now stack with 622 * is rolled again, increase it - the bonuses now stack with
649 * other bonuses previously rolled and ones the item might natively have. 623 * other bonuses previously rolled and ones the item might natively have.
650 * 2) Add code to deal with new PR method. 624 * 2) Add code to deal with new PR method.
651 */ 625 */
652 626static void
653void
654set_ring_bonus (object * op, int bonus) 627set_ring_bonus (object *op, int bonus)
655{ 628{
656
657 int r = RANDOM () % (bonus > 0 ? 25 : 11); 629 int r = rndm (bonus > 0 ? 25 : 11);
658 630
659 if (op->type == AMULET) 631 if (op->type == AMULET)
660 { 632 if (!rndm (21))
661 if (!(RANDOM () % 21)) 633 r = 20 + rndm (2);
662 r = 20 + RANDOM () % 2; 634 else if (rndm (2))
635 r = 10;
663 else 636 else
664 { 637 r = 11 + rndm (9);
665 if (RANDOM () & 2)
666 r = 10;
667 else
668 r = 11 + RANDOM () % 9;
669 }
670 }
671 638
672 switch (r) 639 switch (r)
673 { 640 {
674 /* 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,
675 * bonuses and penalties will stack and add to existing values. 642 * bonuses and penalties will stack and add to existing values.
676 * of the item. 643 * of the item.
677 */ 644 */
678 case 0: 645 case 0:
679 case 1: 646 case 1:
680 case 2: 647 case 2:
681 case 3: 648 case 3:
682 case 4: 649 case 4:
683 case 5: 650 case 5:
684 case 6: 651 case 6:
685 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 652 op->stats.stat (r) += bonus;
686 break; 653 break;
687 654
688 case 7: 655 case 7:
689 op->stats.dam += bonus; 656 op->stats.dam += bonus;
690 break; 657 break;
691 658
692 case 8: 659 case 8:
693 op->stats.wc += bonus; 660 op->stats.wc += bonus;
694 break; 661 break;
695 662
696 case 9: 663 case 9:
697 op->stats.food += bonus; /* hunger/sustenance */ 664 op->stats.food += bonus; /* hunger/sustenance */
698 break; 665 break;
699 666
700 case 10: 667 case 10:
701 op->stats.ac += bonus; 668 op->stats.ac += bonus;
702 break; 669 break;
703 670
704 /* Item that gives protections/vulnerabilities */ 671 /* Item that gives protections/vulnerabilities */
705 case 11: 672 case 11:
706 case 12: 673 case 12:
707 case 13: 674 case 13:
708 case 14: 675 case 14:
709 case 15: 676 case 15:
710 case 16: 677 case 16:
711 case 17: 678 case 17:
712 case 18: 679 case 18:
713 case 19: 680 case 19:
714 { 681 {
715 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 682 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
716 683
717 /* 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) */
718 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 685 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
719 686
720 /* 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
721 * positive values for how protections work out. Put another 688 * positive values for how protections work out. Put another
722 * 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
723 * even values. 690 * even values.
724 */ 691 */
725 if (bonus < 0) 692 if (bonus < 0)
726 val = 2 * -val - RANDOM () % b; 693 val = 2 * -val - rndm (b);
727 if (val > 35) 694
728 val = 35; /* Upper limit */ 695 val = min (35, val); /* Upper limit */
729 b = 0; 696
697 b = 0;
698
730 while (op->resist[resist_table[resist]] != 0 && b < 4) 699 while (op->resist[resist_table[resist]] != 0 && b < 4)
731 { 700 resist = rndm (num_resist_table);
732 resist = RANDOM () % num_resist_table; 701
733 } 702 if (b == 4)
734 if (b == 4)
735 return; /* Not able to find a free resistance */ 703 return; /* Not able to find a free resistance */
704
736 op->resist[resist_table[resist]] = val; 705 op->resist[resist_table[resist]] = val;
737 /* We should probably do something more clever here to adjust value 706 /* We should probably do something more clever here to adjust value
738 * based on how good a resistance we gave. 707 * based on how good a resistance we gave.
739 */ 708 */
740 break; 709 break;
741 } 710 }
742 case 20: 711 case 20:
743 if (op->type == AMULET) 712 if (op->type == AMULET)
744 { 713 {
745 SET_FLAG (op, FLAG_REFL_SPELL); 714 op->set_flag (FLAG_REFL_SPELL);
746 op->value *= 11; 715 op->value *= 11;
747 } 716 }
748 else 717 else
749 { 718 {
750 op->stats.hp = 1; /* regenerate hit points */ 719 op->stats.hp = 1; /* regenerate hit points */
751 op->value *= 4; 720 op->value *= 4;
752 } 721 }
753 break; 722 break;
754 723
755 case 21: 724 case 21:
756 if (op->type == AMULET) 725 if (op->type == AMULET)
757 { 726 {
758 SET_FLAG (op, FLAG_REFL_MISSILE); 727 op->set_flag (FLAG_REFL_MISSILE);
759 op->value *= 9; 728 op->value *= 9;
760 } 729 }
761 else 730 else
762 { 731 {
763 op->stats.sp = 1; /* regenerate spell points */ 732 op->stats.sp = 1; /* regenerate spell points */
764 op->value *= 3; 733 op->value *= 3;
765 } 734 }
766 break; 735 break;
767 736
768 case 22: 737 case 22:
769 op->stats.exp += bonus; /* Speed! */ 738 op->stats.exp += bonus; /* Speed! */
770 op->value = (op->value * 2) / 3; 739 op->value = op->value * 2 / 3;
771 break; 740 break;
772 } 741 }
742
773 if (bonus > 0) 743 if (bonus > 0)
774 op->value *= 2 * bonus; 744 op->value = 2 * op->value * bonus;
775 else 745 else
776 op->value = -(op->value * 2 * bonus) / 3; 746 op->value = -2 * op->value * bonus / 3;
777} 747}
778 748
779/* 749/*
780 * 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.
781 * 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
782 * higher is the chance of returning a low number. 752 * higher is the chance of returning a low number.
783 * 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
784 * rings and amulets. 754 * rings and amulets.
785 * 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.
786 */ 756 */
787 757static int
788int
789get_magic (int diff) 758get_magic (int diff)
790{ 759{
791 int i; 760 diff = min (3, diff);
792 if (diff < 3) 761
793 diff = 3;
794 for (i = 0; i < 4; i++) 762 for (int i = 0; i < 4; i++)
795 if (RANDOM () % diff) 763 if (rndm (diff))
796 return i; 764 return i;
765
797 return 4; 766 return 4;
798} 767}
799 768
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
800#define DICE2 (get_magic(2)==2?2:1) 809#define DICE2 (get_magic(2) == 2 ? 2 : 1)
801#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))
802 811
803/* 812/*
804 * 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
805 * 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
806 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 815 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
807 */ 816 */
817
808/* 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
809 * 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
810 * 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
811 * way to do this? b.t. */ 821 * way to do this? b.t. */
822
812/* 823/*
813 * ! (flags & GT_ENVIRONMENT): 824 * ! (flags & GT_ENVIRONMENT):
814 * Automatically calls fix_flesh_item(). 825 * Automatically calls fix_flesh_item().
815 * 826 *
816 * flags: 827 * flags:
818 * value. 829 * value.
819 * 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
820 * 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
821 * 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
822 */ 833 */
823
824void 834void
825fix_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)
826{ 836{
827 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;
828 838
829 if (!creator || creator->type == op->type) 839 if (!creator || creator->type == op->type)
830 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 840 creator = op; /*safety & to prevent polymorphed objects giving attributes */
831 841
832 /* If we make an artifact, this information will be destroyed */ 842 /* If we make an artifact, this information will be destroyed */
833 save_item_power = op->item_power; 843 save_item_power = op->item_power;
834 op->item_power = 0; 844 op->item_power = 0;
835 845
836 if (op->randomitems && op->type != SPELL) 846 if (op->randomitems && op->type != SPELL)
837 { 847 {
838 create_treasure (op->randomitems, op, flags, difficulty, 0); 848 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
839 if (!op->inv)
840 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
841
842 /* So the treasure doesn't get created again */ 849 /* So the treasure doesn't get created again */
843 op->randomitems = NULL; 850 op->randomitems = 0;
844 } 851 }
845 852
846 if (difficulty < 1) 853 max_it (difficulty, 1);
847 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;
848 860
849 if (!(flags & GT_MINIMAL)) 861 if (!(flags & GT_MINIMAL))
850 { 862 {
851 if (op->arch == crown_arch) 863 if (IS_ARCH (op->arch, crown))
852 { 864 {
853 set_magic (difficulty, op, max_magic, flags); 865 set_magic (difficulty, op, max_magic, flags);
854 num_enchantments = calc_item_power (op, 1); 866 num_enchantments = calc_item_power (op, 1);
855 generate_artifact (op, difficulty); 867 generate_artifact (op, difficulty);
856 } 868 }
857 else 869 else
858 { 870 {
859 if (!op->magic && max_magic) 871 if (!op->magic && max_magic)
860 set_magic (difficulty, op, max_magic, flags); 872 set_magic (difficulty, op, max_magic, flags);
861 873
862 num_enchantments = calc_item_power (op, 1); 874 num_enchantments = calc_item_power (op, 1);
863 875
864 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))
865 * 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 */
866 generate_artifact (op, difficulty); 879 generate_artifact (op, difficulty);
867 } 880 }
868 881
869 /* Object was made an artifact. Calculate its item_power rating. 882 /* Object was made an artifact. Calculate its item_power rating.
870 * the item_power in the object is what the artfiact adds. 883 * the item_power in the object is what the artfiact adds.
871 */ 884 */
872 if (op->title) 885 if (op->title)
873 { 886 {
874 /* if save_item_power is set, then most likely we started with an 887 /* if save_item_power is set, then most likely we started with an
875 * artifact and have added new abilities to it - this is rare, but 888 * artifact and have added new abilities to it - this is rare, but
876 * but I have seen things like 'strange rings of fire'. So just figure 889 * but I have seen things like 'strange rings of fire'. So just figure
877 * out the power from the base power plus what this one adds. Note 890 * out the power from the base power plus what this one adds. Note
878 * that since item_power is not quite linear, this actually ends up 891 * that since item_power is not quite linear, this actually ends up
879 * being somewhat of a bonus 892 * being somewhat of a bonus
880 */ 893 */
881 if (save_item_power) 894 if (save_item_power)
882 op->item_power = save_item_power + get_power_from_ench (op->item_power); 895 op->item_power = save_item_power + get_power_from_ench (op->item_power);
883 else 896 else
884 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 897 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
885 } 898 }
886 else if (save_item_power) 899 else if (save_item_power)
887 { 900 {
888 /* restore the item_power field to the object if we haven't changed it. 901 /* restore the item_power field to the object if we haven't changed it.
889 * we don't care about num_enchantments - that will basically just 902 * we don't care about num_enchantments - that will basically just
890 * have calculated some value from the base attributes of the archetype. 903 * have calculated some value from the base attributes of the archetype.
891 */ 904 */
892 op->item_power = save_item_power; 905 op->item_power = save_item_power;
893 } 906 }
894 else 907 else
895 { 908 {
896 /* item_power was zero. This is suspicious, as it may be because it 909 /* item_power was zero. This is suspicious, as it may be because it
897 * was never previously calculated. Let's compute a value and see if 910 * was never previously calculated. Let's compute a value and see if
898 * it is non-zero. If it indeed is, then assign it as the new 911 * it is non-zero. If it indeed is, then assign it as the new
899 * item_power value. 912 * item_power value.
900 * - gros, 21th of July 2006. 913 * - gros, 21th of July 2006.
901 */ 914 */
902 op->item_power = calc_item_power (op, 0); 915 op->item_power = calc_item_power (op, 0);
903 save_item_power = op->item_power; /* Just in case it would get used 916 save_item_power = op->item_power; /* Just in case it would get used
904 * again below */ 917 * again below */
905 } 918 }
906 } 919 }
907 920
908 /* materialtype modifications. Note we allow this on artifacts. */ 921 /* materialtype modifications. Note we allow this on artifacts. */
909 set_materialname (op, difficulty, NULL); 922 select_material (op, difficulty);
910 923
911 if (flags & GT_MINIMAL) 924 if (flags & GT_MINIMAL)
912 { 925 {
913 if (op->type == POTION) 926 if (op->type == POTION)
914 /* Handle healing and magic power potions */ 927 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems) 928 if (op->stats.sp && !op->randomitems)
916 { 929 {
917 object *tmp; 930 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
918
919 tmp = get_archetype (spell_mapping[op->stats.sp]);
920 insert_ob_in_ob (tmp, op); 931 insert_ob_in_ob (tmp, op);
921 op->stats.sp = 0; 932 op->stats.sp = 0;
922 } 933 }
923 } 934 }
924 else if (!op->title) /* Only modify object if not special */ 935 else if (!op->title) /* Only modify object if not special */
925 switch (op->type) 936 switch (op->type)
926 { 937 {
927 case WEAPON: 938 case WEAPON:
928 case ARMOUR: 939 case ARMOUR:
929 case SHIELD: 940 case SHIELD:
930 case HELMET: 941 case HELMET:
931 case CLOAK: 942 case CLOAK:
932 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 943 if (op->flag [FLAG_CURSED] && !(rndm (4)))
933 set_ring_bonus (op, -DICE2); 944 set_ring_bonus (op, -DICE2);
934 break; 945 break;
935 946
936 case BRACERS: 947 case BRACERS:
937 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 948 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
938 { 949 {
939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 950 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
940 if (!QUERY_FLAG (op, FLAG_CURSED)) 951 if (!op->flag [FLAG_CURSED])
941 op->value *= 3; 952 op->value *= 3;
942 } 953 }
943 break; 954 break;
944 955
945 case POTION: 956 case POTION:
946 { 957 {
947 int too_many_tries = 0, is_special = 0; 958 int too_many_tries = 0;
948 959
949 /* Handle healing and magic power potions */ 960 /* Handle healing and magic power potions */
950 if (op->stats.sp && !op->randomitems) 961 if (op->stats.sp && !op->randomitems)
951 { 962 {
952 object *tmp; 963 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
953
954 tmp = get_archetype (spell_mapping[op->stats.sp]);
955 insert_ob_in_ob (tmp, op); 964 insert_ob_in_ob (tmp, op);
956 op->stats.sp = 0; 965 op->stats.sp = 0;
957 } 966 }
958 967
959 while (!(is_special = special_potion (op)) && !op->inv) 968 while (!special_potion (op) && !op->inv)
960 { 969 {
961 generate_artifact (op, difficulty); 970 generate_artifact (op, difficulty);
962 if (too_many_tries++ > 10) 971 if (too_many_tries++ > 10)
963 break; 972 break;
964 } 973 }
965 974
966 /* don't want to change value for healing/magic power potions, 975 /* don't want to change value for healing/magic power potions,
967 * since the value set on those is already correct. 976 * since the value set on those is already correct.
968 */ 977 */
969 if (op->inv && op->randomitems) 978 if (op->inv && op->randomitems)
970 { 979 {
971 /* value multiplier is same as for scrolls */ 980 /* value multiplier is same as for scrolls */
972 op->value = (op->value * op->inv->value); 981 op->value *= op->inv->value;
973 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 982 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
974 } 983 }
975 else 984 else
976 { 985 {
977 op->name = "potion"; 986 op->name = shstr_potion;
978 op->name_pl = "potions"; 987 op->name_pl = shstr_potions;
979 } 988 }
980 989
981 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 990 if (!(flags & GT_ONLY_GOOD) && rndm (2))
982 SET_FLAG (op, FLAG_CURSED); 991 op->set_flag (FLAG_CURSED);
983 break;
984 }
985 992
993 break;
994 }
995
986 case AMULET: 996 case AMULET:
987 if (op->arch == amulet_arch) 997 if (IS_ARCH (op->arch, amulet))
988 op->value *= 5; /* Since it's not just decoration */ 998 op->value *= 5; /* Since it's not just decoration */
989 999
990 case RING: 1000 case RING:
991 if (op->arch == NULL) 1001 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
992 { 1002 break;
993 remove_ob (op);
994 free_object (op);
995 op = NULL;
996 break;
997 }
998 1003
999 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1004 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1000 break; 1005 op->set_flag (FLAG_CURSED);
1001 1006
1002 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1007 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1003 SET_FLAG (op, FLAG_CURSED);
1004 1008
1005 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1006
1007 if (op->type != RING) /* Amulets have only one ability */ 1009 if (op->type != RING) /* Amulets have only one ability */
1008 break; 1010 break;
1009 1011
1010 if (!(RANDOM () % 4)) 1012 if (!rndm (4))
1011 { 1013 {
1012 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1014 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1013 1015
1014 if (d > 0) 1016 if (d > 0)
1015 op->value *= 3; 1017 op->value *= 3;
1016 1018
1017 set_ring_bonus (op, d); 1019 set_ring_bonus (op, d);
1018 1020
1019 if (!(RANDOM () % 4)) 1021 if (!rndm (4))
1020 { 1022 {
1021 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1023 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1022 if (d > 0)
1023 op->value *= 5;
1024 set_ring_bonus (op, d);
1025 }
1026 }
1027 1024
1028 if (GET_ANIM_ID (op)) 1025 if (d > 0)
1029 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1026 op->value *= 5;
1030 1027
1031 break; 1028 set_ring_bonus (op, d);
1029 }
1030 }
1032 1031
1032 if (op->animation_id)
1033 op->set_anim_frame (rndm (op->anim_frames ()));
1034
1035 break;
1036
1033 case BOOK: 1037 case BOOK:
1034 /* Is it an empty book?, if yes lets make a special· 1038 /* Is it an empty book?, if yes lets make a special·
1035 * msg for it, and tailor its properties based on the· 1039 * msg for it, and tailor its properties based on the·
1036 * creator and/or map level we found it on. 1040 * creator and/or map level we found it on.
1037 */ 1041 */
1038 if (!op->msg && RANDOM () % 10) 1042 if (!op->msg && rndm (10))
1039 { 1043 {
1040 /* set the book level properly */ 1044 /* set the book level properly */
1041 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1045 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1042 { 1046 {
1043 if (op->map && op->map->difficulty) 1047 if (op->map && op->map->difficulty)
1044 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1048 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1045 else 1049 else
1046 op->level = RANDOM () % 20 + 1; 1050 op->level = rndm (20) + 1;
1047 } 1051 }
1048 else 1052 else
1049 op->level = RANDOM () % creator->level; 1053 op->level = rndm (creator->level);
1050 1054
1051 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);
1052 /* books w/ info are worth more! */ 1056 /* books w/ info are worth more! */
1053 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1057 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1058
1059 /* add exp so reading it gives xp (once) */
1060 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1061 }
1062
1054 /* creator related stuff */ 1063 /* creator related stuff */
1055 1064
1056 /* for library, chained books. Note that some monsters have no_pick 1065 /* for library, chained books. Note that some monsters have no_pick
1057 * set - we don't want to set no pick in that case. 1066 * set - we don't want to set no pick in that case.
1058 */ 1067 */
1059 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1068 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1060 SET_FLAG (op, FLAG_NO_PICK); 1069 op->set_flag (FLAG_NO_PICK);
1061 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1070 if (creator->slaying && !op->slaying) /* for check_inv floors */
1062 op->slaying = creator->slaying; 1071 op->slaying = creator->slaying;
1072 break;
1063 1073
1064 /* add exp so reading it gives xp (once) */
1065 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1066 }
1067 break;
1068
1069 case SPELLBOOK: 1074 case SPELLBOOK:
1070 op->value = op->value * op->inv->value; 1075 op->value *= value_factor_from_spell_item (op->inv, 0);
1076
1071 /* add exp so learning gives xp */ 1077 /* add exp so learning gives xp */
1072 op->level = op->inv->level; 1078 op->level = op->inv->level;
1073 op->stats.exp = op->value; 1079 op->stats.exp = op->value;
1074 break; 1080 break;
1075 1081
1076 case WAND: 1082 case WAND:
1077 /* nrof in the treasure list is number of charges, 1083 /* nrof in the treasure list is number of charges,
1078 * not number of wands. So copy that into food (charges), 1084 * not number of wands. So copy that into food (charges),
1079 * and reset nrof. 1085 * and reset nrof.
1080 */ 1086 */
1081 op->stats.food = op->inv->nrof; 1087 op->stats.food = op->inv->nrof;
1082 op->nrof = 1; 1088 op->nrof = 1;
1083 /* If the spell changes by level, choose a random level 1089 /* If the spell changes by level, choose a random level
1084 * for it, and adjust price. If the spell doesn't 1090 * for it.
1085 * change by level, just set the wand to the level of 1091 */
1086 * the spell, and value calculation is simpler. 1092 if (op->inv->duration_modifier
1087 */ 1093 || op->inv->dam_modifier
1088 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1094 || op->inv->range_modifier)
1089 { 1095 op->level = level_for_item (op, difficulty);
1096 else
1097 op->level = op->inv->level;
1098
1099 op->value *= value_factor_from_spell_item (op->inv, op);
1100 break;
1101
1102 case ROD:
1090 op->level = level_for_item (op, difficulty); 1103 op->level = level_for_item (op, difficulty);
1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1104 op->value *= value_factor_from_spell_item (op->inv, op);
1092 }
1093 else
1094 {
1095 op->level = op->inv->level;
1096 op->value = op->value * op->inv->value;
1097 }
1098 break;
1099 1105
1100 case ROD:
1101 op->level = level_for_item (op, difficulty);
1102 /* Add 50 to both level an divisor to keep prices a little more
1103 * reasonable. Otherwise, a high level version of a low level
1104 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1105 * 10 time multiplier). This way, the value are a bit more reasonable.
1106 */
1107 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1108 /* 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 */
1109 if (op->stats.maxhp) 1107 if (op->stats.maxhp)
1110 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);
1111 else 1109 else
1112 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);
1113 1111
1114 op->stats.hp = op->stats.maxhp; 1112 op->stats.hp = op->stats.maxhp;
1115 break; 1113 break;
1116 1114
1117 case SCROLL: 1115 case SCROLL:
1118 op->level = level_for_item (op, difficulty); 1116 op->level = level_for_item (op, difficulty);
1119 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);
1120 1118
1121 /* add exp so reading them properly gives xp */ 1119 /* add exp so reading them properly gives xp */
1122 op->stats.exp = op->value / 5; 1120 op->stats.exp = op->value / 5;
1123 op->nrof = op->inv->nrof; 1121 op->nrof = op->inv->nrof;
1124 break; 1122 break;
1125 1123
1126 case RUNE: 1124 case RUNE:
1127 trap_adjust (op, difficulty); 1125 trap_adjust (op, difficulty);
1128 break; 1126 break;
1129 1127
1130 case TRAP: 1128 case TRAP:
1131 trap_adjust (op, difficulty); 1129 trap_adjust (op, difficulty);
1132 break; 1130 break;
1133 } /* switch type */ 1131 } /* switch type */
1134 1132
1135 if (flags & GT_STARTEQUIP) 1133 if (flags & GT_STARTEQUIP)
1136 { 1134 {
1137 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])
1138 SET_FLAG (op, FLAG_STARTEQUIP); 1136 op->set_flag (FLAG_STARTEQUIP);
1139 else if (op->type != MONEY) 1137 else if (op->type != MONEY)
1140 op->value = 0; 1138 op->value = 0;
1141 } 1139 }
1142 1140
1143 if (!(flags & GT_ENVIRONMENT)) 1141 if (!(flags & GT_ENVIRONMENT))
1144 fix_flesh_item (op, creator); 1142 fix_flesh_item (op, creator);
1145} 1143}
1153 */ 1151 */
1154 1152
1155/* 1153/*
1156 * Allocate and return the pointer to an empty artifactlist structure. 1154 * Allocate and return the pointer to an empty artifactlist structure.
1157 */ 1155 */
1158
1159static artifactlist * 1156static artifactlist *
1160get_empty_artifactlist (void) 1157get_empty_artifactlist ()
1161{ 1158{
1162 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1159 return salloc0<artifactlist> ();
1163 if (tl == NULL)
1164 fatal (OUT_OF_MEMORY);
1165 tl->next = NULL;
1166 tl->items = NULL;
1167 tl->total_chance = 0;
1168 return tl;
1169} 1160}
1170 1161
1171/* 1162/*
1172 * Allocate and return the pointer to an empty artifact structure. 1163 * Allocate and return the pointer to an empty artifact structure.
1173 */ 1164 */
1174
1175static artifact * 1165static artifact *
1176get_empty_artifact (void) 1166get_empty_artifact ()
1177{ 1167{
1178 artifact *t = (artifact *) malloc (sizeof (artifact)); 1168 return salloc0<artifact> ();
1179 if (t == NULL)
1180 fatal (OUT_OF_MEMORY);
1181 t->item = NULL;
1182 t->next = NULL;
1183 t->chance = 0;
1184 t->difficulty = 0;
1185 t->allowed = NULL;
1186 return t;
1187} 1169}
1188 1170
1189/* 1171/*
1190 * 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
1191 * of objects on it. 1173 * of objects on it.
1192 */ 1174 */
1193
1194artifactlist * 1175artifactlist *
1195find_artifactlist (int type) 1176find_artifactlist (int type)
1196{ 1177{
1197 artifactlist *al;
1198
1199 for (al = first_artifactlist; al != NULL; al = al->next) 1178 for (artifactlist *al = first_artifactlist; al; al = al->next)
1200 if (al->type == type) 1179 if (al->type == type)
1201 return al; 1180 return al;
1181
1202 return NULL; 1182 return 0;
1203} 1183}
1204 1184
1205/* 1185/*
1206 * For debugging purposes. Dumps all tables. 1186 * Builds up the lists of artifacts from the file in the libdir.
1207 */ 1187 */
1208
1209void 1188void
1210dump_artifacts (void)
1211{
1212 artifactlist *al;
1213 artifact *art;
1214 linked_char *next;
1215
1216 fprintf (logfile, "\n");
1217 for (al = first_artifactlist; al != NULL; al = al->next)
1218 {
1219 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1220 for (art = al->items; art != NULL; art = art->next)
1221 {
1222 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1223 if (art->allowed != NULL)
1224 {
1225 fprintf (logfile, "\tAllowed combinations:");
1226 for (next = art->allowed; next != NULL; next = next->next)
1227 fprintf (logfile, "%s,", &next->name);
1228 fprintf (logfile, "\n");
1229 }
1230 }
1231 }
1232 fprintf (logfile, "\n");
1233}
1234
1235/*
1236 * For debugging purposes. Dumps all treasures recursively (see below).
1237 */
1238void
1239dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1240{
1241 treasurelist *tl;
1242 int i;
1243
1244 if (depth > 100)
1245 return;
1246 while (t != NULL)
1247 {
1248 if (t->name != NULL)
1249 {
1250 for (i = 0; i < depth; i++)
1251 fprintf (logfile, " ");
1252 fprintf (logfile, "{ (list: %s)\n", &t->name);
1253 tl = find_treasurelist (t->name);
1254 dump_monster_treasure_rec (name, tl->items, depth + 2);
1255 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " ");
1257 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1258 }
1259 else
1260 {
1261 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " ");
1263 if (t->item->clone.type == FLESH)
1264 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1265 else
1266 fprintf (logfile, "%s\n", &t->item->clone.name);
1267 }
1268 if (t->next_yes != NULL)
1269 {
1270 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " ");
1272 fprintf (logfile, " (if yes)\n");
1273 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1274 }
1275 if (t->next_no != NULL)
1276 {
1277 for (i = 0; i < depth; i++)
1278 fprintf (logfile, " ");
1279 fprintf (logfile, " (if no)\n");
1280 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1281 }
1282 t = t->next;
1283 }
1284}
1285
1286/*
1287 * For debugging purposes. Dumps all treasures for a given monster.
1288 * Created originally by Raphael Quinet for debugging the alchemy code.
1289 */
1290
1291void
1292dump_monster_treasure (const char *name)
1293{
1294 archetype *at;
1295 int found;
1296
1297 found = 0;
1298 fprintf (logfile, "\n");
1299 for (at = first_archetype; at != NULL; at = at->next)
1300 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1301 {
1302 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1303 if (at->clone.randomitems != NULL)
1304 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1305 else
1306 fprintf (logfile, "(nothing)\n");
1307 fprintf (logfile, "\n");
1308 found++;
1309 }
1310 if (found == 0)
1311 fprintf (logfile, "No objects have the name %s!\n\n", name);
1312}
1313
1314/*
1315 * Builds up the lists of artifacts from the file in the libdir.
1316 */
1317
1318void
1319init_artifacts (void) 1189init_artifacts ()
1320{ 1190{
1321 static int has_been_inited = 0; 1191 static int has_been_inited = 0;
1322 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1323 artifact *art = NULL; 1192 artifact *art = NULL;
1324 linked_char *tmp;
1325 int value, comp;
1326 artifactlist *al; 1193 artifactlist *al;
1327 1194
1328 if (has_been_inited) 1195 if (has_been_inited)
1329 return; 1196 return;
1330 else 1197 else
1331 has_been_inited = 1; 1198 has_been_inited = 1;
1332 1199
1333 sprintf (filename, "%s/artifacts", settings.datadir); 1200 object_thawer f (settings.datadir, "artifacts");
1334 object_thawer thawer (filename);
1335 1201
1336 if (!thawer) 1202 if (!f)
1337 return; 1203 return;
1338 1204
1339 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1205 for (;;)
1340 {
1341 if (*buf == '#')
1342 continue;
1343 if ((cp = strchr (buf, '\n')) != NULL)
1344 *cp = '\0';
1345 cp = buf;
1346 while (*cp == ' ') /* Skip blanks */
1347 cp++;
1348 if (*cp == '\0')
1349 continue;
1350
1351 if (!strncmp (cp, "Allowed", 7))
1352 {
1353 if (art == NULL)
1354 { 1206 {
1207 switch (f.kw)
1208 {
1209 case KW_allowed:
1210 if (!art)
1355 art = get_empty_artifact (); 1211 art = get_empty_artifact ();
1356 nrofartifacts++; 1212
1213 {
1214 if (!strcmp (f.get_str (), "all"))
1215 break;
1216
1217 const char *cp = f.get_str ();
1218 char *next;
1219 do
1220 {
1221 if ((next = (char *)strchr (cp, ',')))
1222 *next++ = '\0';
1223
1224 linked_char *tmp = new linked_char;
1225
1226 tmp->name = cp;
1227 tmp->next = art->allowed;
1228 art->allowed = tmp;
1229 }
1230 while ((cp = next));
1231 }
1232 break;
1233
1234 case KW_chance:
1235 f.get (art->chance);
1236 break;
1237
1238 case KW_difficulty:
1239 f.get (art->difficulty);
1240 break;
1241
1242 case KW_object:
1243 {
1244 art->item = object::create ();
1245 f.get (art->item->name);
1246 f.next ();
1247
1248 if (!art->item->parse_kv (f))
1249 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1250
1251 al = find_artifactlist (art->item->type);
1252
1253 if (!al)
1254 {
1255 al = get_empty_artifactlist ();
1256 al->type = art->item->type;
1257 al->next = first_artifactlist;
1258 first_artifactlist = al;
1259 }
1260
1261 art->next = al->items;
1262 al->items = art;
1263 art = 0;
1264 }
1265 continue;
1266
1267 case KW_EOF:
1268 goto done;
1269
1270 default:
1271 if (!f.parse_error ("artifacts file"))
1272 cleanup ("artifacts file required");
1273 break;
1274 }
1275
1276 f.next ();
1357 } 1277 }
1358 cp = strchr (cp, ' ') + 1;
1359 if (!strcmp (cp, "all"))
1360 continue;
1361 1278
1362 do 1279done:
1363 {
1364 nrofallowedstr++;
1365 if ((next = strchr (cp, ',')) != NULL)
1366 *(next++) = '\0';
1367 tmp = new linked_char;
1368 tmp->name = cp;
1369 tmp->next = art->allowed;
1370 art->allowed = tmp;
1371 }
1372 while ((cp = next) != NULL);
1373 }
1374 else if (sscanf (cp, "chance %d", &value))
1375 art->chance = (uint16) value;
1376 else if (sscanf (cp, "difficulty %d", &value))
1377 art->difficulty = (uint8) value;
1378 else if (!strncmp (cp, "Object", 6))
1379 {
1380 art->item = (object *) calloc (1, sizeof (object));
1381 reset_object (art->item);
1382 if (!load_object (thawer, art->item, LO_LINEMODE, 0))
1383 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1384 art->item->name = strchr (cp, ' ') + 1;
1385 al = find_artifactlist (art->item->type);
1386 if (al == NULL)
1387 {
1388 al = get_empty_artifactlist ();
1389 al->type = art->item->type;
1390 al->next = first_artifactlist;
1391 first_artifactlist = al;
1392 }
1393 art->next = al->items;
1394 al->items = art;
1395 art = NULL;
1396 }
1397 else
1398 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1399 }
1400
1401 for (al = first_artifactlist; al != NULL; al = al->next) 1280 for (al = first_artifactlist; al; al = al->next)
1402 { 1281 {
1282 al->total_chance = 0;
1283
1403 for (art = al->items; art != NULL; art = art->next) 1284 for (art = al->items; art; art = art->next)
1404 { 1285 {
1405 if (!art->chance) 1286 if (!art->chance)
1406 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);
1407 else 1288 else
1408 al->total_chance += art->chance; 1289 al->total_chance += art->chance;
1409 } 1290 }
1410#if 0 1291#if 0
1411 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);
1412#endif 1293#endif
1413 } 1294 }
1414
1415 LOG (llevDebug, "done.\n");
1416} 1295}
1417
1418 1296
1419/* 1297/*
1420 * Used in artifact generation. The bonuses of the first object 1298 * Used in artifact generation. The bonuses of the first object
1421 * is modified by the bonuses of the second object. 1299 * is modified by the bonuses of the second object.
1422 */ 1300 */
1423
1424void 1301void
1425add_abilities (object * op, object * change) 1302add_abilities (object *op, object *change)
1426{ 1303{
1427 int i, j, tmp;
1428
1429 if (change->face != blank_face) 1304 if (change->face != blank_face)
1430 {
1431#ifdef TREASURE_VERBOSE
1432 LOG (llevDebug, "FACE: %d\n", change->face->number);
1433#endif
1434 op->face = change->face; 1305 op->face = change->face;
1435 }
1436 1306
1437 for (i = 0; i < NUM_STATS; i++) 1307 for (int i = 0; i < NUM_STATS; i++)
1438 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1308 change_attr_value (&(op->stats), i, change->stats.stat (i));
1439 1309
1440 op->attacktype |= change->attacktype; 1310 op->attacktype |= change->attacktype;
1441 op->path_attuned |= change->path_attuned; 1311 op->path_attuned |= change->path_attuned;
1442 op->path_repelled |= change->path_repelled; 1312 op->path_repelled |= change->path_repelled;
1443 op->path_denied |= change->path_denied; 1313 op->path_denied |= change->path_denied;
1444 op->move_type |= change->move_type; 1314 op->move_type |= change->move_type;
1445 op->stats.luck += change->stats.luck; 1315 op->stats.luck += change->stats.luck;
1446 1316
1447 if (QUERY_FLAG (change, FLAG_CURSED)) 1317 static const struct copyflags : object::flags_t
1448 SET_FLAG (op, FLAG_CURSED); 1318 {
1449 if (QUERY_FLAG (change, FLAG_DAMNED)) 1319 copyflags ()
1450 SET_FLAG (op, FLAG_DAMNED); 1320 {
1451 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)
1452 set_abs_magic (op, -op->magic); 1338 set_abs_magic (op, -op->magic);
1453 1339
1454 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1340 if (change->flag [FLAG_STAND_STILL])
1455 SET_FLAG (op, FLAG_LIFESAVE);
1456 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1457 SET_FLAG (op, FLAG_REFL_SPELL);
1458 if (QUERY_FLAG (change, FLAG_STEALTH))
1459 SET_FLAG (op, FLAG_STEALTH);
1460 if (QUERY_FLAG (change, FLAG_XRAYS))
1461 SET_FLAG (op, FLAG_XRAYS);
1462 if (QUERY_FLAG (change, FLAG_BLIND))
1463 SET_FLAG (op, FLAG_BLIND);
1464 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1465 SET_FLAG (op, FLAG_SEE_IN_DARK);
1466 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1467 SET_FLAG (op, FLAG_REFL_MISSILE);
1468 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1469 SET_FLAG (op, FLAG_MAKE_INVIS);
1470
1471 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1472 { 1341 {
1473 CLEAR_FLAG (op, FLAG_ANIMATE); 1342 op->clr_flag (FLAG_ANIMATE);
1343
1474 /* so artifacts will join */ 1344 /* so artifacts will join */
1475 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1345 if (!op->flag [FLAG_ALIVE])
1476 op->speed = 0.0; 1346 op->speed = 0.;
1477 update_ob_speed (op); 1347
1348 op->set_speed (op->speed);
1478 } 1349 }
1479 1350
1480 if (change->nrof) 1351 if (change->nrof)
1481 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1352 op->nrof = rndm (change->nrof) + 1;
1482 1353
1483 op->stats.exp += change->stats.exp; /* Speed modifier */ 1354 op->stats.exp += change->stats.exp; /* Speed modifier */
1484 op->stats.wc += change->stats.wc; 1355 op->stats.wc += change->stats.wc;
1485 op->stats.ac += change->stats.ac; 1356 op->stats.ac += change->stats.ac;
1486 1357
1487 if (change->other_arch) 1358 if (change->other_arch)
1488 { 1359 {
1489 /* Basically, for horns & potions, the other_arch field is the spell 1360 /* Basically, for horns & potions, the other_arch field is the spell
1490 * 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
1491 * this object. 1362 * this object.
1492 */ 1363 */
1493 if (op->type == HORN || op->type == POTION) 1364 if (op->type == HORN || op->type == POTION)
1494 { 1365 {
1495 object *tmp_obj;
1496 /* Remove any spells this object currently has in it */ 1366 /* Remove any spells this object currently has in it */
1497 while (op->inv) 1367 op->destroy_inv (false);
1498 {
1499 tmp_obj = op->inv;
1500 remove_ob (tmp_obj);
1501 free_object (tmp_obj);
1502 }
1503 1368
1504 tmp_obj = arch_to_object (change->other_arch); 1369 object *tmp = change->other_arch->instance ();
1505 insert_ob_in_ob (tmp_obj, op); 1370 insert_ob_in_ob (tmp, op);
1506 } 1371 }
1372
1507 /* No harm setting this for potions/horns */ 1373 /* No harm setting this for potions/horns */
1508 op->other_arch = change->other_arch; 1374 op->other_arch = change->other_arch;
1509 } 1375 }
1510 1376
1511 if (change->stats.hp < 0) 1377 if (change->stats.hp < 0)
1527 op->stats.maxsp = -change->stats.maxsp; 1393 op->stats.maxsp = -change->stats.maxsp;
1528 else 1394 else
1529 op->stats.maxsp += change->stats.maxsp; 1395 op->stats.maxsp += change->stats.maxsp;
1530 1396
1531 if (change->stats.food < 0) 1397 if (change->stats.food < 0)
1532 op->stats.food = -(change->stats.food); 1398 op->stats.food = -change->stats.food;
1533 else 1399 else
1534 op->stats.food += change->stats.food; 1400 op->stats.food += change->stats.food;
1535 1401
1536 if (change->level < 0) 1402 if (change->level < 0)
1537 op->level = -(change->level); 1403 op->level = -change->level;
1538 else 1404 else
1539 op->level += change->level; 1405 op->level += change->level;
1540 1406
1541 if (change->gen_sp_armour < 0) 1407 if (change->gen_sp_armour < 0)
1542 op->gen_sp_armour = -(change->gen_sp_armour); 1408 op->gen_sp_armour = -change->gen_sp_armour;
1543 else 1409 else
1544 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;
1545 1411
1546 op->item_power = change->item_power; 1412 op->item_power = change->item_power;
1547 1413
1548 for (i = 0; i < NROFATTACKS; i++) 1414 for (int i = 0; i < NROFATTACKS; i++)
1549 {
1550 if (change->resist[i])
1551 {
1552 op->resist[i] += change->resist[i]; 1415 op->resist[i] += change->resist[i];
1553 }
1554 }
1555 1416
1556 if (change->stats.dam) 1417 if (change->stats.dam)
1557 { 1418 {
1558 if (change->stats.dam < 0) 1419 if (change->stats.dam < 0)
1559 op->stats.dam = (-change->stats.dam); 1420 op->stats.dam = -change->stats.dam;
1560 else if (op->stats.dam) 1421 else if (op->stats.dam)
1561 { 1422 {
1562 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1423 int tmp = op->stats.dam * change->stats.dam / 10;
1424
1563 if (tmp == op->stats.dam) 1425 if (tmp == op->stats.dam)
1564 { 1426 {
1565 if (change->stats.dam < 10) 1427 if (change->stats.dam < 10)
1566 op->stats.dam--; 1428 op->stats.dam--;
1429 else
1430 op->stats.dam++;
1431 }
1567 else 1432 else
1568 op->stats.dam++;
1569 }
1570 else
1571 op->stats.dam = tmp; 1433 op->stats.dam = tmp;
1572 } 1434 }
1573 } 1435 }
1574 1436
1575 if (change->weight) 1437 if (change->weight)
1576 { 1438 {
1577 if (change->weight < 0) 1439 if (change->weight < 0)
1578 op->weight = (-change->weight); 1440 op->weight = -change->weight;
1579 else 1441 else
1580 op->weight = (op->weight * (change->weight)) / 100; 1442 op->weight = op->weight * change->weight / 100;
1581 } 1443 }
1582 1444
1583 if (change->last_sp) 1445 if (change->last_sp)
1584 { 1446 {
1585 if (change->last_sp < 0) 1447 if (change->last_sp < 0)
1586 op->last_sp = (-change->last_sp); 1448 op->last_sp = -change->last_sp;
1587 else 1449 else
1588 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;
1589 } 1451 }
1590 1452
1591 if (change->gen_sp_armour) 1453 if (change->gen_sp_armour)
1592 { 1454 {
1593 if (change->gen_sp_armour < 0) 1455 if (change->gen_sp_armour < 0)
1594 op->gen_sp_armour = (-change->gen_sp_armour); 1456 op->gen_sp_armour = -change->gen_sp_armour;
1595 else 1457 else
1596 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;
1597 } 1459 }
1598 1460
1599 op->value *= change->value; 1461 op->value *= change->value;
1600 1462
1601 if (change->material) 1463 if (change->materials)
1464 op->materials = change->materials;
1465
1466 if (change->material != MATERIAL_NULL)
1602 op->material = change->material; 1467 op->material = change->material;
1603
1604 if (change->materialname)
1605 op->materialname = change->materialname;
1606 1468
1607 if (change->slaying) 1469 if (change->slaying)
1608 op->slaying = change->slaying; 1470 op->slaying = change->slaying;
1609 1471
1610 if (change->race) 1472 if (change->race)
1613 if (change->msg) 1475 if (change->msg)
1614 op->msg = change->msg; 1476 op->msg = change->msg;
1615} 1477}
1616 1478
1617static int 1479static int
1618legal_artifact_combination (object * op, artifact * art) 1480legal_artifact_combination (object *op, artifact *art)
1619{ 1481{
1620 int neg, success = 0; 1482 int neg, success = 0;
1621 linked_char *tmp; 1483 linked_char *tmp;
1622 const char *name; 1484 const char *name;
1623 1485
1624 if (art->allowed == (linked_char *) NULL) 1486 if (!art->allowed)
1625 return 1; /* Ie, "all" */ 1487 return 1; /* Ie, "all" */
1488
1626 for (tmp = art->allowed; tmp; tmp = tmp->next) 1489 for (tmp = art->allowed; tmp; tmp = tmp->next)
1627 { 1490 {
1628#ifdef TREASURE_VERBOSE 1491#ifdef TREASURE_VERBOSE
1629 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1492 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1630#endif 1493#endif
1631 if (*tmp->name == '!') 1494 if (*tmp->name == '!')
1632 name = tmp->name + 1, neg = 1; 1495 name = tmp->name + 1, neg = 1;
1633 else 1496 else
1634 name = tmp->name, neg = 0; 1497 name = tmp->name, neg = 0;
1635 1498
1636 /* If we match name, then return the opposite of 'neg' */ 1499 /* If we match name, then return the opposite of 'neg' */
1637 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1500 if (!strcmp (name, op->arch->archname))
1638 return !neg; 1501 return !neg;
1639 1502
1640 /* 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
1641 * everything is allowed except what we match 1504 * everything is allowed except what we match
1642 */ 1505 */
1643 else if (neg) 1506 else if (neg)
1644 success = 1; 1507 success = 1;
1645 } 1508 }
1509
1646 return success; 1510 return success;
1647} 1511}
1648 1512
1649/* 1513/*
1650 * Fixes the given object, giving it the abilities and titles 1514 * Fixes the given object, giving it the abilities and titles
1651 * it should have due to the second artifact-template. 1515 * it should have due to the second artifact-template.
1652 */ 1516 */
1653 1517
1654void 1518void
1655give_artifact_abilities (object * op, object * artifct) 1519give_artifact_abilities (object *op, object *artifct)
1656{ 1520{
1657 char new_name[MAX_BUF]; 1521 op->title = format ("of %s", &artifct->name);
1658 1522
1659 sprintf (new_name, "of %s", &artifct->name);
1660 op->title = new_name;
1661 add_abilities (op, artifct); /* Give out the bonuses */ 1523 add_abilities (op, artifct); /* Give out the bonuses */
1662 1524
1663#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... */
1664 { 1526 {
1665 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1527 char identified = op->flag [FLAG_IDENTIFIED];
1666 SET_FLAG (op, FLAG_IDENTIFIED); 1528
1529 op->set_flag (FLAG_IDENTIFIED);
1667 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));
1668 if (!identified) 1531 if (!identified)
1669 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1532 op->clr_flag (FLAG_IDENTIFIED);
1670 } 1533 }
1671#endif 1534#endif
1672 return; 1535 return;
1673} 1536}
1674 1537
1682 1545
1683/* Give 1 re-roll attempt per artifact */ 1546/* Give 1 re-roll attempt per artifact */
1684#define ARTIFACT_TRIES 2 1547#define ARTIFACT_TRIES 2
1685 1548
1686void 1549void
1687generate_artifact (object * op, int difficulty) 1550generate_artifact (object *op, int difficulty)
1688{ 1551{
1689 artifactlist *al;
1690 artifact *art; 1552 artifact *art;
1691 int i;
1692 1553
1693 al = find_artifactlist (op->type); 1554 artifactlist *al = find_artifactlist (op->type);
1694 1555
1695 if (al == NULL) 1556 if (al == NULL)
1696 { 1557 {
1697#if 0 /* This is too verbose, usually */ 1558#if 0 /* This is too verbose, usually */
1698 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);
1699#endif 1560#endif
1700 return; 1561 return;
1701 } 1562 }
1702 1563
1703 for (i = 0; i < ARTIFACT_TRIES; i++) 1564 for (int i = 0; i < ARTIFACT_TRIES; i++)
1704 { 1565 {
1705 int roll = RANDOM () % al->total_chance; 1566 int roll = rndm (al->total_chance);
1706 1567
1707 for (art = al->items; art != NULL; art = art->next) 1568 for (art = al->items; art; art = art->next)
1708 { 1569 {
1709 roll -= art->chance; 1570 roll -= art->chance;
1710 if (roll < 0) 1571 if (roll < 0)
1711 break; 1572 break;
1712 } 1573 }
1713 1574
1714 if (art == NULL || roll >= 0) 1575 if (art == NULL || roll >= 0)
1715 { 1576 {
1716#if 1 1577#if 1
1717 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);
1718#endif 1579#endif
1719 return; 1580 return;
1720 } 1581 }
1721 if (!strcmp (art->item->name, "NONE")) 1582
1722 return; 1583 if (art->item->name == shstr_NONE)
1584 return;
1585
1723 if (FABS (op->magic) < art->item->magic) 1586 if (fabs (op->magic) < art->item->magic)
1724 continue; /* Not magic enough to be this item */ 1587 continue; /* Not magic enough to be this item */
1725 1588
1726 /* Map difficulty not high enough */ 1589 /* Map difficulty not high enough */
1727 if (difficulty < art->difficulty) 1590 if (difficulty < art->difficulty)
1728 continue; 1591 continue;
1729 1592
1730 if (!legal_artifact_combination (op, art)) 1593 if (!legal_artifact_combination (op, art))
1731 { 1594 {
1732#ifdef TREASURE_VERBOSE 1595#ifdef TREASURE_VERBOSE
1733 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);
1734#endif 1597#endif
1735 continue; 1598 continue;
1736 } 1599 }
1600
1737 give_artifact_abilities (op, art->item); 1601 give_artifact_abilities (op, art->item);
1738 return; 1602 return;
1739 } 1603 }
1740} 1604}
1741 1605
1743 * FOOD, except they inherit properties (name, food value, etc). 1607 * FOOD, except they inherit properties (name, food value, etc).
1744 * based on the original owner (or 'donor' if you like). -b.t. 1608 * based on the original owner (or 'donor' if you like). -b.t.
1745 */ 1609 */
1746 1610
1747void 1611void
1748fix_flesh_item (object * item, object * donor) 1612fix_flesh_item (object *item, object *donor)
1749{ 1613{
1750 char tmpbuf[MAX_BUF];
1751 int i;
1752
1753 if (item->type == FLESH && donor) 1614 if (item->type == FLESH && donor)
1754 { 1615 {
1755 /* change the name */ 1616 /* change the name */
1756 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1617 item->name = format ("%s's %s", &donor->name, &item->name);
1757 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1618 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1758 1619
1759 /* weight is FLESH weight/100 * donor */ 1620 /* weight is FLESH weight/100 * donor */
1760 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);
1761 item->weight = 1;
1762 1622
1763 /* value is multiplied by level of donor */ 1623 /* value is multiplied by level of donor */
1764 item->value *= isqrt (donor->level * 2); 1624 item->value *= isqrt (donor->level * 2);
1765 1625
1766 /* food value */ 1626 /* food value */
1767 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1627 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1768 1628
1769 /* flesh items inherit some abilities of donor, but not 1629 /* flesh items inherit some abilities of donor, but not
1770 * full effect. 1630 * full effect.
1771 */ 1631 */
1772 for (i = 0; i < NROFATTACKS; i++) 1632 for (int i = 0; i < NROFATTACKS; i++)
1773 item->resist[i] = donor->resist[i] / 2; 1633 item->resist[i] = donor->resist[i] / 2;
1774 1634
1775 /* item inherits donor's level (important for quezals) */ 1635 /* item inherits donor's level (important for quezals) */
1776 item->level = donor->level; 1636 item->level = donor->level;
1777 1637
1778 /* if donor has some attacktypes, the flesh is poisonous */ 1638 /* if donor has some attacktypes, the flesh is poisonous */
1779 if (donor->attacktype & AT_POISON) 1639 if (donor->attacktype & AT_POISON)
1780 item->type = POISON; 1640 item->type = POISON;
1641
1781 if (donor->attacktype & AT_ACID) 1642 if (donor->attacktype & AT_ACID)
1782 item->stats.hp = -1 * item->stats.food; 1643 item->stats.hp = -item->stats.food;
1783 SET_FLAG (item, FLAG_NO_STEAL);
1784 }
1785}
1786 1644
1787/* special_potion() - so that old potion code is still done right. */ 1645 item->set_flag (FLAG_NO_STEAL);
1788 1646 }
1789int
1790special_potion (object * op)
1791{
1792
1793 int i;
1794
1795 if (op->attacktype)
1796 return 1;
1797
1798 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1799 return 1;
1800
1801 for (i = 0; i < NROFATTACKS; i++)
1802 if (op->resist[i])
1803 return 1;
1804
1805 return 0;
1806} 1647}
1807 1648
1808void 1649static void
1809free_treasurestruct (treasure * t) 1650free_treasurestruct (treasure *t)
1810{ 1651{
1811 if (t->next)
1812 free_treasurestruct (t->next); 1652 if (t->next) free_treasurestruct (t->next);
1813 if (t->next_yes)
1814 free_treasurestruct (t->next_yes); 1653 if (t->next_yes) free_treasurestruct (t->next_yes);
1815 if (t->next_no)
1816 free_treasurestruct (t->next_no); 1654 if (t->next_no) free_treasurestruct (t->next_no);
1817 1655
1818 delete t; 1656 delete t;
1819} 1657}
1820 1658
1821void 1659static void
1822free_charlinks (linked_char * lc) 1660free_charlinks (linked_char *lc)
1823{ 1661{
1824 if (lc->next) 1662 if (lc->next)
1825 free_charlinks (lc->next); 1663 free_charlinks (lc->next);
1826 1664
1827 delete lc; 1665 delete lc;
1828} 1666}
1829 1667
1830void 1668static void
1831free_artifact (artifact * at) 1669free_artifact (artifact *at)
1832{ 1670{
1833
1834 if (at->next)
1835 free_artifact (at->next); 1671 if (at->next) free_artifact (at->next);
1836 if (at->allowed)
1837 free_charlinks (at->allowed); 1672 if (at->allowed) free_charlinks (at->allowed);
1838 1673
1839 delete at->item; 1674 at->item->destroy ();
1840 1675
1841 delete at;
1842}
1843
1844void
1845free_artifactlist (artifactlist * al)
1846{
1847 artifactlist *nextal;
1848 for (al = first_artifactlist; al != NULL; al = nextal)
1849 {
1850 nextal = al->next;
1851 if (al->items)
1852 {
1853 free_artifact (al->items);
1854 }
1855 free (al); 1676 sfree (at);
1856 }
1857} 1677}
1858 1678
1859void
1860free_all_treasures (void)
1861{
1862 treasurelist *tl, *next;
1863
1864
1865 for (tl = first_treasurelist; tl != NULL; tl = next)
1866 {
1867 next = tl->next;
1868 if (tl->items)
1869 free_treasurestruct (tl->items);
1870 delete tl;
1871 }
1872 free_artifactlist (first_artifactlist);
1873}

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