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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.25 by root, Tue Dec 12 22:37:05 2006 UTC

1
2/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.7 2006/09/03 00:18:40 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30#define ALLOWED_COMBINATION 24#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.
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> 39#include <funcpoint.h>
45#include <loader.h> 40#include <loader.h>
46 41
47 42
48static void change_treasure (treasure * t, object * op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 44extern char *spell_mapping[];
50 45
51/* 46/*
52 * Initialize global archtype pointers: 47 * Initialize global archtype pointers:
53 */ 48 */
54 49
55void 50void
56init_archetype_pointers () 51init_archetype_pointers ()
57{ 52{
58 int prev_warn = warn_archetypes; 53 int prev_warn = warn_archetypes;
54
59 warn_archetypes = 1; 55 warn_archetypes = 1;
60 if (ring_arch == NULL) 56 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring"); 57 ring_arch = archetype::find ("ring");
62 if (amulet_arch == NULL) 58 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet"); 59 amulet_arch = archetype::find ("amulet");
64 if (staff_arch == NULL) 60 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff"); 61 staff_arch = archetype::find ("staff");
66 if (crown_arch == NULL) 62 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown"); 63 crown_arch = archetype::find ("crown");
68 warn_archetypes = prev_warn; 64 warn_archetypes = prev_warn;
69} 65}
70 66
71/* 67/*
72 * Allocate and return the pointer to an empty treasurelist structure. 68 * Allocate and return the pointer to an empty treasurelist structure.
108 while (fgets (buf, MAX_BUF, fp) != NULL) 104 while (fgets (buf, MAX_BUF, fp) != NULL)
109 { 105 {
110 (*line)++; 106 (*line)++;
111 107
112 if (*buf == '#') 108 if (*buf == '#')
113 continue; 109 continue;
114 if ((cp = strchr (buf, '\n')) != NULL) 110 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0'; 111 *cp = '\0';
116 cp = buf; 112 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */ 113 while (isspace (*cp)) /* Skip blanks */
118 cp++; 114 cp++;
119 115
120 if (sscanf (cp, "arch %s", variable)) 116 if (sscanf (cp, "arch %s", variable))
121 { 117 {
122 if ((t->item = find_archetype (variable)) == NULL) 118 if ((t->item = archetype::find (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable); 119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 } 120 }
125 else if (sscanf (cp, "list %s", variable)) 121 else if (sscanf (cp, "list %s", variable))
126 t->name = variable; 122 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable)) 123 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable; 124 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable)) 125 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable; 126 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable)) 127 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable; 128 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value)) 129 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value; 130 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value)) 131 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value; 132 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value)) 133 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value; 134 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes")) 135 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line); 136 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no")) 137 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line); 138 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end")) 139 else if (!strcmp (cp, "end"))
144 return t; 140 return t;
145 else if (!strcmp (cp, "more")) 141 else if (!strcmp (cp, "more"))
146 { 142 {
147 t->next = load_treasure (fp, line); 143 t->next = load_treasure (fp, line);
148 return t; 144 return t;
149 } 145 }
150 else 146 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 148 }
153 LOG (llevError, "treasure lacks 'end'.\n"); 149 LOG (llevError, "treasure lacks 'end'.\n");
154 return t; 150 return t;
155} 151}
156 152
157#ifdef TREASURE_DEBUG 153#ifdef TREASURE_DEBUG
154
158/* recursived checks the linked list. Treasurelist is passed only 155/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 156 * so that the treasure name can be printed out
160 */ 157 */
161static void 158static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 159check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 160{
164 if (t->item == NULL && t->name == NULL) 161 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); 162 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)) 163 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); 164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
199 } 196 }
200 while (fgets (buf, MAX_BUF, fp) != NULL) 197 while (fgets (buf, MAX_BUF, fp) != NULL)
201 { 198 {
202 line++; 199 line++;
203 if (*buf == '#') 200 if (*buf == '#')
204 continue; 201 continue;
205 202
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 { 204 {
208 treasurelist *tl = get_empty_treasurelist (); 205 treasurelist *tl = get_empty_treasurelist ();
206
209 tl->name = name; 207 tl->name = name;
210 if (previous == NULL) 208 if (previous == NULL)
211 first_treasurelist = tl; 209 first_treasurelist = tl;
212 else 210 else
213 previous->next = tl; 211 previous->next = tl;
214 previous = tl; 212 previous = tl;
215 tl->items = load_treasure (fp, &line); 213 tl->items = load_treasure (fp, &line);
216 214
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 */ 218 */
221 if (!strncmp (buf, "treasureone", 11)) 219 if (!strncmp (buf, "treasureone", 11))
222 { 220 {
223 for (t = tl->items; t != NULL; t = t->next) 221 for (t = tl->items; t != NULL; t = t->next)
224 { 222 {
225#ifdef TREASURE_DEBUG 223#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no) 224 if (t->next_yes || t->next_no)
227 { 225 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 226 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"); 227 LOG (llevError, " the next_yes or next_no field is set\n");
230 } 228 }
231#endif 229#endif
232 tl->total_chance += t->chance; 230 tl->total_chance += t->chance;
233 } 231 }
234 } 232 }
235 } 233 }
236 else 234 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 } 236 }
239 close_and_delete (fp, comp); 237 close_and_delete (fp, comp);
240 238
241#ifdef TREASURE_DEBUG 239#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is. 240 /* Perform some checks on how valid the treasure data actually is.
255 */ 253 */
256 254
257treasurelist * 255treasurelist *
258find_treasurelist (const char *name) 256find_treasurelist (const char *name)
259{ 257{
260 const char *tmp = shstr::find (name); 258 shstr_cmp name_ (name);
261 treasurelist *tl;
262 259
263 /* Special cases - randomitems of none is to override default. If 260 if (!name_)
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; 261 return 0;
270 262
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next) 263 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
273 if (tmp == tl->name) 264 if (name_ == tl->name)
274 return tl; 265 return tl;
275 266
267 if (first_treasurelist)
276 LOG (llevError, "Couldn't find treasurelist %s\n", name); 268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
277 return NULL; 270 return 0;
278} 271}
279 272
280 273
281/* 274/*
282 * Generates the objects specified by the given treasure. 275 * Generates the objects specified by the given treasure.
290 * start with equipment, but only their abilities). 283 * start with equipment, but only their abilities).
291 */ 284 */
292 285
293 286
294static void 287static void
295put_treasure (object * op, object * creator, int flags) 288put_treasure (object *op, object *creator, int flags)
296{ 289{
297 object *tmp; 290 object *tmp;
298 291
299 /* Bit of a hack - spells should never be put onto the map. The entire 292 /* Bit of a hack - spells should never be put onto the map. The entire
300 * treasure stuff is a problem - there is no clear idea of knowing 293 * treasure stuff is a problem - there is no clear idea of knowing
310 } 303 }
311 else 304 else
312 { 305 {
313 op = insert_ob_in_ob (op, creator); 306 op = insert_ob_in_ob (op, creator);
314 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
315 monster_check_apply (creator, op); 308 monster_check_apply (creator, op);
316 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
317 esrv_send_item (tmp, op); 310 esrv_send_item (tmp, op);
318 } 311 }
319} 312}
320 313
321/* if there are change_xxx commands in the treasure, we include the changes 314/* if there are change_xxx commands in the treasure, we include the changes
322 * in the generated object 315 * in the generated object
323 */ 316 */
324static void 317static void
325change_treasure (treasure * t, object * op) 318change_treasure (treasure *t, object *op)
326{ 319{
327 /* CMD: change_name xxxx */ 320 /* CMD: change_name xxxx */
328 if (t->change_arch.name) 321 if (t->change_arch.name)
329 { 322 {
330 op->name = t->change_arch.name; 323 op->name = t->change_arch.name;
337 if (t->change_arch.slaying) 330 if (t->change_arch.slaying)
338 op->slaying = t->change_arch.slaying; 331 op->slaying = t->change_arch.slaying;
339} 332}
340 333
341void 334void
342create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
343{ 336{
344 object *tmp; 337 object *tmp;
345 338
346
347 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
348 { 340 {
349 if (t->name) 341 if (t->name)
350 { 342 {
351 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 343 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
352 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
353 } 345 }
354 else 346 else
355 { 347 {
356 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
357 { 349 {
358 tmp = arch_to_object (t->item); 350 tmp = arch_to_object (t->item);
359 if (t->nrof && tmp->nrof <= 1) 351 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
361 fix_generated_item (tmp, op, difficulty, t->magic, flag); 353 fix_generated_item (tmp, op, difficulty, t->magic, flag);
362 change_treasure (t, tmp); 354 change_treasure (t, tmp);
363 put_treasure (tmp, op, flag); 355 put_treasure (tmp, op, flag);
364 } 356 }
365 } 357 }
358
366 if (t->next_yes != NULL) 359 if (t->next_yes != NULL)
367 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 360 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
368 } 361 }
369 else if (t->next_no != NULL) 362 else if (t->next_no != NULL)
370 create_all_treasures (t->next_no, op, flag, difficulty, tries); 363 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364
371 if (t->next != NULL) 365 if (t->next != NULL)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 366 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 367}
374 368
375void 369void
376create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
377{ 371{
378 int value = RANDOM () % tl->total_chance; 372 int value = RANDOM () % tl->total_chance;
379 treasure *t; 373 treasure *t;
380 374
381 if (tries++ > 100) 375 if (tries++ > 100)
382 { 376 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 378 return;
385 } 379 }
380
386 for (t = tl->items; t != NULL; t = t->next) 381 for (t = tl->items; t != NULL; t = t->next)
387 { 382 {
388 value -= t->chance; 383 value -= t->chance;
384
389 if (value < 0) 385 if (value < 0)
390 break; 386 break;
391 } 387 }
392 388
393 if (!t || value >= 0) 389 if (!t || value >= 0)
394 { 390 {
395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
396 abort (); 392 abort ();
397 return; 393 return;
398 } 394 }
395
399 if (t->name) 396 if (t->name)
400 { 397 {
401 if (!strcmp (t->name, "NONE")) 398 if (!strcmp (t->name, "NONE"))
402 return; 399 return;
400
403 if (difficulty >= t->magic) 401 if (difficulty >= t->magic)
404 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
405 else if (t->nrof) 403 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 404 create_one_treasure (tl, op, flag, difficulty, tries);
405
407 return; 406 return;
408 } 407 }
408
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
410 { 410 {
411 object *tmp = arch_to_object (t->item); 411 object *tmp = arch_to_object (t->item);
412
412 if (!tmp) 413 if (!tmp)
413 return; 414 return;
415
414 if (t->nrof && tmp->nrof <= 1) 416 if (t->nrof && tmp->nrof <= 1)
415 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
418
416 fix_generated_item (tmp, op, difficulty, t->magic, flag); 419 fix_generated_item (tmp, op, difficulty, t->magic, flag);
417 change_treasure (t, tmp); 420 change_treasure (t, tmp);
418 put_treasure (tmp, op, flag); 421 put_treasure (tmp, op, flag);
419 } 422 }
420} 423}
425 * list transitions, or so that excessively good treasure will not be 428 * list transitions, or so that excessively good treasure will not be
426 * created on weak maps, because it will exceed the number of allowed tries 429 * created on weak maps, because it will exceed the number of allowed tries
427 * to do that. 430 * to do that.
428 */ 431 */
429void 432void
430create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
431{ 434{
432 435
433 if (tries++ > 100) 436 if (tries++ > 100)
434 { 437 {
435 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 * it instead takes a treasurelist. It is really just a wrapper around 448 * it instead takes a treasurelist. It is really just a wrapper around
446 * create_treasure. We create a dummy object that the treasure gets 449 * create_treasure. We create a dummy object that the treasure gets
447 * inserted into, and then return that treausre 450 * inserted into, and then return that treausre
448 */ 451 */
449object * 452object *
450generate_treasure (treasurelist * t, int difficulty) 453generate_treasure (treasurelist *t, int difficulty)
451{ 454{
455 difficulty = clamp (difficulty, 1, settings.max_level);
456
452 object *ob = get_object (), *tmp; 457 object *ob = object::create (), *tmp;
453 458
454 create_treasure (t, ob, 0, difficulty, 0); 459 create_treasure (t, ob, 0, difficulty, 0);
455 460
456 /* Don't want to free the object we are about to return */ 461 /* Don't want to free the object we are about to return */
457 tmp = ob->inv; 462 tmp = ob->inv;
458 if (tmp != NULL) 463 if (tmp != NULL)
459 remove_ob (tmp); 464 tmp->remove ();
465
460 if (ob->inv) 466 if (ob->inv)
461 {
462 LOG (llevError, "In generate treasure, created multiple objects.\n"); 467 LOG (llevError, "In generate treasure, created multiple objects.\n");
463 } 468
464 free_object (ob); 469 ob->destroy ();
465 return tmp; 470 return tmp;
466} 471}
467 472
468/* 473/*
469 * This is a new way of calculating the chance for an item to have 474 * This is a new way of calculating the chance for an item to have
471 * The array has two arguments, the difficulty of the level, and the 476 * The array has two arguments, the difficulty of the level, and the
472 * magical bonus "wanted". 477 * magical bonus "wanted".
473 */ 478 */
474 479
475static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 480static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
481
476/*chance of magic difficulty*/ 482/*chance of magic difficulty*/
483
477/* +0 +1 +2 +3 +4 */ 484/* +0 +1 +2 +3 +4 */
478 {95, 2, 2, 1, 0}, /*1 */ 485 {95, 2, 2, 1, 0}, /*1 */
479 {92, 5, 2, 1, 0}, /*2 */ 486 {92, 5, 2, 1, 0}, /*2 */
480 {85, 10, 4, 1, 0}, /*3 */ 487 {85, 10, 4, 1, 0}, /*3 */
481 {80, 14, 4, 2, 0}, /*4 */ 488 {80, 14, 4, 2, 0}, /*4 */
482 {75, 17, 5, 2, 1}, /*5 */ 489 {75, 17, 5, 2, 1}, /*5 */
483 {70, 18, 8, 3, 1}, /*6 */ 490 {70, 18, 8, 3, 1}, /*6 */
484 {65, 21, 10, 3, 1}, /*7 */ 491 {65, 21, 10, 3, 1}, /*7 */
485 {60, 22, 12, 4, 2}, /*8 */ 492 {60, 22, 12, 4, 2}, /*8 */
486 {55, 25, 14, 4, 2}, /*9 */ 493 {55, 25, 14, 4, 2}, /*9 */
487 {50, 27, 16, 5, 2}, /*10 */ 494 {50, 27, 16, 5, 2}, /*10 */
488 {45, 28, 18, 6, 3}, /*11 */ 495 {45, 28, 18, 6, 3}, /*11 */
489 {42, 28, 20, 7, 3}, /*12 */ 496 {42, 28, 20, 7, 3}, /*12 */
490 {40, 27, 21, 8, 4}, /*13 */ 497 {40, 27, 21, 8, 4}, /*13 */
491 {38, 25, 22, 10, 5}, /*14 */ 498 {38, 25, 22, 10, 5}, /*14 */
492 {36, 23, 23, 12, 6}, /*15 */ 499 {36, 23, 23, 12, 6}, /*15 */
493 {33, 21, 24, 14, 8}, /*16 */ 500 {33, 21, 24, 14, 8}, /*16 */
494 {31, 19, 25, 16, 9}, /*17 */ 501 {31, 19, 25, 16, 9}, /*17 */
495 {27, 15, 30, 18, 10}, /*18 */ 502 {27, 15, 30, 18, 10}, /*18 */
496 {20, 12, 30, 25, 13}, /*19 */ 503 {20, 12, 30, 25, 13}, /*19 */
497 {15, 10, 28, 30, 17}, /*20 */ 504 {15, 10, 28, 30, 17}, /*20 */
498 {13, 9, 27, 28, 23}, /*21 */ 505 {13, 9, 27, 28, 23}, /*21 */
499 {10, 8, 25, 28, 29}, /*22 */ 506 {10, 8, 25, 28, 29}, /*22 */
500 {8, 7, 23, 26, 36}, /*23 */ 507 {8, 7, 23, 26, 36}, /*23 */
501 {6, 6, 20, 22, 46}, /*24 */ 508 {6, 6, 20, 22, 46}, /*24 */
502 {4, 5, 17, 18, 56}, /*25 */ 509 {4, 5, 17, 18, 56}, /*25 */
503 {2, 4, 12, 14, 68}, /*26 */ 510 {2, 4, 12, 14, 68}, /*26 */
504 {0, 3, 7, 10, 80}, /*27 */ 511 {0, 3, 7, 10, 80}, /*27 */
505 {0, 0, 3, 7, 90}, /*28 */ 512 {0, 0, 3, 7, 90}, /*28 */
506 {0, 0, 0, 3, 97}, /*29 */ 513 {0, 0, 0, 3, 97}, /*29 */
507 {0, 0, 0, 0, 100}, /*30 */ 514 {0, 0, 0, 0, 100}, /*30 */
508 {0, 0, 0, 0, 100}, /*31 */ 515 {0, 0, 0, 0, 100}, /*31 */
509}; 516};
510 517
511 518
512/* calculate the appropriate level for wands staves and scrolls. 519/* calculate the appropriate level for wands staves and scrolls.
513 * This code presumes that op has had its spell object created (in op->inv) 520 * This code presumes that op has had its spell object created (in op->inv)
515 * elmex Wed Aug 9 17:44:59 CEST 2006: 522 * elmex Wed Aug 9 17:44:59 CEST 2006:
516 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 523 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
517 */ 524 */
518 525
519int 526int
520level_for_item (const object * op, int difficulty) 527level_for_item (const object *op, int difficulty)
521{ 528{
522 int mult = 0, olevel = 0; 529 int olevel = 0;
523 530
524 if (!op->inv) 531 if (!op->inv)
525 { 532 {
526 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 533 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
527 return 0; 534 return 0;
568 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 575 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
569 { 576 {
570 percent -= difftomagic_list[scaled_diff][magic]; 577 percent -= difftomagic_list[scaled_diff][magic];
571 578
572 if (percent < 0) 579 if (percent < 0)
573 break; 580 break;
574 } 581 }
575 582
576 if (magic == (MAXMAGIC + 1)) 583 if (magic == (MAXMAGIC + 1))
577 { 584 {
578 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 585 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
591 * This function doesn't work properly, should add use of archetypes 598 * This function doesn't work properly, should add use of archetypes
592 * to make it truly absolute. 599 * to make it truly absolute.
593 */ 600 */
594 601
595void 602void
596set_abs_magic (object * op, int magic) 603set_abs_magic (object *op, int magic)
597{ 604{
598 if (!magic) 605 if (!magic)
599 return; 606 return;
600 607
601 op->magic = magic; 608 op->magic = magic;
602 if (op->arch) 609 if (op->arch)
603 { 610 {
604 if (op->type == ARMOUR) 611 if (op->type == ARMOUR)
605 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 612 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
606 613
607 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 614 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
608 magic = (-magic); 615 magic = (-magic);
609 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 616 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
610 } 617 }
611 else 618 else
612 { 619 {
613 if (op->type == ARMOUR) 620 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 621 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
616 magic = (-magic); 623 magic = (-magic);
617 op->weight = (op->weight * (100 - magic * 10)) / 100; 624 op->weight = (op->weight * (100 - magic * 10)) / 100;
618 } 625 }
619} 626}
620 627
621/* 628/*
622 * Sets a random magical bonus in the given object based upon 629 * Sets a random magical bonus in the given object based upon
623 * the given difficulty, and the given max possible bonus. 630 * the given difficulty, and the given max possible bonus.
624 */ 631 */
625 632
626static void 633static void
627set_magic (int difficulty, object * op, int max_magic, int flags) 634set_magic (int difficulty, object *op, int max_magic, int flags)
628{ 635{
629 int i; 636 int i;
637
630 i = magic_from_difficulty (difficulty); 638 i = magic_from_difficulty (difficulty);
631 if ((flags & GT_ONLY_GOOD) && i < 0) 639 if ((flags & GT_ONLY_GOOD) && i < 0)
632 i = -i; 640 i = -i;
633 if (i > max_magic) 641 if (i > max_magic)
634 i = max_magic; 642 i = max_magic;
645 * other bonuses previously rolled and ones the item might natively have. 653 * other bonuses previously rolled and ones the item might natively have.
646 * 2) Add code to deal with new PR method. 654 * 2) Add code to deal with new PR method.
647 */ 655 */
648 656
649void 657void
650set_ring_bonus (object * op, int bonus) 658set_ring_bonus (object *op, int bonus)
651{ 659{
652 660
653 int r = RANDOM () % (bonus > 0 ? 25 : 11); 661 int r = RANDOM () % (bonus > 0 ? 25 : 11);
654 662
655 if (op->type == AMULET) 663 if (op->type == AMULET)
656 { 664 {
657 if (!(RANDOM () % 21)) 665 if (!(RANDOM () % 21))
658 r = 20 + RANDOM () % 2; 666 r = 20 + RANDOM () % 2;
659 else 667 else
660 { 668 {
661 if (RANDOM () & 2) 669 if (RANDOM () & 2)
662 r = 10; 670 r = 10;
663 else 671 else
664 r = 11 + RANDOM () % 9; 672 r = 11 + RANDOM () % 9;
665 } 673 }
666 } 674 }
667 675
668 switch (r) 676 switch (r)
669 { 677 {
670 /* Redone by MSW 2000-11-26 to have much less code. Also, 678 /* Redone by MSW 2000-11-26 to have much less code. Also,
671 * bonuses and penalties will stack and add to existing values. 679 * bonuses and penalties will stack and add to existing values.
672 * of the item. 680 * of the item.
673 */ 681 */
674 case 0: 682 case 0:
675 case 1: 683 case 1:
676 case 2: 684 case 2:
677 case 3: 685 case 3:
678 case 4: 686 case 4:
679 case 5: 687 case 5:
680 case 6: 688 case 6:
681 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 689 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
682 break; 690 break;
683 691
684 case 7: 692 case 7:
685 op->stats.dam += bonus; 693 op->stats.dam += bonus;
686 break; 694 break;
687 695
688 case 8: 696 case 8:
689 op->stats.wc += bonus; 697 op->stats.wc += bonus;
690 break; 698 break;
691 699
692 case 9: 700 case 9:
693 op->stats.food += bonus; /* hunger/sustenance */ 701 op->stats.food += bonus; /* hunger/sustenance */
694 break; 702 break;
695 703
696 case 10: 704 case 10:
697 op->stats.ac += bonus; 705 op->stats.ac += bonus;
698 break; 706 break;
699 707
700 /* Item that gives protections/vulnerabilities */ 708 /* Item that gives protections/vulnerabilities */
701 case 11: 709 case 11:
702 case 12: 710 case 12:
703 case 13: 711 case 13:
704 case 14: 712 case 14:
705 case 15: 713 case 15:
706 case 16: 714 case 16:
707 case 17: 715 case 17:
708 case 18: 716 case 18:
709 case 19: 717 case 19:
710 { 718 {
711 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 719 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
712 720
713 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 721 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
714 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 722 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
715 723
716 /* Cursed items need to have higher negative values to equal out with 724 /* Cursed items need to have higher negative values to equal out with
717 * positive values for how protections work out. Put another 725 * positive values for how protections work out. Put another
718 * little random element in since that they don't always end up with 726 * little random element in since that they don't always end up with
719 * even values. 727 * even values.
720 */ 728 */
721 if (bonus < 0) 729 if (bonus < 0)
722 val = 2 * -val - RANDOM () % b; 730 val = 2 * -val - RANDOM () % b;
723 if (val > 35) 731 if (val > 35)
724 val = 35; /* Upper limit */ 732 val = 35; /* Upper limit */
725 b = 0; 733 b = 0;
726 while (op->resist[resist_table[resist]] != 0 && b < 4) 734 while (op->resist[resist_table[resist]] != 0 && b < 4)
727 { 735 {
728 resist = RANDOM () % num_resist_table; 736 resist = RANDOM () % num_resist_table;
729 } 737 }
730 if (b == 4) 738 if (b == 4)
731 return; /* Not able to find a free resistance */ 739 return; /* Not able to find a free resistance */
732 op->resist[resist_table[resist]] = val; 740 op->resist[resist_table[resist]] = val;
733 /* We should probably do something more clever here to adjust value 741 /* We should probably do something more clever here to adjust value
734 * based on how good a resistance we gave. 742 * based on how good a resistance we gave.
735 */ 743 */
736 break; 744 break;
737 } 745 }
738 case 20: 746 case 20:
739 if (op->type == AMULET) 747 if (op->type == AMULET)
740 { 748 {
741 SET_FLAG (op, FLAG_REFL_SPELL); 749 SET_FLAG (op, FLAG_REFL_SPELL);
742 op->value *= 11; 750 op->value *= 11;
743 } 751 }
744 else 752 else
745 { 753 {
746 op->stats.hp = 1; /* regenerate hit points */ 754 op->stats.hp = 1; /* regenerate hit points */
747 op->value *= 4; 755 op->value *= 4;
748 } 756 }
749 break; 757 break;
750 758
751 case 21: 759 case 21:
752 if (op->type == AMULET) 760 if (op->type == AMULET)
753 { 761 {
754 SET_FLAG (op, FLAG_REFL_MISSILE); 762 SET_FLAG (op, FLAG_REFL_MISSILE);
755 op->value *= 9; 763 op->value *= 9;
756 } 764 }
757 else 765 else
758 { 766 {
759 op->stats.sp = 1; /* regenerate spell points */ 767 op->stats.sp = 1; /* regenerate spell points */
760 op->value *= 3; 768 op->value *= 3;
761 } 769 }
762 break; 770 break;
763 771
764 case 22: 772 case 22:
765 op->stats.exp += bonus; /* Speed! */ 773 op->stats.exp += bonus; /* Speed! */
766 op->value = (op->value * 2) / 3; 774 op->value = (op->value * 2) / 3;
767 break; 775 break;
768 } 776 }
769 if (bonus > 0) 777 if (bonus > 0)
770 op->value *= 2 * bonus; 778 op->value *= 2 * bonus;
771 else 779 else
772 op->value = -(op->value * 2 * bonus) / 3; 780 op->value = -(op->value * 2 * bonus) / 3;
783 791
784int 792int
785get_magic (int diff) 793get_magic (int diff)
786{ 794{
787 int i; 795 int i;
796
788 if (diff < 3) 797 if (diff < 3)
789 diff = 3; 798 diff = 3;
790 for (i = 0; i < 4; i++) 799 for (i = 0; i < 4; i++)
791 if (RANDOM () % diff) 800 if (RANDOM () % diff)
792 return i; 801 return i;
799/* 808/*
800 * fix_generated_item(): This is called after an item is generated, in 809 * fix_generated_item(): This is called after an item is generated, in
801 * order to set it up right. This produced magical bonuses, puts spells 810 * order to set it up right. This produced magical bonuses, puts spells
802 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 811 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
803 */ 812 */
813
804/* 4/28/96 added creator object from which op may now inherit properties based on 814/* 4/28/96 added creator object from which op may now inherit properties based on
805 * op->type. Right now, which stuff the creator passes on is object type 815 * op->type. Right now, which stuff the creator passes on is object type
806 * dependant. I know this is a spagetti manuever, but is there a cleaner 816 * dependant. I know this is a spagetti manuever, but is there a cleaner
807 * way to do this? b.t. */ 817 * way to do this? b.t. */
818
808/* 819/*
809 * ! (flags & GT_ENVIRONMENT): 820 * ! (flags & GT_ENVIRONMENT):
810 * Automatically calls fix_flesh_item(). 821 * Automatically calls fix_flesh_item().
811 * 822 *
812 * flags: 823 * flags:
816 * a working object - don't change magic, value, etc, but set it material 827 * a working object - don't change magic, value, etc, but set it material
817 * type as appropriate, for objects that need spell objects, set those, etc 828 * type as appropriate, for objects that need spell objects, set those, etc
818 */ 829 */
819 830
820void 831void
821fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 832fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
822{ 833{
823 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 834 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
824 835
825 if (!creator || creator->type == op->type) 836 if (!creator || creator->type == op->type)
826 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 837 creator = op; /*safety & to prevent polymorphed objects giving attributes */
827 838
828 /* If we make an artifact, this information will be destroyed */ 839 /* If we make an artifact, this information will be destroyed */
829 save_item_power = op->item_power; 840 save_item_power = op->item_power;
830 op->item_power = 0; 841 op->item_power = 0;
831 842
832 if (op->randomitems && op->type != SPELL) 843 if (op->randomitems && op->type != SPELL)
833 { 844 {
834 create_treasure (op->randomitems, op, flags, difficulty, 0); 845 create_treasure (op->randomitems, op, flags, difficulty, 0);
835 if (!op->inv) 846 if (!op->inv)
836 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 847 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
837 848
838 /* So the treasure doesn't get created again */ 849 /* So the treasure doesn't get created again */
839 op->randomitems = NULL; 850 op->randomitems = NULL;
840 } 851 }
841 852
842 if (difficulty < 1) 853 if (difficulty < 1)
843 difficulty = 1; 854 difficulty = 1;
844 855
856 if (INVOKE_OBJECT (ADD_BONUS, op,
857 ARG_OBJECT (creator != op ? creator : 0),
858 ARG_INT (difficulty), ARG_INT (max_magic),
859 ARG_INT (flags)))
860 return;
861
845 if (!(flags & GT_MINIMAL)) 862 if (!(flags & GT_MINIMAL))
846 { 863 {
847 if (op->arch == crown_arch) 864 if (op->arch == crown_arch)
848 { 865 {
849 set_magic (difficulty, op, max_magic, flags); 866 set_magic (difficulty, op, max_magic, flags);
850 num_enchantments = calc_item_power (op, 1); 867 num_enchantments = calc_item_power (op, 1);
851 generate_artifact (op, difficulty); 868 generate_artifact (op, difficulty);
852 } 869 }
853 else 870 else
854 { 871 {
855 if (!op->magic && max_magic) 872 if (!op->magic && max_magic)
856 set_magic (difficulty, op, max_magic, flags); 873 set_magic (difficulty, op, max_magic, flags);
857 874
858 num_enchantments = calc_item_power (op, 1); 875 num_enchantments = calc_item_power (op, 1);
859 876
860 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 877 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
861 * used for shop_floors or treasures */ 878 * used for shop_floors or treasures */
862 generate_artifact (op, difficulty); 879 generate_artifact (op, difficulty);
863 } 880 }
864 881
865 /* Object was made an artifact. Calculate its item_power rating. 882 /* Object was made an artifact. Calculate its item_power rating.
866 * the item_power in the object is what the artfiact adds. 883 * the item_power in the object is what the artfiact adds.
867 */ 884 */
868 if (op->title) 885 if (op->title)
869 { 886 {
870 /* 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
871 * 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
872 * 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
873 * 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
874 * 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
875 * being somewhat of a bonus 892 * being somewhat of a bonus
876 */ 893 */
877 if (save_item_power) 894 if (save_item_power)
878 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);
879 else 896 else
880 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);
881 } 898 }
882 else if (save_item_power) 899 else if (save_item_power)
883 { 900 {
884 /* 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.
885 * we don't care about num_enchantments - that will basically just 902 * we don't care about num_enchantments - that will basically just
886 * have calculated some value from the base attributes of the archetype. 903 * have calculated some value from the base attributes of the archetype.
887 */ 904 */
888 op->item_power = save_item_power; 905 op->item_power = save_item_power;
889 } 906 }
890 else 907 else
891 { 908 {
892 /* 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
893 * 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
894 * 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
895 * item_power value. 912 * item_power value.
896 * - gros, 21th of July 2006. 913 * - gros, 21th of July 2006.
897 */ 914 */
898 op->item_power = calc_item_power (op, 0); 915 op->item_power = calc_item_power (op, 0);
899 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
900 * again below */ 917 * again below */
901 } 918 }
902 } 919 }
903 920
904 /* materialtype modifications. Note we allow this on artifacts. */ 921 /* materialtype modifications. Note we allow this on artifacts. */
905 set_materialname (op, difficulty, NULL); 922 set_materialname (op, difficulty, NULL);
906 923
907 if (flags & GT_MINIMAL) 924 if (flags & GT_MINIMAL)
908 { 925 {
909 if (op->type == POTION) 926 if (op->type == POTION)
910 /* Handle healing and magic power potions */ 927 /* Handle healing and magic power potions */
911 if (op->stats.sp && !op->randomitems) 928 if (op->stats.sp && !op->randomitems)
912 { 929 {
913 object *tmp; 930 object *tmp;
914 931
915 tmp = get_archetype (spell_mapping[op->stats.sp]); 932 tmp = get_archetype (spell_mapping[op->stats.sp]);
916 insert_ob_in_ob (tmp, op); 933 insert_ob_in_ob (tmp, op);
917 op->stats.sp = 0; 934 op->stats.sp = 0;
918 } 935 }
919 } 936 }
920 else if (!op->title) /* Only modify object if not special */ 937 else if (!op->title) /* Only modify object if not special */
921 switch (op->type) 938 switch (op->type)
922 { 939 {
923 case WEAPON: 940 case WEAPON:
924 case ARMOUR: 941 case ARMOUR:
925 case SHIELD: 942 case SHIELD:
926 case HELMET: 943 case HELMET:
927 case CLOAK: 944 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 945 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
929 set_ring_bonus (op, -DICE2); 946 set_ring_bonus (op, -DICE2);
930 break; 947 break;
931 948
932 case BRACERS: 949 case BRACERS:
933 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 950 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
934 { 951 {
952 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
953 if (!QUERY_FLAG (op, FLAG_CURSED))
954 op->value *= 3;
955 }
956 break;
957
958 case POTION:
959 {
960 int too_many_tries = 0, is_special = 0;
961
962 /* Handle healing and magic power potions */
963 if (op->stats.sp && !op->randomitems)
964 {
965 object *tmp;
966
967 tmp = get_archetype (spell_mapping[op->stats.sp]);
968 insert_ob_in_ob (tmp, op);
969 op->stats.sp = 0;
970 }
971
972 while (!(is_special = special_potion (op)) && !op->inv)
973 {
974 generate_artifact (op, difficulty);
975 if (too_many_tries++ > 10)
976 break;
977 }
978
979 /* don't want to change value for healing/magic power potions,
980 * since the value set on those is already correct.
981 */
982 if (op->inv && op->randomitems)
983 {
984 /* value multiplier is same as for scrolls */
985 op->value = (op->value * op->inv->value);
986 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
987 }
988 else
989 {
990 op->name = "potion";
991 op->name_pl = "potions";
992 }
993
994 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
995 SET_FLAG (op, FLAG_CURSED);
996 break;
997 }
998
999 case AMULET:
1000 if (op->arch == amulet_arch)
1001 op->value *= 5; /* Since it's not just decoration */
1002
1003 case RING:
1004 if (op->arch == NULL)
1005 {
1006 op->destroy ();
1007 op = 0;
1008 break;
1009 }
1010
1011 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1012 break;
1013
1014 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1015 SET_FLAG (op, FLAG_CURSED);
1016
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1017 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
936 if (!QUERY_FLAG (op, FLAG_CURSED))
937 op->value *= 3;
938 }
939 break;
940 1018
941 case POTION:
942 {
943 int too_many_tries = 0, is_special = 0;
944
945 /* Handle healing and magic power potions */
946 if (op->stats.sp && !op->randomitems)
947 {
948 object *tmp;
949
950 tmp = get_archetype (spell_mapping[op->stats.sp]);
951 insert_ob_in_ob (tmp, op);
952 op->stats.sp = 0;
953 }
954
955 while (!(is_special = special_potion (op)) && !op->inv)
956 {
957 generate_artifact (op, difficulty);
958 if (too_many_tries++ > 10)
959 break;
960 }
961
962 /* don't want to change value for healing/magic power potions,
963 * since the value set on those is already correct.
964 */
965 if (op->inv && op->randomitems)
966 {
967 /* value multiplier is same as for scrolls */
968 op->value = (op->value * op->inv->value);
969 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
970 }
971 else
972 {
973 op->name = "potion";
974 op->name_pl = "potions";
975 }
976
977 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
978 SET_FLAG (op, FLAG_CURSED);
979 break;
980 }
981
982 case AMULET:
983 if (op->arch == amulet_arch)
984 op->value *= 5; /* Since it's not just decoration */
985
986 case RING:
987 if (op->arch == NULL)
988 {
989 remove_ob (op);
990 free_object (op);
991 op = NULL;
992 break;
993 }
994
995 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
996 break;
997
998 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
999 SET_FLAG (op, FLAG_CURSED);
1000
1001 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1002
1003 if (op->type != RING) /* Amulets have only one ability */ 1019 if (op->type != RING) /* Amulets have only one ability */
1004 break; 1020 break;
1005 1021
1006 if (!(RANDOM () % 4)) 1022 if (!(RANDOM () % 4))
1007 { 1023 {
1008 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1024 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1009 1025
1010 if (d > 0) 1026 if (d > 0)
1011 op->value *= 3; 1027 op->value *= 3;
1012 1028
1013 set_ring_bonus (op, d); 1029 set_ring_bonus (op, d);
1014 1030
1015 if (!(RANDOM () % 4)) 1031 if (!(RANDOM () % 4))
1016 { 1032 {
1017 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1033 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 if (d > 0)
1019 op->value *= 5;
1020 set_ring_bonus (op, d);
1021 }
1022 }
1023 1034
1035 if (d > 0)
1036 op->value *= 5;
1037 set_ring_bonus (op, d);
1038 }
1039 }
1040
1024 if (GET_ANIM_ID (op)) 1041 if (GET_ANIM_ID (op))
1025 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1042 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1026 1043
1027 break; 1044 break;
1028 1045
1029 case BOOK: 1046 case BOOK:
1030 /* Is it an empty book?, if yes lets make a special· 1047 /* Is it an empty book?, if yes lets make a special·
1031 * msg for it, and tailor its properties based on the· 1048 * msg for it, and tailor its properties based on the·
1032 * creator and/or map level we found it on. 1049 * creator and/or map level we found it on.
1033 */ 1050 */
1034 if (!op->msg && RANDOM () % 10) 1051 if (!op->msg && RANDOM () % 10)
1035 { 1052 {
1036 /* set the book level properly */ 1053 /* set the book level properly */
1037 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1054 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1038 { 1055 {
1039 if (op->map && op->map->difficulty) 1056 if (op->map && op->map->difficulty)
1040 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1057 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1041 else 1058 else
1042 op->level = RANDOM () % 20 + 1; 1059 op->level = RANDOM () % 20 + 1;
1043 } 1060 }
1044 else 1061 else
1045 op->level = RANDOM () % creator->level; 1062 op->level = RANDOM () % creator->level;
1046 1063
1047 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1064 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1048 /* books w/ info are worth more! */ 1065 /* books w/ info are worth more! */
1049 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1066 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1050 /* creator related stuff */ 1067 /* creator related stuff */
1051 1068
1052 /* for library, chained books. Note that some monsters have no_pick 1069 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case. 1070 * set - we don't want to set no pick in that case.
1054 */ 1071 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1072 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1056 SET_FLAG (op, FLAG_NO_PICK); 1073 SET_FLAG (op, FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1074 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying; 1075 op->slaying = creator->slaying;
1059 1076
1060 /* add exp so reading it gives xp (once) */ 1077 /* add exp so reading it gives xp (once) */
1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1078 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1062 } 1079 }
1063 break; 1080 break;
1064 1081
1065 case SPELLBOOK: 1082 case SPELLBOOK:
1066 op->value = op->value * op->inv->value; 1083 op->value = op->value * op->inv->value;
1067 /* add exp so learning gives xp */ 1084 /* add exp so learning gives xp */
1068 op->level = op->inv->level; 1085 op->level = op->inv->level;
1069 op->stats.exp = op->value; 1086 op->stats.exp = op->value;
1070 break; 1087 break;
1071 1088
1072 case WAND: 1089 case WAND:
1073 /* nrof in the treasure list is number of charges, 1090 /* nrof in the treasure list is number of charges,
1074 * not number of wands. So copy that into food (charges), 1091 * not number of wands. So copy that into food (charges),
1075 * and reset nrof. 1092 * and reset nrof.
1076 */ 1093 */
1077 op->stats.food = op->inv->nrof; 1094 op->stats.food = op->inv->nrof;
1078 op->nrof = 1; 1095 op->nrof = 1;
1079 /* If the spell changes by level, choose a random level 1096 /* If the spell changes by level, choose a random level
1080 * for it, and adjust price. If the spell doesn't 1097 * for it, and adjust price. If the spell doesn't
1081 * change by level, just set the wand to the level of 1098 * change by level, just set the wand to the level of
1082 * the spell, and value calculation is simpler. 1099 * the spell, and value calculation is simpler.
1083 */ 1100 */
1084 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1101 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1085 { 1102 {
1103 op->level = level_for_item (op, difficulty);
1104 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1105 }
1106 else
1107 {
1108 op->level = op->inv->level;
1109 op->value = op->value * op->inv->value;
1110 }
1111 break;
1112
1113 case ROD:
1086 op->level = level_for_item (op, difficulty); 1114 op->level = level_for_item (op, difficulty);
1115 /* Add 50 to both level an divisor to keep prices a little more
1116 * reasonable. Otherwise, a high level version of a low level
1117 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1118 * 10 time multiplier). This way, the value are a bit more reasonable.
1119 */
1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1120 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1088 } 1121 /* maxhp is used to denote how many 'charges' the rod holds before */
1089 else 1122 if (op->stats.maxhp)
1090 { 1123 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1091 op->level = op->inv->level; 1124 else
1092 op->value = op->value * op->inv->value; 1125 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1093 }
1094 break;
1095 1126
1127 op->stats.hp = op->stats.maxhp;
1128 break;
1129
1096 case ROD: 1130 case SCROLL:
1097 op->level = level_for_item (op, difficulty); 1131 op->level = level_for_item (op, difficulty);
1098 /* Add 50 to both level an divisor to keep prices a little more
1099 * reasonable. Otherwise, a high level version of a low level
1100 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1101 * 10 time multiplier). This way, the value are a bit more reasonable.
1102 */
1103 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1132 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1104 /* maxhp is used to denote how many 'charges' the rod holds before */
1105 if (op->stats.maxhp)
1106 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1107 else
1108 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1109 1133
1110 op->stats.hp = op->stats.maxhp;
1111 break;
1112
1113 case SCROLL:
1114 op->level = level_for_item (op, difficulty);
1115 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1116
1117 /* add exp so reading them properly gives xp */ 1134 /* add exp so reading them properly gives xp */
1118 op->stats.exp = op->value / 5; 1135 op->stats.exp = op->value / 5;
1119 op->nrof = op->inv->nrof; 1136 op->nrof = op->inv->nrof;
1120 break; 1137 break;
1121 1138
1122 case RUNE: 1139 case RUNE:
1123 trap_adjust (op, difficulty); 1140 trap_adjust (op, difficulty);
1124 break; 1141 break;
1125 1142
1126 case TRAP: 1143 case TRAP:
1127 trap_adjust (op, difficulty); 1144 trap_adjust (op, difficulty);
1128 break; 1145 break;
1129 } /* switch type */ 1146 } /* switch type */
1130 1147
1131 if (flags & GT_STARTEQUIP) 1148 if (flags & GT_STARTEQUIP)
1132 { 1149 {
1133 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1150 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1134 SET_FLAG (op, FLAG_STARTEQUIP); 1151 SET_FLAG (op, FLAG_STARTEQUIP);
1135 else if (op->type != MONEY) 1152 else if (op->type != MONEY)
1136 op->value = 0; 1153 op->value = 0;
1137 } 1154 }
1138 1155
1139 if (!(flags & GT_ENVIRONMENT)) 1156 if (!(flags & GT_ENVIRONMENT))
1140 fix_flesh_item (op, creator); 1157 fix_flesh_item (op, creator);
1141} 1158}
1154 1171
1155static artifactlist * 1172static artifactlist *
1156get_empty_artifactlist (void) 1173get_empty_artifactlist (void)
1157{ 1174{
1158 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1175 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1176
1159 if (tl == NULL) 1177 if (tl == NULL)
1160 fatal (OUT_OF_MEMORY); 1178 fatal (OUT_OF_MEMORY);
1161 tl->next = NULL; 1179 tl->next = NULL;
1162 tl->items = NULL; 1180 tl->items = NULL;
1163 tl->total_chance = 0; 1181 tl->total_chance = 0;
1170 1188
1171static artifact * 1189static artifact *
1172get_empty_artifact (void) 1190get_empty_artifact (void)
1173{ 1191{
1174 artifact *t = (artifact *) malloc (sizeof (artifact)); 1192 artifact *t = (artifact *) malloc (sizeof (artifact));
1193
1175 if (t == NULL) 1194 if (t == NULL)
1176 fatal (OUT_OF_MEMORY); 1195 fatal (OUT_OF_MEMORY);
1177 t->item = NULL; 1196 t->item = NULL;
1178 t->next = NULL; 1197 t->next = NULL;
1179 t->chance = 0; 1198 t->chance = 0;
1212 fprintf (logfile, "\n"); 1231 fprintf (logfile, "\n");
1213 for (al = first_artifactlist; al != NULL; al = al->next) 1232 for (al = first_artifactlist; al != NULL; al = al->next)
1214 { 1233 {
1215 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1234 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1216 for (art = al->items; art != NULL; art = art->next) 1235 for (art = al->items; art != NULL; art = art->next)
1217 { 1236 {
1218 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1237 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1219 if (art->allowed != NULL) 1238 if (art->allowed != NULL)
1220 { 1239 {
1221 fprintf (logfile, "\tAllowed combinations:"); 1240 fprintf (logfile, "\tAllowed combinations:");
1222 for (next = art->allowed; next != NULL; next = next->next) 1241 for (next = art->allowed; next != NULL; next = next->next)
1223 fprintf (logfile, "%s,", &next->name); 1242 fprintf (logfile, "%s,", &next->name);
1224 fprintf (logfile, "\n"); 1243 fprintf (logfile, "\n");
1225 } 1244 }
1226 } 1245 }
1227 } 1246 }
1228 fprintf (logfile, "\n"); 1247 fprintf (logfile, "\n");
1229} 1248}
1230 1249
1231/* 1250/*
1232 * For debugging purposes. Dumps all treasures recursively (see below). 1251 * For debugging purposes. Dumps all treasures recursively (see below).
1233 */ 1252 */
1234void 1253void
1235dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1254dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1236{ 1255{
1237 treasurelist *tl; 1256 treasurelist *tl;
1238 int i; 1257 int i;
1239 1258
1240 if (depth > 100) 1259 if (depth > 100)
1241 return; 1260 return;
1242 while (t != NULL) 1261 while (t != NULL)
1243 { 1262 {
1244 if (t->name != NULL) 1263 if (t->name != NULL)
1245 { 1264 {
1246 for (i = 0; i < depth; i++) 1265 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " "); 1266 fprintf (logfile, " ");
1248 fprintf (logfile, "{ (list: %s)\n", &t->name); 1267 fprintf (logfile, "{ (list: %s)\n", &t->name);
1249 tl = find_treasurelist (t->name); 1268 tl = find_treasurelist (t->name);
1250 dump_monster_treasure_rec (name, tl->items, depth + 2); 1269 dump_monster_treasure_rec (name, tl->items, depth + 2);
1251 for (i = 0; i < depth; i++) 1270 for (i = 0; i < depth; i++)
1252 fprintf (logfile, " "); 1271 fprintf (logfile, " ");
1253 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1272 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1254 } 1273 }
1255 else 1274 else
1256 { 1275 {
1257 for (i = 0; i < depth; i++) 1276 for (i = 0; i < depth; i++)
1258 fprintf (logfile, " "); 1277 fprintf (logfile, " ");
1259 if (t->item->clone.type == FLESH) 1278 if (t->item->clone.type == FLESH)
1260 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1279 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1261 else 1280 else
1262 fprintf (logfile, "%s\n", &t->item->clone.name); 1281 fprintf (logfile, "%s\n", &t->item->clone.name);
1263 } 1282 }
1264 if (t->next_yes != NULL) 1283 if (t->next_yes != NULL)
1265 { 1284 {
1266 for (i = 0; i < depth; i++) 1285 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1286 fprintf (logfile, " ");
1268 fprintf (logfile, " (if yes)\n"); 1287 fprintf (logfile, " (if yes)\n");
1269 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1288 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1270 } 1289 }
1271 if (t->next_no != NULL) 1290 if (t->next_no != NULL)
1272 { 1291 {
1273 for (i = 0; i < depth; i++) 1292 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1293 fprintf (logfile, " ");
1275 fprintf (logfile, " (if no)\n"); 1294 fprintf (logfile, " (if no)\n");
1276 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1295 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1277 } 1296 }
1278 t = t->next; 1297 t = t->next;
1279 } 1298 }
1280} 1299}
1281 1300
1282/* 1301/*
1293 found = 0; 1312 found = 0;
1294 fprintf (logfile, "\n"); 1313 fprintf (logfile, "\n");
1295 for (at = first_archetype; at != NULL; at = at->next) 1314 for (at = first_archetype; at != NULL; at = at->next)
1296 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1315 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1297 { 1316 {
1298 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1317 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1299 if (at->clone.randomitems != NULL) 1318 if (at->clone.randomitems != NULL)
1300 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1319 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1301 else 1320 else
1302 fprintf (logfile, "(nothing)\n"); 1321 fprintf (logfile, "(nothing)\n");
1303 fprintf (logfile, "\n"); 1322 fprintf (logfile, "\n");
1304 found++; 1323 found++;
1305 } 1324 }
1306 if (found == 0) 1325 if (found == 0)
1307 fprintf (logfile, "No objects have the name %s!\n\n", name); 1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1308} 1327}
1309 1328
1316{ 1335{
1317 static int has_been_inited = 0; 1336 static int has_been_inited = 0;
1318 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1337 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1319 artifact *art = NULL; 1338 artifact *art = NULL;
1320 linked_char *tmp; 1339 linked_char *tmp;
1321 int value, comp; 1340 int value;
1322 artifactlist *al; 1341 artifactlist *al;
1323 1342
1324 if (has_been_inited) 1343 if (has_been_inited)
1325 return; 1344 return;
1326 else 1345 else
1333 return; 1352 return;
1334 1353
1335 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1354 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1336 { 1355 {
1337 if (*buf == '#') 1356 if (*buf == '#')
1338 continue; 1357 continue;
1339 if ((cp = strchr (buf, '\n')) != NULL) 1358 if ((cp = strchr (buf, '\n')) != NULL)
1340 *cp = '\0'; 1359 *cp = '\0';
1341 cp = buf; 1360 cp = buf;
1342 while (*cp == ' ') /* Skip blanks */ 1361 while (*cp == ' ') /* Skip blanks */
1343 cp++; 1362 cp++;
1344 if (*cp == '\0') 1363 if (*cp == '\0')
1345 continue; 1364 continue;
1346 1365
1347 if (!strncmp (cp, "Allowed", 7)) 1366 if (!strncmp (cp, "Allowed", 7))
1348 { 1367 {
1349 if (art == NULL) 1368 if (art == NULL)
1350 { 1369 {
1351 art = get_empty_artifact (); 1370 art = get_empty_artifact ();
1352 nrofartifacts++; 1371 nrofartifacts++;
1353 } 1372 }
1354 cp = strchr (cp, ' ') + 1; 1373 cp = strchr (cp, ' ') + 1;
1355 if (!strcmp (cp, "all")) 1374 if (!strcmp (cp, "all"))
1356 continue; 1375 continue;
1357 1376
1358 do 1377 do
1359 { 1378 {
1360 nrofallowedstr++; 1379 nrofallowedstr++;
1361 if ((next = strchr (cp, ',')) != NULL) 1380 if ((next = strchr (cp, ',')) != NULL)
1362 *(next++) = '\0'; 1381 *(next++) = '\0';
1363 tmp = new linked_char; 1382 tmp = new linked_char;
1383
1364 tmp->name = cp; 1384 tmp->name = cp;
1365 tmp->next = art->allowed; 1385 tmp->next = art->allowed;
1366 art->allowed = tmp; 1386 art->allowed = tmp;
1367 } 1387 }
1368 while ((cp = next) != NULL); 1388 while ((cp = next) != NULL);
1369 } 1389 }
1370 else if (sscanf (cp, "chance %d", &value)) 1390 else if (sscanf (cp, "chance %d", &value))
1371 art->chance = (uint16) value; 1391 art->chance = (uint16) value;
1372 else if (sscanf (cp, "difficulty %d", &value)) 1392 else if (sscanf (cp, "difficulty %d", &value))
1373 art->difficulty = (uint8) value; 1393 art->difficulty = (uint8) value;
1374 else if (!strncmp (cp, "Object", 6)) 1394 else if (!strncmp (cp, "Object", 6))
1375 { 1395 {
1376 art->item = (object *) calloc (1, sizeof (object)); 1396 art->item = object::create ();
1377 reset_object (art->item); 1397
1378 if (!load_object (thawer, art->item, LO_LINEMODE, 0)) 1398 if (!load_object (thawer, art->item, 0))
1379 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1399 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1400
1380 art->item->name = strchr (cp, ' ') + 1; 1401 art->item->name = strchr (cp, ' ') + 1;
1381 al = find_artifactlist (art->item->type); 1402 al = find_artifactlist (art->item->type);
1382 if (al == NULL) 1403 if (al == NULL)
1383 { 1404 {
1384 al = get_empty_artifactlist (); 1405 al = get_empty_artifactlist ();
1385 al->type = art->item->type; 1406 al->type = art->item->type;
1386 al->next = first_artifactlist; 1407 al->next = first_artifactlist;
1387 first_artifactlist = al; 1408 first_artifactlist = al;
1388 } 1409 }
1389 art->next = al->items; 1410 art->next = al->items;
1390 al->items = art; 1411 al->items = art;
1391 art = NULL; 1412 art = NULL;
1392 } 1413 }
1393 else 1414 else
1394 LOG (llevError, "Unknown input in artifact file: %s\n", buf); 1415 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1395 } 1416 }
1396 1417
1397 for (al = first_artifactlist; al != NULL; al = al->next) 1418 for (al = first_artifactlist; al != NULL; al = al->next)
1398 { 1419 {
1399 for (art = al->items; art != NULL; art = art->next) 1420 for (art = al->items; art != NULL; art = art->next)
1400 { 1421 {
1401 if (!art->chance) 1422 if (!art->chance)
1402 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1423 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1403 else 1424 else
1404 al->total_chance += art->chance; 1425 al->total_chance += art->chance;
1405 } 1426 }
1406#if 0 1427#if 0
1407 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1428 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1408#endif 1429#endif
1409 } 1430 }
1410 1431
1416 * Used in artifact generation. The bonuses of the first object 1437 * Used in artifact generation. The bonuses of the first object
1417 * is modified by the bonuses of the second object. 1438 * is modified by the bonuses of the second object.
1418 */ 1439 */
1419 1440
1420void 1441void
1421add_abilities (object * op, object * change) 1442add_abilities (object *op, object *change)
1422{ 1443{
1423 int i, j, tmp; 1444 int i, tmp;
1424 1445
1425 if (change->face != blank_face) 1446 if (change->face != blank_face)
1426 { 1447 {
1427#ifdef TREASURE_VERBOSE 1448#ifdef TREASURE_VERBOSE
1428 LOG (llevDebug, "FACE: %d\n", change->face->number); 1449 LOG (llevDebug, "FACE: %d\n", change->face->number);
1467 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1488 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1468 { 1489 {
1469 CLEAR_FLAG (op, FLAG_ANIMATE); 1490 CLEAR_FLAG (op, FLAG_ANIMATE);
1470 /* so artifacts will join */ 1491 /* so artifacts will join */
1471 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1492 if (!QUERY_FLAG (op, FLAG_ALIVE))
1472 op->speed = 0.0; 1493 op->speed = 0.0;
1494
1473 update_ob_speed (op); 1495 update_ob_speed (op);
1474 } 1496 }
1475 1497
1476 if (change->nrof) 1498 if (change->nrof)
1477 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1499 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1478 1500
1479 op->stats.exp += change->stats.exp; /* Speed modifier */ 1501 op->stats.exp += change->stats.exp; /* Speed modifier */
1480 op->stats.wc += change->stats.wc; 1502 op->stats.wc += change->stats.wc;
1481 op->stats.ac += change->stats.ac; 1503 op->stats.ac += change->stats.ac;
1482 1504
1483 if (change->other_arch) 1505 if (change->other_arch)
1484 { 1506 {
1485 /* Basically, for horns & potions, the other_arch field is the spell 1507 /* Basically, for horns & potions, the other_arch field is the spell
1486 * to cast. So convert that to into a spell and put it into 1508 * to cast. So convert that to into a spell and put it into
1487 * this object. 1509 * this object.
1488 */ 1510 */
1489 if (op->type == HORN || op->type == POTION) 1511 if (op->type == HORN || op->type == POTION)
1490 { 1512 {
1491 object *tmp_obj; 1513 object *tmp_obj;
1514
1492 /* Remove any spells this object currently has in it */ 1515 /* Remove any spells this object currently has in it */
1493 while (op->inv) 1516 while (op->inv)
1494 { 1517 op->inv->destroy ();
1495 tmp_obj = op->inv;
1496 remove_ob (tmp_obj);
1497 free_object (tmp_obj);
1498 }
1499 1518
1500 tmp_obj = arch_to_object (change->other_arch); 1519 tmp_obj = arch_to_object (change->other_arch);
1501 insert_ob_in_ob (tmp_obj, op); 1520 insert_ob_in_ob (tmp_obj, op);
1502 } 1521 }
1503 /* No harm setting this for potions/horns */ 1522 /* No harm setting this for potions/horns */
1504 op->other_arch = change->other_arch; 1523 op->other_arch = change->other_arch;
1505 } 1524 }
1506 1525
1507 if (change->stats.hp < 0) 1526 if (change->stats.hp < 0)
1540 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1559 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1541 1560
1542 op->item_power = change->item_power; 1561 op->item_power = change->item_power;
1543 1562
1544 for (i = 0; i < NROFATTACKS; i++) 1563 for (i = 0; i < NROFATTACKS; i++)
1545 {
1546 if (change->resist[i]) 1564 if (change->resist[i])
1547 {
1548 op->resist[i] += change->resist[i]; 1565 op->resist[i] += change->resist[i];
1549 }
1550 }
1551 1566
1552 if (change->stats.dam) 1567 if (change->stats.dam)
1553 { 1568 {
1554 if (change->stats.dam < 0) 1569 if (change->stats.dam < 0)
1555 op->stats.dam = (-change->stats.dam); 1570 op->stats.dam = (-change->stats.dam);
1556 else if (op->stats.dam) 1571 else if (op->stats.dam)
1557 { 1572 {
1558 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1573 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1559 if (tmp == op->stats.dam) 1574 if (tmp == op->stats.dam)
1560 { 1575 {
1561 if (change->stats.dam < 10) 1576 if (change->stats.dam < 10)
1562 op->stats.dam--; 1577 op->stats.dam--;
1578 else
1579 op->stats.dam++;
1580 }
1563 else 1581 else
1564 op->stats.dam++;
1565 }
1566 else
1567 op->stats.dam = tmp; 1582 op->stats.dam = tmp;
1568 } 1583 }
1569 } 1584 }
1570 1585
1571 if (change->weight) 1586 if (change->weight)
1572 { 1587 {
1573 if (change->weight < 0) 1588 if (change->weight < 0)
1574 op->weight = (-change->weight); 1589 op->weight = (-change->weight);
1575 else 1590 else
1576 op->weight = (op->weight * (change->weight)) / 100; 1591 op->weight = (op->weight * (change->weight)) / 100;
1577 } 1592 }
1578 1593
1579 if (change->last_sp) 1594 if (change->last_sp)
1580 { 1595 {
1581 if (change->last_sp < 0) 1596 if (change->last_sp < 0)
1582 op->last_sp = (-change->last_sp); 1597 op->last_sp = (-change->last_sp);
1583 else 1598 else
1584 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1599 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1585 } 1600 }
1586 1601
1587 if (change->gen_sp_armour) 1602 if (change->gen_sp_armour)
1588 { 1603 {
1589 if (change->gen_sp_armour < 0) 1604 if (change->gen_sp_armour < 0)
1590 op->gen_sp_armour = (-change->gen_sp_armour); 1605 op->gen_sp_armour = (-change->gen_sp_armour);
1591 else 1606 else
1592 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1607 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1593 } 1608 }
1594 1609
1595 op->value *= change->value; 1610 op->value *= change->value;
1596 1611
1597 if (change->material) 1612 if (change->material)
1609 if (change->msg) 1624 if (change->msg)
1610 op->msg = change->msg; 1625 op->msg = change->msg;
1611} 1626}
1612 1627
1613static int 1628static int
1614legal_artifact_combination (object * op, artifact * art) 1629legal_artifact_combination (object *op, artifact * art)
1615{ 1630{
1616 int neg, success = 0; 1631 int neg, success = 0;
1617 linked_char *tmp; 1632 linked_char *tmp;
1618 const char *name; 1633 const char *name;
1619 1634
1620 if (art->allowed == (linked_char *) NULL) 1635 if (art->allowed == (linked_char *) NULL)
1621 return 1; /* Ie, "all" */ 1636 return 1; /* Ie, "all" */
1622 for (tmp = art->allowed; tmp; tmp = tmp->next) 1637 for (tmp = art->allowed; tmp; tmp = tmp->next)
1623 { 1638 {
1624#ifdef TREASURE_VERBOSE 1639#ifdef TREASURE_VERBOSE
1625 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1640 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1626#endif 1641#endif
1627 if (*tmp->name == '!') 1642 if (*tmp->name == '!')
1628 name = tmp->name + 1, neg = 1; 1643 name = tmp->name + 1, neg = 1;
1629 else 1644 else
1630 name = tmp->name, neg = 0; 1645 name = tmp->name, neg = 0;
1631 1646
1632 /* If we match name, then return the opposite of 'neg' */ 1647 /* If we match name, then return the opposite of 'neg' */
1633 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1648 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1634 return !neg; 1649 return !neg;
1635 1650
1636 /* Set success as true, since if the match was an inverse, it means 1651 /* Set success as true, since if the match was an inverse, it means
1637 * everything is allowed except what we match 1652 * everything is allowed except what we match
1638 */ 1653 */
1639 else if (neg) 1654 else if (neg)
1640 success = 1; 1655 success = 1;
1641 } 1656 }
1642 return success; 1657 return success;
1643} 1658}
1644 1659
1645/* 1660/*
1646 * Fixes the given object, giving it the abilities and titles 1661 * Fixes the given object, giving it the abilities and titles
1647 * it should have due to the second artifact-template. 1662 * it should have due to the second artifact-template.
1648 */ 1663 */
1649 1664
1650void 1665void
1651give_artifact_abilities (object * op, object * artifct) 1666give_artifact_abilities (object *op, object *artifct)
1652{ 1667{
1653 char new_name[MAX_BUF]; 1668 char new_name[MAX_BUF];
1654 1669
1655 sprintf (new_name, "of %s", &artifct->name); 1670 sprintf (new_name, "of %s", &artifct->name);
1656 op->title = new_name; 1671 op->title = new_name;
1657 add_abilities (op, artifct); /* Give out the bonuses */ 1672 add_abilities (op, artifct); /* Give out the bonuses */
1658 1673
1659#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1674#if 0 /* Bit verbose, but keep it here until next time I need it... */
1660 { 1675 {
1661 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1676 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1677
1662 SET_FLAG (op, FLAG_IDENTIFIED); 1678 SET_FLAG (op, FLAG_IDENTIFIED);
1663 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1679 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1664 if (!identified) 1680 if (!identified)
1665 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1681 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1666 } 1682 }
1678 1694
1679/* Give 1 re-roll attempt per artifact */ 1695/* Give 1 re-roll attempt per artifact */
1680#define ARTIFACT_TRIES 2 1696#define ARTIFACT_TRIES 2
1681 1697
1682void 1698void
1683generate_artifact (object * op, int difficulty) 1699generate_artifact (object *op, int difficulty)
1684{ 1700{
1685 artifactlist *al; 1701 artifactlist *al;
1686 artifact *art; 1702 artifact *art;
1687 int i; 1703 int i;
1688 1704
1689 al = find_artifactlist (op->type); 1705 al = find_artifactlist (op->type);
1690 1706
1691 if (al == NULL) 1707 if (al == NULL)
1692 { 1708 {
1693#if 0 /* This is too verbose, usually */ 1709#if 0 /* This is too verbose, usually */
1694 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1710 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1695#endif 1711#endif
1696 return; 1712 return;
1697 } 1713 }
1698 1714
1699 for (i = 0; i < ARTIFACT_TRIES; i++) 1715 for (i = 0; i < ARTIFACT_TRIES; i++)
1700 { 1716 {
1701 int roll = RANDOM () % al->total_chance; 1717 int roll = RANDOM () % al->total_chance;
1702 1718
1703 for (art = al->items; art != NULL; art = art->next) 1719 for (art = al->items; art != NULL; art = art->next)
1704 { 1720 {
1705 roll -= art->chance; 1721 roll -= art->chance;
1706 if (roll < 0) 1722 if (roll < 0)
1707 break; 1723 break;
1708 } 1724 }
1709 1725
1710 if (art == NULL || roll >= 0) 1726 if (art == NULL || roll >= 0)
1711 { 1727 {
1712#if 1 1728#if 1
1713 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1729 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1714#endif 1730#endif
1715 return; 1731 return;
1716 } 1732 }
1717 if (!strcmp (art->item->name, "NONE")) 1733 if (!strcmp (art->item->name, "NONE"))
1718 return; 1734 return;
1719 if (FABS (op->magic) < art->item->magic) 1735 if (FABS (op->magic) < art->item->magic)
1720 continue; /* Not magic enough to be this item */ 1736 continue; /* Not magic enough to be this item */
1721 1737
1722 /* Map difficulty not high enough */ 1738 /* Map difficulty not high enough */
1723 if (difficulty < art->difficulty) 1739 if (difficulty < art->difficulty)
1724 continue; 1740 continue;
1725 1741
1726 if (!legal_artifact_combination (op, art)) 1742 if (!legal_artifact_combination (op, art))
1727 { 1743 {
1728#ifdef TREASURE_VERBOSE 1744#ifdef TREASURE_VERBOSE
1729 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1745 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1730#endif 1746#endif
1731 continue; 1747 continue;
1732 } 1748 }
1733 give_artifact_abilities (op, art->item); 1749 give_artifact_abilities (op, art->item);
1734 return; 1750 return;
1735 } 1751 }
1736} 1752}
1737 1753
1739 * FOOD, except they inherit properties (name, food value, etc). 1755 * FOOD, except they inherit properties (name, food value, etc).
1740 * based on the original owner (or 'donor' if you like). -b.t. 1756 * based on the original owner (or 'donor' if you like). -b.t.
1741 */ 1757 */
1742 1758
1743void 1759void
1744fix_flesh_item (object * item, object * donor) 1760fix_flesh_item (object *item, object *donor)
1745{ 1761{
1746 char tmpbuf[MAX_BUF]; 1762 char tmpbuf[MAX_BUF];
1747 int i; 1763 int i;
1748 1764
1749 if (item->type == FLESH && donor) 1765 if (item->type == FLESH && donor)
1750 { 1766 {
1751 /* change the name */ 1767 /* change the name */
1752 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1768 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1769 item->name = tmpbuf;
1753 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1770 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1771 item->name_pl = tmpbuf;
1754 1772
1755 /* weight is FLESH weight/100 * donor */ 1773 /* weight is FLESH weight/100 * donor */
1756 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1774 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1757 item->weight = 1; 1775 item->weight = 1;
1758 1776
1759 /* value is multiplied by level of donor */ 1777 /* value is multiplied by level of donor */
1760 item->value *= isqrt (donor->level * 2); 1778 item->value *= isqrt (donor->level * 2);
1761 1779
1762 /* food value */ 1780 /* food value */
1764 1782
1765 /* flesh items inherit some abilities of donor, but not 1783 /* flesh items inherit some abilities of donor, but not
1766 * full effect. 1784 * full effect.
1767 */ 1785 */
1768 for (i = 0; i < NROFATTACKS; i++) 1786 for (i = 0; i < NROFATTACKS; i++)
1769 item->resist[i] = donor->resist[i] / 2; 1787 item->resist[i] = donor->resist[i] / 2;
1770 1788
1771 /* item inherits donor's level (important for quezals) */ 1789 /* item inherits donor's level (important for quezals) */
1772 item->level = donor->level; 1790 item->level = donor->level;
1773 1791
1774 /* if donor has some attacktypes, the flesh is poisonous */ 1792 /* if donor has some attacktypes, the flesh is poisonous */
1775 if (donor->attacktype & AT_POISON) 1793 if (donor->attacktype & AT_POISON)
1776 item->type = POISON; 1794 item->type = POISON;
1777 if (donor->attacktype & AT_ACID) 1795 if (donor->attacktype & AT_ACID)
1778 item->stats.hp = -1 * item->stats.food; 1796 item->stats.hp = -1 * item->stats.food;
1779 SET_FLAG (item, FLAG_NO_STEAL); 1797 SET_FLAG (item, FLAG_NO_STEAL);
1780 } 1798 }
1781} 1799}
1782 1800
1783/* special_potion() - so that old potion code is still done right. */ 1801/* special_potion() - so that old potion code is still done right. */
1784 1802
1785int 1803int
1786special_potion (object * op) 1804special_potion (object *op)
1787{ 1805{
1788 1806
1789 int i; 1807 int i;
1790 1808
1791 if (op->attacktype) 1809 if (op->attacktype)
1800 1818
1801 return 0; 1819 return 0;
1802} 1820}
1803 1821
1804void 1822void
1805free_treasurestruct (treasure * t) 1823free_treasurestruct (treasure *t)
1806{ 1824{
1807 if (t->next) 1825 if (t->next)
1808 free_treasurestruct (t->next); 1826 free_treasurestruct (t->next);
1809 if (t->next_yes) 1827 if (t->next_yes)
1810 free_treasurestruct (t->next_yes); 1828 free_treasurestruct (t->next_yes);
1811 if (t->next_no) 1829 if (t->next_no)
1812 free_treasurestruct (t->next_no); 1830 free_treasurestruct (t->next_no);
1813 free (t);
1814}
1815 1831
1832 delete t;
1833}
1834
1816void 1835void
1817free_charlinks (linked_char * lc) 1836free_charlinks (linked_char *lc)
1818{ 1837{
1819 if (lc->next) 1838 if (lc->next)
1820 free_charlinks (lc->next); 1839 free_charlinks (lc->next);
1821 1840
1822 delete lc; 1841 delete lc;
1823} 1842}
1824 1843
1825void 1844void
1826free_artifact (artifact * at) 1845free_artifact (artifact * at)
1827{ 1846{
1828
1829 if (at->next) 1847 if (at->next)
1830 free_artifact (at->next); 1848 free_artifact (at->next);
1849
1831 if (at->allowed) 1850 if (at->allowed)
1832 free_charlinks (at->allowed); 1851 free_charlinks (at->allowed);
1833 1852
1834 delete at->item; 1853 at->item->destroy (1);
1835 1854
1836 delete at; 1855 delete at;
1837} 1856}
1838 1857
1839void 1858void
1840free_artifactlist (artifactlist * al) 1859free_artifactlist (artifactlist * al)
1841{ 1860{
1842 artifactlist *nextal; 1861 artifactlist *nextal;
1862
1843 for (al = first_artifactlist; al != NULL; al = nextal) 1863 for (al = first_artifactlist; al; al = nextal)
1844 { 1864 {
1845 nextal = al->next; 1865 nextal = al->next;
1866
1846 if (al->items) 1867 if (al->items)
1847 {
1848 free_artifact (al->items); 1868 free_artifact (al->items);
1849 } 1869
1850 free (al); 1870 free (al);
1851 } 1871 }
1852} 1872}
1853 1873
1854void 1874void
1859 1879
1860 for (tl = first_treasurelist; tl != NULL; tl = next) 1880 for (tl = first_treasurelist; tl != NULL; tl = next)
1861 { 1881 {
1862 next = tl->next; 1882 next = tl->next;
1863 if (tl->items) 1883 if (tl->items)
1864 free_treasurestruct (tl->items); 1884 free_treasurestruct (tl->items);
1865 delete tl; 1885 delete tl;
1866 } 1886 }
1867 free_artifactlist (first_artifactlist); 1887 free_artifactlist (first_artifactlist);
1868} 1888}

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