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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.10 by root, Sun Sep 3 22:45:55 2006 UTC vs.
Revision 1.19 by root, Thu Sep 14 22:34:00 2006 UTC

1
2/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.10 2006/09/03 22:45:55 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 {
274 if (tmp == tl->name) 264 if (name_ == tl->name)
275 return tl; 265 return tl;
276 }
277 266
278 if (first_treasurelist) 267 if (first_treasurelist)
279 LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp); 268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
280 269
281 return NULL; 270 return 0;
282} 271}
283 272
284 273
285/* 274/*
286 * Generates the objects specified by the given treasure. 275 * Generates the objects specified by the given treasure.
294 * start with equipment, but only their abilities). 283 * start with equipment, but only their abilities).
295 */ 284 */
296 285
297 286
298static void 287static void
299put_treasure (object * op, object * creator, int flags) 288put_treasure (object *op, object *creator, int flags)
300{ 289{
301 object *tmp; 290 object *tmp;
302 291
303 /* 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
304 * 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
314 } 303 }
315 else 304 else
316 { 305 {
317 op = insert_ob_in_ob (op, creator); 306 op = insert_ob_in_ob (op, creator);
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319 monster_check_apply (creator, op); 308 monster_check_apply (creator, op);
320 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
321 esrv_send_item (tmp, op); 310 esrv_send_item (tmp, op);
322 } 311 }
323} 312}
324 313
325/* 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
326 * in the generated object 315 * in the generated object
327 */ 316 */
328static void 317static void
329change_treasure (treasure * t, object * op) 318change_treasure (treasure *t, object *op)
330{ 319{
331 /* CMD: change_name xxxx */ 320 /* CMD: change_name xxxx */
332 if (t->change_arch.name) 321 if (t->change_arch.name)
333 { 322 {
334 op->name = t->change_arch.name; 323 op->name = t->change_arch.name;
341 if (t->change_arch.slaying) 330 if (t->change_arch.slaying)
342 op->slaying = t->change_arch.slaying; 331 op->slaying = t->change_arch.slaying;
343} 332}
344 333
345void 334void
346create_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)
347{ 336{
348 object *tmp; 337 object *tmp;
349 338
350
351 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
352 { 340 {
353 if (t->name) 341 if (t->name)
354 { 342 {
355 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 343 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
356 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
357 } 345 }
358 else 346 else
359 { 347 {
360 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
361 { 349 {
362 tmp = arch_to_object (t->item); 350 tmp = arch_to_object (t->item);
363 if (t->nrof && tmp->nrof <= 1) 351 if (t->nrof && tmp->nrof <= 1)
364 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 353 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 354 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 355 put_treasure (tmp, op, flag);
368 } 356 }
369 } 357 }
358
370 if (t->next_yes != NULL) 359 if (t->next_yes != NULL)
371 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 360 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
372 } 361 }
373 else if (t->next_no != NULL) 362 else if (t->next_no != NULL)
374 create_all_treasures (t->next_no, op, flag, difficulty, tries); 363 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364
375 if (t->next != NULL) 365 if (t->next != NULL)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 366 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 367}
378 368
379void 369void
380create_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)
381{ 371{
382 int value = RANDOM () % tl->total_chance; 372 int value = RANDOM () % tl->total_chance;
383 treasure *t; 373 treasure *t;
384 374
385 if (tries++ > 100) 375 if (tries++ > 100)
386 { 376 {
387 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");
388 return; 378 return;
389 } 379 }
380
390 for (t = tl->items; t != NULL; t = t->next) 381 for (t = tl->items; t != NULL; t = t->next)
391 { 382 {
392 value -= t->chance; 383 value -= t->chance;
384
393 if (value < 0) 385 if (value < 0)
394 break; 386 break;
395 } 387 }
396 388
397 if (!t || value >= 0) 389 if (!t || value >= 0)
398 { 390 {
399 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");
400 abort (); 392 abort ();
401 return; 393 return;
402 } 394 }
395
403 if (t->name) 396 if (t->name)
404 { 397 {
405 if (!strcmp (t->name, "NONE")) 398 if (!strcmp (t->name, "NONE"))
406 return; 399 return;
400
407 if (difficulty >= t->magic) 401 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
409 else if (t->nrof) 403 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 404 create_one_treasure (tl, op, flag, difficulty, tries);
405
411 return; 406 return;
412 } 407 }
408
413 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
414 { 410 {
415 object *tmp = arch_to_object (t->item); 411 object *tmp = arch_to_object (t->item);
412
416 if (!tmp) 413 if (!tmp)
417 return; 414 return;
415
418 if (t->nrof && tmp->nrof <= 1) 416 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
418
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 419 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 420 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 421 put_treasure (tmp, op, flag);
423 } 422 }
424} 423}
429 * list transitions, or so that excessively good treasure will not be 428 * 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 429 * created on weak maps, because it will exceed the number of allowed tries
431 * to do that. 430 * to do that.
432 */ 431 */
433void 432void
434create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
435{ 434{
436 435
437 if (tries++ > 100) 436 if (tries++ > 100)
438 { 437 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
475 * The array has two arguments, the difficulty of the level, and the 474 * The array has two arguments, the difficulty of the level, and the
476 * magical bonus "wanted". 475 * magical bonus "wanted".
477 */ 476 */
478 477
479static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 478static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
479
480/*chance of magic difficulty*/ 480/*chance of magic difficulty*/
481
481/* +0 +1 +2 +3 +4 */ 482/* +0 +1 +2 +3 +4 */
482 {95, 2, 2, 1, 0}, /*1 */ 483 {95, 2, 2, 1, 0}, /*1 */
483 {92, 5, 2, 1, 0}, /*2 */ 484 {92, 5, 2, 1, 0}, /*2 */
484 {85, 10, 4, 1, 0}, /*3 */ 485 {85, 10, 4, 1, 0}, /*3 */
485 {80, 14, 4, 2, 0}, /*4 */ 486 {80, 14, 4, 2, 0}, /*4 */
486 {75, 17, 5, 2, 1}, /*5 */ 487 {75, 17, 5, 2, 1}, /*5 */
487 {70, 18, 8, 3, 1}, /*6 */ 488 {70, 18, 8, 3, 1}, /*6 */
488 {65, 21, 10, 3, 1}, /*7 */ 489 {65, 21, 10, 3, 1}, /*7 */
489 {60, 22, 12, 4, 2}, /*8 */ 490 {60, 22, 12, 4, 2}, /*8 */
490 {55, 25, 14, 4, 2}, /*9 */ 491 {55, 25, 14, 4, 2}, /*9 */
491 {50, 27, 16, 5, 2}, /*10 */ 492 {50, 27, 16, 5, 2}, /*10 */
492 {45, 28, 18, 6, 3}, /*11 */ 493 {45, 28, 18, 6, 3}, /*11 */
493 {42, 28, 20, 7, 3}, /*12 */ 494 {42, 28, 20, 7, 3}, /*12 */
494 {40, 27, 21, 8, 4}, /*13 */ 495 {40, 27, 21, 8, 4}, /*13 */
495 {38, 25, 22, 10, 5}, /*14 */ 496 {38, 25, 22, 10, 5}, /*14 */
496 {36, 23, 23, 12, 6}, /*15 */ 497 {36, 23, 23, 12, 6}, /*15 */
497 {33, 21, 24, 14, 8}, /*16 */ 498 {33, 21, 24, 14, 8}, /*16 */
498 {31, 19, 25, 16, 9}, /*17 */ 499 {31, 19, 25, 16, 9}, /*17 */
499 {27, 15, 30, 18, 10}, /*18 */ 500 {27, 15, 30, 18, 10}, /*18 */
500 {20, 12, 30, 25, 13}, /*19 */ 501 {20, 12, 30, 25, 13}, /*19 */
501 {15, 10, 28, 30, 17}, /*20 */ 502 {15, 10, 28, 30, 17}, /*20 */
502 {13, 9, 27, 28, 23}, /*21 */ 503 {13, 9, 27, 28, 23}, /*21 */
503 {10, 8, 25, 28, 29}, /*22 */ 504 {10, 8, 25, 28, 29}, /*22 */
504 {8, 7, 23, 26, 36}, /*23 */ 505 {8, 7, 23, 26, 36}, /*23 */
505 {6, 6, 20, 22, 46}, /*24 */ 506 {6, 6, 20, 22, 46}, /*24 */
506 {4, 5, 17, 18, 56}, /*25 */ 507 {4, 5, 17, 18, 56}, /*25 */
507 {2, 4, 12, 14, 68}, /*26 */ 508 {2, 4, 12, 14, 68}, /*26 */
508 {0, 3, 7, 10, 80}, /*27 */ 509 {0, 3, 7, 10, 80}, /*27 */
509 {0, 0, 3, 7, 90}, /*28 */ 510 {0, 0, 3, 7, 90}, /*28 */
510 {0, 0, 0, 3, 97}, /*29 */ 511 {0, 0, 0, 3, 97}, /*29 */
511 {0, 0, 0, 0, 100}, /*30 */ 512 {0, 0, 0, 0, 100}, /*30 */
512 {0, 0, 0, 0, 100}, /*31 */ 513 {0, 0, 0, 0, 100}, /*31 */
513}; 514};
514 515
515 516
516/* calculate the appropriate level for wands staves and scrolls. 517/* calculate the appropriate level for wands staves and scrolls.
517 * This code presumes that op has had its spell object created (in op->inv) 518 * This code presumes that op has had its spell object created (in op->inv)
519 * elmex Wed Aug 9 17:44:59 CEST 2006: 520 * elmex Wed Aug 9 17:44:59 CEST 2006:
520 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 521 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
521 */ 522 */
522 523
523int 524int
524level_for_item (const object * op, int difficulty) 525level_for_item (const object *op, int difficulty)
525{ 526{
526 int mult = 0, olevel = 0; 527 int olevel = 0;
527 528
528 if (!op->inv) 529 if (!op->inv)
529 { 530 {
530 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 531 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
531 return 0; 532 return 0;
572 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 573 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
573 { 574 {
574 percent -= difftomagic_list[scaled_diff][magic]; 575 percent -= difftomagic_list[scaled_diff][magic];
575 576
576 if (percent < 0) 577 if (percent < 0)
577 break; 578 break;
578 } 579 }
579 580
580 if (magic == (MAXMAGIC + 1)) 581 if (magic == (MAXMAGIC + 1))
581 { 582 {
582 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 583 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
595 * This function doesn't work properly, should add use of archetypes 596 * This function doesn't work properly, should add use of archetypes
596 * to make it truly absolute. 597 * to make it truly absolute.
597 */ 598 */
598 599
599void 600void
600set_abs_magic (object * op, int magic) 601set_abs_magic (object *op, int magic)
601{ 602{
602 if (!magic) 603 if (!magic)
603 return; 604 return;
604 605
605 op->magic = magic; 606 op->magic = magic;
606 if (op->arch) 607 if (op->arch)
607 { 608 {
608 if (op->type == ARMOUR) 609 if (op->type == ARMOUR)
609 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 610 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
610 611
611 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 612 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
612 magic = (-magic); 613 magic = (-magic);
613 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 614 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
614 } 615 }
615 else 616 else
616 { 617 {
617 if (op->type == ARMOUR) 618 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 619 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
619 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 620 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
620 magic = (-magic); 621 magic = (-magic);
621 op->weight = (op->weight * (100 - magic * 10)) / 100; 622 op->weight = (op->weight * (100 - magic * 10)) / 100;
622 } 623 }
623} 624}
624 625
625/* 626/*
626 * Sets a random magical bonus in the given object based upon 627 * Sets a random magical bonus in the given object based upon
627 * the given difficulty, and the given max possible bonus. 628 * the given difficulty, and the given max possible bonus.
628 */ 629 */
629 630
630static void 631static void
631set_magic (int difficulty, object * op, int max_magic, int flags) 632set_magic (int difficulty, object *op, int max_magic, int flags)
632{ 633{
633 int i; 634 int i;
635
634 i = magic_from_difficulty (difficulty); 636 i = magic_from_difficulty (difficulty);
635 if ((flags & GT_ONLY_GOOD) && i < 0) 637 if ((flags & GT_ONLY_GOOD) && i < 0)
636 i = -i; 638 i = -i;
637 if (i > max_magic) 639 if (i > max_magic)
638 i = max_magic; 640 i = max_magic;
649 * other bonuses previously rolled and ones the item might natively have. 651 * other bonuses previously rolled and ones the item might natively have.
650 * 2) Add code to deal with new PR method. 652 * 2) Add code to deal with new PR method.
651 */ 653 */
652 654
653void 655void
654set_ring_bonus (object * op, int bonus) 656set_ring_bonus (object *op, int bonus)
655{ 657{
656 658
657 int r = RANDOM () % (bonus > 0 ? 25 : 11); 659 int r = RANDOM () % (bonus > 0 ? 25 : 11);
658 660
659 if (op->type == AMULET) 661 if (op->type == AMULET)
660 { 662 {
661 if (!(RANDOM () % 21)) 663 if (!(RANDOM () % 21))
662 r = 20 + RANDOM () % 2; 664 r = 20 + RANDOM () % 2;
663 else 665 else
664 { 666 {
665 if (RANDOM () & 2) 667 if (RANDOM () & 2)
666 r = 10; 668 r = 10;
667 else 669 else
668 r = 11 + RANDOM () % 9; 670 r = 11 + RANDOM () % 9;
669 } 671 }
670 } 672 }
671 673
672 switch (r) 674 switch (r)
673 { 675 {
674 /* Redone by MSW 2000-11-26 to have much less code. Also, 676 /* Redone by MSW 2000-11-26 to have much less code. Also,
675 * bonuses and penalties will stack and add to existing values. 677 * bonuses and penalties will stack and add to existing values.
676 * of the item. 678 * of the item.
677 */ 679 */
678 case 0: 680 case 0:
679 case 1: 681 case 1:
680 case 2: 682 case 2:
681 case 3: 683 case 3:
682 case 4: 684 case 4:
683 case 5: 685 case 5:
684 case 6: 686 case 6:
685 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 687 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
686 break; 688 break;
687 689
688 case 7: 690 case 7:
689 op->stats.dam += bonus; 691 op->stats.dam += bonus;
690 break; 692 break;
691 693
692 case 8: 694 case 8:
693 op->stats.wc += bonus; 695 op->stats.wc += bonus;
694 break; 696 break;
695 697
696 case 9: 698 case 9:
697 op->stats.food += bonus; /* hunger/sustenance */ 699 op->stats.food += bonus; /* hunger/sustenance */
698 break; 700 break;
699 701
700 case 10: 702 case 10:
701 op->stats.ac += bonus; 703 op->stats.ac += bonus;
702 break; 704 break;
703 705
704 /* Item that gives protections/vulnerabilities */ 706 /* Item that gives protections/vulnerabilities */
705 case 11: 707 case 11:
706 case 12: 708 case 12:
707 case 13: 709 case 13:
708 case 14: 710 case 14:
709 case 15: 711 case 15:
710 case 16: 712 case 16:
711 case 17: 713 case 17:
712 case 18: 714 case 18:
713 case 19: 715 case 19:
714 { 716 {
715 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 717 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
716 718
717 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 719 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
718 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 720 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
719 721
720 /* Cursed items need to have higher negative values to equal out with 722 /* Cursed items need to have higher negative values to equal out with
721 * positive values for how protections work out. Put another 723 * positive values for how protections work out. Put another
722 * little random element in since that they don't always end up with 724 * little random element in since that they don't always end up with
723 * even values. 725 * even values.
724 */ 726 */
725 if (bonus < 0) 727 if (bonus < 0)
726 val = 2 * -val - RANDOM () % b; 728 val = 2 * -val - RANDOM () % b;
727 if (val > 35) 729 if (val > 35)
728 val = 35; /* Upper limit */ 730 val = 35; /* Upper limit */
729 b = 0; 731 b = 0;
730 while (op->resist[resist_table[resist]] != 0 && b < 4) 732 while (op->resist[resist_table[resist]] != 0 && b < 4)
731 { 733 {
732 resist = RANDOM () % num_resist_table; 734 resist = RANDOM () % num_resist_table;
733 } 735 }
734 if (b == 4) 736 if (b == 4)
735 return; /* Not able to find a free resistance */ 737 return; /* Not able to find a free resistance */
736 op->resist[resist_table[resist]] = val; 738 op->resist[resist_table[resist]] = val;
737 /* We should probably do something more clever here to adjust value 739 /* We should probably do something more clever here to adjust value
738 * based on how good a resistance we gave. 740 * based on how good a resistance we gave.
739 */ 741 */
740 break; 742 break;
741 } 743 }
742 case 20: 744 case 20:
743 if (op->type == AMULET) 745 if (op->type == AMULET)
744 { 746 {
745 SET_FLAG (op, FLAG_REFL_SPELL); 747 SET_FLAG (op, FLAG_REFL_SPELL);
746 op->value *= 11; 748 op->value *= 11;
747 } 749 }
748 else 750 else
749 { 751 {
750 op->stats.hp = 1; /* regenerate hit points */ 752 op->stats.hp = 1; /* regenerate hit points */
751 op->value *= 4; 753 op->value *= 4;
752 } 754 }
753 break; 755 break;
754 756
755 case 21: 757 case 21:
756 if (op->type == AMULET) 758 if (op->type == AMULET)
757 { 759 {
758 SET_FLAG (op, FLAG_REFL_MISSILE); 760 SET_FLAG (op, FLAG_REFL_MISSILE);
759 op->value *= 9; 761 op->value *= 9;
760 } 762 }
761 else 763 else
762 { 764 {
763 op->stats.sp = 1; /* regenerate spell points */ 765 op->stats.sp = 1; /* regenerate spell points */
764 op->value *= 3; 766 op->value *= 3;
765 } 767 }
766 break; 768 break;
767 769
768 case 22: 770 case 22:
769 op->stats.exp += bonus; /* Speed! */ 771 op->stats.exp += bonus; /* Speed! */
770 op->value = (op->value * 2) / 3; 772 op->value = (op->value * 2) / 3;
771 break; 773 break;
772 } 774 }
773 if (bonus > 0) 775 if (bonus > 0)
774 op->value *= 2 * bonus; 776 op->value *= 2 * bonus;
775 else 777 else
776 op->value = -(op->value * 2 * bonus) / 3; 778 op->value = -(op->value * 2 * bonus) / 3;
787 789
788int 790int
789get_magic (int diff) 791get_magic (int diff)
790{ 792{
791 int i; 793 int i;
794
792 if (diff < 3) 795 if (diff < 3)
793 diff = 3; 796 diff = 3;
794 for (i = 0; i < 4; i++) 797 for (i = 0; i < 4; i++)
795 if (RANDOM () % diff) 798 if (RANDOM () % diff)
796 return i; 799 return i;
803/* 806/*
804 * fix_generated_item(): This is called after an item is generated, in 807 * 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 808 * order to set it up right. This produced magical bonuses, puts spells
806 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 809 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
807 */ 810 */
811
808/* 4/28/96 added creator object from which op may now inherit properties based on 812/* 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 813 * 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 814 * dependant. I know this is a spagetti manuever, but is there a cleaner
811 * way to do this? b.t. */ 815 * way to do this? b.t. */
816
812/* 817/*
813 * ! (flags & GT_ENVIRONMENT): 818 * ! (flags & GT_ENVIRONMENT):
814 * Automatically calls fix_flesh_item(). 819 * Automatically calls fix_flesh_item().
815 * 820 *
816 * flags: 821 * flags:
820 * a working object - don't change magic, value, etc, but set it material 825 * 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 826 * type as appropriate, for objects that need spell objects, set those, etc
822 */ 827 */
823 828
824void 829void
825fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 830fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
826{ 831{
827 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
828 833
829 if (!creator || creator->type == op->type) 834 if (!creator || creator->type == op->type)
830 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 835 creator = op; /*safety & to prevent polymorphed objects giving attributes */
831 836
832 /* If we make an artifact, this information will be destroyed */ 837 /* If we make an artifact, this information will be destroyed */
833 save_item_power = op->item_power; 838 save_item_power = op->item_power;
834 op->item_power = 0; 839 op->item_power = 0;
835 840
836 if (op->randomitems && op->type != SPELL) 841 if (op->randomitems && op->type != SPELL)
837 { 842 {
838 create_treasure (op->randomitems, op, flags, difficulty, 0); 843 create_treasure (op->randomitems, op, flags, difficulty, 0);
839 if (!op->inv) 844 if (!op->inv)
840 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
841 846
842 /* So the treasure doesn't get created again */ 847 /* So the treasure doesn't get created again */
843 op->randomitems = NULL; 848 op->randomitems = NULL;
844 } 849 }
845 850
847 difficulty = 1; 852 difficulty = 1;
848 853
849 if (!(flags & GT_MINIMAL)) 854 if (!(flags & GT_MINIMAL))
850 { 855 {
851 if (op->arch == crown_arch) 856 if (op->arch == crown_arch)
852 { 857 {
853 set_magic (difficulty, op, max_magic, flags); 858 set_magic (difficulty, op, max_magic, flags);
854 num_enchantments = calc_item_power (op, 1); 859 num_enchantments = calc_item_power (op, 1);
855 generate_artifact (op, difficulty); 860 generate_artifact (op, difficulty);
856 } 861 }
857 else 862 else
858 { 863 {
859 if (!op->magic && max_magic) 864 if (!op->magic && max_magic)
860 set_magic (difficulty, op, max_magic, flags); 865 set_magic (difficulty, op, max_magic, flags);
861 866
862 num_enchantments = calc_item_power (op, 1); 867 num_enchantments = calc_item_power (op, 1);
863 868
864 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 869 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
865 * used for shop_floors or treasures */ 870 * used for shop_floors or treasures */
866 generate_artifact (op, difficulty); 871 generate_artifact (op, difficulty);
867 } 872 }
868 873
869 /* Object was made an artifact. Calculate its item_power rating. 874 /* Object was made an artifact. Calculate its item_power rating.
870 * the item_power in the object is what the artfiact adds. 875 * the item_power in the object is what the artfiact adds.
871 */ 876 */
872 if (op->title) 877 if (op->title)
873 { 878 {
874 /* if save_item_power is set, then most likely we started with an 879 /* 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 880 * 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 881 * 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 882 * 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 883 * that since item_power is not quite linear, this actually ends up
879 * being somewhat of a bonus 884 * being somewhat of a bonus
880 */ 885 */
881 if (save_item_power) 886 if (save_item_power)
882 op->item_power = save_item_power + get_power_from_ench (op->item_power); 887 op->item_power = save_item_power + get_power_from_ench (op->item_power);
883 else 888 else
884 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 889 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
885 } 890 }
886 else if (save_item_power) 891 else if (save_item_power)
887 { 892 {
888 /* restore the item_power field to the object if we haven't changed it. 893 /* 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 894 * we don't care about num_enchantments - that will basically just
890 * have calculated some value from the base attributes of the archetype. 895 * have calculated some value from the base attributes of the archetype.
891 */ 896 */
892 op->item_power = save_item_power; 897 op->item_power = save_item_power;
893 } 898 }
894 else 899 else
895 { 900 {
896 /* item_power was zero. This is suspicious, as it may be because it 901 /* 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 902 * 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 903 * it is non-zero. If it indeed is, then assign it as the new
899 * item_power value. 904 * item_power value.
900 * - gros, 21th of July 2006. 905 * - gros, 21th of July 2006.
901 */ 906 */
902 op->item_power = calc_item_power (op, 0); 907 op->item_power = calc_item_power (op, 0);
903 save_item_power = op->item_power; /* Just in case it would get used 908 save_item_power = op->item_power; /* Just in case it would get used
904 * again below */ 909 * again below */
905 } 910 }
906 } 911 }
907 912
908 /* materialtype modifications. Note we allow this on artifacts. */ 913 /* materialtype modifications. Note we allow this on artifacts. */
909 set_materialname (op, difficulty, NULL); 914 set_materialname (op, difficulty, NULL);
910 915
911 if (flags & GT_MINIMAL) 916 if (flags & GT_MINIMAL)
912 { 917 {
913 if (op->type == POTION) 918 if (op->type == POTION)
914 /* Handle healing and magic power potions */ 919 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems) 920 if (op->stats.sp && !op->randomitems)
916 { 921 {
917 object *tmp; 922 object *tmp;
918 923
919 tmp = get_archetype (spell_mapping[op->stats.sp]); 924 tmp = get_archetype (spell_mapping[op->stats.sp]);
920 insert_ob_in_ob (tmp, op); 925 insert_ob_in_ob (tmp, op);
921 op->stats.sp = 0; 926 op->stats.sp = 0;
922 } 927 }
923 } 928 }
924 else if (!op->title) /* Only modify object if not special */ 929 else if (!op->title) /* Only modify object if not special */
925 switch (op->type) 930 switch (op->type)
926 { 931 {
927 case WEAPON: 932 case WEAPON:
928 case ARMOUR: 933 case ARMOUR:
929 case SHIELD: 934 case SHIELD:
930 case HELMET: 935 case HELMET:
931 case CLOAK: 936 case CLOAK:
932 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
933 set_ring_bonus (op, -DICE2); 938 set_ring_bonus (op, -DICE2);
934 break; 939 break;
935 940
936 case BRACERS: 941 case BRACERS:
937 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
938 { 943 {
944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
945 if (!QUERY_FLAG (op, FLAG_CURSED))
946 op->value *= 3;
947 }
948 break;
949
950 case POTION:
951 {
952 int too_many_tries = 0, is_special = 0;
953
954 /* Handle healing and magic power potions */
955 if (op->stats.sp && !op->randomitems)
956 {
957 object *tmp;
958
959 tmp = get_archetype (spell_mapping[op->stats.sp]);
960 insert_ob_in_ob (tmp, op);
961 op->stats.sp = 0;
962 }
963
964 while (!(is_special = special_potion (op)) && !op->inv)
965 {
966 generate_artifact (op, difficulty);
967 if (too_many_tries++ > 10)
968 break;
969 }
970
971 /* don't want to change value for healing/magic power potions,
972 * since the value set on those is already correct.
973 */
974 if (op->inv && op->randomitems)
975 {
976 /* value multiplier is same as for scrolls */
977 op->value = (op->value * op->inv->value);
978 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
979 }
980 else
981 {
982 op->name = "potion";
983 op->name_pl = "potions";
984 }
985
986 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
987 SET_FLAG (op, FLAG_CURSED);
988 break;
989 }
990
991 case AMULET:
992 if (op->arch == amulet_arch)
993 op->value *= 5; /* Since it's not just decoration */
994
995 case RING:
996 if (op->arch == NULL)
997 {
998 remove_ob (op);
999 free_object (op);
1000 op = NULL;
1001 break;
1002 }
1003
1004 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1005 break;
1006
1007 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1008 SET_FLAG (op, FLAG_CURSED);
1009
939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1010 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
940 if (!QUERY_FLAG (op, FLAG_CURSED))
941 op->value *= 3;
942 }
943 break;
944 1011
945 case POTION:
946 {
947 int too_many_tries = 0, is_special = 0;
948
949 /* Handle healing and magic power potions */
950 if (op->stats.sp && !op->randomitems)
951 {
952 object *tmp;
953
954 tmp = get_archetype (spell_mapping[op->stats.sp]);
955 insert_ob_in_ob (tmp, op);
956 op->stats.sp = 0;
957 }
958
959 while (!(is_special = special_potion (op)) && !op->inv)
960 {
961 generate_artifact (op, difficulty);
962 if (too_many_tries++ > 10)
963 break;
964 }
965
966 /* don't want to change value for healing/magic power potions,
967 * since the value set on those is already correct.
968 */
969 if (op->inv && op->randomitems)
970 {
971 /* value multiplier is same as for scrolls */
972 op->value = (op->value * op->inv->value);
973 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
974 }
975 else
976 {
977 op->name = "potion";
978 op->name_pl = "potions";
979 }
980
981 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
982 SET_FLAG (op, FLAG_CURSED);
983 break;
984 }
985
986 case AMULET:
987 if (op->arch == amulet_arch)
988 op->value *= 5; /* Since it's not just decoration */
989
990 case RING:
991 if (op->arch == NULL)
992 {
993 remove_ob (op);
994 free_object (op);
995 op = NULL;
996 break;
997 }
998
999 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1000 break;
1001
1002 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1003 SET_FLAG (op, FLAG_CURSED);
1004
1005 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1006
1007 if (op->type != RING) /* Amulets have only one ability */ 1012 if (op->type != RING) /* Amulets have only one ability */
1008 break; 1013 break;
1009 1014
1010 if (!(RANDOM () % 4)) 1015 if (!(RANDOM () % 4))
1011 { 1016 {
1012 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1013 1018
1014 if (d > 0) 1019 if (d > 0)
1015 op->value *= 3; 1020 op->value *= 3;
1016 1021
1017 set_ring_bonus (op, d); 1022 set_ring_bonus (op, d);
1018 1023
1019 if (!(RANDOM () % 4)) 1024 if (!(RANDOM () % 4))
1020 { 1025 {
1021 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1022 if (d > 0)
1023 op->value *= 5;
1024 set_ring_bonus (op, d);
1025 }
1026 }
1027 1027
1028 if (d > 0)
1029 op->value *= 5;
1030 set_ring_bonus (op, d);
1031 }
1032 }
1033
1028 if (GET_ANIM_ID (op)) 1034 if (GET_ANIM_ID (op))
1029 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1035 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1030 1036
1031 break; 1037 break;
1032 1038
1033 case BOOK: 1039 case BOOK:
1034 /* Is it an empty book?, if yes lets make a special· 1040 /* Is it an empty book?, if yes lets make a special·
1035 * msg for it, and tailor its properties based on the· 1041 * msg for it, and tailor its properties based on the·
1036 * creator and/or map level we found it on. 1042 * creator and/or map level we found it on.
1037 */ 1043 */
1038 if (!op->msg && RANDOM () % 10) 1044 if (!op->msg && RANDOM () % 10)
1039 { 1045 {
1040 /* set the book level properly */ 1046 /* set the book level properly */
1041 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1047 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1042 { 1048 {
1043 if (op->map && op->map->difficulty) 1049 if (op->map && op->map->difficulty)
1044 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1050 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1045 else 1051 else
1046 op->level = RANDOM () % 20 + 1; 1052 op->level = RANDOM () % 20 + 1;
1047 } 1053 }
1048 else 1054 else
1049 op->level = RANDOM () % creator->level; 1055 op->level = RANDOM () % creator->level;
1050 1056
1051 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1057 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1052 /* books w/ info are worth more! */ 1058 /* books w/ info are worth more! */
1053 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1059 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1054 /* creator related stuff */ 1060 /* creator related stuff */
1055 1061
1056 /* for library, chained books. Note that some monsters have no_pick 1062 /* for library, chained books. Note that some monsters have no_pick
1057 * set - we don't want to set no pick in that case. 1063 * set - we don't want to set no pick in that case.
1058 */ 1064 */
1059 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1065 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1060 SET_FLAG (op, FLAG_NO_PICK); 1066 SET_FLAG (op, FLAG_NO_PICK);
1061 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1067 if (creator->slaying && !op->slaying) /* for check_inv floors */
1062 op->slaying = creator->slaying; 1068 op->slaying = creator->slaying;
1063 1069
1064 /* add exp so reading it gives xp (once) */ 1070 /* add exp so reading it gives xp (once) */
1065 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1071 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1066 } 1072 }
1067 break; 1073 break;
1068 1074
1069 case SPELLBOOK: 1075 case SPELLBOOK:
1070 op->value = op->value * op->inv->value; 1076 op->value = op->value * op->inv->value;
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, and adjust price. If the spell doesn't
1085 * change by level, just set the wand to the level of 1091 * change by level, just set the wand to the level of
1086 * the spell, and value calculation is simpler. 1092 * the spell, and value calculation is simpler.
1087 */ 1093 */
1088 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1094 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1089 { 1095 {
1096 op->level = level_for_item (op, difficulty);
1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1098 }
1099 else
1100 {
1101 op->level = op->inv->level;
1102 op->value = op->value * op->inv->value;
1103 }
1104 break;
1105
1106 case ROD:
1090 op->level = level_for_item (op, difficulty); 1107 op->level = level_for_item (op, difficulty);
1108 /* Add 50 to both level an divisor to keep prices a little more
1109 * reasonable. Otherwise, a high level version of a low level
1110 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1111 * 10 time multiplier). This way, the value are a bit more reasonable.
1112 */
1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1113 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1092 } 1114 /* maxhp is used to denote how many 'charges' the rod holds before */
1093 else 1115 if (op->stats.maxhp)
1094 { 1116 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1095 op->level = op->inv->level; 1117 else
1096 op->value = op->value * op->inv->value; 1118 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1097 }
1098 break;
1099 1119
1120 op->stats.hp = op->stats.maxhp;
1121 break;
1122
1100 case ROD: 1123 case SCROLL:
1101 op->level = level_for_item (op, difficulty); 1124 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); 1125 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 */
1109 if (op->stats.maxhp)
1110 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1111 else
1112 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1113 1126
1114 op->stats.hp = op->stats.maxhp;
1115 break;
1116
1117 case SCROLL:
1118 op->level = level_for_item (op, difficulty);
1119 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1120
1121 /* add exp so reading them properly gives xp */ 1127 /* add exp so reading them properly gives xp */
1122 op->stats.exp = op->value / 5; 1128 op->stats.exp = op->value / 5;
1123 op->nrof = op->inv->nrof; 1129 op->nrof = op->inv->nrof;
1124 break; 1130 break;
1125 1131
1126 case RUNE: 1132 case RUNE:
1127 trap_adjust (op, difficulty); 1133 trap_adjust (op, difficulty);
1128 break; 1134 break;
1129 1135
1130 case TRAP: 1136 case TRAP:
1131 trap_adjust (op, difficulty); 1137 trap_adjust (op, difficulty);
1132 break; 1138 break;
1133 } /* switch type */ 1139 } /* switch type */
1134 1140
1135 if (flags & GT_STARTEQUIP) 1141 if (flags & GT_STARTEQUIP)
1136 { 1142 {
1137 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1143 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1138 SET_FLAG (op, FLAG_STARTEQUIP); 1144 SET_FLAG (op, FLAG_STARTEQUIP);
1139 else if (op->type != MONEY) 1145 else if (op->type != MONEY)
1140 op->value = 0; 1146 op->value = 0;
1141 } 1147 }
1142 1148
1143 if (!(flags & GT_ENVIRONMENT)) 1149 if (!(flags & GT_ENVIRONMENT))
1144 fix_flesh_item (op, creator); 1150 fix_flesh_item (op, creator);
1145} 1151}
1158 1164
1159static artifactlist * 1165static artifactlist *
1160get_empty_artifactlist (void) 1166get_empty_artifactlist (void)
1161{ 1167{
1162 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1168 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1169
1163 if (tl == NULL) 1170 if (tl == NULL)
1164 fatal (OUT_OF_MEMORY); 1171 fatal (OUT_OF_MEMORY);
1165 tl->next = NULL; 1172 tl->next = NULL;
1166 tl->items = NULL; 1173 tl->items = NULL;
1167 tl->total_chance = 0; 1174 tl->total_chance = 0;
1174 1181
1175static artifact * 1182static artifact *
1176get_empty_artifact (void) 1183get_empty_artifact (void)
1177{ 1184{
1178 artifact *t = (artifact *) malloc (sizeof (artifact)); 1185 artifact *t = (artifact *) malloc (sizeof (artifact));
1186
1179 if (t == NULL) 1187 if (t == NULL)
1180 fatal (OUT_OF_MEMORY); 1188 fatal (OUT_OF_MEMORY);
1181 t->item = NULL; 1189 t->item = NULL;
1182 t->next = NULL; 1190 t->next = NULL;
1183 t->chance = 0; 1191 t->chance = 0;
1216 fprintf (logfile, "\n"); 1224 fprintf (logfile, "\n");
1217 for (al = first_artifactlist; al != NULL; al = al->next) 1225 for (al = first_artifactlist; al != NULL; al = al->next)
1218 { 1226 {
1219 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1227 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) 1228 for (art = al->items; art != NULL; art = art->next)
1221 { 1229 {
1222 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1230 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1223 if (art->allowed != NULL) 1231 if (art->allowed != NULL)
1224 { 1232 {
1225 fprintf (logfile, "\tAllowed combinations:"); 1233 fprintf (logfile, "\tAllowed combinations:");
1226 for (next = art->allowed; next != NULL; next = next->next) 1234 for (next = art->allowed; next != NULL; next = next->next)
1227 fprintf (logfile, "%s,", &next->name); 1235 fprintf (logfile, "%s,", &next->name);
1228 fprintf (logfile, "\n"); 1236 fprintf (logfile, "\n");
1229 } 1237 }
1230 } 1238 }
1231 } 1239 }
1232 fprintf (logfile, "\n"); 1240 fprintf (logfile, "\n");
1233} 1241}
1234 1242
1235/* 1243/*
1236 * For debugging purposes. Dumps all treasures recursively (see below). 1244 * For debugging purposes. Dumps all treasures recursively (see below).
1237 */ 1245 */
1238void 1246void
1239dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1247dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1240{ 1248{
1241 treasurelist *tl; 1249 treasurelist *tl;
1242 int i; 1250 int i;
1243 1251
1244 if (depth > 100) 1252 if (depth > 100)
1245 return; 1253 return;
1246 while (t != NULL) 1254 while (t != NULL)
1247 { 1255 {
1248 if (t->name != NULL) 1256 if (t->name != NULL)
1249 { 1257 {
1250 for (i = 0; i < depth; i++) 1258 for (i = 0; i < depth; i++)
1251 fprintf (logfile, " "); 1259 fprintf (logfile, " ");
1252 fprintf (logfile, "{ (list: %s)\n", &t->name); 1260 fprintf (logfile, "{ (list: %s)\n", &t->name);
1253 tl = find_treasurelist (t->name); 1261 tl = find_treasurelist (t->name);
1254 dump_monster_treasure_rec (name, tl->items, depth + 2); 1262 dump_monster_treasure_rec (name, tl->items, depth + 2);
1255 for (i = 0; i < depth; i++) 1263 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " "); 1264 fprintf (logfile, " ");
1257 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1265 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1258 } 1266 }
1259 else 1267 else
1260 { 1268 {
1261 for (i = 0; i < depth; i++) 1269 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " "); 1270 fprintf (logfile, " ");
1263 if (t->item->clone.type == FLESH) 1271 if (t->item->clone.type == FLESH)
1264 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1265 else 1273 else
1266 fprintf (logfile, "%s\n", &t->item->clone.name); 1274 fprintf (logfile, "%s\n", &t->item->clone.name);
1267 } 1275 }
1268 if (t->next_yes != NULL) 1276 if (t->next_yes != NULL)
1269 { 1277 {
1270 for (i = 0; i < depth; i++) 1278 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " "); 1279 fprintf (logfile, " ");
1272 fprintf (logfile, " (if yes)\n"); 1280 fprintf (logfile, " (if yes)\n");
1273 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1281 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1274 } 1282 }
1275 if (t->next_no != NULL) 1283 if (t->next_no != NULL)
1276 { 1284 {
1277 for (i = 0; i < depth; i++) 1285 for (i = 0; i < depth; i++)
1278 fprintf (logfile, " "); 1286 fprintf (logfile, " ");
1279 fprintf (logfile, " (if no)\n"); 1287 fprintf (logfile, " (if no)\n");
1280 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1288 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1281 } 1289 }
1282 t = t->next; 1290 t = t->next;
1283 } 1291 }
1284} 1292}
1285 1293
1286/* 1294/*
1297 found = 0; 1305 found = 0;
1298 fprintf (logfile, "\n"); 1306 fprintf (logfile, "\n");
1299 for (at = first_archetype; at != NULL; at = at->next) 1307 for (at = first_archetype; at != NULL; at = at->next)
1300 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1308 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1301 { 1309 {
1302 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1310 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1303 if (at->clone.randomitems != NULL) 1311 if (at->clone.randomitems != NULL)
1304 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1312 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1305 else 1313 else
1306 fprintf (logfile, "(nothing)\n"); 1314 fprintf (logfile, "(nothing)\n");
1307 fprintf (logfile, "\n"); 1315 fprintf (logfile, "\n");
1308 found++; 1316 found++;
1309 } 1317 }
1310 if (found == 0) 1318 if (found == 0)
1311 fprintf (logfile, "No objects have the name %s!\n\n", name); 1319 fprintf (logfile, "No objects have the name %s!\n\n", name);
1312} 1320}
1313 1321
1320{ 1328{
1321 static int has_been_inited = 0; 1329 static int has_been_inited = 0;
1322 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1330 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1323 artifact *art = NULL; 1331 artifact *art = NULL;
1324 linked_char *tmp; 1332 linked_char *tmp;
1325 int value, comp; 1333 int value;
1326 artifactlist *al; 1334 artifactlist *al;
1327 1335
1328 if (has_been_inited) 1336 if (has_been_inited)
1329 return; 1337 return;
1330 else 1338 else
1337 return; 1345 return;
1338 1346
1339 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1347 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1340 { 1348 {
1341 if (*buf == '#') 1349 if (*buf == '#')
1342 continue; 1350 continue;
1343 if ((cp = strchr (buf, '\n')) != NULL) 1351 if ((cp = strchr (buf, '\n')) != NULL)
1344 *cp = '\0'; 1352 *cp = '\0';
1345 cp = buf; 1353 cp = buf;
1346 while (*cp == ' ') /* Skip blanks */ 1354 while (*cp == ' ') /* Skip blanks */
1347 cp++; 1355 cp++;
1348 if (*cp == '\0') 1356 if (*cp == '\0')
1349 continue; 1357 continue;
1350 1358
1351 if (!strncmp (cp, "Allowed", 7)) 1359 if (!strncmp (cp, "Allowed", 7))
1352 { 1360 {
1353 if (art == NULL) 1361 if (art == NULL)
1354 { 1362 {
1355 art = get_empty_artifact (); 1363 art = get_empty_artifact ();
1356 nrofartifacts++; 1364 nrofartifacts++;
1357 } 1365 }
1358 cp = strchr (cp, ' ') + 1; 1366 cp = strchr (cp, ' ') + 1;
1359 if (!strcmp (cp, "all")) 1367 if (!strcmp (cp, "all"))
1360 continue; 1368 continue;
1361 1369
1362 do 1370 do
1363 { 1371 {
1364 nrofallowedstr++; 1372 nrofallowedstr++;
1365 if ((next = strchr (cp, ',')) != NULL) 1373 if ((next = strchr (cp, ',')) != NULL)
1366 *(next++) = '\0'; 1374 *(next++) = '\0';
1367 tmp = new linked_char; 1375 tmp = new linked_char;
1376
1368 tmp->name = cp; 1377 tmp->name = cp;
1369 tmp->next = art->allowed; 1378 tmp->next = art->allowed;
1370 art->allowed = tmp; 1379 art->allowed = tmp;
1371 } 1380 }
1372 while ((cp = next) != NULL); 1381 while ((cp = next) != NULL);
1373 } 1382 }
1374 else if (sscanf (cp, "chance %d", &value)) 1383 else if (sscanf (cp, "chance %d", &value))
1375 art->chance = (uint16) value; 1384 art->chance = (uint16) value;
1376 else if (sscanf (cp, "difficulty %d", &value)) 1385 else if (sscanf (cp, "difficulty %d", &value))
1377 art->difficulty = (uint8) value; 1386 art->difficulty = (uint8) value;
1378 else if (!strncmp (cp, "Object", 6)) 1387 else if (!strncmp (cp, "Object", 6))
1379 { 1388 {
1380 art->item = (object *) calloc (1, sizeof (object)); 1389 art->item = get_object ();
1381 reset_object (art->item);
1382 1390
1383 if (!load_object (thawer, art->item, 0)) 1391 if (!load_object (thawer, art->item, 0))
1384 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1392 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1385 1393
1386 art->item->name = strchr (cp, ' ') + 1; 1394 art->item->name = strchr (cp, ' ') + 1;
1387 al = find_artifactlist (art->item->type); 1395 al = find_artifactlist (art->item->type);
1388 if (al == NULL) 1396 if (al == NULL)
1389 { 1397 {
1390 al = get_empty_artifactlist (); 1398 al = get_empty_artifactlist ();
1391 al->type = art->item->type; 1399 al->type = art->item->type;
1392 al->next = first_artifactlist; 1400 al->next = first_artifactlist;
1393 first_artifactlist = al; 1401 first_artifactlist = al;
1394 } 1402 }
1395 art->next = al->items; 1403 art->next = al->items;
1396 al->items = art; 1404 al->items = art;
1397 art = NULL; 1405 art = NULL;
1398 } 1406 }
1399 else 1407 else
1400 LOG (llevError, "Unknown input in artifact file: %s\n", buf); 1408 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1401 } 1409 }
1402 1410
1403 for (al = first_artifactlist; al != NULL; al = al->next) 1411 for (al = first_artifactlist; al != NULL; al = al->next)
1404 { 1412 {
1405 for (art = al->items; art != NULL; art = art->next) 1413 for (art = al->items; art != NULL; art = art->next)
1406 { 1414 {
1407 if (!art->chance) 1415 if (!art->chance)
1408 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1416 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1409 else 1417 else
1410 al->total_chance += art->chance; 1418 al->total_chance += art->chance;
1411 } 1419 }
1412#if 0 1420#if 0
1413 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1421 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1414#endif 1422#endif
1415 } 1423 }
1416 1424
1422 * Used in artifact generation. The bonuses of the first object 1430 * Used in artifact generation. The bonuses of the first object
1423 * is modified by the bonuses of the second object. 1431 * is modified by the bonuses of the second object.
1424 */ 1432 */
1425 1433
1426void 1434void
1427add_abilities (object * op, object * change) 1435add_abilities (object *op, object *change)
1428{ 1436{
1429 int i, j, tmp; 1437 int i, tmp;
1430 1438
1431 if (change->face != blank_face) 1439 if (change->face != blank_face)
1432 { 1440 {
1433#ifdef TREASURE_VERBOSE 1441#ifdef TREASURE_VERBOSE
1434 LOG (llevDebug, "FACE: %d\n", change->face->number); 1442 LOG (llevDebug, "FACE: %d\n", change->face->number);
1473 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1481 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1474 { 1482 {
1475 CLEAR_FLAG (op, FLAG_ANIMATE); 1483 CLEAR_FLAG (op, FLAG_ANIMATE);
1476 /* so artifacts will join */ 1484 /* so artifacts will join */
1477 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1485 if (!QUERY_FLAG (op, FLAG_ALIVE))
1478 op->speed = 0.0; 1486 op->speed = 0.0;
1487
1479 update_ob_speed (op); 1488 update_ob_speed (op);
1480 } 1489 }
1481 1490
1482 if (change->nrof) 1491 if (change->nrof)
1483 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1492 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1484 1493
1485 op->stats.exp += change->stats.exp; /* Speed modifier */ 1494 op->stats.exp += change->stats.exp; /* Speed modifier */
1486 op->stats.wc += change->stats.wc; 1495 op->stats.wc += change->stats.wc;
1487 op->stats.ac += change->stats.ac; 1496 op->stats.ac += change->stats.ac;
1488 1497
1489 if (change->other_arch) 1498 if (change->other_arch)
1490 { 1499 {
1491 /* Basically, for horns & potions, the other_arch field is the spell 1500 /* Basically, for horns & potions, the other_arch field is the spell
1492 * to cast. So convert that to into a spell and put it into 1501 * to cast. So convert that to into a spell and put it into
1493 * this object. 1502 * this object.
1494 */ 1503 */
1495 if (op->type == HORN || op->type == POTION) 1504 if (op->type == HORN || op->type == POTION)
1496 { 1505 {
1497 object *tmp_obj; 1506 object *tmp_obj;
1507
1498 /* Remove any spells this object currently has in it */ 1508 /* Remove any spells this object currently has in it */
1499 while (op->inv) 1509 while (op->inv)
1500 { 1510 {
1501 tmp_obj = op->inv; 1511 tmp_obj = op->inv;
1502 remove_ob (tmp_obj); 1512 remove_ob (tmp_obj);
1503 free_object (tmp_obj); 1513 free_object (tmp_obj);
1504 } 1514 }
1505 1515
1506 tmp_obj = arch_to_object (change->other_arch); 1516 tmp_obj = arch_to_object (change->other_arch);
1507 insert_ob_in_ob (tmp_obj, op); 1517 insert_ob_in_ob (tmp_obj, op);
1508 } 1518 }
1509 /* No harm setting this for potions/horns */ 1519 /* No harm setting this for potions/horns */
1510 op->other_arch = change->other_arch; 1520 op->other_arch = change->other_arch;
1511 } 1521 }
1512 1522
1513 if (change->stats.hp < 0) 1523 if (change->stats.hp < 0)
1548 op->item_power = change->item_power; 1558 op->item_power = change->item_power;
1549 1559
1550 for (i = 0; i < NROFATTACKS; i++) 1560 for (i = 0; i < NROFATTACKS; i++)
1551 { 1561 {
1552 if (change->resist[i]) 1562 if (change->resist[i])
1553 { 1563 {
1554 op->resist[i] += change->resist[i]; 1564 op->resist[i] += change->resist[i];
1555 } 1565 }
1556 } 1566 }
1557 1567
1558 if (change->stats.dam) 1568 if (change->stats.dam)
1559 { 1569 {
1560 if (change->stats.dam < 0) 1570 if (change->stats.dam < 0)
1561 op->stats.dam = (-change->stats.dam); 1571 op->stats.dam = (-change->stats.dam);
1562 else if (op->stats.dam) 1572 else if (op->stats.dam)
1563 { 1573 {
1564 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1574 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1565 if (tmp == op->stats.dam) 1575 if (tmp == op->stats.dam)
1566 { 1576 {
1567 if (change->stats.dam < 10) 1577 if (change->stats.dam < 10)
1568 op->stats.dam--; 1578 op->stats.dam--;
1579 else
1580 op->stats.dam++;
1581 }
1569 else 1582 else
1570 op->stats.dam++;
1571 }
1572 else
1573 op->stats.dam = tmp; 1583 op->stats.dam = tmp;
1574 } 1584 }
1575 } 1585 }
1576 1586
1577 if (change->weight) 1587 if (change->weight)
1578 { 1588 {
1579 if (change->weight < 0) 1589 if (change->weight < 0)
1580 op->weight = (-change->weight); 1590 op->weight = (-change->weight);
1581 else 1591 else
1582 op->weight = (op->weight * (change->weight)) / 100; 1592 op->weight = (op->weight * (change->weight)) / 100;
1583 } 1593 }
1584 1594
1585 if (change->last_sp) 1595 if (change->last_sp)
1586 { 1596 {
1587 if (change->last_sp < 0) 1597 if (change->last_sp < 0)
1588 op->last_sp = (-change->last_sp); 1598 op->last_sp = (-change->last_sp);
1589 else 1599 else
1590 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1600 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1591 } 1601 }
1592 1602
1593 if (change->gen_sp_armour) 1603 if (change->gen_sp_armour)
1594 { 1604 {
1595 if (change->gen_sp_armour < 0) 1605 if (change->gen_sp_armour < 0)
1596 op->gen_sp_armour = (-change->gen_sp_armour); 1606 op->gen_sp_armour = (-change->gen_sp_armour);
1597 else 1607 else
1598 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1608 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1599 } 1609 }
1600 1610
1601 op->value *= change->value; 1611 op->value *= change->value;
1602 1612
1603 if (change->material) 1613 if (change->material)
1615 if (change->msg) 1625 if (change->msg)
1616 op->msg = change->msg; 1626 op->msg = change->msg;
1617} 1627}
1618 1628
1619static int 1629static int
1620legal_artifact_combination (object * op, artifact * art) 1630legal_artifact_combination (object *op, artifact * art)
1621{ 1631{
1622 int neg, success = 0; 1632 int neg, success = 0;
1623 linked_char *tmp; 1633 linked_char *tmp;
1624 const char *name; 1634 const char *name;
1625 1635
1626 if (art->allowed == (linked_char *) NULL) 1636 if (art->allowed == (linked_char *) NULL)
1627 return 1; /* Ie, "all" */ 1637 return 1; /* Ie, "all" */
1628 for (tmp = art->allowed; tmp; tmp = tmp->next) 1638 for (tmp = art->allowed; tmp; tmp = tmp->next)
1629 { 1639 {
1630#ifdef TREASURE_VERBOSE 1640#ifdef TREASURE_VERBOSE
1631 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1641 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1632#endif 1642#endif
1633 if (*tmp->name == '!') 1643 if (*tmp->name == '!')
1634 name = tmp->name + 1, neg = 1; 1644 name = tmp->name + 1, neg = 1;
1635 else 1645 else
1636 name = tmp->name, neg = 0; 1646 name = tmp->name, neg = 0;
1637 1647
1638 /* If we match name, then return the opposite of 'neg' */ 1648 /* If we match name, then return the opposite of 'neg' */
1639 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1649 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1640 return !neg; 1650 return !neg;
1641 1651
1642 /* Set success as true, since if the match was an inverse, it means 1652 /* Set success as true, since if the match was an inverse, it means
1643 * everything is allowed except what we match 1653 * everything is allowed except what we match
1644 */ 1654 */
1645 else if (neg) 1655 else if (neg)
1646 success = 1; 1656 success = 1;
1647 } 1657 }
1648 return success; 1658 return success;
1649} 1659}
1650 1660
1651/* 1661/*
1652 * Fixes the given object, giving it the abilities and titles 1662 * Fixes the given object, giving it the abilities and titles
1653 * it should have due to the second artifact-template. 1663 * it should have due to the second artifact-template.
1654 */ 1664 */
1655 1665
1656void 1666void
1657give_artifact_abilities (object * op, object * artifct) 1667give_artifact_abilities (object *op, object *artifct)
1658{ 1668{
1659 char new_name[MAX_BUF]; 1669 char new_name[MAX_BUF];
1660 1670
1661 sprintf (new_name, "of %s", &artifct->name); 1671 sprintf (new_name, "of %s", &artifct->name);
1662 op->title = new_name; 1672 op->title = new_name;
1663 add_abilities (op, artifct); /* Give out the bonuses */ 1673 add_abilities (op, artifct); /* Give out the bonuses */
1664 1674
1665#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1675#if 0 /* Bit verbose, but keep it here until next time I need it... */
1666 { 1676 {
1667 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1677 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1678
1668 SET_FLAG (op, FLAG_IDENTIFIED); 1679 SET_FLAG (op, FLAG_IDENTIFIED);
1669 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1680 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1670 if (!identified) 1681 if (!identified)
1671 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1682 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1672 } 1683 }
1684 1695
1685/* Give 1 re-roll attempt per artifact */ 1696/* Give 1 re-roll attempt per artifact */
1686#define ARTIFACT_TRIES 2 1697#define ARTIFACT_TRIES 2
1687 1698
1688void 1699void
1689generate_artifact (object * op, int difficulty) 1700generate_artifact (object *op, int difficulty)
1690{ 1701{
1691 artifactlist *al; 1702 artifactlist *al;
1692 artifact *art; 1703 artifact *art;
1693 int i; 1704 int i;
1694 1705
1695 al = find_artifactlist (op->type); 1706 al = find_artifactlist (op->type);
1696 1707
1697 if (al == NULL) 1708 if (al == NULL)
1698 { 1709 {
1699#if 0 /* This is too verbose, usually */ 1710#if 0 /* This is too verbose, usually */
1700 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1711 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1701#endif 1712#endif
1702 return; 1713 return;
1703 } 1714 }
1704 1715
1705 for (i = 0; i < ARTIFACT_TRIES; i++) 1716 for (i = 0; i < ARTIFACT_TRIES; i++)
1706 { 1717 {
1707 int roll = RANDOM () % al->total_chance; 1718 int roll = RANDOM () % al->total_chance;
1708 1719
1709 for (art = al->items; art != NULL; art = art->next) 1720 for (art = al->items; art != NULL; art = art->next)
1710 { 1721 {
1711 roll -= art->chance; 1722 roll -= art->chance;
1712 if (roll < 0) 1723 if (roll < 0)
1713 break; 1724 break;
1714 } 1725 }
1715 1726
1716 if (art == NULL || roll >= 0) 1727 if (art == NULL || roll >= 0)
1717 { 1728 {
1718#if 1 1729#if 1
1719 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1730 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1720#endif 1731#endif
1721 return; 1732 return;
1722 } 1733 }
1723 if (!strcmp (art->item->name, "NONE")) 1734 if (!strcmp (art->item->name, "NONE"))
1724 return; 1735 return;
1725 if (FABS (op->magic) < art->item->magic) 1736 if (FABS (op->magic) < art->item->magic)
1726 continue; /* Not magic enough to be this item */ 1737 continue; /* Not magic enough to be this item */
1727 1738
1728 /* Map difficulty not high enough */ 1739 /* Map difficulty not high enough */
1729 if (difficulty < art->difficulty) 1740 if (difficulty < art->difficulty)
1730 continue; 1741 continue;
1731 1742
1732 if (!legal_artifact_combination (op, art)) 1743 if (!legal_artifact_combination (op, art))
1733 { 1744 {
1734#ifdef TREASURE_VERBOSE 1745#ifdef TREASURE_VERBOSE
1735 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1746 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1736#endif 1747#endif
1737 continue; 1748 continue;
1738 } 1749 }
1739 give_artifact_abilities (op, art->item); 1750 give_artifact_abilities (op, art->item);
1740 return; 1751 return;
1741 } 1752 }
1742} 1753}
1743 1754
1745 * FOOD, except they inherit properties (name, food value, etc). 1756 * FOOD, except they inherit properties (name, food value, etc).
1746 * based on the original owner (or 'donor' if you like). -b.t. 1757 * based on the original owner (or 'donor' if you like). -b.t.
1747 */ 1758 */
1748 1759
1749void 1760void
1750fix_flesh_item (object * item, object * donor) 1761fix_flesh_item (object *item, object *donor)
1751{ 1762{
1752 char tmpbuf[MAX_BUF]; 1763 char tmpbuf[MAX_BUF];
1753 int i; 1764 int i;
1754 1765
1755 if (item->type == FLESH && donor) 1766 if (item->type == FLESH && donor)
1756 { 1767 {
1757 /* change the name */ 1768 /* change the name */
1758 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1769 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1770 item->name = tmpbuf;
1759 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1771 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1772 item->name_pl = tmpbuf;
1760 1773
1761 /* weight is FLESH weight/100 * donor */ 1774 /* weight is FLESH weight/100 * donor */
1762 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1775 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1763 item->weight = 1; 1776 item->weight = 1;
1764 1777
1765 /* value is multiplied by level of donor */ 1778 /* value is multiplied by level of donor */
1766 item->value *= isqrt (donor->level * 2); 1779 item->value *= isqrt (donor->level * 2);
1767 1780
1768 /* food value */ 1781 /* food value */
1770 1783
1771 /* flesh items inherit some abilities of donor, but not 1784 /* flesh items inherit some abilities of donor, but not
1772 * full effect. 1785 * full effect.
1773 */ 1786 */
1774 for (i = 0; i < NROFATTACKS; i++) 1787 for (i = 0; i < NROFATTACKS; i++)
1775 item->resist[i] = donor->resist[i] / 2; 1788 item->resist[i] = donor->resist[i] / 2;
1776 1789
1777 /* item inherits donor's level (important for quezals) */ 1790 /* item inherits donor's level (important for quezals) */
1778 item->level = donor->level; 1791 item->level = donor->level;
1779 1792
1780 /* if donor has some attacktypes, the flesh is poisonous */ 1793 /* if donor has some attacktypes, the flesh is poisonous */
1781 if (donor->attacktype & AT_POISON) 1794 if (donor->attacktype & AT_POISON)
1782 item->type = POISON; 1795 item->type = POISON;
1783 if (donor->attacktype & AT_ACID) 1796 if (donor->attacktype & AT_ACID)
1784 item->stats.hp = -1 * item->stats.food; 1797 item->stats.hp = -1 * item->stats.food;
1785 SET_FLAG (item, FLAG_NO_STEAL); 1798 SET_FLAG (item, FLAG_NO_STEAL);
1786 } 1799 }
1787} 1800}
1788 1801
1789/* special_potion() - so that old potion code is still done right. */ 1802/* special_potion() - so that old potion code is still done right. */
1790 1803
1791int 1804int
1792special_potion (object * op) 1805special_potion (object *op)
1793{ 1806{
1794 1807
1795 int i; 1808 int i;
1796 1809
1797 if (op->attacktype) 1810 if (op->attacktype)
1806 1819
1807 return 0; 1820 return 0;
1808} 1821}
1809 1822
1810void 1823void
1811free_treasurestruct (treasure * t) 1824free_treasurestruct (treasure *t)
1812{ 1825{
1813 if (t->next) 1826 if (t->next)
1814 free_treasurestruct (t->next); 1827 free_treasurestruct (t->next);
1815 if (t->next_yes) 1828 if (t->next_yes)
1816 free_treasurestruct (t->next_yes); 1829 free_treasurestruct (t->next_yes);
1819 1832
1820 delete t; 1833 delete t;
1821} 1834}
1822 1835
1823void 1836void
1824free_charlinks (linked_char * lc) 1837free_charlinks (linked_char *lc)
1825{ 1838{
1826 if (lc->next) 1839 if (lc->next)
1827 free_charlinks (lc->next); 1840 free_charlinks (lc->next);
1828 1841
1829 delete lc; 1842 delete lc;
1830} 1843}
1831 1844
1832void 1845void
1833free_artifact (artifact * at) 1846free_artifact (artifact * at)
1834{ 1847{
1835
1836 if (at->next) 1848 if (at->next)
1837 free_artifact (at->next); 1849 free_artifact (at->next);
1850
1838 if (at->allowed) 1851 if (at->allowed)
1839 free_charlinks (at->allowed); 1852 free_charlinks (at->allowed);
1840 1853
1841 delete at->item; 1854 at->item->free (1);
1842 1855
1843 delete at; 1856 delete at;
1844} 1857}
1845 1858
1846void 1859void
1847free_artifactlist (artifactlist * al) 1860free_artifactlist (artifactlist * al)
1848{ 1861{
1849 artifactlist *nextal; 1862 artifactlist *nextal;
1863
1850 for (al = first_artifactlist; al != NULL; al = nextal) 1864 for (al = first_artifactlist; al != NULL; al = nextal)
1851 { 1865 {
1852 nextal = al->next; 1866 nextal = al->next;
1867
1853 if (al->items) 1868 if (al->items)
1854 {
1855 free_artifact (al->items); 1869 free_artifact (al->items);
1856 } 1870
1857 free (al); 1871 free (al);
1858 } 1872 }
1859} 1873}
1860 1874
1861void 1875void
1866 1880
1867 for (tl = first_treasurelist; tl != NULL; tl = next) 1881 for (tl = first_treasurelist; tl != NULL; tl = next)
1868 { 1882 {
1869 next = tl->next; 1883 next = tl->next;
1870 if (tl->items) 1884 if (tl->items)
1871 free_treasurestruct (tl->items); 1885 free_treasurestruct (tl->items);
1872 delete tl; 1886 delete tl;
1873 } 1887 }
1874 free_artifactlist (first_artifactlist); 1888 free_artifactlist (first_artifactlist);
1875} 1889}

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