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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 1.121 by root, Sat Nov 17 23:40:00 2018 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.7 2006/09/03 00:18:40 root Exp $";
5 */ 3 *
6 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
7/* 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
12 8 *
13 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 12 * option) any later version.
17 13 *
18 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 17 * GNU General Public License for more details.
22 18 *
23 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
26 22 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 24 */
29
30#define ALLOWED_COMBINATION
31 25
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 27 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 28 * slows the startup some (and not actual game play), it is by default
35 * left on 29 * left on
36 */ 30 */
37#define TREASURE_DEBUG 31#define TREASURE_DEBUG
38 32
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 33/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34
40/* #define TREASURE_VERBOSE */ 35//#define TREASURE_VERBOSE
41 36
42#include <global.h> 37#include <global.h>
43#include <treasure.h> 38#include <treasure.h>
44#include <funcpoint.h>
45#include <loader.h>
46 39
40#include <flat_hash_map.hpp>
47 41
48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 42extern char *spell_mapping[];
50 43
51/* 44static treasurelist *first_treasurelist;
52 * Initialize global archtype pointers:
53 */
54 45
55void 46static void change_treasure (treasure *t, object *op); /* overrule default values */
56init_archetype_pointers ()
57{
58 int prev_warn = warn_archetypes;
59 warn_archetypes = 1;
60 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring");
62 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet");
64 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff");
66 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown");
68 warn_archetypes = prev_warn;
69}
70 47
71/* 48typedef ska::flat_hash_map<
72 * Allocate and return the pointer to an empty treasurelist structure. 49 const char *,
73 */ 50 treasurelist *,
51 str_hash,
52 str_equal,
53 slice_allocator< std::pair<const char *const, treasurelist *> >
54> tl_map_t;
74 55
56static tl_map_t tl_map;
57
58//TODO: class method
59static void free_treasurestruct (treasure *t); // bleh desu
60static void
61clear (treasurelist *tl)
62{
63 if (tl->items)
64 {
65 free_treasurestruct (tl->items);
66 tl->items = 0;
67 }
68
69 tl->total_chance = 0;
70}
71
72/*
73 * Searches for the given treasurelist
74 */
75static treasurelist * 75treasurelist *
76get_empty_treasurelist (void) 76treasurelist::find (const char *name)
77{ 77{
78 if (!name)
79 return 0;
80
81 auto (i, tl_map.find (name));
82
83 if (i == tl_map.end ())
84 return 0;
85
86 return i->second;
87}
88
89/*
90 * Searches for the given treasurelist in the globally linked list
91 * of treasurelists which has been built by load_treasures().
92 */
93treasurelist *
94treasurelist::get (const char *name)
95{
96 treasurelist *tl = find (name);
97
98 if (!tl)
99 {
78 return new treasurelist; 100 tl = new treasurelist;
79}
80 101
81/* 102 tl->name = name;
82 * Allocate and return the pointer to an empty treasure structure. 103 tl->next = first_treasurelist;
83 */ 104 first_treasurelist = tl;
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89 105
90 t->chance = 100; 106 tl_map.insert (std::make_pair (tl->name, tl));
107 }
91 108
92 return t; 109 return tl;
93}
94
95/*
96 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists)
98 */
99
100static treasure *
101load_treasure (FILE * fp, int *line)
102{
103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure ();
105 int value;
106
107 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
110 (*line)++;
111
112 if (*buf == '#')
113 continue;
114 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0';
116 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */
118 cp++;
119
120 if (sscanf (cp, "arch %s", variable))
121 {
122 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 else if (sscanf (cp, "list %s", variable))
126 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end"))
144 return t;
145 else if (!strcmp (cp, "more"))
146 {
147 t->next = load_treasure (fp, line);
148 return t;
149 }
150 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 }
153 LOG (llevError, "treasure lacks 'end'.\n");
154 return t;
155} 110}
156 111
157#ifdef TREASURE_DEBUG 112#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 113/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 114 * so that the treasure name can be printed out
160 */ 115 */
161static void 116static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 117check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 118{
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 119 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); 120 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */ 121
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 122 if (t->next)
172 check_treasurelist (t->next, tl); 123 check_treasurelist (t->next, tl);
124
173 if (t->next_yes) 125 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 126 check_treasurelist (t->next_yes, tl);
127
175 if (t->next_no) 128 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 129 check_treasurelist (t->next_no, tl);
177} 130}
178#endif 131#endif
179 132
180/* 133/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 134 * Reads the lib/treasure file from disk, and parses the contents
135 * into an internal treasure structure (very linked lists)
136 */
137static treasure *
138read_treasure (object_thawer &f)
139{
140 treasure *t = new treasure;
141
142 f.next ();
143
144 for (;;)
145 {
146 coroapi::cede_to_tick ();
147
148 switch (f.kw)
149 {
150 case KW_arch:
151 t->item = archetype::find (f.get_str ());
152
153 if (!t->item)
154 {
155 f.parse_warn ("treasure references unknown archetype");
156 t->item = archetype::empty;
157 }
158
159 break;
160
161 case KW_list: f.get (t->name); break;
162 case KW_change_name: f.get (t->change_arch.name); break;
163 case KW_change_title: f.get (t->change_arch.title); break;
164 case KW_change_slaying: f.get (t->change_arch.slaying); break;
165 case KW_chance: f.get (t->chance); break;
166 case KW_nrof: f.get (t->nrof); break;
167 case KW_magic: f.get (t->magic); break;
168
169 case KW_yes: t->next_yes = read_treasure (f); continue;
170 case KW_no: t->next_no = read_treasure (f); continue;
171
172 case KW_end:
173 f.next ();
174 return t;
175
176 case KW_more:
177 t->next = read_treasure (f);
178 return t;
179
180 default:
181 if (!f.parse_error ("treasurelist", t->name))
182 goto error;
183
184 return t;
185 }
186
187 f.next ();
188 }
189
190 // not reached
191
192error:
193 delete t;
194 return 0;
195}
196
197/*
182 * Each treasure is parsed with the help of load_treasure(). 198 * Each treasure is parsed with the help of load_treasure().
183 */ 199 */
184 200treasurelist *
185void 201treasurelist::read (object_thawer &f)
186load_treasures (void)
187{ 202{
188 FILE *fp; 203 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t;
192 int comp, line = 0;
193 204
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 205 bool one = f.kw == KW_treasureone;
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 206 treasurelist *tl = treasurelist::get (f.get_str ());
196 { 207 clear (tl);
197 LOG (llevError, "Can't open treasure file.\n"); 208 tl->items = read_treasure (f);
209 if (!tl->items)
198 return; 210 return 0;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205 211
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 {
208 treasurelist *tl = get_empty_treasurelist ();
209 tl->name = name;
210 if (previous == NULL)
211 first_treasurelist = tl;
212 else
213 previous->next = tl;
214 previous = tl;
215 tl->items = load_treasure (fp, &line);
216
217 /* This is a one of the many items on the list should be generated. 212 /* 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 213 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 214 * fields of the treasures are not being used.
220 */
221 if (!strncmp (buf, "treasureone", 11))
222 {
223 for (t = tl->items; t != NULL; t = t->next)
224 {
225#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no)
227 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n");
230 }
231#endif
232 tl->total_chance += t->chance;
233 }
234 }
235 }
236 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 }
239 close_and_delete (fp, comp);
240
241#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element.
246 */ 215 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 216 if (one)
248 check_treasurelist (previous->items, previous); 217 {
249#endif 218 for (treasure *t = tl->items; t; t = t->next)
250} 219 {
220 if (t->next_yes || t->next_no)
221 {
222 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
223 LOG (llevError, " the next_yes or next_no field is set\n");
224 }
251 225
252/* 226 tl->total_chance += t->chance;
253 * Searches for the given treasurelist in the globally linked list 227 }
254 * of treasurelists which has been built by load_treasures(). 228 }
255 */
256 229
257treasurelist *
258find_treasurelist (const char *name)
259{
260 const char *tmp = shstr::find (name);
261 treasurelist *tl;
262
263 /* Special cases - randomitems of none is to override default. If
264 * first_treasurelist is null, it means we are on the first pass of
265 * of loading archetyps, so for now, just return - second pass will
266 * init these values.
267 */
268 if (!name || !*name)
269 return NULL;
270
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next)
273 if (tmp == tl->name)
274 return tl; 230 return tl;
275
276 LOG (llevError, "Couldn't find treasurelist %s\n", name);
277 return NULL;
278} 231}
279
280 232
281/* 233/*
282 * Generates the objects specified by the given treasure. 234 * Generates the objects specified by the given treasure.
283 * It goes recursively through the rest of the linked list. 235 * It goes recursively through the rest of the linked list.
284 * If there is a certain percental chance for a treasure to be generated, 236 * If there is a certain percental chance for a treasure to be generated,
287 * being generated. 239 * being generated.
288 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 240 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
289 * abilities. This is used by summon spells, thus no summoned monsters 241 * abilities. This is used by summon spells, thus no summoned monsters
290 * start with equipment, but only their abilities). 242 * start with equipment, but only their abilities).
291 */ 243 */
292
293
294static void 244static void
295put_treasure (object * op, object * creator, int flags) 245put_treasure (object *op, object *creator, int flags)
296{ 246{
297 object *tmp; 247 if (flags & GT_ENVIRONMENT)
298 248 {
299 /* Bit of a hack - spells should never be put onto the map. The entire 249 /* 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 250 * treasure stuff is a problem - there is no clear idea of knowing
301 * this is the original object, or if this is an object that should be created 251 * this is the original object, or if this is an object that should be created
302 * by another object. 252 * by another object.
303 */ 253 */
304 if (flags & GT_ENVIRONMENT && op->type != SPELL) 254 //TODO: flag such as objects... as such (no drop, anybody?)
305 { 255 if (op->type == SPELL)
306 op->x = creator->x; 256 {
307 op->y = creator->y; 257 op->destroy ();
308 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 258 return;
259 }
260
261 op->expand_tail ();
262
263 if (!creator->is_on_map ()
264 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
265 op->destroy ();
266 else
267 {
268 op->flag [FLAG_OBJ_ORIGINAL] = true;
309 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 269 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
270 }
310 } 271 }
311 else 272 else
312 { 273 {
313 op = insert_ob_in_ob (op, creator); 274 op = creator->insert (op);
275
314 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 276 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
315 monster_check_apply (creator, op); 277 monster_check_apply (creator, op);
316 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
317 esrv_send_item (tmp, op);
318 } 278 }
319} 279}
320 280
321/* if there are change_xxx commands in the treasure, we include the changes 281/* if there are change_xxx commands in the treasure, we include the changes
322 * in the generated object 282 * in the generated object
323 */ 283 */
324static void 284static void
325change_treasure (treasure * t, object * op) 285change_treasure (treasure *t, object *op)
326{ 286{
327 /* CMD: change_name xxxx */ 287 /* CMD: change_name xxxx */
328 if (t->change_arch.name) 288 if (t->change_arch.name)
329 { 289 {
330 op->name = t->change_arch.name; 290 op->name = t->change_arch.name;
336 296
337 if (t->change_arch.slaying) 297 if (t->change_arch.slaying)
338 op->slaying = t->change_arch.slaying; 298 op->slaying = t->change_arch.slaying;
339} 299}
340 300
341void 301static void
342create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 302create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
343{ 303{
344 object *tmp;
345
346
347 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 304 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
348 { 305 {
349 if (t->name) 306 if (t->name)
350 { 307 {
351 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 308 if (difficulty >= t->magic)
352 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 309 if (treasurelist *tl = treasurelist::find (t->name))
353 } 310 create_treasure (tl, op, flag, difficulty, tries);
311 else
312 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
313 }
354 else 314 else
355 { 315 {
356 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 316 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
357 { 317 {
358 tmp = arch_to_object (t->item); 318 object *tmp = t->item->instance ();
319
359 if (t->nrof && tmp->nrof <= 1) 320 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 321 tmp->nrof = rndm (t->nrof) + 1;
322
361 fix_generated_item (tmp, op, difficulty, t->magic, flag); 323 fix_generated_item (tmp, op, difficulty, t->magic, flag);
362 change_treasure (t, tmp); 324 change_treasure (t, tmp);
363 put_treasure (tmp, op, flag); 325 put_treasure (tmp, op, flag);
364 } 326 }
365 } 327 }
328
366 if (t->next_yes != NULL) 329 if (t->next_yes)
367 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 330 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
368 } 331 }
369 else if (t->next_no != NULL) 332 else if (t->next_no)
370 create_all_treasures (t->next_no, op, flag, difficulty, tries); 333 create_all_treasures (t->next_no, op, flag, difficulty, tries);
334
371 if (t->next != NULL) 335 if (t->next)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 336 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 337}
374 338
375void 339static void
376create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 340create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 341{
378 int value = RANDOM () % tl->total_chance; 342 int value = rndm (tl->total_chance);
379 treasure *t; 343 treasure *t;
380 344
381 if (tries++ > 100) 345 if (tries++ > 100)
382 { 346 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 347 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 348 return;
385 } 349 }
350
386 for (t = tl->items; t != NULL; t = t->next) 351 for (t = tl->items; t; t = t->next)
387 { 352 {
388 value -= t->chance; 353 value -= t->chance;
354
389 if (value < 0) 355 if (value < 0)
390 break; 356 break;
391 } 357 }
392 358
393 if (!t || value >= 0) 359 if (!t || value >= 0)
394 {
395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 360 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
396 abort (); 361
397 return;
398 }
399 if (t->name) 362 if (t->name)
400 { 363 {
401 if (!strcmp (t->name, "NONE"))
402 return;
403 if (difficulty >= t->magic) 364 if (difficulty >= t->magic)
404 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 365 {
366 treasurelist *tl = treasurelist::find (t->name);
367 if (tl)
368 create_treasure (tl, op, flag, difficulty, tries);
369 }
405 else if (t->nrof) 370 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 371 create_one_treasure (tl, op, flag, difficulty, tries);
407 return;
408 } 372 }
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 373 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
410 { 374 {
411 object *tmp = arch_to_object (t->item); 375 if (object *tmp = t->item->instance ())
412 if (!tmp) 376 {
413 return;
414 if (t->nrof && tmp->nrof <= 1) 377 if (t->nrof && tmp->nrof <= 1)
415 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 378 tmp->nrof = rndm (t->nrof) + 1;
379
416 fix_generated_item (tmp, op, difficulty, t->magic, flag); 380 fix_generated_item (tmp, op, difficulty, t->magic, flag);
417 change_treasure (t, tmp); 381 change_treasure (t, tmp);
418 put_treasure (tmp, op, flag); 382 put_treasure (tmp, op, flag);
383 }
419 } 384 }
385}
386
387void
388object::create_treasure (treasurelist *tl, int flags)
389{
390 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
420} 391}
421 392
422/* This calls the appropriate treasure creation function. tries is passed 393/* This calls the appropriate treasure creation function. tries is passed
423 * to determine how many list transitions or attempts to create treasure 394 * to determine how many list transitions or attempts to create treasure
424 * have been made. It is really in place to prevent infinite loops with 395 * have been made. It is really in place to prevent infinite loops with
425 * list transitions, or so that excessively good treasure will not be 396 * 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 397 * created on weak maps, because it will exceed the number of allowed tries
427 * to do that. 398 * to do that.
428 */ 399 */
429void 400void
430create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 401create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
431{ 402{
403 // empty treasurelists are legal
404 if (!tl->items)
405 return;
432 406
433 if (tries++ > 100) 407 if (tries++ > 100)
434 { 408 {
435 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 409 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
436 return; 410 return;
437 } 411 }
412
413 if (op->flag [FLAG_TREASURE_ENV])
414 {
415 // do not generate items when there already is something above the object
416 if (op->flag [FLAG_IS_FLOOR] && op->above)
417 return;
418
419 flag |= GT_ENVIRONMENT;
420 }
421
438 if (t->total_chance) 422 if (tl->total_chance)
439 create_one_treasure (t, op, flag, difficulty, tries); 423 create_one_treasure (tl, op, flag, difficulty, tries);
440 else 424 else
441 create_all_treasures (t->items, op, flag, difficulty, tries); 425 create_all_treasures (tl->items, op, flag, difficulty, tries);
442} 426}
443 427
444/* This is similar to the old generate treasure function. However, 428/* This is similar to the old generate treasure function. However,
445 * it instead takes a treasurelist. It is really just a wrapper around 429 * it instead takes a treasurelist. It is really just a wrapper around
446 * create_treasure. We create a dummy object that the treasure gets 430 * create_treasure. We create a dummy object that the treasure gets
447 * inserted into, and then return that treausre 431 * inserted into, and then return that treausre
448 */ 432 */
449object * 433object *
450generate_treasure (treasurelist * t, int difficulty) 434generate_treasure (treasurelist *tl, int difficulty)
451{ 435{
452 object *ob = get_object (), *tmp; 436 difficulty = clamp (difficulty, 1, settings.max_level);
453 437
438 object *ob = object::create ();
439
454 create_treasure (t, ob, 0, difficulty, 0); 440 create_treasure (tl, ob, 0, difficulty, 0);
455 441
456 /* Don't want to free the object we are about to return */ 442 /* Don't want to free the object we are about to return */
457 tmp = ob->inv; 443 object *tmp = ob->inv;
458 if (tmp != NULL) 444 if (tmp)
459 remove_ob (tmp); 445 tmp->remove ();
446
460 if (ob->inv) 447 if (ob->inv)
461 {
462 LOG (llevError, "In generate treasure, created multiple objects.\n"); 448 LOG (llevError, "In generate treasure, created multiple objects.\n");
463 } 449
464 free_object (ob); 450 ob->destroy ();
451
465 return tmp; 452 return tmp;
466} 453}
467 454
468/* 455/*
469 * This is a new way of calculating the chance for an item to have 456 * 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 458 * The array has two arguments, the difficulty of the level, and the
472 * magical bonus "wanted". 459 * magical bonus "wanted".
473 */ 460 */
474 461
475static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 462static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
476/*chance of magic difficulty*/ 463// chance of magic difficulty
477/* +0 +1 +2 +3 +4 */ 464// +0 +1 +2 +3 +4
478 {95, 2, 2, 1, 0}, /*1 */ 465 {95, 2, 2, 1, 0}, // 1
479 {92, 5, 2, 1, 0}, /*2 */ 466 {92, 5, 2, 1, 0}, // 2
480 {85, 10, 4, 1, 0}, /*3 */ 467 {85, 10, 4, 1, 0}, // 3
481 {80, 14, 4, 2, 0}, /*4 */ 468 {80, 14, 4, 2, 0}, // 4
482 {75, 17, 5, 2, 1}, /*5 */ 469 {75, 17, 5, 2, 1}, // 5
483 {70, 18, 8, 3, 1}, /*6 */ 470 {70, 18, 8, 3, 1}, // 6
484 {65, 21, 10, 3, 1}, /*7 */ 471 {65, 21, 10, 3, 1}, // 7
485 {60, 22, 12, 4, 2}, /*8 */ 472 {60, 22, 12, 4, 2}, // 8
486 {55, 25, 14, 4, 2}, /*9 */ 473 {55, 25, 14, 4, 2}, // 9
487 {50, 27, 16, 5, 2}, /*10 */ 474 {50, 27, 16, 5, 2}, // 10
488 {45, 28, 18, 6, 3}, /*11 */ 475 {45, 28, 18, 6, 3}, // 11
489 {42, 28, 20, 7, 3}, /*12 */ 476 {42, 28, 20, 7, 3}, // 12
490 {40, 27, 21, 8, 4}, /*13 */ 477 {40, 27, 21, 8, 4}, // 13
491 {38, 25, 22, 10, 5}, /*14 */ 478 {38, 25, 22, 10, 5}, // 14
492 {36, 23, 23, 12, 6}, /*15 */ 479 {36, 23, 23, 12, 6}, // 15
493 {33, 21, 24, 14, 8}, /*16 */ 480 {33, 21, 24, 14, 8}, // 16
494 {31, 19, 25, 16, 9}, /*17 */ 481 {31, 19, 25, 16, 9}, // 17
495 {27, 15, 30, 18, 10}, /*18 */ 482 {27, 15, 30, 18, 10}, // 18
496 {20, 12, 30, 25, 13}, /*19 */ 483 {20, 12, 30, 25, 13}, // 19
497 {15, 10, 28, 30, 17}, /*20 */ 484 {15, 10, 28, 30, 17}, // 20
498 {13, 9, 27, 28, 23}, /*21 */ 485 {13, 9, 27, 28, 23}, // 21
499 {10, 8, 25, 28, 29}, /*22 */ 486 {10, 8, 25, 28, 29}, // 22
500 {8, 7, 23, 26, 36}, /*23 */ 487 { 8, 7, 23, 26, 36}, // 23
501 {6, 6, 20, 22, 46}, /*24 */ 488 { 6, 6, 20, 22, 46}, // 24
502 {4, 5, 17, 18, 56}, /*25 */ 489 { 4, 5, 17, 18, 56}, // 25
503 {2, 4, 12, 14, 68}, /*26 */ 490 { 2, 4, 12, 14, 68}, // 26
504 {0, 3, 7, 10, 80}, /*27 */ 491 { 0, 3, 7, 10, 80}, // 27
505 {0, 0, 3, 7, 90}, /*28 */ 492 { 0, 0, 3, 7, 90}, // 28
506 {0, 0, 0, 3, 97}, /*29 */ 493 { 0, 0, 0, 3, 97}, // 29
507 {0, 0, 0, 0, 100}, /*30 */ 494 { 0, 0, 0, 0, 100}, // 30
508 {0, 0, 0, 0, 100}, /*31 */ 495 { 0, 0, 0, 0, 100}, // 31
509}; 496};
510 497
511
512/* calculate the appropriate level for wands staves and scrolls. 498/* calculate the appropriate level for wands staves and scrolls.
513 * This code presumes that op has had its spell object created (in op->inv) 499 * This code presumes that op has had its spell object created (in op->inv)
514 * 500 *
515 * elmex Wed Aug 9 17:44:59 CEST 2006: 501 * elmex Wed Aug 9 17:44:59 CEST 2006:
516 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 502 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
517 */ 503 */
518 504static int
519int
520level_for_item (const object * op, int difficulty) 505level_for_item (const object *op, int difficulty)
521{ 506{
522 int mult = 0, olevel = 0;
523
524 if (!op->inv) 507 if (!op->inv)
525 { 508 {
526 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 509 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
527 return 0; 510 return 0;
528 } 511 }
529 512
530 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 513 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
531 514
532 if (olevel <= 0) 515 if (olevel <= 0)
533 olevel = rndm (1, MIN (op->inv->level, 1)); 516 olevel = rndm (1, op->inv->level);
534 517
535 if (olevel > MAXLEVEL) 518 return min (olevel, MAXLEVEL_TREASURE);
536 olevel = MAXLEVEL;
537
538 return olevel;
539} 519}
540 520
541/* 521/*
542 * Based upon the specified difficulty and upon the difftomagic_list array, 522 * Based upon the specified difficulty and upon the difftomagic_list array,
543 * a random magical bonus is returned. This is used when determine 523 * a random magical bonus is returned. This is used when determine
546 * elmex Thu Aug 10 18:45:44 CEST 2006: 526 * elmex Thu Aug 10 18:45:44 CEST 2006:
547 * Scaling difficulty by max_level, as difficulty is a level and not some 527 * Scaling difficulty by max_level, as difficulty is a level and not some
548 * weird integer between 1-31. 528 * weird integer between 1-31.
549 * 529 *
550 */ 530 */
551 531static int
552int
553magic_from_difficulty (int difficulty) 532magic_from_difficulty (int difficulty)
554{ 533{
555 int percent = 0, magic = 0;
556 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 534 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
535 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
557 536
558 scaled_diff--; 537 int percent = rndm (100);
538 int magic;
559 539
560 if (scaled_diff < 0)
561 scaled_diff = 0;
562
563 if (scaled_diff >= DIFFLEVELS)
564 scaled_diff = DIFFLEVELS - 1;
565
566 percent = RANDOM () % 100;
567
568 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 540 for (magic = 0; magic <= MAXMAGIC; magic++)
569 { 541 {
570 percent -= difftomagic_list[scaled_diff][magic]; 542 percent -= difftomagic_list[scaled_diff][magic];
571 543
572 if (percent < 0) 544 if (percent < 0)
573 break; 545 break;
574 } 546 }
575 547
576 if (magic == (MAXMAGIC + 1)) 548 if (magic > MAXMAGIC)
577 { 549 {
578 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 550 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
579 magic = 0; 551 magic = 0;
580 } 552 }
581 553
582 magic = (RANDOM () % 3) ? magic : -magic; 554 magic = (rndm (3)) ? magic : -magic;
583 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 555 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
584 556
585 return magic; 557 return magic;
586} 558}
587 559
589 * Sets magical bonus in an object, and recalculates the effect on 561 * Sets magical bonus in an object, and recalculates the effect on
590 * the armour variable, and the effect on speed of armour. 562 * the armour variable, and the effect on speed of armour.
591 * This function doesn't work properly, should add use of archetypes 563 * This function doesn't work properly, should add use of archetypes
592 * to make it truly absolute. 564 * to make it truly absolute.
593 */ 565 */
594
595void 566void
596set_abs_magic (object * op, int magic) 567set_abs_magic (object *op, int magic)
597{ 568{
598 if (!magic) 569 if (!magic)
599 return; 570 return;
600 571
601 op->magic = magic; 572 op->magic = magic;
602 if (op->arch) 573 if (op->arch)
603 { 574 {
604 if (op->type == ARMOUR) 575 if (op->type == ARMOUR)
605 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 576 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
606 577
607 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 578 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
608 magic = (-magic); 579 magic = (-magic);
580
609 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 581 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
610 } 582 }
611 else 583 else
612 { 584 {
613 if (op->type == ARMOUR) 585 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
587
615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 588 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
616 magic = (-magic); 589 magic = (-magic);
590
617 op->weight = (op->weight * (100 - magic * 10)) / 100; 591 op->weight = (op->weight * (100 - magic * 10)) / 100;
618 } 592 }
619} 593}
620 594
621/* 595/*
622 * Sets a random magical bonus in the given object based upon 596 * Sets a random magical bonus in the given object based upon
623 * the given difficulty, and the given max possible bonus. 597 * the given difficulty, and the given max possible bonus.
624 */ 598 */
625 599
626static void 600static void
627set_magic (int difficulty, object * op, int max_magic, int flags) 601set_magic (int difficulty, object *op, int max_magic, int flags)
628{ 602{
629 int i;
630 i = magic_from_difficulty (difficulty); 603 int i = magic_from_difficulty (difficulty);
604
631 if ((flags & GT_ONLY_GOOD) && i < 0) 605 if ((flags & GT_ONLY_GOOD) && i < 0)
632 i = -i; 606 i = -i;
607
633 if (i > max_magic) 608 i = min (i, max_magic);
634 i = max_magic; 609
635 set_abs_magic (op, i); 610 set_abs_magic (op, i);
636 if (i < 0) 611 if (i < 0)
637 SET_FLAG (op, FLAG_CURSED); 612 op->set_flag (FLAG_CURSED);
638} 613}
639 614
640/* 615/*
641 * Randomly adds one magical ability to the given object. 616 * Randomly adds one magical ability to the given object.
642 * Modified for Partial Resistance in many ways: 617 * Modified for Partial Resistance in many ways:
643 * 1) Since rings can have multiple bonuses, if the same bonus 618 * 1) Since rings can have multiple bonuses, if the same bonus
644 * is rolled again, increase it - the bonuses now stack with 619 * is rolled again, increase it - the bonuses now stack with
645 * other bonuses previously rolled and ones the item might natively have. 620 * other bonuses previously rolled and ones the item might natively have.
646 * 2) Add code to deal with new PR method. 621 * 2) Add code to deal with new PR method.
647 */ 622 */
648 623static void
649void
650set_ring_bonus (object * op, int bonus) 624set_ring_bonus (object *op, int bonus)
651{ 625{
652
653 int r = RANDOM () % (bonus > 0 ? 25 : 11); 626 int r = rndm (bonus > 0 ? 25 : 11);
654 627
655 if (op->type == AMULET) 628 if (op->type == AMULET)
656 { 629 if (!rndm (21))
657 if (!(RANDOM () % 21)) 630 r = 20 + rndm (2);
658 r = 20 + RANDOM () % 2; 631 else if (rndm (2))
632 r = 10;
659 else 633 else
660 { 634 r = 11 + rndm (9);
661 if (RANDOM () & 2)
662 r = 10;
663 else
664 r = 11 + RANDOM () % 9;
665 }
666 }
667 635
668 switch (r) 636 switch (r)
669 { 637 {
670 /* Redone by MSW 2000-11-26 to have much less code. Also, 638 /* Redone by MSW 2000-11-26 to have much less code. Also,
671 * bonuses and penalties will stack and add to existing values. 639 * bonuses and penalties will stack and add to existing values.
672 * of the item. 640 * of the item.
673 */ 641 */
674 case 0: 642 case 0:
675 case 1: 643 case 1:
676 case 2: 644 case 2:
677 case 3: 645 case 3:
678 case 4: 646 case 4:
679 case 5: 647 case 5:
680 case 6: 648 case 6:
681 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 649 op->stats.stat (r) += bonus;
682 break; 650 break;
683 651
684 case 7: 652 case 7:
685 op->stats.dam += bonus; 653 op->stats.dam += bonus;
686 break; 654 break;
687 655
688 case 8: 656 case 8:
689 op->stats.wc += bonus; 657 op->stats.wc += bonus;
690 break; 658 break;
691 659
692 case 9: 660 case 9:
693 op->stats.food += bonus; /* hunger/sustenance */ 661 op->stats.food += bonus; /* hunger/sustenance */
694 break; 662 break;
695 663
696 case 10: 664 case 10:
697 op->stats.ac += bonus; 665 op->stats.ac += bonus;
698 break; 666 break;
699 667
700 /* Item that gives protections/vulnerabilities */ 668 /* Item that gives protections/vulnerabilities */
701 case 11: 669 case 11:
702 case 12: 670 case 12:
703 case 13: 671 case 13:
704 case 14: 672 case 14:
705 case 15: 673 case 15:
706 case 16: 674 case 16:
707 case 17: 675 case 17:
708 case 18: 676 case 18:
709 case 19: 677 case 19:
710 { 678 {
711 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 679 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
712 680
713 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 681 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
714 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 682 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
715 683
716 /* Cursed items need to have higher negative values to equal out with 684 /* Cursed items need to have higher negative values to equal out with
717 * positive values for how protections work out. Put another 685 * positive values for how protections work out. Put another
718 * little random element in since that they don't always end up with 686 * little random element in since that they don't always end up with
719 * even values. 687 * even values.
720 */ 688 */
721 if (bonus < 0) 689 if (bonus < 0)
722 val = 2 * -val - RANDOM () % b; 690 val = 2 * -val - rndm (b);
723 if (val > 35) 691
724 val = 35; /* Upper limit */ 692 val = min (35, val); /* Upper limit */
725 b = 0; 693
694 b = 0;
695
726 while (op->resist[resist_table[resist]] != 0 && b < 4) 696 while (op->resist[resist_table[resist]] != 0 && b < 4)
727 { 697 resist = rndm (num_resist_table);
728 resist = RANDOM () % num_resist_table; 698
729 } 699 if (b == 4)
730 if (b == 4)
731 return; /* Not able to find a free resistance */ 700 return; /* Not able to find a free resistance */
701
732 op->resist[resist_table[resist]] = val; 702 op->resist[resist_table[resist]] = val;
733 /* We should probably do something more clever here to adjust value 703 /* We should probably do something more clever here to adjust value
734 * based on how good a resistance we gave. 704 * based on how good a resistance we gave.
735 */ 705 */
736 break; 706 break;
737 } 707 }
738 case 20: 708 case 20:
739 if (op->type == AMULET) 709 if (op->type == AMULET)
740 { 710 {
741 SET_FLAG (op, FLAG_REFL_SPELL); 711 op->set_flag (FLAG_REFL_SPELL);
742 op->value *= 11; 712 op->value *= 11;
743 } 713 }
744 else 714 else
745 { 715 {
746 op->stats.hp = 1; /* regenerate hit points */ 716 op->stats.hp = 1; /* regenerate hit points */
747 op->value *= 4; 717 op->value *= 4;
748 } 718 }
749 break; 719 break;
750 720
751 case 21: 721 case 21:
752 if (op->type == AMULET) 722 if (op->type == AMULET)
753 { 723 {
754 SET_FLAG (op, FLAG_REFL_MISSILE); 724 op->set_flag (FLAG_REFL_MISSILE);
755 op->value *= 9; 725 op->value *= 9;
756 } 726 }
757 else 727 else
758 { 728 {
759 op->stats.sp = 1; /* regenerate spell points */ 729 op->stats.sp = 1; /* regenerate spell points */
760 op->value *= 3; 730 op->value *= 3;
761 } 731 }
762 break; 732 break;
763 733
764 case 22: 734 case 22:
765 op->stats.exp += bonus; /* Speed! */ 735 op->stats.exp += bonus; /* Speed! */
766 op->value = (op->value * 2) / 3; 736 op->value = op->value * 2 / 3;
767 break; 737 break;
768 } 738 }
739
769 if (bonus > 0) 740 if (bonus > 0)
770 op->value *= 2 * bonus; 741 op->value = 2 * op->value * bonus;
771 else 742 else
772 op->value = -(op->value * 2 * bonus) / 3; 743 op->value = -2 * op->value * bonus / 3;
773} 744}
774 745
775/* 746/*
776 * get_magic(diff) will return a random number between 0 and 4. 747 * get_magic(diff) will return a random number between 0 and 4.
777 * diff can be any value above 2. The higher the diff-variable, the 748 * diff can be any value above 2. The higher the diff-variable, the
778 * higher is the chance of returning a low number. 749 * higher is the chance of returning a low number.
779 * It is only used in fix_generated_treasure() to set bonuses on 750 * It is only used in fix_generated_treasure() to set bonuses on
780 * rings and amulets. 751 * rings and amulets.
781 * Another scheme is used to calculate the magic of weapons and armours. 752 * Another scheme is used to calculate the magic of weapons and armours.
782 */ 753 */
783 754static int
784int
785get_magic (int diff) 755get_magic (int diff)
786{ 756{
787 int i; 757 diff = min (3, diff);
788 if (diff < 3) 758
789 diff = 3;
790 for (i = 0; i < 4; i++) 759 for (int i = 0; i < 4; i++)
791 if (RANDOM () % diff) 760 if (rndm (diff))
792 return i; 761 return i;
762
793 return 4; 763 return 4;
794} 764}
795 765
766/* special_potion() - so that old potion code is still done right. */
767static int
768special_potion (object *op)
769{
770 if (op->attacktype)
771 return 1;
772
773 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
774 return 1;
775
776 for (int i = 0; i < NROFATTACKS; i++)
777 if (op->resist[i])
778 return 1;
779
780 return 0;
781}
782
783static double
784value_factor_from_spell_item (object *spell, object *item)
785{
786 double factor =
787 pow ((spell->value > 0 ? spell->value : 1)
788 * spell->level, 1.5);
789
790 if (item) // this if for: wands/staffs/rods:
791 {
792 /* Old crossfire comment ahead:
793 * Add 50 to both level an divisor to keep prices a little more
794 * reasonable. Otherwise, a high level version of a low level
795 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
796 * 10 time multiplier). This way, the value are a bit more reasonable.
797 */
798
799 factor *= item->level + 50;
800 factor /= item->inv->level + 50;
801 }
802
803 return factor;
804}
805
796#define DICE2 (get_magic(2)==2?2:1) 806#define DICE2 (get_magic(2) == 2 ? 2 : 1)
797#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 807#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
798 808
799/* 809/*
800 * fix_generated_item(): This is called after an item is generated, in 810 * 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 811 * order to set it up right. This produced magical bonuses, puts spells
802 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 812 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
803 */ 813 */
814
804/* 4/28/96 added creator object from which op may now inherit properties based on 815/* 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 816 * 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 817 * dependant. I know this is a spagetti manuever, but is there a cleaner
807 * way to do this? b.t. */ 818 * way to do this? b.t. */
819
808/* 820/*
809 * ! (flags & GT_ENVIRONMENT): 821 * ! (flags & GT_ENVIRONMENT):
810 * Automatically calls fix_flesh_item(). 822 * Automatically calls fix_flesh_item().
811 * 823 *
812 * flags: 824 * flags:
814 * value. 826 * value.
815 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 827 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
816 * a working object - don't change magic, value, etc, but set it material 828 * 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 829 * type as appropriate, for objects that need spell objects, set those, etc
818 */ 830 */
819
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 & ~GT_ENVIRONMENT, difficulty, 0);
835 if (!op->inv)
836 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
837
838 /* So the treasure doesn't get created again */ 846 /* So the treasure doesn't get created again */
839 op->randomitems = NULL; 847 op->randomitems = 0;
840 } 848 }
841 849
842 if (difficulty < 1) 850 max_it (difficulty, 1);
843 difficulty = 1; 851
852 if (INVOKE_OBJECT (ADD_BONUS, op,
853 ARG_OBJECT (creator != op ? creator : 0),
854 ARG_INT (difficulty), ARG_INT (max_magic),
855 ARG_INT (flags)))
856 return;
844 857
845 if (!(flags & GT_MINIMAL)) 858 if (!(flags & GT_MINIMAL))
846 { 859 {
847 if (op->arch == crown_arch) 860 if (IS_ARCH (op->arch, crown))
848 { 861 {
849 set_magic (difficulty, op, max_magic, flags); 862 set_magic (difficulty, op, max_magic, flags);
850 num_enchantments = calc_item_power (op, 1); 863 num_enchantments = calc_item_power (op, 1);
851 generate_artifact (op, difficulty); 864 generate_artifact (op, difficulty);
852 } 865 }
853 else 866 else
854 { 867 {
855 if (!op->magic && max_magic) 868 if (!op->magic && max_magic)
856 set_magic (difficulty, op, max_magic, flags); 869 set_magic (difficulty, op, max_magic, flags);
857 870
858 num_enchantments = calc_item_power (op, 1); 871 num_enchantments = calc_item_power (op, 1);
859 872
860 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 873 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
861 * used for shop_floors or treasures */ 874 || op->type == HORN
875 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
862 generate_artifact (op, difficulty); 876 generate_artifact (op, difficulty);
863 } 877 }
864 878
865 /* Object was made an artifact. Calculate its item_power rating. 879 /* Object was made an artifact. Calculate its item_power rating.
866 * the item_power in the object is what the artfiact adds. 880 * the item_power in the object is what the artfiact adds.
867 */ 881 */
868 if (op->title) 882 if (op->title)
869 { 883 {
870 /* if save_item_power is set, then most likely we started with an 884 /* 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 885 * 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 886 * 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 887 * 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 888 * that since item_power is not quite linear, this actually ends up
875 * being somewhat of a bonus 889 * being somewhat of a bonus
876 */ 890 */
877 if (save_item_power) 891 if (save_item_power)
878 op->item_power = save_item_power + get_power_from_ench (op->item_power); 892 op->item_power = save_item_power + get_power_from_ench (op->item_power);
879 else 893 else
880 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 894 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
881 } 895 }
882 else if (save_item_power) 896 else if (save_item_power)
883 { 897 {
884 /* restore the item_power field to the object if we haven't changed it. 898 /* 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 899 * we don't care about num_enchantments - that will basically just
886 * have calculated some value from the base attributes of the archetype. 900 * have calculated some value from the base attributes of the archetype.
887 */ 901 */
888 op->item_power = save_item_power; 902 op->item_power = save_item_power;
889 } 903 }
890 else 904 else
891 { 905 {
892 /* item_power was zero. This is suspicious, as it may be because it 906 /* 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 907 * 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 908 * it is non-zero. If it indeed is, then assign it as the new
895 * item_power value. 909 * item_power value.
896 * - gros, 21th of July 2006. 910 * - gros, 21th of July 2006.
897 */ 911 */
898 op->item_power = calc_item_power (op, 0); 912 op->item_power = calc_item_power (op, 0);
899 save_item_power = op->item_power; /* Just in case it would get used 913 save_item_power = op->item_power; /* Just in case it would get used
900 * again below */ 914 * again below */
901 } 915 }
902 } 916 }
903 917
904 /* materialtype modifications. Note we allow this on artifacts. */ 918 /* materialtype modifications. Note we allow this on artifacts. */
905 set_materialname (op, difficulty, NULL); 919 select_material (op, difficulty);
906 920
907 if (flags & GT_MINIMAL) 921 if (flags & GT_MINIMAL)
908 { 922 {
909 if (op->type == POTION) 923 if (op->type == POTION)
910 /* Handle healing and magic power potions */ 924 /* Handle healing and magic power potions */
911 if (op->stats.sp && !op->randomitems) 925 if (op->stats.sp && !op->randomitems)
912 { 926 {
913 object *tmp; 927 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
914
915 tmp = get_archetype (spell_mapping[op->stats.sp]);
916 insert_ob_in_ob (tmp, op); 928 insert_ob_in_ob (tmp, op);
917 op->stats.sp = 0; 929 op->stats.sp = 0;
918 } 930 }
919 } 931 }
920 else if (!op->title) /* Only modify object if not special */ 932 else if (!op->title) /* Only modify object if not special */
921 switch (op->type) 933 switch (op->type)
922 { 934 {
923 case WEAPON: 935 case WEAPON:
924 case ARMOUR: 936 case ARMOUR:
925 case SHIELD: 937 case SHIELD:
926 case HELMET: 938 case HELMET:
927 case CLOAK: 939 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 940 if (op->flag [FLAG_CURSED] && !(rndm (4)))
929 set_ring_bonus (op, -DICE2); 941 set_ring_bonus (op, -DICE2);
930 break; 942 break;
931 943
932 case BRACERS: 944 case BRACERS:
933 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 945 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
934 { 946 {
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 947 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
936 if (!QUERY_FLAG (op, FLAG_CURSED)) 948 if (!op->flag [FLAG_CURSED])
937 op->value *= 3; 949 op->value *= 3;
938 } 950 }
939 break; 951 break;
940 952
941 case POTION: 953 case POTION:
942 { 954 {
943 int too_many_tries = 0, is_special = 0; 955 int too_many_tries = 0;
944 956
945 /* Handle healing and magic power potions */ 957 /* Handle healing and magic power potions */
946 if (op->stats.sp && !op->randomitems) 958 if (op->stats.sp && !op->randomitems)
947 { 959 {
948 object *tmp; 960 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
949
950 tmp = get_archetype (spell_mapping[op->stats.sp]);
951 insert_ob_in_ob (tmp, op); 961 insert_ob_in_ob (tmp, op);
952 op->stats.sp = 0; 962 op->stats.sp = 0;
953 } 963 }
954 964
955 while (!(is_special = special_potion (op)) && !op->inv) 965 while (!special_potion (op) && !op->inv)
956 { 966 {
957 generate_artifact (op, difficulty); 967 generate_artifact (op, difficulty);
958 if (too_many_tries++ > 10) 968 if (too_many_tries++ > 10)
959 break; 969 break;
960 } 970 }
961 971
962 /* don't want to change value for healing/magic power potions, 972 /* don't want to change value for healing/magic power potions,
963 * since the value set on those is already correct. 973 * since the value set on those is already correct.
964 */ 974 */
965 if (op->inv && op->randomitems) 975 if (op->inv && op->randomitems)
966 { 976 {
967 /* value multiplier is same as for scrolls */ 977 /* value multiplier is same as for scrolls */
968 op->value = (op->value * op->inv->value); 978 op->value *= op->inv->value;
969 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 979 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
970 } 980 }
971 else 981 else
972 { 982 {
973 op->name = "potion"; 983 op->name = shstr_potion;
974 op->name_pl = "potions"; 984 op->name_pl = shstr_potions;
975 } 985 }
976 986
977 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 987 if (!(flags & GT_ONLY_GOOD) && rndm (2))
978 SET_FLAG (op, FLAG_CURSED); 988 op->set_flag (FLAG_CURSED);
979 break;
980 }
981 989
990 break;
991 }
992
982 case AMULET: 993 case AMULET:
983 if (op->arch == amulet_arch) 994 if (IS_ARCH (op->arch, amulet))
984 op->value *= 5; /* Since it's not just decoration */ 995 op->value *= 5; /* Since it's not just decoration */
985 996
986 case RING: 997 case RING:
987 if (op->arch == NULL) 998 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
988 { 999 break;
989 remove_ob (op);
990 free_object (op);
991 op = NULL;
992 break;
993 }
994 1000
995 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1001 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
996 break; 1002 op->set_flag (FLAG_CURSED);
997 1003
998 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1004 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
999 SET_FLAG (op, FLAG_CURSED);
1000 1005
1001 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1002
1003 if (op->type != RING) /* Amulets have only one ability */ 1006 if (op->type != RING) /* Amulets have only one ability */
1004 break; 1007 break;
1005 1008
1006 if (!(RANDOM () % 4)) 1009 if (!rndm (4))
1007 { 1010 {
1008 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1011 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1009 1012
1010 if (d > 0) 1013 if (d > 0)
1011 op->value *= 3; 1014 op->value *= 3;
1012 1015
1013 set_ring_bonus (op, d); 1016 set_ring_bonus (op, d);
1014 1017
1015 if (!(RANDOM () % 4)) 1018 if (!rndm (4))
1016 { 1019 {
1017 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1020 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1018 if (d > 0)
1019 op->value *= 5;
1020 set_ring_bonus (op, d);
1021 }
1022 }
1023 1021
1024 if (GET_ANIM_ID (op)) 1022 if (d > 0)
1025 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1023 op->value *= 5;
1026 1024
1027 break; 1025 set_ring_bonus (op, d);
1026 }
1027 }
1028 1028
1029 if (op->animation_id)
1030 op->set_anim_frame (rndm (op->anim_frames ()));
1031
1032 break;
1033
1029 case BOOK: 1034 case BOOK:
1030 /* Is it an empty book?, if yes lets make a special· 1035 /* Is it an empty book?, if yes lets make a special·
1031 * msg for it, and tailor its properties based on the· 1036 * msg for it, and tailor its properties based on the·
1032 * creator and/or map level we found it on. 1037 * creator and/or map level we found it on.
1033 */ 1038 */
1034 if (!op->msg && RANDOM () % 10) 1039 if (!op->msg && rndm (10))
1035 { 1040 {
1036 /* set the book level properly */ 1041 /* set the book level properly */
1037 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1042 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1038 { 1043 {
1039 if (op->map && op->map->difficulty) 1044 if (op->map && op->map->difficulty)
1040 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1045 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1041 else 1046 else
1042 op->level = RANDOM () % 20 + 1; 1047 op->level = rndm (20) + 1;
1043 } 1048 }
1044 else 1049 else
1045 op->level = RANDOM () % creator->level; 1050 op->level = rndm (creator->level);
1046 1051
1047 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1052 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1048 /* books w/ info are worth more! */ 1053 /* books w/ info are worth more! */
1049 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1054 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1055
1056 /* add exp so reading it gives xp (once) */
1057 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1058 }
1059
1050 /* creator related stuff */ 1060 /* creator related stuff */
1051 1061
1052 /* for library, chained books. Note that some monsters have no_pick 1062 /* for library, chained books. Note that some monsters have no_pick
1053 * 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.
1054 */ 1064 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1065 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1056 SET_FLAG (op, FLAG_NO_PICK); 1066 op->set_flag (FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1067 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying; 1068 op->slaying = creator->slaying;
1069 break;
1059 1070
1060 /* add exp so reading it gives xp (once) */
1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1062 }
1063 break;
1064
1065 case SPELLBOOK: 1071 case SPELLBOOK:
1066 op->value = op->value * op->inv->value; 1072 op->value *= value_factor_from_spell_item (op->inv, 0);
1073
1067 /* add exp so learning gives xp */ 1074 /* add exp so learning gives xp */
1068 op->level = op->inv->level; 1075 op->level = op->inv->level;
1069 op->stats.exp = op->value; 1076 op->stats.exp = op->value;
1070 break; 1077 break;
1071 1078
1072 case WAND: 1079 case WAND:
1073 /* nrof in the treasure list is number of charges, 1080 /* nrof in the treasure list is number of charges,
1074 * not number of wands. So copy that into food (charges), 1081 * not number of wands. So copy that into food (charges),
1075 * and reset nrof. 1082 * and reset nrof.
1076 */ 1083 */
1077 op->stats.food = op->inv->nrof; 1084 op->stats.food = op->inv->nrof;
1078 op->nrof = 1; 1085 op->nrof = 1;
1079 /* If the spell changes by level, choose a random level 1086 /* If the spell changes by level, choose a random level
1080 * for it, and adjust price. If the spell doesn't 1087 * for it.
1081 * change by level, just set the wand to the level of 1088 */
1082 * the spell, and value calculation is simpler. 1089 if (op->inv->duration_modifier
1083 */ 1090 || op->inv->dam_modifier
1084 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1091 || op->inv->range_modifier)
1085 { 1092 op->level = level_for_item (op, difficulty);
1093 else
1094 op->level = op->inv->level;
1095
1096 op->value *= value_factor_from_spell_item (op->inv, op);
1097 break;
1098
1099 case ROD:
1086 op->level = level_for_item (op, difficulty); 1100 op->level = level_for_item (op, difficulty);
1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1101 op->value *= value_factor_from_spell_item (op->inv, op);
1088 }
1089 else
1090 {
1091 op->level = op->inv->level;
1092 op->value = op->value * op->inv->value;
1093 }
1094 break;
1095 1102
1096 case ROD:
1097 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);
1104 /* maxhp is used to denote how many 'charges' the rod holds before */ 1103 /* maxhp is used to denote how many 'charges' the rod holds before */
1105 if (op->stats.maxhp) 1104 if (op->stats.maxhp)
1106 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1105 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1107 else 1106 else
1108 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1107 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1109 1108
1110 op->stats.hp = op->stats.maxhp; 1109 op->stats.hp = op->stats.maxhp;
1111 break; 1110 break;
1112 1111
1113 case SCROLL: 1112 case SCROLL:
1114 op->level = level_for_item (op, difficulty); 1113 op->level = level_for_item (op, difficulty);
1115 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1114 op->value *= value_factor_from_spell_item (op->inv, op);
1116 1115
1117 /* add exp so reading them properly gives xp */ 1116 /* add exp so reading them properly gives xp */
1118 op->stats.exp = op->value / 5; 1117 op->stats.exp = op->value / 5;
1119 op->nrof = op->inv->nrof; 1118 op->nrof = op->inv->nrof;
1120 break; 1119 break;
1121 1120
1122 case RUNE: 1121 case RUNE:
1123 trap_adjust (op, difficulty); 1122 trap_adjust (op, difficulty);
1124 break; 1123 break;
1125 1124
1126 case TRAP: 1125 case TRAP:
1127 trap_adjust (op, difficulty); 1126 trap_adjust (op, difficulty);
1128 break; 1127 break;
1129 } /* switch type */ 1128 } /* switch type */
1130 1129
1131 if (flags & GT_STARTEQUIP) 1130 if (flags & GT_STARTEQUIP)
1132 { 1131 {
1133 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1132 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1134 SET_FLAG (op, FLAG_STARTEQUIP); 1133 op->set_flag (FLAG_STARTEQUIP);
1135 else if (op->type != MONEY) 1134 else if (op->type != MONEY)
1136 op->value = 0; 1135 op->value = 0;
1137 } 1136 }
1138 1137
1139 if (!(flags & GT_ENVIRONMENT)) 1138 if (!(flags & GT_ENVIRONMENT))
1140 fix_flesh_item (op, creator); 1139 fix_flesh_item (op, creator);
1141} 1140}
1149 */ 1148 */
1150 1149
1151/* 1150/*
1152 * Allocate and return the pointer to an empty artifactlist structure. 1151 * Allocate and return the pointer to an empty artifactlist structure.
1153 */ 1152 */
1154
1155static artifactlist * 1153static artifactlist *
1156get_empty_artifactlist (void) 1154get_empty_artifactlist ()
1157{ 1155{
1158 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1156 return salloc0<artifactlist> ();
1159 if (tl == NULL)
1160 fatal (OUT_OF_MEMORY);
1161 tl->next = NULL;
1162 tl->items = NULL;
1163 tl->total_chance = 0;
1164 return tl;
1165} 1157}
1166 1158
1167/* 1159/*
1168 * Allocate and return the pointer to an empty artifact structure. 1160 * Allocate and return the pointer to an empty artifact structure.
1169 */ 1161 */
1170
1171static artifact * 1162static artifact *
1172get_empty_artifact (void) 1163get_empty_artifact ()
1173{ 1164{
1174 artifact *t = (artifact *) malloc (sizeof (artifact)); 1165 return salloc0<artifact> ();
1175 if (t == NULL)
1176 fatal (OUT_OF_MEMORY);
1177 t->item = NULL;
1178 t->next = NULL;
1179 t->chance = 0;
1180 t->difficulty = 0;
1181 t->allowed = NULL;
1182 return t;
1183} 1166}
1184 1167
1185/* 1168/*
1186 * Searches the artifact lists and returns one that has the same type 1169 * Searches the artifact lists and returns one that has the same type
1187 * of objects on it. 1170 * of objects on it.
1188 */ 1171 */
1189
1190artifactlist * 1172artifactlist *
1191find_artifactlist (int type) 1173find_artifactlist (int type)
1192{ 1174{
1193 artifactlist *al;
1194
1195 for (al = first_artifactlist; al != NULL; al = al->next) 1175 for (artifactlist *al = first_artifactlist; al; al = al->next)
1196 if (al->type == type) 1176 if (al->type == type)
1197 return al; 1177 return al;
1178
1198 return NULL; 1179 return 0;
1199} 1180}
1200 1181
1201/* 1182/*
1202 * For debugging purposes. Dumps all tables. 1183 * Builds up the lists of artifacts from the file in the libdir.
1203 */ 1184 */
1204
1205void 1185void
1206dump_artifacts (void)
1207{
1208 artifactlist *al;
1209 artifact *art;
1210 linked_char *next;
1211
1212 fprintf (logfile, "\n");
1213 for (al = first_artifactlist; al != NULL; al = al->next)
1214 {
1215 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)
1217 {
1218 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1219 if (art->allowed != NULL)
1220 {
1221 fprintf (logfile, "\tAllowed combinations:");
1222 for (next = art->allowed; next != NULL; next = next->next)
1223 fprintf (logfile, "%s,", &next->name);
1224 fprintf (logfile, "\n");
1225 }
1226 }
1227 }
1228 fprintf (logfile, "\n");
1229}
1230
1231/*
1232 * For debugging purposes. Dumps all treasures recursively (see below).
1233 */
1234void
1235dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1236{
1237 treasurelist *tl;
1238 int i;
1239
1240 if (depth > 100)
1241 return;
1242 while (t != NULL)
1243 {
1244 if (t->name != NULL)
1245 {
1246 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " ");
1248 fprintf (logfile, "{ (list: %s)\n", &t->name);
1249 tl = find_treasurelist (t->name);
1250 dump_monster_treasure_rec (name, tl->items, depth + 2);
1251 for (i = 0; i < depth; i++)
1252 fprintf (logfile, " ");
1253 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1254 }
1255 else
1256 {
1257 for (i = 0; i < depth; i++)
1258 fprintf (logfile, " ");
1259 if (t->item->clone.type == FLESH)
1260 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1261 else
1262 fprintf (logfile, "%s\n", &t->item->clone.name);
1263 }
1264 if (t->next_yes != NULL)
1265 {
1266 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " ");
1268 fprintf (logfile, " (if yes)\n");
1269 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1270 }
1271 if (t->next_no != NULL)
1272 {
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, " (if no)\n");
1276 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1277 }
1278 t = t->next;
1279 }
1280}
1281
1282/*
1283 * For debugging purposes. Dumps all treasures for a given monster.
1284 * Created originally by Raphael Quinet for debugging the alchemy code.
1285 */
1286
1287void
1288dump_monster_treasure (const char *name)
1289{
1290 archetype *at;
1291 int found;
1292
1293 found = 0;
1294 fprintf (logfile, "\n");
1295 for (at = first_archetype; at != NULL; at = at->next)
1296 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1297 {
1298 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1299 if (at->clone.randomitems != NULL)
1300 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1301 else
1302 fprintf (logfile, "(nothing)\n");
1303 fprintf (logfile, "\n");
1304 found++;
1305 }
1306 if (found == 0)
1307 fprintf (logfile, "No objects have the name %s!\n\n", name);
1308}
1309
1310/*
1311 * Builds up the lists of artifacts from the file in the libdir.
1312 */
1313
1314void
1315init_artifacts (void) 1186init_artifacts ()
1316{ 1187{
1317 static int has_been_inited = 0; 1188 static int has_been_inited = 0;
1318 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1319 artifact *art = NULL; 1189 artifact *art = NULL;
1320 linked_char *tmp;
1321 int value, comp;
1322 artifactlist *al; 1190 artifactlist *al;
1323 1191
1324 if (has_been_inited) 1192 if (has_been_inited)
1325 return; 1193 return;
1326 else 1194 else
1327 has_been_inited = 1; 1195 has_been_inited = 1;
1328 1196
1329 sprintf (filename, "%s/artifacts", settings.datadir); 1197 object_thawer f (settings.datadir, "artifacts");
1330 object_thawer thawer (filename);
1331 1198
1332 if (!thawer) 1199 if (!f)
1333 return; 1200 return;
1334 1201
1335 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1202 for (;;)
1336 {
1337 if (*buf == '#')
1338 continue;
1339 if ((cp = strchr (buf, '\n')) != NULL)
1340 *cp = '\0';
1341 cp = buf;
1342 while (*cp == ' ') /* Skip blanks */
1343 cp++;
1344 if (*cp == '\0')
1345 continue;
1346
1347 if (!strncmp (cp, "Allowed", 7))
1348 {
1349 if (art == NULL)
1350 { 1203 {
1204 switch (f.kw)
1205 {
1206 case KW_allowed:
1207 if (!art)
1351 art = get_empty_artifact (); 1208 art = get_empty_artifact ();
1352 nrofartifacts++; 1209
1210 {
1211 if (!strcmp (f.get_str (), "all"))
1212 break;
1213
1214 const char *cp = f.get_str ();
1215 char *next;
1216 do
1217 {
1218 if ((next = (char *)strchr (cp, ',')))
1219 *next++ = '\0';
1220
1221 linked_char *tmp = new linked_char;
1222
1223 tmp->name = cp;
1224 tmp->next = art->allowed;
1225 art->allowed = tmp;
1226 }
1227 while ((cp = next));
1228 }
1229 break;
1230
1231 case KW_chance:
1232 f.get (art->chance);
1233 break;
1234
1235 case KW_difficulty:
1236 f.get (art->difficulty);
1237 break;
1238
1239 case KW_object:
1240 {
1241 art->item = object::create ();
1242 f.get (art->item->name);
1243 f.next ();
1244
1245 if (!art->item->parse_kv (f))
1246 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1247
1248 al = find_artifactlist (art->item->type);
1249
1250 if (!al)
1251 {
1252 al = get_empty_artifactlist ();
1253 al->type = art->item->type;
1254 al->next = first_artifactlist;
1255 first_artifactlist = al;
1256 }
1257
1258 art->next = al->items;
1259 al->items = art;
1260 art = 0;
1261 }
1262 continue;
1263
1264 case KW_EOF:
1265 goto done;
1266
1267 default:
1268 if (!f.parse_error ("artifacts file"))
1269 cleanup ("artifacts file required");
1270 break;
1271 }
1272
1273 f.next ();
1353 } 1274 }
1354 cp = strchr (cp, ' ') + 1;
1355 if (!strcmp (cp, "all"))
1356 continue;
1357 1275
1358 do 1276done:
1359 {
1360 nrofallowedstr++;
1361 if ((next = strchr (cp, ',')) != NULL)
1362 *(next++) = '\0';
1363 tmp = new linked_char;
1364 tmp->name = cp;
1365 tmp->next = art->allowed;
1366 art->allowed = tmp;
1367 }
1368 while ((cp = next) != NULL);
1369 }
1370 else if (sscanf (cp, "chance %d", &value))
1371 art->chance = (uint16) value;
1372 else if (sscanf (cp, "difficulty %d", &value))
1373 art->difficulty = (uint8) value;
1374 else if (!strncmp (cp, "Object", 6))
1375 {
1376 art->item = (object *) calloc (1, sizeof (object));
1377 reset_object (art->item);
1378 if (!load_object (thawer, art->item, LO_LINEMODE, 0))
1379 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1380 art->item->name = strchr (cp, ' ') + 1;
1381 al = find_artifactlist (art->item->type);
1382 if (al == NULL)
1383 {
1384 al = get_empty_artifactlist ();
1385 al->type = art->item->type;
1386 al->next = first_artifactlist;
1387 first_artifactlist = al;
1388 }
1389 art->next = al->items;
1390 al->items = art;
1391 art = NULL;
1392 }
1393 else
1394 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1395 }
1396
1397 for (al = first_artifactlist; al != NULL; al = al->next) 1277 for (al = first_artifactlist; al; al = al->next)
1398 { 1278 {
1279 al->total_chance = 0;
1280
1399 for (art = al->items; art != NULL; art = art->next) 1281 for (art = al->items; art; art = art->next)
1400 { 1282 {
1401 if (!art->chance) 1283 if (!art->chance)
1402 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1284 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1403 else 1285 else
1404 al->total_chance += art->chance; 1286 al->total_chance += art->chance;
1405 } 1287 }
1406#if 0 1288#if 0
1407 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1289 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1408#endif 1290#endif
1409 } 1291 }
1410
1411 LOG (llevDebug, "done.\n");
1412} 1292}
1413
1414 1293
1415/* 1294/*
1416 * Used in artifact generation. The bonuses of the first object 1295 * Used in artifact generation. The bonuses of the first object
1417 * is modified by the bonuses of the second object. 1296 * is modified by the bonuses of the second object.
1418 */ 1297 */
1419
1420void 1298void
1421add_abilities (object * op, object * change) 1299add_abilities (object *op, object *change)
1422{ 1300{
1423 int i, j, tmp;
1424
1425 if (change->face != blank_face) 1301 if (change->face != blank_face)
1426 {
1427#ifdef TREASURE_VERBOSE
1428 LOG (llevDebug, "FACE: %d\n", change->face->number);
1429#endif
1430 op->face = change->face; 1302 op->face = change->face;
1431 }
1432 1303
1433 for (i = 0; i < NUM_STATS; i++) 1304 for (int i = 0; i < NUM_STATS; i++)
1434 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1305 change_attr_value (&(op->stats), i, change->stats.stat (i));
1435 1306
1436 op->attacktype |= change->attacktype; 1307 op->attacktype |= change->attacktype;
1437 op->path_attuned |= change->path_attuned; 1308 op->path_attuned |= change->path_attuned;
1438 op->path_repelled |= change->path_repelled; 1309 op->path_repelled |= change->path_repelled;
1439 op->path_denied |= change->path_denied; 1310 op->path_denied |= change->path_denied;
1440 op->move_type |= change->move_type; 1311 op->move_type |= change->move_type;
1441 op->stats.luck += change->stats.luck; 1312 op->stats.luck += change->stats.luck;
1442 1313
1443 if (QUERY_FLAG (change, FLAG_CURSED)) 1314 static const struct copyflags : object::flags_t
1444 SET_FLAG (op, FLAG_CURSED); 1315 {
1445 if (QUERY_FLAG (change, FLAG_DAMNED)) 1316 copyflags ()
1446 SET_FLAG (op, FLAG_DAMNED); 1317 {
1447 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1318 set (FLAG_CURSED);
1319 set (FLAG_DAMNED);
1320 set (FLAG_LIFESAVE);
1321 set (FLAG_REFL_SPELL);
1322 set (FLAG_STEALTH);
1323 set (FLAG_XRAYS);
1324 set (FLAG_BLIND);
1325 set (FLAG_SEE_IN_DARK);
1326 set (FLAG_REFL_MISSILE);
1327 set (FLAG_MAKE_INVIS);
1328 }
1329 } copyflags;
1330
1331 // we might want to just copy, but or'ing is what the original code did
1332 op->flag |= change->flag & copyflags;
1333
1334 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1448 set_abs_magic (op, -op->magic); 1335 set_abs_magic (op, -op->magic);
1449 1336
1450 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1337 if (change->flag [FLAG_STAND_STILL])
1451 SET_FLAG (op, FLAG_LIFESAVE);
1452 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1453 SET_FLAG (op, FLAG_REFL_SPELL);
1454 if (QUERY_FLAG (change, FLAG_STEALTH))
1455 SET_FLAG (op, FLAG_STEALTH);
1456 if (QUERY_FLAG (change, FLAG_XRAYS))
1457 SET_FLAG (op, FLAG_XRAYS);
1458 if (QUERY_FLAG (change, FLAG_BLIND))
1459 SET_FLAG (op, FLAG_BLIND);
1460 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1461 SET_FLAG (op, FLAG_SEE_IN_DARK);
1462 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1463 SET_FLAG (op, FLAG_REFL_MISSILE);
1464 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1465 SET_FLAG (op, FLAG_MAKE_INVIS);
1466
1467 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1468 { 1338 {
1469 CLEAR_FLAG (op, FLAG_ANIMATE); 1339 op->clr_flag (FLAG_ANIMATE);
1340
1470 /* so artifacts will join */ 1341 /* so artifacts will join */
1471 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1342 if (!op->flag [FLAG_ALIVE])
1472 op->speed = 0.0; 1343 op->speed = 0.;
1473 update_ob_speed (op); 1344
1345 op->set_speed (op->speed);
1474 } 1346 }
1475 1347
1476 if (change->nrof) 1348 if (change->nrof)
1477 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1349 op->nrof = rndm (change->nrof) + 1;
1478 1350
1479 op->stats.exp += change->stats.exp; /* Speed modifier */ 1351 op->stats.exp += change->stats.exp; /* Speed modifier */
1480 op->stats.wc += change->stats.wc; 1352 op->stats.wc += change->stats.wc;
1481 op->stats.ac += change->stats.ac; 1353 op->stats.ac += change->stats.ac;
1482 1354
1483 if (change->other_arch) 1355 if (change->other_arch)
1484 { 1356 {
1485 /* Basically, for horns & potions, the other_arch field is the spell 1357 /* 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 1358 * to cast. So convert that to into a spell and put it into
1487 * this object. 1359 * this object.
1488 */ 1360 */
1489 if (op->type == HORN || op->type == POTION) 1361 if (op->type == HORN || op->type == POTION)
1490 { 1362 {
1491 object *tmp_obj;
1492 /* Remove any spells this object currently has in it */ 1363 /* Remove any spells this object currently has in it */
1493 while (op->inv) 1364 op->destroy_inv (false);
1494 {
1495 tmp_obj = op->inv;
1496 remove_ob (tmp_obj);
1497 free_object (tmp_obj);
1498 }
1499 1365
1500 tmp_obj = arch_to_object (change->other_arch); 1366 object *tmp = change->other_arch->instance ();
1501 insert_ob_in_ob (tmp_obj, op); 1367 insert_ob_in_ob (tmp, op);
1502 } 1368 }
1369
1503 /* No harm setting this for potions/horns */ 1370 /* No harm setting this for potions/horns */
1504 op->other_arch = change->other_arch; 1371 op->other_arch = change->other_arch;
1505 } 1372 }
1506 1373
1507 if (change->stats.hp < 0) 1374 if (change->stats.hp < 0)
1523 op->stats.maxsp = -change->stats.maxsp; 1390 op->stats.maxsp = -change->stats.maxsp;
1524 else 1391 else
1525 op->stats.maxsp += change->stats.maxsp; 1392 op->stats.maxsp += change->stats.maxsp;
1526 1393
1527 if (change->stats.food < 0) 1394 if (change->stats.food < 0)
1528 op->stats.food = -(change->stats.food); 1395 op->stats.food = -change->stats.food;
1529 else 1396 else
1530 op->stats.food += change->stats.food; 1397 op->stats.food += change->stats.food;
1531 1398
1532 if (change->level < 0) 1399 if (change->level < 0)
1533 op->level = -(change->level); 1400 op->level = -change->level;
1534 else 1401 else
1535 op->level += change->level; 1402 op->level += change->level;
1536 1403
1537 if (change->gen_sp_armour < 0) 1404 if (change->gen_sp_armour < 0)
1538 op->gen_sp_armour = -(change->gen_sp_armour); 1405 op->gen_sp_armour = -change->gen_sp_armour;
1539 else 1406 else
1540 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1407 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1541 1408
1542 op->item_power = change->item_power; 1409 op->item_power = change->item_power;
1543 1410
1544 for (i = 0; i < NROFATTACKS; i++) 1411 for (int i = 0; i < NROFATTACKS; i++)
1545 {
1546 if (change->resist[i])
1547 {
1548 op->resist[i] += change->resist[i]; 1412 op->resist[i] += change->resist[i];
1549 }
1550 }
1551 1413
1552 if (change->stats.dam) 1414 if (change->stats.dam)
1553 { 1415 {
1554 if (change->stats.dam < 0) 1416 if (change->stats.dam < 0)
1555 op->stats.dam = (-change->stats.dam); 1417 op->stats.dam = -change->stats.dam;
1556 else if (op->stats.dam) 1418 else if (op->stats.dam)
1557 { 1419 {
1558 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1420 int tmp = op->stats.dam * change->stats.dam / 10;
1421
1559 if (tmp == op->stats.dam) 1422 if (tmp == op->stats.dam)
1560 { 1423 {
1561 if (change->stats.dam < 10) 1424 if (change->stats.dam < 10)
1562 op->stats.dam--; 1425 op->stats.dam--;
1426 else
1427 op->stats.dam++;
1428 }
1563 else 1429 else
1564 op->stats.dam++;
1565 }
1566 else
1567 op->stats.dam = tmp; 1430 op->stats.dam = tmp;
1568 } 1431 }
1569 } 1432 }
1570 1433
1571 if (change->weight) 1434 if (change->weight)
1572 { 1435 {
1573 if (change->weight < 0) 1436 if (change->weight < 0)
1574 op->weight = (-change->weight); 1437 op->weight = -change->weight;
1575 else 1438 else
1576 op->weight = (op->weight * (change->weight)) / 100; 1439 op->weight = op->weight * change->weight / 100;
1577 } 1440 }
1578 1441
1579 if (change->last_sp) 1442 if (change->last_sp)
1580 { 1443 {
1581 if (change->last_sp < 0) 1444 if (change->last_sp < 0)
1582 op->last_sp = (-change->last_sp); 1445 op->last_sp = -change->last_sp;
1583 else 1446 else
1584 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1447 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1585 } 1448 }
1586 1449
1587 if (change->gen_sp_armour) 1450 if (change->gen_sp_armour)
1588 { 1451 {
1589 if (change->gen_sp_armour < 0) 1452 if (change->gen_sp_armour < 0)
1590 op->gen_sp_armour = (-change->gen_sp_armour); 1453 op->gen_sp_armour = -change->gen_sp_armour;
1591 else 1454 else
1592 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1455 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1593 } 1456 }
1594 1457
1595 op->value *= change->value; 1458 op->value *= change->value;
1596 1459
1597 if (change->material) 1460 if (change->materials)
1461 op->materials = change->materials;
1462
1463 if (change->material != MATERIAL_NULL)
1598 op->material = change->material; 1464 op->material = change->material;
1599
1600 if (change->materialname)
1601 op->materialname = change->materialname;
1602 1465
1603 if (change->slaying) 1466 if (change->slaying)
1604 op->slaying = change->slaying; 1467 op->slaying = change->slaying;
1605 1468
1606 if (change->race) 1469 if (change->race)
1609 if (change->msg) 1472 if (change->msg)
1610 op->msg = change->msg; 1473 op->msg = change->msg;
1611} 1474}
1612 1475
1613static int 1476static int
1614legal_artifact_combination (object * op, artifact * art) 1477legal_artifact_combination (object *op, artifact *art)
1615{ 1478{
1616 int neg, success = 0; 1479 int neg, success = 0;
1617 linked_char *tmp; 1480 linked_char *tmp;
1618 const char *name; 1481 const char *name;
1619 1482
1620 if (art->allowed == (linked_char *) NULL) 1483 if (!art->allowed)
1621 return 1; /* Ie, "all" */ 1484 return 1; /* Ie, "all" */
1485
1622 for (tmp = art->allowed; tmp; tmp = tmp->next) 1486 for (tmp = art->allowed; tmp; tmp = tmp->next)
1623 { 1487 {
1624#ifdef TREASURE_VERBOSE 1488#ifdef TREASURE_VERBOSE
1625 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1489 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1626#endif 1490#endif
1627 if (*tmp->name == '!') 1491 if (*tmp->name == '!')
1628 name = tmp->name + 1, neg = 1; 1492 name = tmp->name + 1, neg = 1;
1629 else 1493 else
1630 name = tmp->name, neg = 0; 1494 name = tmp->name, neg = 0;
1631 1495
1632 /* If we match name, then return the opposite of 'neg' */ 1496 /* If we match name, then return the opposite of 'neg' */
1633 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1497 if (!strcmp (name, op->arch->archname))
1634 return !neg; 1498 return !neg;
1635 1499
1636 /* Set success as true, since if the match was an inverse, it means 1500 /* Set success as true, since if the match was an inverse, it means
1637 * everything is allowed except what we match 1501 * everything is allowed except what we match
1638 */ 1502 */
1639 else if (neg) 1503 else if (neg)
1640 success = 1; 1504 success = 1;
1641 } 1505 }
1506
1642 return success; 1507 return success;
1643} 1508}
1644 1509
1645/* 1510/*
1646 * Fixes the given object, giving it the abilities and titles 1511 * Fixes the given object, giving it the abilities and titles
1647 * it should have due to the second artifact-template. 1512 * it should have due to the second artifact-template.
1648 */ 1513 */
1649 1514
1650void 1515void
1651give_artifact_abilities (object * op, object * artifct) 1516give_artifact_abilities (object *op, object *artifct)
1652{ 1517{
1653 char new_name[MAX_BUF]; 1518 op->title = format ("of %s", &artifct->name);
1654 1519
1655 sprintf (new_name, "of %s", &artifct->name);
1656 op->title = new_name;
1657 add_abilities (op, artifct); /* Give out the bonuses */ 1520 add_abilities (op, artifct); /* Give out the bonuses */
1658 1521
1659#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1522#if 0 /* Bit verbose, but keep it here until next time I need it... */
1660 { 1523 {
1661 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1524 char identified = op->flag [FLAG_IDENTIFIED];
1662 SET_FLAG (op, FLAG_IDENTIFIED); 1525
1526 op->set_flag (FLAG_IDENTIFIED);
1663 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1527 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1664 if (!identified) 1528 if (!identified)
1665 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1529 op->clr_flag (FLAG_IDENTIFIED);
1666 } 1530 }
1667#endif 1531#endif
1668 return; 1532 return;
1669} 1533}
1670 1534
1678 1542
1679/* Give 1 re-roll attempt per artifact */ 1543/* Give 1 re-roll attempt per artifact */
1680#define ARTIFACT_TRIES 2 1544#define ARTIFACT_TRIES 2
1681 1545
1682void 1546void
1683generate_artifact (object * op, int difficulty) 1547generate_artifact (object *op, int difficulty)
1684{ 1548{
1685 artifactlist *al;
1686 artifact *art; 1549 artifact *art;
1687 int i;
1688 1550
1689 al = find_artifactlist (op->type); 1551 artifactlist *al = find_artifactlist (op->type);
1690 1552
1691 if (al == NULL) 1553 if (al == NULL)
1692 { 1554 {
1693#if 0 /* This is too verbose, usually */ 1555#if 0 /* This is too verbose, usually */
1694 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1556 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1695#endif 1557#endif
1696 return; 1558 return;
1697 } 1559 }
1698 1560
1699 for (i = 0; i < ARTIFACT_TRIES; i++) 1561 for (int i = 0; i < ARTIFACT_TRIES; i++)
1700 { 1562 {
1701 int roll = RANDOM () % al->total_chance; 1563 int roll = rndm (al->total_chance);
1702 1564
1703 for (art = al->items; art != NULL; art = art->next) 1565 for (art = al->items; art; art = art->next)
1704 { 1566 {
1705 roll -= art->chance; 1567 roll -= art->chance;
1706 if (roll < 0) 1568 if (roll < 0)
1707 break; 1569 break;
1708 } 1570 }
1709 1571
1710 if (art == NULL || roll >= 0) 1572 if (art == NULL || roll >= 0)
1711 { 1573 {
1712#if 1 1574#if 1
1713 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1575 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1714#endif 1576#endif
1715 return; 1577 return;
1716 } 1578 }
1717 if (!strcmp (art->item->name, "NONE")) 1579
1718 return; 1580 if (art->item->name == shstr_NONE)
1581 return;
1582
1719 if (FABS (op->magic) < art->item->magic) 1583 if (fabs (op->magic) < art->item->magic)
1720 continue; /* Not magic enough to be this item */ 1584 continue; /* Not magic enough to be this item */
1721 1585
1722 /* Map difficulty not high enough */ 1586 /* Map difficulty not high enough */
1723 if (difficulty < art->difficulty) 1587 if (difficulty < art->difficulty)
1724 continue; 1588 continue;
1725 1589
1726 if (!legal_artifact_combination (op, art)) 1590 if (!legal_artifact_combination (op, art))
1727 { 1591 {
1728#ifdef TREASURE_VERBOSE 1592#ifdef TREASURE_VERBOSE
1729 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1593 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1730#endif 1594#endif
1731 continue; 1595 continue;
1732 } 1596 }
1597
1733 give_artifact_abilities (op, art->item); 1598 give_artifact_abilities (op, art->item);
1734 return; 1599 return;
1735 } 1600 }
1736} 1601}
1737 1602
1739 * FOOD, except they inherit properties (name, food value, etc). 1604 * FOOD, except they inherit properties (name, food value, etc).
1740 * based on the original owner (or 'donor' if you like). -b.t. 1605 * based on the original owner (or 'donor' if you like). -b.t.
1741 */ 1606 */
1742 1607
1743void 1608void
1744fix_flesh_item (object * item, object * donor) 1609fix_flesh_item (object *item, object *donor)
1745{ 1610{
1746 char tmpbuf[MAX_BUF];
1747 int i;
1748
1749 if (item->type == FLESH && donor) 1611 if (item->type == FLESH && donor)
1750 { 1612 {
1751 /* change the name */ 1613 /* change the name */
1752 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1614 item->name = format ("%s's %s", &donor->name, &item->name);
1753 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1615 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1754 1616
1755 /* weight is FLESH weight/100 * donor */ 1617 /* weight is FLESH weight/100 * donor */
1756 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1618 item->weight = max (1, item->weight * donor->weight / 100);
1757 item->weight = 1;
1758 1619
1759 /* value is multiplied by level of donor */ 1620 /* value is multiplied by level of donor */
1760 item->value *= isqrt (donor->level * 2); 1621 item->value *= isqrt (donor->level * 2);
1761 1622
1762 /* food value */ 1623 /* food value */
1763 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1624 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1764 1625
1765 /* flesh items inherit some abilities of donor, but not 1626 /* flesh items inherit some abilities of donor, but not
1766 * full effect. 1627 * full effect.
1767 */ 1628 */
1768 for (i = 0; i < NROFATTACKS; i++) 1629 for (int i = 0; i < NROFATTACKS; i++)
1769 item->resist[i] = donor->resist[i] / 2; 1630 item->resist[i] = donor->resist[i] / 2;
1770 1631
1771 /* item inherits donor's level (important for quezals) */ 1632 /* item inherits donor's level (important for quezals) */
1772 item->level = donor->level; 1633 item->level = donor->level;
1773 1634
1774 /* if donor has some attacktypes, the flesh is poisonous */ 1635 /* if donor has some attacktypes, the flesh is poisonous */
1775 if (donor->attacktype & AT_POISON) 1636 if (donor->attacktype & AT_POISON)
1776 item->type = POISON; 1637 item->type = POISON;
1638
1777 if (donor->attacktype & AT_ACID) 1639 if (donor->attacktype & AT_ACID)
1778 item->stats.hp = -1 * item->stats.food; 1640 item->stats.hp = -item->stats.food;
1779 SET_FLAG (item, FLAG_NO_STEAL);
1780 }
1781}
1782 1641
1783/* special_potion() - so that old potion code is still done right. */ 1642 item->set_flag (FLAG_NO_STEAL);
1784 1643 }
1785int
1786special_potion (object * op)
1787{
1788
1789 int i;
1790
1791 if (op->attacktype)
1792 return 1;
1793
1794 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1795 return 1;
1796
1797 for (i = 0; i < NROFATTACKS; i++)
1798 if (op->resist[i])
1799 return 1;
1800
1801 return 0;
1802} 1644}
1803 1645
1804void 1646static void
1805free_treasurestruct (treasure * t) 1647free_treasurestruct (treasure *t)
1806{ 1648{
1807 if (t->next)
1808 free_treasurestruct (t->next); 1649 if (t->next) free_treasurestruct (t->next);
1809 if (t->next_yes)
1810 free_treasurestruct (t->next_yes); 1650 if (t->next_yes) free_treasurestruct (t->next_yes);
1811 if (t->next_no)
1812 free_treasurestruct (t->next_no); 1651 if (t->next_no) free_treasurestruct (t->next_no);
1813 free (t);
1814}
1815 1652
1816void 1653 delete t;
1654}
1655
1656static void
1817free_charlinks (linked_char * lc) 1657free_charlinks (linked_char *lc)
1818{ 1658{
1819 if (lc->next) 1659 if (lc->next)
1820 free_charlinks (lc->next); 1660 free_charlinks (lc->next);
1821 1661
1822 delete lc; 1662 delete lc;
1823} 1663}
1824 1664
1825void 1665static void
1826free_artifact (artifact * at) 1666free_artifact (artifact *at)
1827{ 1667{
1828
1829 if (at->next)
1830 free_artifact (at->next); 1668 if (at->next) free_artifact (at->next);
1831 if (at->allowed)
1832 free_charlinks (at->allowed); 1669 if (at->allowed) free_charlinks (at->allowed);
1833 1670
1834 delete at->item; 1671 at->item->destroy ();
1835 1672
1836 delete at;
1837}
1838
1839void
1840free_artifactlist (artifactlist * al)
1841{
1842 artifactlist *nextal;
1843 for (al = first_artifactlist; al != NULL; al = nextal)
1844 {
1845 nextal = al->next;
1846 if (al->items)
1847 {
1848 free_artifact (al->items);
1849 }
1850 free (al); 1673 sfree (at);
1851 }
1852} 1674}
1853 1675
1854void
1855free_all_treasures (void)
1856{
1857 treasurelist *tl, *next;
1858
1859
1860 for (tl = first_treasurelist; tl != NULL; tl = next)
1861 {
1862 next = tl->next;
1863 if (tl->items)
1864 free_treasurestruct (tl->items);
1865 delete tl;
1866 }
1867 free_artifactlist (first_artifactlist);
1868}

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