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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.9 by elmex, Sun Sep 3 14:33:48 2006 UTC vs.
Revision 1.23 by root, Tue Dec 12 20:53:02 2006 UTC

1
2/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.9 2006/09/03 14:33:48 elmex Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30#define ALLOWED_COMBINATION 24#define ALLOWED_COMBINATION
31 25
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
35 * left on 29 * left on
36 */ 30 */
37#define TREASURE_DEBUG 31#define TREASURE_DEBUG
38 32
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 33/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34
40/* #define TREASURE_VERBOSE */ 35/* #define TREASURE_VERBOSE */
41 36
42#include <global.h> 37#include <global.h>
43#include <treasure.h> 38#include <treasure.h>
44#include <funcpoint.h> 39#include <funcpoint.h>
45#include <loader.h> 40#include <loader.h>
46 41
47 42
48static void change_treasure (treasure * t, object * op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 44extern char *spell_mapping[];
50 45
51/* 46/*
52 * Initialize global archtype pointers: 47 * Initialize global archtype pointers:
53 */ 48 */
54 49
55void 50void
56init_archetype_pointers () 51init_archetype_pointers ()
57{ 52{
58 int prev_warn = warn_archetypes; 53 int prev_warn = warn_archetypes;
54
59 warn_archetypes = 1; 55 warn_archetypes = 1;
60 if (ring_arch == NULL) 56 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring"); 57 ring_arch = archetype::find ("ring");
62 if (amulet_arch == NULL) 58 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet"); 59 amulet_arch = archetype::find ("amulet");
64 if (staff_arch == NULL) 60 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff"); 61 staff_arch = archetype::find ("staff");
66 if (crown_arch == NULL) 62 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown"); 63 crown_arch = archetype::find ("crown");
68 warn_archetypes = prev_warn; 64 warn_archetypes = prev_warn;
69} 65}
70 66
71/* 67/*
72 * Allocate and return the pointer to an empty treasurelist structure. 68 * Allocate and return the pointer to an empty treasurelist structure.
108 while (fgets (buf, MAX_BUF, fp) != NULL) 104 while (fgets (buf, MAX_BUF, fp) != NULL)
109 { 105 {
110 (*line)++; 106 (*line)++;
111 107
112 if (*buf == '#') 108 if (*buf == '#')
113 continue; 109 continue;
114 if ((cp = strchr (buf, '\n')) != NULL) 110 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0'; 111 *cp = '\0';
116 cp = buf; 112 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */ 113 while (isspace (*cp)) /* Skip blanks */
118 cp++; 114 cp++;
119 115
120 if (sscanf (cp, "arch %s", variable)) 116 if (sscanf (cp, "arch %s", variable))
121 { 117 {
122 if ((t->item = find_archetype (variable)) == NULL) 118 if ((t->item = archetype::find (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable); 119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 } 120 }
125 else if (sscanf (cp, "list %s", variable)) 121 else if (sscanf (cp, "list %s", variable))
126 t->name = variable; 122 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable)) 123 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable; 124 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable)) 125 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable; 126 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable)) 127 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable; 128 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value)) 129 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value; 130 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value)) 131 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value; 132 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value)) 133 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value; 134 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes")) 135 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line); 136 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no")) 137 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line); 138 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end")) 139 else if (!strcmp (cp, "end"))
144 return t; 140 return t;
145 else if (!strcmp (cp, "more")) 141 else if (!strcmp (cp, "more"))
146 { 142 {
147 t->next = load_treasure (fp, line); 143 t->next = load_treasure (fp, line);
148 return t; 144 return t;
149 } 145 }
150 else 146 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 148 }
153 LOG (llevError, "treasure lacks 'end'.\n"); 149 LOG (llevError, "treasure lacks 'end'.\n");
154 return t; 150 return t;
155} 151}
156 152
157#ifdef TREASURE_DEBUG 153#ifdef TREASURE_DEBUG
154
158/* recursived checks the linked list. Treasurelist is passed only 155/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 156 * so that the treasure name can be printed out
160 */ 157 */
161static void 158static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 159check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 160{
164 if (t->item == NULL && t->name == NULL) 161 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); 162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
199 } 196 }
200 while (fgets (buf, MAX_BUF, fp) != NULL) 197 while (fgets (buf, MAX_BUF, fp) != NULL)
201 { 198 {
202 line++; 199 line++;
203 if (*buf == '#') 200 if (*buf == '#')
204 continue; 201 continue;
205 202
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 { 204 {
208 treasurelist *tl = get_empty_treasurelist (); 205 treasurelist *tl = get_empty_treasurelist ();
206
209 tl->name = name; 207 tl->name = name;
210 if (previous == NULL) 208 if (previous == NULL)
211 first_treasurelist = tl; 209 first_treasurelist = tl;
212 else 210 else
213 previous->next = tl; 211 previous->next = tl;
214 previous = tl; 212 previous = tl;
215 tl->items = load_treasure (fp, &line); 213 tl->items = load_treasure (fp, &line);
216 214
217 /* This is a one of the many items on the list should be generated. 215 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no 216 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 217 * fields of the treasures are not being used.
220 */ 218 */
221 if (!strncmp (buf, "treasureone", 11)) 219 if (!strncmp (buf, "treasureone", 11))
222 { 220 {
223 for (t = tl->items; t != NULL; t = t->next) 221 for (t = tl->items; t != NULL; t = t->next)
224 { 222 {
225#ifdef TREASURE_DEBUG 223#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no) 224 if (t->next_yes || t->next_no)
227 { 225 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n"); 227 LOG (llevError, " the next_yes or next_no field is set\n");
230 } 228 }
231#endif 229#endif
232 tl->total_chance += t->chance; 230 tl->total_chance += t->chance;
233 } 231 }
234 } 232 }
235 } 233 }
236 else 234 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 } 236 }
239 close_and_delete (fp, comp); 237 close_and_delete (fp, comp);
240 238
241#ifdef TREASURE_DEBUG 239#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is. 240 /* Perform some checks on how valid the treasure data actually is.
255 */ 253 */
256 254
257treasurelist * 255treasurelist *
258find_treasurelist (const char *name) 256find_treasurelist (const char *name)
259{ 257{
260 const char *tmp = shstr::find (name); 258 shstr_cmp name_ (name);
261 treasurelist *tl;
262 259
263 /* Special cases - randomitems of none is to override default. If 260 if (!name_)
264 * first_treasurelist is null, it means we are on the first pass of
265 * of loading archetyps, so for now, just return - second pass will
266 * init these values.
267 */
268 if (!name || !*name)
269 return NULL; 261 return 0;
270 262
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next) 263 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
273 {
274 if (tmp == tl->name) 264 if (name_ == tl->name)
275 return tl; 265 return tl;
276 }
277 266
278 if (first_treasurelist) 267 if (first_treasurelist)
279 LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp); 268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
280 269
281 return NULL; 270 return 0;
282} 271}
283 272
284 273
285/* 274/*
286 * Generates the objects specified by the given treasure. 275 * Generates the objects specified by the given treasure.
294 * start with equipment, but only their abilities). 283 * start with equipment, but only their abilities).
295 */ 284 */
296 285
297 286
298static void 287static void
299put_treasure (object * op, object * creator, int flags) 288put_treasure (object *op, object *creator, int flags)
300{ 289{
301 object *tmp; 290 object *tmp;
302 291
303 /* Bit of a hack - spells should never be put onto the map. The entire 292 /* Bit of a hack - spells should never be put onto the map. The entire
304 * treasure stuff is a problem - there is no clear idea of knowing 293 * treasure stuff is a problem - there is no clear idea of knowing
314 } 303 }
315 else 304 else
316 { 305 {
317 op = insert_ob_in_ob (op, creator); 306 op = insert_ob_in_ob (op, creator);
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319 monster_check_apply (creator, op); 308 monster_check_apply (creator, op);
320 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
321 esrv_send_item (tmp, op); 310 esrv_send_item (tmp, op);
322 } 311 }
323} 312}
324 313
325/* if there are change_xxx commands in the treasure, we include the changes 314/* if there are change_xxx commands in the treasure, we include the changes
326 * in the generated object 315 * in the generated object
327 */ 316 */
328static void 317static void
329change_treasure (treasure * t, object * op) 318change_treasure (treasure *t, object *op)
330{ 319{
331 /* CMD: change_name xxxx */ 320 /* CMD: change_name xxxx */
332 if (t->change_arch.name) 321 if (t->change_arch.name)
333 { 322 {
334 op->name = t->change_arch.name; 323 op->name = t->change_arch.name;
341 if (t->change_arch.slaying) 330 if (t->change_arch.slaying)
342 op->slaying = t->change_arch.slaying; 331 op->slaying = t->change_arch.slaying;
343} 332}
344 333
345void 334void
346create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
347{ 336{
348 object *tmp; 337 object *tmp;
349 338
350
351 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
352 { 340 {
353 if (t->name) 341 if (t->name)
354 { 342 {
355 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 343 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
356 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
357 } 345 }
358 else 346 else
359 { 347 {
360 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
361 { 349 {
362 tmp = arch_to_object (t->item); 350 tmp = arch_to_object (t->item);
363 if (t->nrof && tmp->nrof <= 1) 351 if (t->nrof && tmp->nrof <= 1)
364 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 353 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 354 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 355 put_treasure (tmp, op, flag);
368 } 356 }
369 } 357 }
358
370 if (t->next_yes != NULL) 359 if (t->next_yes != NULL)
371 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 360 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
372 } 361 }
373 else if (t->next_no != NULL) 362 else if (t->next_no != NULL)
374 create_all_treasures (t->next_no, op, flag, difficulty, tries); 363 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364
375 if (t->next != NULL) 365 if (t->next != NULL)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 366 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 367}
378 368
379void 369void
380create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
381{ 371{
382 int value = RANDOM () % tl->total_chance; 372 int value = RANDOM () % tl->total_chance;
383 treasure *t; 373 treasure *t;
384 374
385 if (tries++ > 100) 375 if (tries++ > 100)
386 { 376 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return; 378 return;
389 } 379 }
380
390 for (t = tl->items; t != NULL; t = t->next) 381 for (t = tl->items; t != NULL; t = t->next)
391 { 382 {
392 value -= t->chance; 383 value -= t->chance;
384
393 if (value < 0) 385 if (value < 0)
394 break; 386 break;
395 } 387 }
396 388
397 if (!t || value >= 0) 389 if (!t || value >= 0)
398 { 390 {
399 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
400 abort (); 392 abort ();
401 return; 393 return;
402 } 394 }
395
403 if (t->name) 396 if (t->name)
404 { 397 {
405 if (!strcmp (t->name, "NONE")) 398 if (!strcmp (t->name, "NONE"))
406 return; 399 return;
400
407 if (difficulty >= t->magic) 401 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
409 else if (t->nrof) 403 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 404 create_one_treasure (tl, op, flag, difficulty, tries);
405
411 return; 406 return;
412 } 407 }
408
413 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
414 { 410 {
415 object *tmp = arch_to_object (t->item); 411 object *tmp = arch_to_object (t->item);
412
416 if (!tmp) 413 if (!tmp)
417 return; 414 return;
415
418 if (t->nrof && tmp->nrof <= 1) 416 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
418
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 419 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 420 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 421 put_treasure (tmp, op, flag);
423 } 422 }
424} 423}
429 * list transitions, or so that excessively good treasure will not be 428 * list transitions, or so that excessively good treasure will not be
430 * created on weak maps, because it will exceed the number of allowed tries 429 * created on weak maps, because it will exceed the number of allowed tries
431 * to do that. 430 * to do that.
432 */ 431 */
433void 432void
434create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
435{ 434{
436 435
437 if (tries++ > 100) 436 if (tries++ > 100)
438 { 437 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
458 create_treasure (t, ob, 0, difficulty, 0); 457 create_treasure (t, ob, 0, difficulty, 0);
459 458
460 /* Don't want to free the object we are about to return */ 459 /* Don't want to free the object we are about to return */
461 tmp = ob->inv; 460 tmp = ob->inv;
462 if (tmp != NULL) 461 if (tmp != NULL)
463 remove_ob (tmp); 462 tmp->remove ();
463
464 if (ob->inv) 464 if (ob->inv)
465 {
466 LOG (llevError, "In generate treasure, created multiple objects.\n"); 465 LOG (llevError, "In generate treasure, created multiple objects.\n");
467 } 466
468 free_object (ob); 467 ob->destroy (0);
469 return tmp; 468 return tmp;
470} 469}
471 470
472/* 471/*
473 * This is a new way of calculating the chance for an item to have 472 * This is a new way of calculating the chance for an item to have
475 * The array has two arguments, the difficulty of the level, and the 474 * The array has two arguments, the difficulty of the level, and the
476 * magical bonus "wanted". 475 * magical bonus "wanted".
477 */ 476 */
478 477
479static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 478static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
479
480/*chance of magic difficulty*/ 480/*chance of magic difficulty*/
481
481/* +0 +1 +2 +3 +4 */ 482/* +0 +1 +2 +3 +4 */
482 {95, 2, 2, 1, 0}, /*1 */ 483 {95, 2, 2, 1, 0}, /*1 */
483 {92, 5, 2, 1, 0}, /*2 */ 484 {92, 5, 2, 1, 0}, /*2 */
484 {85, 10, 4, 1, 0}, /*3 */ 485 {85, 10, 4, 1, 0}, /*3 */
485 {80, 14, 4, 2, 0}, /*4 */ 486 {80, 14, 4, 2, 0}, /*4 */
486 {75, 17, 5, 2, 1}, /*5 */ 487 {75, 17, 5, 2, 1}, /*5 */
487 {70, 18, 8, 3, 1}, /*6 */ 488 {70, 18, 8, 3, 1}, /*6 */
488 {65, 21, 10, 3, 1}, /*7 */ 489 {65, 21, 10, 3, 1}, /*7 */
489 {60, 22, 12, 4, 2}, /*8 */ 490 {60, 22, 12, 4, 2}, /*8 */
490 {55, 25, 14, 4, 2}, /*9 */ 491 {55, 25, 14, 4, 2}, /*9 */
491 {50, 27, 16, 5, 2}, /*10 */ 492 {50, 27, 16, 5, 2}, /*10 */
492 {45, 28, 18, 6, 3}, /*11 */ 493 {45, 28, 18, 6, 3}, /*11 */
493 {42, 28, 20, 7, 3}, /*12 */ 494 {42, 28, 20, 7, 3}, /*12 */
494 {40, 27, 21, 8, 4}, /*13 */ 495 {40, 27, 21, 8, 4}, /*13 */
495 {38, 25, 22, 10, 5}, /*14 */ 496 {38, 25, 22, 10, 5}, /*14 */
496 {36, 23, 23, 12, 6}, /*15 */ 497 {36, 23, 23, 12, 6}, /*15 */
497 {33, 21, 24, 14, 8}, /*16 */ 498 {33, 21, 24, 14, 8}, /*16 */
498 {31, 19, 25, 16, 9}, /*17 */ 499 {31, 19, 25, 16, 9}, /*17 */
499 {27, 15, 30, 18, 10}, /*18 */ 500 {27, 15, 30, 18, 10}, /*18 */
500 {20, 12, 30, 25, 13}, /*19 */ 501 {20, 12, 30, 25, 13}, /*19 */
501 {15, 10, 28, 30, 17}, /*20 */ 502 {15, 10, 28, 30, 17}, /*20 */
502 {13, 9, 27, 28, 23}, /*21 */ 503 {13, 9, 27, 28, 23}, /*21 */
503 {10, 8, 25, 28, 29}, /*22 */ 504 {10, 8, 25, 28, 29}, /*22 */
504 {8, 7, 23, 26, 36}, /*23 */ 505 {8, 7, 23, 26, 36}, /*23 */
505 {6, 6, 20, 22, 46}, /*24 */ 506 {6, 6, 20, 22, 46}, /*24 */
506 {4, 5, 17, 18, 56}, /*25 */ 507 {4, 5, 17, 18, 56}, /*25 */
507 {2, 4, 12, 14, 68}, /*26 */ 508 {2, 4, 12, 14, 68}, /*26 */
508 {0, 3, 7, 10, 80}, /*27 */ 509 {0, 3, 7, 10, 80}, /*27 */
509 {0, 0, 3, 7, 90}, /*28 */ 510 {0, 0, 3, 7, 90}, /*28 */
510 {0, 0, 0, 3, 97}, /*29 */ 511 {0, 0, 0, 3, 97}, /*29 */
511 {0, 0, 0, 0, 100}, /*30 */ 512 {0, 0, 0, 0, 100}, /*30 */
512 {0, 0, 0, 0, 100}, /*31 */ 513 {0, 0, 0, 0, 100}, /*31 */
513}; 514};
514 515
515 516
516/* calculate the appropriate level for wands staves and scrolls. 517/* calculate the appropriate level for wands staves and scrolls.
517 * This code presumes that op has had its spell object created (in op->inv) 518 * This code presumes that op has had its spell object created (in op->inv)
519 * elmex Wed Aug 9 17:44:59 CEST 2006: 520 * elmex Wed Aug 9 17:44:59 CEST 2006:
520 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 521 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
521 */ 522 */
522 523
523int 524int
524level_for_item (const object * op, int difficulty) 525level_for_item (const object *op, int difficulty)
525{ 526{
526 int mult = 0, olevel = 0; 527 int olevel = 0;
527 528
528 if (!op->inv) 529 if (!op->inv)
529 { 530 {
530 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 531 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
531 return 0; 532 return 0;
572 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 573 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
573 { 574 {
574 percent -= difftomagic_list[scaled_diff][magic]; 575 percent -= difftomagic_list[scaled_diff][magic];
575 576
576 if (percent < 0) 577 if (percent < 0)
577 break; 578 break;
578 } 579 }
579 580
580 if (magic == (MAXMAGIC + 1)) 581 if (magic == (MAXMAGIC + 1))
581 { 582 {
582 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 583 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
595 * This function doesn't work properly, should add use of archetypes 596 * This function doesn't work properly, should add use of archetypes
596 * to make it truly absolute. 597 * to make it truly absolute.
597 */ 598 */
598 599
599void 600void
600set_abs_magic (object * op, int magic) 601set_abs_magic (object *op, int magic)
601{ 602{
602 if (!magic) 603 if (!magic)
603 return; 604 return;
604 605
605 op->magic = magic; 606 op->magic = magic;
606 if (op->arch) 607 if (op->arch)
607 { 608 {
608 if (op->type == ARMOUR) 609 if (op->type == ARMOUR)
609 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 610 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
610 611
611 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 612 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
612 magic = (-magic); 613 magic = (-magic);
613 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 614 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
614 } 615 }
615 else 616 else
616 { 617 {
617 if (op->type == ARMOUR) 618 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 619 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
619 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 620 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
620 magic = (-magic); 621 magic = (-magic);
621 op->weight = (op->weight * (100 - magic * 10)) / 100; 622 op->weight = (op->weight * (100 - magic * 10)) / 100;
622 } 623 }
623} 624}
624 625
625/* 626/*
626 * Sets a random magical bonus in the given object based upon 627 * Sets a random magical bonus in the given object based upon
627 * the given difficulty, and the given max possible bonus. 628 * the given difficulty, and the given max possible bonus.
628 */ 629 */
629 630
630static void 631static void
631set_magic (int difficulty, object * op, int max_magic, int flags) 632set_magic (int difficulty, object *op, int max_magic, int flags)
632{ 633{
633 int i; 634 int i;
635
634 i = magic_from_difficulty (difficulty); 636 i = magic_from_difficulty (difficulty);
635 if ((flags & GT_ONLY_GOOD) && i < 0) 637 if ((flags & GT_ONLY_GOOD) && i < 0)
636 i = -i; 638 i = -i;
637 if (i > max_magic) 639 if (i > max_magic)
638 i = max_magic; 640 i = max_magic;
649 * other bonuses previously rolled and ones the item might natively have. 651 * other bonuses previously rolled and ones the item might natively have.
650 * 2) Add code to deal with new PR method. 652 * 2) Add code to deal with new PR method.
651 */ 653 */
652 654
653void 655void
654set_ring_bonus (object * op, int bonus) 656set_ring_bonus (object *op, int bonus)
655{ 657{
656 658
657 int r = RANDOM () % (bonus > 0 ? 25 : 11); 659 int r = RANDOM () % (bonus > 0 ? 25 : 11);
658 660
659 if (op->type == AMULET) 661 if (op->type == AMULET)
660 { 662 {
661 if (!(RANDOM () % 21)) 663 if (!(RANDOM () % 21))
662 r = 20 + RANDOM () % 2; 664 r = 20 + RANDOM () % 2;
663 else 665 else
664 { 666 {
665 if (RANDOM () & 2) 667 if (RANDOM () & 2)
666 r = 10; 668 r = 10;
667 else 669 else
668 r = 11 + RANDOM () % 9; 670 r = 11 + RANDOM () % 9;
669 } 671 }
670 } 672 }
671 673
672 switch (r) 674 switch (r)
673 { 675 {
674 /* Redone by MSW 2000-11-26 to have much less code. Also, 676 /* Redone by MSW 2000-11-26 to have much less code. Also,
675 * bonuses and penalties will stack and add to existing values. 677 * bonuses and penalties will stack and add to existing values.
676 * of the item. 678 * of the item.
677 */ 679 */
678 case 0: 680 case 0:
679 case 1: 681 case 1:
680 case 2: 682 case 2:
681 case 3: 683 case 3:
682 case 4: 684 case 4:
683 case 5: 685 case 5:
684 case 6: 686 case 6:
685 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 687 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
686 break; 688 break;
687 689
688 case 7: 690 case 7:
689 op->stats.dam += bonus; 691 op->stats.dam += bonus;
690 break; 692 break;
691 693
692 case 8: 694 case 8:
693 op->stats.wc += bonus; 695 op->stats.wc += bonus;
694 break; 696 break;
695 697
696 case 9: 698 case 9:
697 op->stats.food += bonus; /* hunger/sustenance */ 699 op->stats.food += bonus; /* hunger/sustenance */
698 break; 700 break;
699 701
700 case 10: 702 case 10:
701 op->stats.ac += bonus; 703 op->stats.ac += bonus;
702 break; 704 break;
703 705
704 /* Item that gives protections/vulnerabilities */ 706 /* Item that gives protections/vulnerabilities */
705 case 11: 707 case 11:
706 case 12: 708 case 12:
707 case 13: 709 case 13:
708 case 14: 710 case 14:
709 case 15: 711 case 15:
710 case 16: 712 case 16:
711 case 17: 713 case 17:
712 case 18: 714 case 18:
713 case 19: 715 case 19:
714 { 716 {
715 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 717 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
716 718
717 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 719 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
718 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 720 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
719 721
720 /* Cursed items need to have higher negative values to equal out with 722 /* Cursed items need to have higher negative values to equal out with
721 * positive values for how protections work out. Put another 723 * positive values for how protections work out. Put another
722 * little random element in since that they don't always end up with 724 * little random element in since that they don't always end up with
723 * even values. 725 * even values.
724 */ 726 */
725 if (bonus < 0) 727 if (bonus < 0)
726 val = 2 * -val - RANDOM () % b; 728 val = 2 * -val - RANDOM () % b;
727 if (val > 35) 729 if (val > 35)
728 val = 35; /* Upper limit */ 730 val = 35; /* Upper limit */
729 b = 0; 731 b = 0;
730 while (op->resist[resist_table[resist]] != 0 && b < 4) 732 while (op->resist[resist_table[resist]] != 0 && b < 4)
731 { 733 {
732 resist = RANDOM () % num_resist_table; 734 resist = RANDOM () % num_resist_table;
733 } 735 }
734 if (b == 4) 736 if (b == 4)
735 return; /* Not able to find a free resistance */ 737 return; /* Not able to find a free resistance */
736 op->resist[resist_table[resist]] = val; 738 op->resist[resist_table[resist]] = val;
737 /* We should probably do something more clever here to adjust value 739 /* We should probably do something more clever here to adjust value
738 * based on how good a resistance we gave. 740 * based on how good a resistance we gave.
739 */ 741 */
740 break; 742 break;
741 } 743 }
742 case 20: 744 case 20:
743 if (op->type == AMULET) 745 if (op->type == AMULET)
744 { 746 {
745 SET_FLAG (op, FLAG_REFL_SPELL); 747 SET_FLAG (op, FLAG_REFL_SPELL);
746 op->value *= 11; 748 op->value *= 11;
747 } 749 }
748 else 750 else
749 { 751 {
750 op->stats.hp = 1; /* regenerate hit points */ 752 op->stats.hp = 1; /* regenerate hit points */
751 op->value *= 4; 753 op->value *= 4;
752 } 754 }
753 break; 755 break;
754 756
755 case 21: 757 case 21:
756 if (op->type == AMULET) 758 if (op->type == AMULET)
757 { 759 {
758 SET_FLAG (op, FLAG_REFL_MISSILE); 760 SET_FLAG (op, FLAG_REFL_MISSILE);
759 op->value *= 9; 761 op->value *= 9;
760 } 762 }
761 else 763 else
762 { 764 {
763 op->stats.sp = 1; /* regenerate spell points */ 765 op->stats.sp = 1; /* regenerate spell points */
764 op->value *= 3; 766 op->value *= 3;
765 } 767 }
766 break; 768 break;
767 769
768 case 22: 770 case 22:
769 op->stats.exp += bonus; /* Speed! */ 771 op->stats.exp += bonus; /* Speed! */
770 op->value = (op->value * 2) / 3; 772 op->value = (op->value * 2) / 3;
771 break; 773 break;
772 } 774 }
773 if (bonus > 0) 775 if (bonus > 0)
774 op->value *= 2 * bonus; 776 op->value *= 2 * bonus;
775 else 777 else
776 op->value = -(op->value * 2 * bonus) / 3; 778 op->value = -(op->value * 2 * bonus) / 3;
787 789
788int 790int
789get_magic (int diff) 791get_magic (int diff)
790{ 792{
791 int i; 793 int i;
794
792 if (diff < 3) 795 if (diff < 3)
793 diff = 3; 796 diff = 3;
794 for (i = 0; i < 4; i++) 797 for (i = 0; i < 4; i++)
795 if (RANDOM () % diff) 798 if (RANDOM () % diff)
796 return i; 799 return i;
803/* 806/*
804 * fix_generated_item(): This is called after an item is generated, in 807 * fix_generated_item(): This is called after an item is generated, in
805 * order to set it up right. This produced magical bonuses, puts spells 808 * order to set it up right. This produced magical bonuses, puts spells
806 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 809 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
807 */ 810 */
811
808/* 4/28/96 added creator object from which op may now inherit properties based on 812/* 4/28/96 added creator object from which op may now inherit properties based on
809 * op->type. Right now, which stuff the creator passes on is object type 813 * op->type. Right now, which stuff the creator passes on is object type
810 * dependant. I know this is a spagetti manuever, but is there a cleaner 814 * dependant. I know this is a spagetti manuever, but is there a cleaner
811 * way to do this? b.t. */ 815 * way to do this? b.t. */
816
812/* 817/*
813 * ! (flags & GT_ENVIRONMENT): 818 * ! (flags & GT_ENVIRONMENT):
814 * Automatically calls fix_flesh_item(). 819 * Automatically calls fix_flesh_item().
815 * 820 *
816 * flags: 821 * flags:
820 * a working object - don't change magic, value, etc, but set it material 825 * a working object - don't change magic, value, etc, but set it material
821 * type as appropriate, for objects that need spell objects, set those, etc 826 * type as appropriate, for objects that need spell objects, set those, etc
822 */ 827 */
823 828
824void 829void
825fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 830fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
826{ 831{
827 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
828 833
829 if (!creator || creator->type == op->type) 834 if (!creator || creator->type == op->type)
830 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 835 creator = op; /*safety & to prevent polymorphed objects giving attributes */
831 836
832 /* If we make an artifact, this information will be destroyed */ 837 /* If we make an artifact, this information will be destroyed */
833 save_item_power = op->item_power; 838 save_item_power = op->item_power;
834 op->item_power = 0; 839 op->item_power = 0;
835 840
836 if (op->randomitems && op->type != SPELL) 841 if (op->randomitems && op->type != SPELL)
837 { 842 {
838 create_treasure (op->randomitems, op, flags, difficulty, 0); 843 create_treasure (op->randomitems, op, flags, difficulty, 0);
839 if (!op->inv) 844 if (!op->inv)
840 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
841 846
842 /* So the treasure doesn't get created again */ 847 /* So the treasure doesn't get created again */
843 op->randomitems = NULL; 848 op->randomitems = NULL;
844 } 849 }
845 850
846 if (difficulty < 1) 851 if (difficulty < 1)
847 difficulty = 1; 852 difficulty = 1;
848 853
854 if (INVOKE_OBJECT (ADD_BONUS, op,
855 ARG_OBJECT (creator != op ? creator : 0),
856 ARG_INT (difficulty), ARG_INT (max_magic),
857 ARG_INT (flags)))
858 return;
859
849 if (!(flags & GT_MINIMAL)) 860 if (!(flags & GT_MINIMAL))
850 { 861 {
851 if (op->arch == crown_arch) 862 if (op->arch == crown_arch)
852 { 863 {
853 set_magic (difficulty, op, max_magic, flags); 864 set_magic (difficulty, op, max_magic, flags);
854 num_enchantments = calc_item_power (op, 1); 865 num_enchantments = calc_item_power (op, 1);
855 generate_artifact (op, difficulty); 866 generate_artifact (op, difficulty);
856 } 867 }
857 else 868 else
858 { 869 {
859 if (!op->magic && max_magic) 870 if (!op->magic && max_magic)
860 set_magic (difficulty, op, max_magic, flags); 871 set_magic (difficulty, op, max_magic, flags);
861 872
862 num_enchantments = calc_item_power (op, 1); 873 num_enchantments = calc_item_power (op, 1);
863 874
864 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 875 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
865 * used for shop_floors or treasures */ 876 * used for shop_floors or treasures */
866 generate_artifact (op, difficulty); 877 generate_artifact (op, difficulty);
867 } 878 }
868 879
869 /* Object was made an artifact. Calculate its item_power rating. 880 /* Object was made an artifact. Calculate its item_power rating.
870 * the item_power in the object is what the artfiact adds. 881 * the item_power in the object is what the artfiact adds.
871 */ 882 */
872 if (op->title) 883 if (op->title)
873 { 884 {
874 /* if save_item_power is set, then most likely we started with an 885 /* if save_item_power is set, then most likely we started with an
875 * artifact and have added new abilities to it - this is rare, but 886 * artifact and have added new abilities to it - this is rare, but
876 * but I have seen things like 'strange rings of fire'. So just figure 887 * but I have seen things like 'strange rings of fire'. So just figure
877 * out the power from the base power plus what this one adds. Note 888 * out the power from the base power plus what this one adds. Note
878 * that since item_power is not quite linear, this actually ends up 889 * that since item_power is not quite linear, this actually ends up
879 * being somewhat of a bonus 890 * being somewhat of a bonus
880 */ 891 */
881 if (save_item_power) 892 if (save_item_power)
882 op->item_power = save_item_power + get_power_from_ench (op->item_power); 893 op->item_power = save_item_power + get_power_from_ench (op->item_power);
883 else 894 else
884 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 895 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
885 } 896 }
886 else if (save_item_power) 897 else if (save_item_power)
887 { 898 {
888 /* restore the item_power field to the object if we haven't changed it. 899 /* restore the item_power field to the object if we haven't changed it.
889 * we don't care about num_enchantments - that will basically just 900 * we don't care about num_enchantments - that will basically just
890 * have calculated some value from the base attributes of the archetype. 901 * have calculated some value from the base attributes of the archetype.
891 */ 902 */
892 op->item_power = save_item_power; 903 op->item_power = save_item_power;
893 } 904 }
894 else 905 else
895 { 906 {
896 /* item_power was zero. This is suspicious, as it may be because it 907 /* item_power was zero. This is suspicious, as it may be because it
897 * was never previously calculated. Let's compute a value and see if 908 * was never previously calculated. Let's compute a value and see if
898 * it is non-zero. If it indeed is, then assign it as the new 909 * it is non-zero. If it indeed is, then assign it as the new
899 * item_power value. 910 * item_power value.
900 * - gros, 21th of July 2006. 911 * - gros, 21th of July 2006.
901 */ 912 */
902 op->item_power = calc_item_power (op, 0); 913 op->item_power = calc_item_power (op, 0);
903 save_item_power = op->item_power; /* Just in case it would get used 914 save_item_power = op->item_power; /* Just in case it would get used
904 * again below */ 915 * again below */
905 } 916 }
906 } 917 }
907 918
908 /* materialtype modifications. Note we allow this on artifacts. */ 919 /* materialtype modifications. Note we allow this on artifacts. */
909 set_materialname (op, difficulty, NULL); 920 set_materialname (op, difficulty, NULL);
910 921
911 if (flags & GT_MINIMAL) 922 if (flags & GT_MINIMAL)
912 { 923 {
913 if (op->type == POTION) 924 if (op->type == POTION)
914 /* Handle healing and magic power potions */ 925 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems) 926 if (op->stats.sp && !op->randomitems)
916 { 927 {
917 object *tmp; 928 object *tmp;
918 929
919 tmp = get_archetype (spell_mapping[op->stats.sp]); 930 tmp = get_archetype (spell_mapping[op->stats.sp]);
920 insert_ob_in_ob (tmp, op); 931 insert_ob_in_ob (tmp, op);
921 op->stats.sp = 0; 932 op->stats.sp = 0;
922 } 933 }
923 } 934 }
924 else if (!op->title) /* Only modify object if not special */ 935 else if (!op->title) /* Only modify object if not special */
925 switch (op->type) 936 switch (op->type)
926 { 937 {
927 case WEAPON: 938 case WEAPON:
928 case ARMOUR: 939 case ARMOUR:
929 case SHIELD: 940 case SHIELD:
930 case HELMET: 941 case HELMET:
931 case CLOAK: 942 case CLOAK:
932 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 943 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
933 set_ring_bonus (op, -DICE2); 944 set_ring_bonus (op, -DICE2);
934 break; 945 break;
935 946
936 case BRACERS: 947 case BRACERS:
937 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 948 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
938 { 949 {
950 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
951 if (!QUERY_FLAG (op, FLAG_CURSED))
952 op->value *= 3;
953 }
954 break;
955
956 case POTION:
957 {
958 int too_many_tries = 0, is_special = 0;
959
960 /* Handle healing and magic power potions */
961 if (op->stats.sp && !op->randomitems)
962 {
963 object *tmp;
964
965 tmp = get_archetype (spell_mapping[op->stats.sp]);
966 insert_ob_in_ob (tmp, op);
967 op->stats.sp = 0;
968 }
969
970 while (!(is_special = special_potion (op)) && !op->inv)
971 {
972 generate_artifact (op, difficulty);
973 if (too_many_tries++ > 10)
974 break;
975 }
976
977 /* don't want to change value for healing/magic power potions,
978 * since the value set on those is already correct.
979 */
980 if (op->inv && op->randomitems)
981 {
982 /* value multiplier is same as for scrolls */
983 op->value = (op->value * op->inv->value);
984 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
985 }
986 else
987 {
988 op->name = "potion";
989 op->name_pl = "potions";
990 }
991
992 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
993 SET_FLAG (op, FLAG_CURSED);
994 break;
995 }
996
997 case AMULET:
998 if (op->arch == amulet_arch)
999 op->value *= 5; /* Since it's not just decoration */
1000
1001 case RING:
1002 if (op->arch == NULL)
1003 {
1004 op->remove ();
1005 op->destroy (0);
1006 op = NULL;
1007 break;
1008 }
1009
1010 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1011 break;
1012
1013 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1014 SET_FLAG (op, FLAG_CURSED);
1015
939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1016 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
940 if (!QUERY_FLAG (op, FLAG_CURSED))
941 op->value *= 3;
942 }
943 break;
944 1017
945 case POTION:
946 {
947 int too_many_tries = 0, is_special = 0;
948
949 /* Handle healing and magic power potions */
950 if (op->stats.sp && !op->randomitems)
951 {
952 object *tmp;
953
954 tmp = get_archetype (spell_mapping[op->stats.sp]);
955 insert_ob_in_ob (tmp, op);
956 op->stats.sp = 0;
957 }
958
959 while (!(is_special = special_potion (op)) && !op->inv)
960 {
961 generate_artifact (op, difficulty);
962 if (too_many_tries++ > 10)
963 break;
964 }
965
966 /* don't want to change value for healing/magic power potions,
967 * since the value set on those is already correct.
968 */
969 if (op->inv && op->randomitems)
970 {
971 /* value multiplier is same as for scrolls */
972 op->value = (op->value * op->inv->value);
973 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
974 }
975 else
976 {
977 op->name = "potion";
978 op->name_pl = "potions";
979 }
980
981 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
982 SET_FLAG (op, FLAG_CURSED);
983 break;
984 }
985
986 case AMULET:
987 if (op->arch == amulet_arch)
988 op->value *= 5; /* Since it's not just decoration */
989
990 case RING:
991 if (op->arch == NULL)
992 {
993 remove_ob (op);
994 free_object (op);
995 op = NULL;
996 break;
997 }
998
999 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1000 break;
1001
1002 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1003 SET_FLAG (op, FLAG_CURSED);
1004
1005 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1006
1007 if (op->type != RING) /* Amulets have only one ability */ 1018 if (op->type != RING) /* Amulets have only one ability */
1008 break; 1019 break;
1009 1020
1010 if (!(RANDOM () % 4)) 1021 if (!(RANDOM () % 4))
1011 { 1022 {
1012 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1023 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1013 1024
1014 if (d > 0) 1025 if (d > 0)
1015 op->value *= 3; 1026 op->value *= 3;
1016 1027
1017 set_ring_bonus (op, d); 1028 set_ring_bonus (op, d);
1018 1029
1019 if (!(RANDOM () % 4)) 1030 if (!(RANDOM () % 4))
1020 { 1031 {
1021 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1032 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1022 if (d > 0)
1023 op->value *= 5;
1024 set_ring_bonus (op, d);
1025 }
1026 }
1027 1033
1034 if (d > 0)
1035 op->value *= 5;
1036 set_ring_bonus (op, d);
1037 }
1038 }
1039
1028 if (GET_ANIM_ID (op)) 1040 if (GET_ANIM_ID (op))
1029 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1041 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1030 1042
1031 break; 1043 break;
1032 1044
1033 case BOOK: 1045 case BOOK:
1034 /* Is it an empty book?, if yes lets make a special· 1046 /* Is it an empty book?, if yes lets make a special·
1035 * msg for it, and tailor its properties based on the· 1047 * msg for it, and tailor its properties based on the·
1036 * creator and/or map level we found it on. 1048 * creator and/or map level we found it on.
1037 */ 1049 */
1038 if (!op->msg && RANDOM () % 10) 1050 if (!op->msg && RANDOM () % 10)
1039 { 1051 {
1040 /* set the book level properly */ 1052 /* set the book level properly */
1041 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1053 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1042 { 1054 {
1043 if (op->map && op->map->difficulty) 1055 if (op->map && op->map->difficulty)
1044 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1056 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1045 else 1057 else
1046 op->level = RANDOM () % 20 + 1; 1058 op->level = RANDOM () % 20 + 1;
1047 } 1059 }
1048 else 1060 else
1049 op->level = RANDOM () % creator->level; 1061 op->level = RANDOM () % creator->level;
1050 1062
1051 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1063 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1052 /* books w/ info are worth more! */ 1064 /* books w/ info are worth more! */
1053 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1065 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1054 /* creator related stuff */ 1066 /* creator related stuff */
1055 1067
1056 /* for library, chained books. Note that some monsters have no_pick 1068 /* for library, chained books. Note that some monsters have no_pick
1057 * set - we don't want to set no pick in that case. 1069 * set - we don't want to set no pick in that case.
1058 */ 1070 */
1059 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1071 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1060 SET_FLAG (op, FLAG_NO_PICK); 1072 SET_FLAG (op, FLAG_NO_PICK);
1061 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1073 if (creator->slaying && !op->slaying) /* for check_inv floors */
1062 op->slaying = creator->slaying; 1074 op->slaying = creator->slaying;
1063 1075
1064 /* add exp so reading it gives xp (once) */ 1076 /* add exp so reading it gives xp (once) */
1065 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1077 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1066 } 1078 }
1067 break; 1079 break;
1068 1080
1069 case SPELLBOOK: 1081 case SPELLBOOK:
1070 op->value = op->value * op->inv->value; 1082 op->value = op->value * op->inv->value;
1071 /* add exp so learning gives xp */ 1083 /* add exp so learning gives xp */
1072 op->level = op->inv->level; 1084 op->level = op->inv->level;
1073 op->stats.exp = op->value; 1085 op->stats.exp = op->value;
1074 break; 1086 break;
1075 1087
1076 case WAND: 1088 case WAND:
1077 /* nrof in the treasure list is number of charges, 1089 /* nrof in the treasure list is number of charges,
1078 * not number of wands. So copy that into food (charges), 1090 * not number of wands. So copy that into food (charges),
1079 * and reset nrof. 1091 * and reset nrof.
1080 */ 1092 */
1081 op->stats.food = op->inv->nrof; 1093 op->stats.food = op->inv->nrof;
1082 op->nrof = 1; 1094 op->nrof = 1;
1083 /* If the spell changes by level, choose a random level 1095 /* If the spell changes by level, choose a random level
1084 * for it, and adjust price. If the spell doesn't 1096 * for it, and adjust price. If the spell doesn't
1085 * change by level, just set the wand to the level of 1097 * change by level, just set the wand to the level of
1086 * the spell, and value calculation is simpler. 1098 * the spell, and value calculation is simpler.
1087 */ 1099 */
1088 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1100 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1089 { 1101 {
1102 op->level = level_for_item (op, difficulty);
1103 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1104 }
1105 else
1106 {
1107 op->level = op->inv->level;
1108 op->value = op->value * op->inv->value;
1109 }
1110 break;
1111
1112 case ROD:
1090 op->level = level_for_item (op, difficulty); 1113 op->level = level_for_item (op, difficulty);
1114 /* Add 50 to both level an divisor to keep prices a little more
1115 * reasonable. Otherwise, a high level version of a low level
1116 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1117 * 10 time multiplier). This way, the value are a bit more reasonable.
1118 */
1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1119 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1092 } 1120 /* maxhp is used to denote how many 'charges' the rod holds before */
1093 else 1121 if (op->stats.maxhp)
1094 { 1122 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1095 op->level = op->inv->level; 1123 else
1096 op->value = op->value * op->inv->value; 1124 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1097 }
1098 break;
1099 1125
1126 op->stats.hp = op->stats.maxhp;
1127 break;
1128
1100 case ROD: 1129 case SCROLL:
1101 op->level = level_for_item (op, difficulty); 1130 op->level = level_for_item (op, difficulty);
1102 /* Add 50 to both level an divisor to keep prices a little more
1103 * reasonable. Otherwise, a high level version of a low level
1104 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1105 * 10 time multiplier). This way, the value are a bit more reasonable.
1106 */
1107 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1131 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1108 /* maxhp is used to denote how many 'charges' the rod holds before */
1109 if (op->stats.maxhp)
1110 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1111 else
1112 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1113 1132
1114 op->stats.hp = op->stats.maxhp;
1115 break;
1116
1117 case SCROLL:
1118 op->level = level_for_item (op, difficulty);
1119 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1120
1121 /* add exp so reading them properly gives xp */ 1133 /* add exp so reading them properly gives xp */
1122 op->stats.exp = op->value / 5; 1134 op->stats.exp = op->value / 5;
1123 op->nrof = op->inv->nrof; 1135 op->nrof = op->inv->nrof;
1124 break; 1136 break;
1125 1137
1126 case RUNE: 1138 case RUNE:
1127 trap_adjust (op, difficulty); 1139 trap_adjust (op, difficulty);
1128 break; 1140 break;
1129 1141
1130 case TRAP: 1142 case TRAP:
1131 trap_adjust (op, difficulty); 1143 trap_adjust (op, difficulty);
1132 break; 1144 break;
1133 } /* switch type */ 1145 } /* switch type */
1134 1146
1135 if (flags & GT_STARTEQUIP) 1147 if (flags & GT_STARTEQUIP)
1136 { 1148 {
1137 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1149 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1138 SET_FLAG (op, FLAG_STARTEQUIP); 1150 SET_FLAG (op, FLAG_STARTEQUIP);
1139 else if (op->type != MONEY) 1151 else if (op->type != MONEY)
1140 op->value = 0; 1152 op->value = 0;
1141 } 1153 }
1142 1154
1143 if (!(flags & GT_ENVIRONMENT)) 1155 if (!(flags & GT_ENVIRONMENT))
1144 fix_flesh_item (op, creator); 1156 fix_flesh_item (op, creator);
1145} 1157}
1158 1170
1159static artifactlist * 1171static artifactlist *
1160get_empty_artifactlist (void) 1172get_empty_artifactlist (void)
1161{ 1173{
1162 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1174 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1175
1163 if (tl == NULL) 1176 if (tl == NULL)
1164 fatal (OUT_OF_MEMORY); 1177 fatal (OUT_OF_MEMORY);
1165 tl->next = NULL; 1178 tl->next = NULL;
1166 tl->items = NULL; 1179 tl->items = NULL;
1167 tl->total_chance = 0; 1180 tl->total_chance = 0;
1174 1187
1175static artifact * 1188static artifact *
1176get_empty_artifact (void) 1189get_empty_artifact (void)
1177{ 1190{
1178 artifact *t = (artifact *) malloc (sizeof (artifact)); 1191 artifact *t = (artifact *) malloc (sizeof (artifact));
1192
1179 if (t == NULL) 1193 if (t == NULL)
1180 fatal (OUT_OF_MEMORY); 1194 fatal (OUT_OF_MEMORY);
1181 t->item = NULL; 1195 t->item = NULL;
1182 t->next = NULL; 1196 t->next = NULL;
1183 t->chance = 0; 1197 t->chance = 0;
1216 fprintf (logfile, "\n"); 1230 fprintf (logfile, "\n");
1217 for (al = first_artifactlist; al != NULL; al = al->next) 1231 for (al = first_artifactlist; al != NULL; al = al->next)
1218 { 1232 {
1219 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1233 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1220 for (art = al->items; art != NULL; art = art->next) 1234 for (art = al->items; art != NULL; art = art->next)
1221 { 1235 {
1222 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1236 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1223 if (art->allowed != NULL) 1237 if (art->allowed != NULL)
1224 { 1238 {
1225 fprintf (logfile, "\tAllowed combinations:"); 1239 fprintf (logfile, "\tAllowed combinations:");
1226 for (next = art->allowed; next != NULL; next = next->next) 1240 for (next = art->allowed; next != NULL; next = next->next)
1227 fprintf (logfile, "%s,", &next->name); 1241 fprintf (logfile, "%s,", &next->name);
1228 fprintf (logfile, "\n"); 1242 fprintf (logfile, "\n");
1229 } 1243 }
1230 } 1244 }
1231 } 1245 }
1232 fprintf (logfile, "\n"); 1246 fprintf (logfile, "\n");
1233} 1247}
1234 1248
1235/* 1249/*
1236 * For debugging purposes. Dumps all treasures recursively (see below). 1250 * For debugging purposes. Dumps all treasures recursively (see below).
1237 */ 1251 */
1238void 1252void
1239dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1253dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1240{ 1254{
1241 treasurelist *tl; 1255 treasurelist *tl;
1242 int i; 1256 int i;
1243 1257
1244 if (depth > 100) 1258 if (depth > 100)
1245 return; 1259 return;
1246 while (t != NULL) 1260 while (t != NULL)
1247 { 1261 {
1248 if (t->name != NULL) 1262 if (t->name != NULL)
1249 { 1263 {
1250 for (i = 0; i < depth; i++) 1264 for (i = 0; i < depth; i++)
1251 fprintf (logfile, " "); 1265 fprintf (logfile, " ");
1252 fprintf (logfile, "{ (list: %s)\n", &t->name); 1266 fprintf (logfile, "{ (list: %s)\n", &t->name);
1253 tl = find_treasurelist (t->name); 1267 tl = find_treasurelist (t->name);
1254 dump_monster_treasure_rec (name, tl->items, depth + 2); 1268 dump_monster_treasure_rec (name, tl->items, depth + 2);
1255 for (i = 0; i < depth; i++) 1269 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " "); 1270 fprintf (logfile, " ");
1257 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1271 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1258 } 1272 }
1259 else 1273 else
1260 { 1274 {
1261 for (i = 0; i < depth; i++) 1275 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " "); 1276 fprintf (logfile, " ");
1263 if (t->item->clone.type == FLESH) 1277 if (t->item->clone.type == FLESH)
1264 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1278 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1265 else 1279 else
1266 fprintf (logfile, "%s\n", &t->item->clone.name); 1280 fprintf (logfile, "%s\n", &t->item->clone.name);
1267 } 1281 }
1268 if (t->next_yes != NULL) 1282 if (t->next_yes != NULL)
1269 { 1283 {
1270 for (i = 0; i < depth; i++) 1284 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " "); 1285 fprintf (logfile, " ");
1272 fprintf (logfile, " (if yes)\n"); 1286 fprintf (logfile, " (if yes)\n");
1273 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1287 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1274 } 1288 }
1275 if (t->next_no != NULL) 1289 if (t->next_no != NULL)
1276 { 1290 {
1277 for (i = 0; i < depth; i++) 1291 for (i = 0; i < depth; i++)
1278 fprintf (logfile, " "); 1292 fprintf (logfile, " ");
1279 fprintf (logfile, " (if no)\n"); 1293 fprintf (logfile, " (if no)\n");
1280 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1294 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1281 } 1295 }
1282 t = t->next; 1296 t = t->next;
1283 } 1297 }
1284} 1298}
1285 1299
1286/* 1300/*
1297 found = 0; 1311 found = 0;
1298 fprintf (logfile, "\n"); 1312 fprintf (logfile, "\n");
1299 for (at = first_archetype; at != NULL; at = at->next) 1313 for (at = first_archetype; at != NULL; at = at->next)
1300 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1314 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1301 { 1315 {
1302 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1316 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1303 if (at->clone.randomitems != NULL) 1317 if (at->clone.randomitems != NULL)
1304 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1318 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1305 else 1319 else
1306 fprintf (logfile, "(nothing)\n"); 1320 fprintf (logfile, "(nothing)\n");
1307 fprintf (logfile, "\n"); 1321 fprintf (logfile, "\n");
1308 found++; 1322 found++;
1309 } 1323 }
1310 if (found == 0) 1324 if (found == 0)
1311 fprintf (logfile, "No objects have the name %s!\n\n", name); 1325 fprintf (logfile, "No objects have the name %s!\n\n", name);
1312} 1326}
1313 1327
1320{ 1334{
1321 static int has_been_inited = 0; 1335 static int has_been_inited = 0;
1322 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1336 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1323 artifact *art = NULL; 1337 artifact *art = NULL;
1324 linked_char *tmp; 1338 linked_char *tmp;
1325 int value, comp; 1339 int value;
1326 artifactlist *al; 1340 artifactlist *al;
1327 1341
1328 if (has_been_inited) 1342 if (has_been_inited)
1329 return; 1343 return;
1330 else 1344 else
1337 return; 1351 return;
1338 1352
1339 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1353 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1340 { 1354 {
1341 if (*buf == '#') 1355 if (*buf == '#')
1342 continue; 1356 continue;
1343 if ((cp = strchr (buf, '\n')) != NULL) 1357 if ((cp = strchr (buf, '\n')) != NULL)
1344 *cp = '\0'; 1358 *cp = '\0';
1345 cp = buf; 1359 cp = buf;
1346 while (*cp == ' ') /* Skip blanks */ 1360 while (*cp == ' ') /* Skip blanks */
1347 cp++; 1361 cp++;
1348 if (*cp == '\0') 1362 if (*cp == '\0')
1349 continue; 1363 continue;
1350 1364
1351 if (!strncmp (cp, "Allowed", 7)) 1365 if (!strncmp (cp, "Allowed", 7))
1352 { 1366 {
1353 if (art == NULL) 1367 if (art == NULL)
1354 { 1368 {
1355 art = get_empty_artifact (); 1369 art = get_empty_artifact ();
1356 nrofartifacts++; 1370 nrofartifacts++;
1357 } 1371 }
1358 cp = strchr (cp, ' ') + 1; 1372 cp = strchr (cp, ' ') + 1;
1359 if (!strcmp (cp, "all")) 1373 if (!strcmp (cp, "all"))
1360 continue; 1374 continue;
1361 1375
1362 do 1376 do
1363 { 1377 {
1364 nrofallowedstr++; 1378 nrofallowedstr++;
1365 if ((next = strchr (cp, ',')) != NULL) 1379 if ((next = strchr (cp, ',')) != NULL)
1366 *(next++) = '\0'; 1380 *(next++) = '\0';
1367 tmp = new linked_char; 1381 tmp = new linked_char;
1382
1368 tmp->name = cp; 1383 tmp->name = cp;
1369 tmp->next = art->allowed; 1384 tmp->next = art->allowed;
1370 art->allowed = tmp; 1385 art->allowed = tmp;
1371 } 1386 }
1372 while ((cp = next) != NULL); 1387 while ((cp = next) != NULL);
1373 } 1388 }
1374 else if (sscanf (cp, "chance %d", &value)) 1389 else if (sscanf (cp, "chance %d", &value))
1375 art->chance = (uint16) value; 1390 art->chance = (uint16) value;
1376 else if (sscanf (cp, "difficulty %d", &value)) 1391 else if (sscanf (cp, "difficulty %d", &value))
1377 art->difficulty = (uint8) value; 1392 art->difficulty = (uint8) value;
1378 else if (!strncmp (cp, "Object", 6)) 1393 else if (!strncmp (cp, "Object", 6))
1379 { 1394 {
1380 art->item = (object *) calloc (1, sizeof (object)); 1395 art->item = get_object ();
1381 reset_object (art->item); 1396
1382 if (!load_object (thawer, art->item, LO_LINEMODE, 0)) 1397 if (!load_object (thawer, art->item, 0))
1383 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1398 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1399
1384 art->item->name = strchr (cp, ' ') + 1; 1400 art->item->name = strchr (cp, ' ') + 1;
1385 al = find_artifactlist (art->item->type); 1401 al = find_artifactlist (art->item->type);
1386 if (al == NULL) 1402 if (al == NULL)
1387 { 1403 {
1388 al = get_empty_artifactlist (); 1404 al = get_empty_artifactlist ();
1389 al->type = art->item->type; 1405 al->type = art->item->type;
1390 al->next = first_artifactlist; 1406 al->next = first_artifactlist;
1391 first_artifactlist = al; 1407 first_artifactlist = al;
1392 } 1408 }
1393 art->next = al->items; 1409 art->next = al->items;
1394 al->items = art; 1410 al->items = art;
1395 art = NULL; 1411 art = NULL;
1396 } 1412 }
1397 else 1413 else
1398 LOG (llevError, "Unknown input in artifact file: %s\n", buf); 1414 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1399 } 1415 }
1400 1416
1401 for (al = first_artifactlist; al != NULL; al = al->next) 1417 for (al = first_artifactlist; al != NULL; al = al->next)
1402 { 1418 {
1403 for (art = al->items; art != NULL; art = art->next) 1419 for (art = al->items; art != NULL; art = art->next)
1404 { 1420 {
1405 if (!art->chance) 1421 if (!art->chance)
1406 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1422 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1407 else 1423 else
1408 al->total_chance += art->chance; 1424 al->total_chance += art->chance;
1409 } 1425 }
1410#if 0 1426#if 0
1411 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1427 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1412#endif 1428#endif
1413 } 1429 }
1414 1430
1420 * Used in artifact generation. The bonuses of the first object 1436 * Used in artifact generation. The bonuses of the first object
1421 * is modified by the bonuses of the second object. 1437 * is modified by the bonuses of the second object.
1422 */ 1438 */
1423 1439
1424void 1440void
1425add_abilities (object * op, object * change) 1441add_abilities (object *op, object *change)
1426{ 1442{
1427 int i, j, tmp; 1443 int i, tmp;
1428 1444
1429 if (change->face != blank_face) 1445 if (change->face != blank_face)
1430 { 1446 {
1431#ifdef TREASURE_VERBOSE 1447#ifdef TREASURE_VERBOSE
1432 LOG (llevDebug, "FACE: %d\n", change->face->number); 1448 LOG (llevDebug, "FACE: %d\n", change->face->number);
1471 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1487 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1472 { 1488 {
1473 CLEAR_FLAG (op, FLAG_ANIMATE); 1489 CLEAR_FLAG (op, FLAG_ANIMATE);
1474 /* so artifacts will join */ 1490 /* so artifacts will join */
1475 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1491 if (!QUERY_FLAG (op, FLAG_ALIVE))
1476 op->speed = 0.0; 1492 op->speed = 0.0;
1493
1477 update_ob_speed (op); 1494 update_ob_speed (op);
1478 } 1495 }
1479 1496
1480 if (change->nrof) 1497 if (change->nrof)
1481 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1498 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1482 1499
1483 op->stats.exp += change->stats.exp; /* Speed modifier */ 1500 op->stats.exp += change->stats.exp; /* Speed modifier */
1484 op->stats.wc += change->stats.wc; 1501 op->stats.wc += change->stats.wc;
1485 op->stats.ac += change->stats.ac; 1502 op->stats.ac += change->stats.ac;
1486 1503
1487 if (change->other_arch) 1504 if (change->other_arch)
1488 { 1505 {
1489 /* Basically, for horns & potions, the other_arch field is the spell 1506 /* Basically, for horns & potions, the other_arch field is the spell
1490 * to cast. So convert that to into a spell and put it into 1507 * to cast. So convert that to into a spell and put it into
1491 * this object. 1508 * this object.
1492 */ 1509 */
1493 if (op->type == HORN || op->type == POTION) 1510 if (op->type == HORN || op->type == POTION)
1494 { 1511 {
1495 object *tmp_obj; 1512 object *tmp_obj;
1513
1496 /* Remove any spells this object currently has in it */ 1514 /* Remove any spells this object currently has in it */
1497 while (op->inv) 1515 while (op->inv)
1498 { 1516 {
1499 tmp_obj = op->inv; 1517 tmp_obj = op->inv;
1500 remove_ob (tmp_obj); 1518 tmp_obj->remove ();
1501 free_object (tmp_obj); 1519 tmp_obj->destroy (0);
1502 } 1520 }
1503 1521
1504 tmp_obj = arch_to_object (change->other_arch); 1522 tmp_obj = arch_to_object (change->other_arch);
1505 insert_ob_in_ob (tmp_obj, op); 1523 insert_ob_in_ob (tmp_obj, op);
1506 } 1524 }
1507 /* No harm setting this for potions/horns */ 1525 /* No harm setting this for potions/horns */
1508 op->other_arch = change->other_arch; 1526 op->other_arch = change->other_arch;
1509 } 1527 }
1510 1528
1511 if (change->stats.hp < 0) 1529 if (change->stats.hp < 0)
1544 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1562 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1545 1563
1546 op->item_power = change->item_power; 1564 op->item_power = change->item_power;
1547 1565
1548 for (i = 0; i < NROFATTACKS; i++) 1566 for (i = 0; i < NROFATTACKS; i++)
1549 {
1550 if (change->resist[i]) 1567 if (change->resist[i])
1551 {
1552 op->resist[i] += change->resist[i]; 1568 op->resist[i] += change->resist[i];
1553 }
1554 }
1555 1569
1556 if (change->stats.dam) 1570 if (change->stats.dam)
1557 { 1571 {
1558 if (change->stats.dam < 0) 1572 if (change->stats.dam < 0)
1559 op->stats.dam = (-change->stats.dam); 1573 op->stats.dam = (-change->stats.dam);
1560 else if (op->stats.dam) 1574 else if (op->stats.dam)
1561 { 1575 {
1562 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1576 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1563 if (tmp == op->stats.dam) 1577 if (tmp == op->stats.dam)
1564 { 1578 {
1565 if (change->stats.dam < 10) 1579 if (change->stats.dam < 10)
1566 op->stats.dam--; 1580 op->stats.dam--;
1581 else
1582 op->stats.dam++;
1583 }
1567 else 1584 else
1568 op->stats.dam++;
1569 }
1570 else
1571 op->stats.dam = tmp; 1585 op->stats.dam = tmp;
1572 } 1586 }
1573 } 1587 }
1574 1588
1575 if (change->weight) 1589 if (change->weight)
1576 { 1590 {
1577 if (change->weight < 0) 1591 if (change->weight < 0)
1578 op->weight = (-change->weight); 1592 op->weight = (-change->weight);
1579 else 1593 else
1580 op->weight = (op->weight * (change->weight)) / 100; 1594 op->weight = (op->weight * (change->weight)) / 100;
1581 } 1595 }
1582 1596
1583 if (change->last_sp) 1597 if (change->last_sp)
1584 { 1598 {
1585 if (change->last_sp < 0) 1599 if (change->last_sp < 0)
1586 op->last_sp = (-change->last_sp); 1600 op->last_sp = (-change->last_sp);
1587 else 1601 else
1588 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1602 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1589 } 1603 }
1590 1604
1591 if (change->gen_sp_armour) 1605 if (change->gen_sp_armour)
1592 { 1606 {
1593 if (change->gen_sp_armour < 0) 1607 if (change->gen_sp_armour < 0)
1594 op->gen_sp_armour = (-change->gen_sp_armour); 1608 op->gen_sp_armour = (-change->gen_sp_armour);
1595 else 1609 else
1596 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1610 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1597 } 1611 }
1598 1612
1599 op->value *= change->value; 1613 op->value *= change->value;
1600 1614
1601 if (change->material) 1615 if (change->material)
1613 if (change->msg) 1627 if (change->msg)
1614 op->msg = change->msg; 1628 op->msg = change->msg;
1615} 1629}
1616 1630
1617static int 1631static int
1618legal_artifact_combination (object * op, artifact * art) 1632legal_artifact_combination (object *op, artifact * art)
1619{ 1633{
1620 int neg, success = 0; 1634 int neg, success = 0;
1621 linked_char *tmp; 1635 linked_char *tmp;
1622 const char *name; 1636 const char *name;
1623 1637
1624 if (art->allowed == (linked_char *) NULL) 1638 if (art->allowed == (linked_char *) NULL)
1625 return 1; /* Ie, "all" */ 1639 return 1; /* Ie, "all" */
1626 for (tmp = art->allowed; tmp; tmp = tmp->next) 1640 for (tmp = art->allowed; tmp; tmp = tmp->next)
1627 { 1641 {
1628#ifdef TREASURE_VERBOSE 1642#ifdef TREASURE_VERBOSE
1629 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1643 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1630#endif 1644#endif
1631 if (*tmp->name == '!') 1645 if (*tmp->name == '!')
1632 name = tmp->name + 1, neg = 1; 1646 name = tmp->name + 1, neg = 1;
1633 else 1647 else
1634 name = tmp->name, neg = 0; 1648 name = tmp->name, neg = 0;
1635 1649
1636 /* If we match name, then return the opposite of 'neg' */ 1650 /* If we match name, then return the opposite of 'neg' */
1637 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1651 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1638 return !neg; 1652 return !neg;
1639 1653
1640 /* Set success as true, since if the match was an inverse, it means 1654 /* Set success as true, since if the match was an inverse, it means
1641 * everything is allowed except what we match 1655 * everything is allowed except what we match
1642 */ 1656 */
1643 else if (neg) 1657 else if (neg)
1644 success = 1; 1658 success = 1;
1645 } 1659 }
1646 return success; 1660 return success;
1647} 1661}
1648 1662
1649/* 1663/*
1650 * Fixes the given object, giving it the abilities and titles 1664 * Fixes the given object, giving it the abilities and titles
1651 * it should have due to the second artifact-template. 1665 * it should have due to the second artifact-template.
1652 */ 1666 */
1653 1667
1654void 1668void
1655give_artifact_abilities (object * op, object * artifct) 1669give_artifact_abilities (object *op, object *artifct)
1656{ 1670{
1657 char new_name[MAX_BUF]; 1671 char new_name[MAX_BUF];
1658 1672
1659 sprintf (new_name, "of %s", &artifct->name); 1673 sprintf (new_name, "of %s", &artifct->name);
1660 op->title = new_name; 1674 op->title = new_name;
1661 add_abilities (op, artifct); /* Give out the bonuses */ 1675 add_abilities (op, artifct); /* Give out the bonuses */
1662 1676
1663#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1677#if 0 /* Bit verbose, but keep it here until next time I need it... */
1664 { 1678 {
1665 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1679 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1680
1666 SET_FLAG (op, FLAG_IDENTIFIED); 1681 SET_FLAG (op, FLAG_IDENTIFIED);
1667 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1682 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1668 if (!identified) 1683 if (!identified)
1669 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1684 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1670 } 1685 }
1682 1697
1683/* Give 1 re-roll attempt per artifact */ 1698/* Give 1 re-roll attempt per artifact */
1684#define ARTIFACT_TRIES 2 1699#define ARTIFACT_TRIES 2
1685 1700
1686void 1701void
1687generate_artifact (object * op, int difficulty) 1702generate_artifact (object *op, int difficulty)
1688{ 1703{
1689 artifactlist *al; 1704 artifactlist *al;
1690 artifact *art; 1705 artifact *art;
1691 int i; 1706 int i;
1692 1707
1693 al = find_artifactlist (op->type); 1708 al = find_artifactlist (op->type);
1694 1709
1695 if (al == NULL) 1710 if (al == NULL)
1696 { 1711 {
1697#if 0 /* This is too verbose, usually */ 1712#if 0 /* This is too verbose, usually */
1698 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1713 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1699#endif 1714#endif
1700 return; 1715 return;
1701 } 1716 }
1702 1717
1703 for (i = 0; i < ARTIFACT_TRIES; i++) 1718 for (i = 0; i < ARTIFACT_TRIES; i++)
1704 { 1719 {
1705 int roll = RANDOM () % al->total_chance; 1720 int roll = RANDOM () % al->total_chance;
1706 1721
1707 for (art = al->items; art != NULL; art = art->next) 1722 for (art = al->items; art != NULL; art = art->next)
1708 { 1723 {
1709 roll -= art->chance; 1724 roll -= art->chance;
1710 if (roll < 0) 1725 if (roll < 0)
1711 break; 1726 break;
1712 } 1727 }
1713 1728
1714 if (art == NULL || roll >= 0) 1729 if (art == NULL || roll >= 0)
1715 { 1730 {
1716#if 1 1731#if 1
1717 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1732 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1718#endif 1733#endif
1719 return; 1734 return;
1720 } 1735 }
1721 if (!strcmp (art->item->name, "NONE")) 1736 if (!strcmp (art->item->name, "NONE"))
1722 return; 1737 return;
1723 if (FABS (op->magic) < art->item->magic) 1738 if (FABS (op->magic) < art->item->magic)
1724 continue; /* Not magic enough to be this item */ 1739 continue; /* Not magic enough to be this item */
1725 1740
1726 /* Map difficulty not high enough */ 1741 /* Map difficulty not high enough */
1727 if (difficulty < art->difficulty) 1742 if (difficulty < art->difficulty)
1728 continue; 1743 continue;
1729 1744
1730 if (!legal_artifact_combination (op, art)) 1745 if (!legal_artifact_combination (op, art))
1731 { 1746 {
1732#ifdef TREASURE_VERBOSE 1747#ifdef TREASURE_VERBOSE
1733 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1748 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1734#endif 1749#endif
1735 continue; 1750 continue;
1736 } 1751 }
1737 give_artifact_abilities (op, art->item); 1752 give_artifact_abilities (op, art->item);
1738 return; 1753 return;
1739 } 1754 }
1740} 1755}
1741 1756
1743 * FOOD, except they inherit properties (name, food value, etc). 1758 * FOOD, except they inherit properties (name, food value, etc).
1744 * based on the original owner (or 'donor' if you like). -b.t. 1759 * based on the original owner (or 'donor' if you like). -b.t.
1745 */ 1760 */
1746 1761
1747void 1762void
1748fix_flesh_item (object * item, object * donor) 1763fix_flesh_item (object *item, object *donor)
1749{ 1764{
1750 char tmpbuf[MAX_BUF]; 1765 char tmpbuf[MAX_BUF];
1751 int i; 1766 int i;
1752 1767
1753 if (item->type == FLESH && donor) 1768 if (item->type == FLESH && donor)
1754 { 1769 {
1755 /* change the name */ 1770 /* change the name */
1756 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1771 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1772 item->name = tmpbuf;
1757 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1773 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1774 item->name_pl = tmpbuf;
1758 1775
1759 /* weight is FLESH weight/100 * donor */ 1776 /* weight is FLESH weight/100 * donor */
1760 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1777 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1761 item->weight = 1; 1778 item->weight = 1;
1762 1779
1763 /* value is multiplied by level of donor */ 1780 /* value is multiplied by level of donor */
1764 item->value *= isqrt (donor->level * 2); 1781 item->value *= isqrt (donor->level * 2);
1765 1782
1766 /* food value */ 1783 /* food value */
1768 1785
1769 /* flesh items inherit some abilities of donor, but not 1786 /* flesh items inherit some abilities of donor, but not
1770 * full effect. 1787 * full effect.
1771 */ 1788 */
1772 for (i = 0; i < NROFATTACKS; i++) 1789 for (i = 0; i < NROFATTACKS; i++)
1773 item->resist[i] = donor->resist[i] / 2; 1790 item->resist[i] = donor->resist[i] / 2;
1774 1791
1775 /* item inherits donor's level (important for quezals) */ 1792 /* item inherits donor's level (important for quezals) */
1776 item->level = donor->level; 1793 item->level = donor->level;
1777 1794
1778 /* if donor has some attacktypes, the flesh is poisonous */ 1795 /* if donor has some attacktypes, the flesh is poisonous */
1779 if (donor->attacktype & AT_POISON) 1796 if (donor->attacktype & AT_POISON)
1780 item->type = POISON; 1797 item->type = POISON;
1781 if (donor->attacktype & AT_ACID) 1798 if (donor->attacktype & AT_ACID)
1782 item->stats.hp = -1 * item->stats.food; 1799 item->stats.hp = -1 * item->stats.food;
1783 SET_FLAG (item, FLAG_NO_STEAL); 1800 SET_FLAG (item, FLAG_NO_STEAL);
1784 } 1801 }
1785} 1802}
1786 1803
1787/* special_potion() - so that old potion code is still done right. */ 1804/* special_potion() - so that old potion code is still done right. */
1788 1805
1789int 1806int
1790special_potion (object * op) 1807special_potion (object *op)
1791{ 1808{
1792 1809
1793 int i; 1810 int i;
1794 1811
1795 if (op->attacktype) 1812 if (op->attacktype)
1804 1821
1805 return 0; 1822 return 0;
1806} 1823}
1807 1824
1808void 1825void
1809free_treasurestruct (treasure * t) 1826free_treasurestruct (treasure *t)
1810{ 1827{
1811 if (t->next) 1828 if (t->next)
1812 free_treasurestruct (t->next); 1829 free_treasurestruct (t->next);
1813 if (t->next_yes) 1830 if (t->next_yes)
1814 free_treasurestruct (t->next_yes); 1831 free_treasurestruct (t->next_yes);
1817 1834
1818 delete t; 1835 delete t;
1819} 1836}
1820 1837
1821void 1838void
1822free_charlinks (linked_char * lc) 1839free_charlinks (linked_char *lc)
1823{ 1840{
1824 if (lc->next) 1841 if (lc->next)
1825 free_charlinks (lc->next); 1842 free_charlinks (lc->next);
1826 1843
1827 delete lc; 1844 delete lc;
1828} 1845}
1829 1846
1830void 1847void
1831free_artifact (artifact * at) 1848free_artifact (artifact * at)
1832{ 1849{
1833
1834 if (at->next) 1850 if (at->next)
1835 free_artifact (at->next); 1851 free_artifact (at->next);
1852
1836 if (at->allowed) 1853 if (at->allowed)
1837 free_charlinks (at->allowed); 1854 free_charlinks (at->allowed);
1838 1855
1839 delete at->item; 1856 at->item->destroy (1);
1840 1857
1841 delete at; 1858 delete at;
1842} 1859}
1843 1860
1844void 1861void
1845free_artifactlist (artifactlist * al) 1862free_artifactlist (artifactlist * al)
1846{ 1863{
1847 artifactlist *nextal; 1864 artifactlist *nextal;
1865
1848 for (al = first_artifactlist; al != NULL; al = nextal) 1866 for (al = first_artifactlist; al; al = nextal)
1849 { 1867 {
1850 nextal = al->next; 1868 nextal = al->next;
1869
1851 if (al->items) 1870 if (al->items)
1852 {
1853 free_artifact (al->items); 1871 free_artifact (al->items);
1854 } 1872
1855 free (al); 1873 free (al);
1856 } 1874 }
1857} 1875}
1858 1876
1859void 1877void
1864 1882
1865 for (tl = first_treasurelist; tl != NULL; tl = next) 1883 for (tl = first_treasurelist; tl != NULL; tl = next)
1866 { 1884 {
1867 next = tl->next; 1885 next = tl->next;
1868 if (tl->items) 1886 if (tl->items)
1869 free_treasurestruct (tl->items); 1887 free_treasurestruct (tl->items);
1870 delete tl; 1888 delete tl;
1871 } 1889 }
1872 free_artifactlist (first_artifactlist); 1890 free_artifactlist (first_artifactlist);
1873} 1891}

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