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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.13 by root, Tue Sep 5 17:58:11 2006 UTC vs.
Revision 1.18 by root, Thu Sep 14 21:16:11 2006 UTC

1 1
2/* 2/*
3 * static char *rcs_treasure_c = 3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.13 2006/09/05 17:58:11 root Exp $"; 4 * "$Id: treasure.C,v 1.18 2006/09/14 21:16:11 root Exp $";
5 */ 5 */
6 6
7/* 7/*
8 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
9 9
35 * left on 35 * left on
36 */ 36 */
37#define TREASURE_DEBUG 37#define TREASURE_DEBUG
38 38
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 39/* TREASURE_VERBOSE enables copious output concerning artifact generation */
40
40/* #define TREASURE_VERBOSE */ 41/* #define TREASURE_VERBOSE */
41 42
42#include <global.h> 43#include <global.h>
43#include <treasure.h> 44#include <treasure.h>
44#include <funcpoint.h> 45#include <funcpoint.h>
45#include <loader.h> 46#include <loader.h>
46 47
47 48
48static void change_treasure (treasure * t, object * op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 50extern char *spell_mapping[];
50 51
51/* 52/*
52 * Initialize global archtype pointers: 53 * Initialize global archtype pointers:
53 */ 54 */
54 55
55void 56void
56init_archetype_pointers () 57init_archetype_pointers ()
57{ 58{
58 int prev_warn = warn_archetypes; 59 int prev_warn = warn_archetypes;
60
59 warn_archetypes = 1; 61 warn_archetypes = 1;
60 if (ring_arch == NULL) 62 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring"); 63 ring_arch = archetype::find ("ring");
62 if (amulet_arch == NULL) 64 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet"); 65 amulet_arch = archetype::find ("amulet");
64 if (staff_arch == NULL) 66 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff"); 67 staff_arch = archetype::find ("staff");
66 if (crown_arch == NULL) 68 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown"); 69 crown_arch = archetype::find ("crown");
68 warn_archetypes = prev_warn; 70 warn_archetypes = prev_warn;
69} 71}
70 72
71/* 73/*
72 * Allocate and return the pointer to an empty treasurelist structure. 74 * Allocate and return the pointer to an empty treasurelist structure.
108 while (fgets (buf, MAX_BUF, fp) != NULL) 110 while (fgets (buf, MAX_BUF, fp) != NULL)
109 { 111 {
110 (*line)++; 112 (*line)++;
111 113
112 if (*buf == '#') 114 if (*buf == '#')
113 continue; 115 continue;
114 if ((cp = strchr (buf, '\n')) != NULL) 116 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0'; 117 *cp = '\0';
116 cp = buf; 118 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */ 119 while (isspace (*cp)) /* Skip blanks */
118 cp++; 120 cp++;
119 121
120 if (sscanf (cp, "arch %s", variable)) 122 if (sscanf (cp, "arch %s", variable))
121 { 123 {
122 if ((t->item = find_archetype (variable)) == NULL) 124 if ((t->item = archetype::find (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable); 125 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 } 126 }
125 else if (sscanf (cp, "list %s", variable)) 127 else if (sscanf (cp, "list %s", variable))
126 t->name = variable; 128 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable)) 129 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable; 130 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable)) 131 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable; 132 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable)) 133 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable; 134 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value)) 135 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value; 136 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value)) 137 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value; 138 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value)) 139 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value; 140 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes")) 141 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line); 142 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no")) 143 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line); 144 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end")) 145 else if (!strcmp (cp, "end"))
144 return t; 146 return t;
145 else if (!strcmp (cp, "more")) 147 else if (!strcmp (cp, "more"))
146 { 148 {
147 t->next = load_treasure (fp, line); 149 t->next = load_treasure (fp, line);
148 return t; 150 return t;
149 } 151 }
150 else 152 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 153 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 154 }
153 LOG (llevError, "treasure lacks 'end'.\n"); 155 LOG (llevError, "treasure lacks 'end'.\n");
154 return t; 156 return t;
155} 157}
156 158
157#ifdef TREASURE_DEBUG 159#ifdef TREASURE_DEBUG
160
158/* recursived checks the linked list. Treasurelist is passed only 161/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 162 * so that the treasure name can be printed out
160 */ 163 */
161static void 164static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 165check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 166{
164 if (t->item == NULL && t->name == NULL) 167 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); 168 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)) 169 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); 170 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
199 } 202 }
200 while (fgets (buf, MAX_BUF, fp) != NULL) 203 while (fgets (buf, MAX_BUF, fp) != NULL)
201 { 204 {
202 line++; 205 line++;
203 if (*buf == '#') 206 if (*buf == '#')
204 continue; 207 continue;
205 208
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 209 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 { 210 {
208 treasurelist *tl = get_empty_treasurelist (); 211 treasurelist *tl = get_empty_treasurelist ();
212
209 tl->name = name; 213 tl->name = name;
210 if (previous == NULL) 214 if (previous == NULL)
211 first_treasurelist = tl; 215 first_treasurelist = tl;
212 else 216 else
213 previous->next = tl; 217 previous->next = tl;
214 previous = tl; 218 previous = tl;
215 tl->items = load_treasure (fp, &line); 219 tl->items = load_treasure (fp, &line);
216 220
217 /* This is a one of the many items on the list should be generated. 221 /* 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 222 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 223 * fields of the treasures are not being used.
220 */ 224 */
221 if (!strncmp (buf, "treasureone", 11)) 225 if (!strncmp (buf, "treasureone", 11))
222 { 226 {
223 for (t = tl->items; t != NULL; t = t->next) 227 for (t = tl->items; t != NULL; t = t->next)
224 { 228 {
225#ifdef TREASURE_DEBUG 229#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no) 230 if (t->next_yes || t->next_no)
227 { 231 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 232 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"); 233 LOG (llevError, " the next_yes or next_no field is set\n");
230 } 234 }
231#endif 235#endif
232 tl->total_chance += t->chance; 236 tl->total_chance += t->chance;
233 } 237 }
234 } 238 }
235 } 239 }
236 else 240 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 241 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 } 242 }
239 close_and_delete (fp, comp); 243 close_and_delete (fp, comp);
240 244
241#ifdef TREASURE_DEBUG 245#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is. 246 /* Perform some checks on how valid the treasure data actually is.
255 */ 259 */
256 260
257treasurelist * 261treasurelist *
258find_treasurelist (const char *name) 262find_treasurelist (const char *name)
259{ 263{
260 /* Special cases - randomitems of NULL is to override default. If 264 shstr_cmp name_ (name);
261 * first_treasurelist is null, it means we are on the first pass of 265
262 * of loading archetypes, so for now, just return - second pass will
263 * init these values.
264 */
265 if (!name) 266 if (!name_)
266 return 0; 267 return 0;
267 268
268 if (const char *tmp = shstr::find (name))
269 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) 269 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
270 if (tmp == tl->name) 270 if (name_ == tl->name)
271 return tl; 271 return tl;
272 272
273 if (first_treasurelist) 273 if (first_treasurelist)
274 LOG (llevError, "Couldn't find treasurelist %s\n", name); 274 LOG (llevError, "Couldn't find treasurelist %s\n", name);
275 275
276 return 0; 276 return 0;
289 * start with equipment, but only their abilities). 289 * start with equipment, but only their abilities).
290 */ 290 */
291 291
292 292
293static void 293static void
294put_treasure (object * op, object * creator, int flags) 294put_treasure (object *op, object *creator, int flags)
295{ 295{
296 object *tmp; 296 object *tmp;
297 297
298 /* Bit of a hack - spells should never be put onto the map. The entire 298 /* Bit of a hack - spells should never be put onto the map. The entire
299 * treasure stuff is a problem - there is no clear idea of knowing 299 * treasure stuff is a problem - there is no clear idea of knowing
309 } 309 }
310 else 310 else
311 { 311 {
312 op = insert_ob_in_ob (op, creator); 312 op = insert_ob_in_ob (op, creator);
313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
314 monster_check_apply (creator, op); 314 monster_check_apply (creator, op);
315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
316 esrv_send_item (tmp, op); 316 esrv_send_item (tmp, op);
317 } 317 }
318} 318}
319 319
320/* if there are change_xxx commands in the treasure, we include the changes 320/* if there are change_xxx commands in the treasure, we include the changes
321 * in the generated object 321 * in the generated object
343 object *tmp; 343 object *tmp;
344 344
345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
346 { 346 {
347 if (t->name) 347 if (t->name)
348 { 348 {
349 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 349 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
351 } 351 }
352 else 352 else
353 { 353 {
354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
355 { 355 {
356 tmp = arch_to_object (t->item); 356 tmp = arch_to_object (t->item);
357 if (t->nrof && tmp->nrof <= 1) 357 if (t->nrof && tmp->nrof <= 1)
358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 359 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 360 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 361 put_treasure (tmp, op, flag);
362 } 362 }
363 } 363 }
364 364
365 if (t->next_yes != NULL) 365 if (t->next_yes != NULL)
366 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 366 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 } 367 }
368 else if (t->next_no != NULL) 368 else if (t->next_no != NULL)
369 create_all_treasures (t->next_no, op, flag, difficulty, tries); 369 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370 370
371 if (t->next != NULL) 371 if (t->next != NULL)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 372 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 373}
374 374
375void 375void
376create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries) 376create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
377{ 377{
378 int value = RANDOM () % tl->total_chance; 378 int value = RANDOM () % tl->total_chance;
379 treasure *t; 379 treasure *t;
380 380
381 if (tries++ > 100) 381 if (tries++ > 100)
387 for (t = tl->items; t != NULL; t = t->next) 387 for (t = tl->items; t != NULL; t = t->next)
388 { 388 {
389 value -= t->chance; 389 value -= t->chance;
390 390
391 if (value < 0) 391 if (value < 0)
392 break; 392 break;
393 } 393 }
394 394
395 if (!t || value >= 0) 395 if (!t || value >= 0)
396 { 396 {
397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
400 } 400 }
401 401
402 if (t->name) 402 if (t->name)
403 { 403 {
404 if (!strcmp (t->name, "NONE")) 404 if (!strcmp (t->name, "NONE"))
405 return; 405 return;
406 406
407 if (difficulty >= t->magic) 407 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
409 else if (t->nrof) 409 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 410 create_one_treasure (tl, op, flag, difficulty, tries);
411 411
412 return; 412 return;
413 } 413 }
414 414
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
416 { 416 {
417 object *tmp = arch_to_object (t->item); 417 object *tmp = arch_to_object (t->item);
418 418
419 if (!tmp) 419 if (!tmp)
420 return; 420 return;
421 421
422 if (t->nrof && tmp->nrof <= 1) 422 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
424 424
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 425 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 426 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 427 put_treasure (tmp, op, flag);
428 } 428 }
434 * list transitions, or so that excessively good treasure will not be 434 * list transitions, or so that excessively good treasure will not be
435 * created on weak maps, because it will exceed the number of allowed tries 435 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 436 * to do that.
437 */ 437 */
438void 438void
439create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 439create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
440{ 440{
441 441
442 if (tries++ > 100) 442 if (tries++ > 100)
443 { 443 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
480 * The array has two arguments, the difficulty of the level, and the 480 * The array has two arguments, the difficulty of the level, and the
481 * magical bonus "wanted". 481 * magical bonus "wanted".
482 */ 482 */
483 483
484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
485
485/*chance of magic difficulty*/ 486/*chance of magic difficulty*/
487
486/* +0 +1 +2 +3 +4 */ 488/* +0 +1 +2 +3 +4 */
487 {95, 2, 2, 1, 0}, /*1 */ 489 {95, 2, 2, 1, 0}, /*1 */
488 {92, 5, 2, 1, 0}, /*2 */ 490 {92, 5, 2, 1, 0}, /*2 */
489 {85, 10, 4, 1, 0}, /*3 */ 491 {85, 10, 4, 1, 0}, /*3 */
490 {80, 14, 4, 2, 0}, /*4 */ 492 {80, 14, 4, 2, 0}, /*4 */
491 {75, 17, 5, 2, 1}, /*5 */ 493 {75, 17, 5, 2, 1}, /*5 */
492 {70, 18, 8, 3, 1}, /*6 */ 494 {70, 18, 8, 3, 1}, /*6 */
493 {65, 21, 10, 3, 1}, /*7 */ 495 {65, 21, 10, 3, 1}, /*7 */
494 {60, 22, 12, 4, 2}, /*8 */ 496 {60, 22, 12, 4, 2}, /*8 */
495 {55, 25, 14, 4, 2}, /*9 */ 497 {55, 25, 14, 4, 2}, /*9 */
496 {50, 27, 16, 5, 2}, /*10 */ 498 {50, 27, 16, 5, 2}, /*10 */
497 {45, 28, 18, 6, 3}, /*11 */ 499 {45, 28, 18, 6, 3}, /*11 */
498 {42, 28, 20, 7, 3}, /*12 */ 500 {42, 28, 20, 7, 3}, /*12 */
499 {40, 27, 21, 8, 4}, /*13 */ 501 {40, 27, 21, 8, 4}, /*13 */
500 {38, 25, 22, 10, 5}, /*14 */ 502 {38, 25, 22, 10, 5}, /*14 */
501 {36, 23, 23, 12, 6}, /*15 */ 503 {36, 23, 23, 12, 6}, /*15 */
502 {33, 21, 24, 14, 8}, /*16 */ 504 {33, 21, 24, 14, 8}, /*16 */
503 {31, 19, 25, 16, 9}, /*17 */ 505 {31, 19, 25, 16, 9}, /*17 */
504 {27, 15, 30, 18, 10}, /*18 */ 506 {27, 15, 30, 18, 10}, /*18 */
505 {20, 12, 30, 25, 13}, /*19 */ 507 {20, 12, 30, 25, 13}, /*19 */
506 {15, 10, 28, 30, 17}, /*20 */ 508 {15, 10, 28, 30, 17}, /*20 */
507 {13, 9, 27, 28, 23}, /*21 */ 509 {13, 9, 27, 28, 23}, /*21 */
508 {10, 8, 25, 28, 29}, /*22 */ 510 {10, 8, 25, 28, 29}, /*22 */
509 {8, 7, 23, 26, 36}, /*23 */ 511 {8, 7, 23, 26, 36}, /*23 */
510 {6, 6, 20, 22, 46}, /*24 */ 512 {6, 6, 20, 22, 46}, /*24 */
511 {4, 5, 17, 18, 56}, /*25 */ 513 {4, 5, 17, 18, 56}, /*25 */
512 {2, 4, 12, 14, 68}, /*26 */ 514 {2, 4, 12, 14, 68}, /*26 */
513 {0, 3, 7, 10, 80}, /*27 */ 515 {0, 3, 7, 10, 80}, /*27 */
514 {0, 0, 3, 7, 90}, /*28 */ 516 {0, 0, 3, 7, 90}, /*28 */
515 {0, 0, 0, 3, 97}, /*29 */ 517 {0, 0, 0, 3, 97}, /*29 */
516 {0, 0, 0, 0, 100}, /*30 */ 518 {0, 0, 0, 0, 100}, /*30 */
517 {0, 0, 0, 0, 100}, /*31 */ 519 {0, 0, 0, 0, 100}, /*31 */
518}; 520};
519 521
520 522
521/* calculate the appropriate level for wands staves and scrolls. 523/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 524 * This code presumes that op has had its spell object created (in op->inv)
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 526 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 527 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 528 */
527 529
528int 530int
529level_for_item (const object * op, int difficulty) 531level_for_item (const object *op, int difficulty)
530{ 532{
531 int mult = 0, olevel = 0; 533 int olevel = 0;
532 534
533 if (!op->inv) 535 if (!op->inv)
534 { 536 {
535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 537 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536 return 0; 538 return 0;
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 579 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 580 {
579 percent -= difftomagic_list[scaled_diff][magic]; 581 percent -= difftomagic_list[scaled_diff][magic];
580 582
581 if (percent < 0) 583 if (percent < 0)
582 break; 584 break;
583 } 585 }
584 586
585 if (magic == (MAXMAGIC + 1)) 587 if (magic == (MAXMAGIC + 1))
586 { 588 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 589 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
600 * This function doesn't work properly, should add use of archetypes 602 * This function doesn't work properly, should add use of archetypes
601 * to make it truly absolute. 603 * to make it truly absolute.
602 */ 604 */
603 605
604void 606void
605set_abs_magic (object * op, int magic) 607set_abs_magic (object *op, int magic)
606{ 608{
607 if (!magic) 609 if (!magic)
608 return; 610 return;
609 611
610 op->magic = magic; 612 op->magic = magic;
611 if (op->arch) 613 if (op->arch)
612 { 614 {
613 if (op->type == ARMOUR) 615 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615 617
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 618 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
617 magic = (-magic); 619 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 } 621 }
620 else 622 else
621 { 623 {
622 if (op->type == ARMOUR) 624 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 626 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
625 magic = (-magic); 627 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 628 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 629 }
628} 630}
629 631
630/* 632/*
631 * Sets a random magical bonus in the given object based upon 633 * Sets a random magical bonus in the given object based upon
632 * the given difficulty, and the given max possible bonus. 634 * the given difficulty, and the given max possible bonus.
633 */ 635 */
634 636
635static void 637static void
636set_magic (int difficulty, object * op, int max_magic, int flags) 638set_magic (int difficulty, object *op, int max_magic, int flags)
637{ 639{
638 int i; 640 int i;
641
639 i = magic_from_difficulty (difficulty); 642 i = magic_from_difficulty (difficulty);
640 if ((flags & GT_ONLY_GOOD) && i < 0) 643 if ((flags & GT_ONLY_GOOD) && i < 0)
641 i = -i; 644 i = -i;
642 if (i > max_magic) 645 if (i > max_magic)
643 i = max_magic; 646 i = max_magic;
654 * other bonuses previously rolled and ones the item might natively have. 657 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method. 658 * 2) Add code to deal with new PR method.
656 */ 659 */
657 660
658void 661void
659set_ring_bonus (object * op, int bonus) 662set_ring_bonus (object *op, int bonus)
660{ 663{
661 664
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 665 int r = RANDOM () % (bonus > 0 ? 25 : 11);
663 666
664 if (op->type == AMULET) 667 if (op->type == AMULET)
665 { 668 {
666 if (!(RANDOM () % 21)) 669 if (!(RANDOM () % 21))
667 r = 20 + RANDOM () % 2; 670 r = 20 + RANDOM () % 2;
668 else 671 else
669 { 672 {
670 if (RANDOM () & 2) 673 if (RANDOM () & 2)
671 r = 10; 674 r = 10;
672 else 675 else
673 r = 11 + RANDOM () % 9; 676 r = 11 + RANDOM () % 9;
674 } 677 }
675 } 678 }
676 679
677 switch (r) 680 switch (r)
678 { 681 {
679 /* Redone by MSW 2000-11-26 to have much less code. Also, 682 /* Redone by MSW 2000-11-26 to have much less code. Also,
680 * bonuses and penalties will stack and add to existing values. 683 * bonuses and penalties will stack and add to existing values.
681 * of the item. 684 * of the item.
682 */ 685 */
683 case 0: 686 case 0:
684 case 1: 687 case 1:
685 case 2: 688 case 2:
686 case 3: 689 case 3:
687 case 4: 690 case 4:
688 case 5: 691 case 5:
689 case 6: 692 case 6:
690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 693 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
691 break; 694 break;
692 695
693 case 7: 696 case 7:
694 op->stats.dam += bonus; 697 op->stats.dam += bonus;
695 break; 698 break;
696 699
697 case 8: 700 case 8:
698 op->stats.wc += bonus; 701 op->stats.wc += bonus;
699 break; 702 break;
700 703
701 case 9: 704 case 9:
702 op->stats.food += bonus; /* hunger/sustenance */ 705 op->stats.food += bonus; /* hunger/sustenance */
703 break; 706 break;
704 707
705 case 10: 708 case 10:
706 op->stats.ac += bonus; 709 op->stats.ac += bonus;
707 break; 710 break;
708 711
709 /* Item that gives protections/vulnerabilities */ 712 /* Item that gives protections/vulnerabilities */
710 case 11: 713 case 11:
711 case 12: 714 case 12:
712 case 13: 715 case 13:
713 case 14: 716 case 14:
714 case 15: 717 case 15:
715 case 16: 718 case 16:
716 case 17: 719 case 17:
717 case 18: 720 case 18:
718 case 19: 721 case 19:
719 { 722 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 723 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
721 724
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 725 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 726 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
724 727
725 /* Cursed items need to have higher negative values to equal out with 728 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another 729 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with 730 * little random element in since that they don't always end up with
728 * even values. 731 * even values.
729 */ 732 */
730 if (bonus < 0) 733 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 734 val = 2 * -val - RANDOM () % b;
732 if (val > 35) 735 if (val > 35)
733 val = 35; /* Upper limit */ 736 val = 35; /* Upper limit */
734 b = 0; 737 b = 0;
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 { 739 {
737 resist = RANDOM () % num_resist_table; 740 resist = RANDOM () % num_resist_table;
738 } 741 }
739 if (b == 4) 742 if (b == 4)
740 return; /* Not able to find a free resistance */ 743 return; /* Not able to find a free resistance */
741 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
744 */ 747 */
745 break; 748 break;
746 } 749 }
747 case 20: 750 case 20:
748 if (op->type == AMULET) 751 if (op->type == AMULET)
749 { 752 {
750 SET_FLAG (op, FLAG_REFL_SPELL); 753 SET_FLAG (op, FLAG_REFL_SPELL);
751 op->value *= 11; 754 op->value *= 11;
752 } 755 }
753 else 756 else
754 { 757 {
755 op->stats.hp = 1; /* regenerate hit points */ 758 op->stats.hp = 1; /* regenerate hit points */
756 op->value *= 4; 759 op->value *= 4;
757 } 760 }
758 break; 761 break;
759 762
760 case 21: 763 case 21:
761 if (op->type == AMULET) 764 if (op->type == AMULET)
762 { 765 {
763 SET_FLAG (op, FLAG_REFL_MISSILE); 766 SET_FLAG (op, FLAG_REFL_MISSILE);
764 op->value *= 9; 767 op->value *= 9;
765 } 768 }
766 else 769 else
767 { 770 {
768 op->stats.sp = 1; /* regenerate spell points */ 771 op->stats.sp = 1; /* regenerate spell points */
769 op->value *= 3; 772 op->value *= 3;
770 } 773 }
771 break; 774 break;
772 775
773 case 22: 776 case 22:
774 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
776 break; 779 break;
777 } 780 }
778 if (bonus > 0) 781 if (bonus > 0)
779 op->value *= 2 * bonus; 782 op->value *= 2 * bonus;
780 else 783 else
781 op->value = -(op->value * 2 * bonus) / 3; 784 op->value = -(op->value * 2 * bonus) / 3;
792 795
793int 796int
794get_magic (int diff) 797get_magic (int diff)
795{ 798{
796 int i; 799 int i;
800
797 if (diff < 3) 801 if (diff < 3)
798 diff = 3; 802 diff = 3;
799 for (i = 0; i < 4; i++) 803 for (i = 0; i < 4; i++)
800 if (RANDOM () % diff) 804 if (RANDOM () % diff)
801 return i; 805 return i;
808/* 812/*
809 * fix_generated_item(): This is called after an item is generated, in 813 * fix_generated_item(): This is called after an item is generated, in
810 * order to set it up right. This produced magical bonuses, puts spells 814 * order to set it up right. This produced magical bonuses, puts spells
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 815 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
812 */ 816 */
817
813/* 4/28/96 added creator object from which op may now inherit properties based on 818/* 4/28/96 added creator object from which op may now inherit properties based on
814 * op->type. Right now, which stuff the creator passes on is object type 819 * op->type. Right now, which stuff the creator passes on is object type
815 * dependant. I know this is a spagetti manuever, but is there a cleaner 820 * dependant. I know this is a spagetti manuever, but is there a cleaner
816 * way to do this? b.t. */ 821 * way to do this? b.t. */
822
817/* 823/*
818 * ! (flags & GT_ENVIRONMENT): 824 * ! (flags & GT_ENVIRONMENT):
819 * Automatically calls fix_flesh_item(). 825 * Automatically calls fix_flesh_item().
820 * 826 *
821 * flags: 827 * flags:
825 * a working object - don't change magic, value, etc, but set it material 831 * a working object - don't change magic, value, etc, but set it material
826 * type as appropriate, for objects that need spell objects, set those, etc 832 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 833 */
828 834
829void 835void
830fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 836fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 837{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 839
834 if (!creator || creator->type == op->type) 840 if (!creator || creator->type == op->type)
835 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 841 creator = op; /*safety & to prevent polymorphed objects giving attributes */
836 842
837 /* If we make an artifact, this information will be destroyed */ 843 /* If we make an artifact, this information will be destroyed */
838 save_item_power = op->item_power; 844 save_item_power = op->item_power;
839 op->item_power = 0; 845 op->item_power = 0;
840 846
841 if (op->randomitems && op->type != SPELL) 847 if (op->randomitems && op->type != SPELL)
842 { 848 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 849 create_treasure (op->randomitems, op, flags, difficulty, 0);
844 if (!op->inv) 850 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 851 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846 852
847 /* So the treasure doesn't get created again */ 853 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 854 op->randomitems = NULL;
849 } 855 }
850 856
852 difficulty = 1; 858 difficulty = 1;
853 859
854 if (!(flags & GT_MINIMAL)) 860 if (!(flags & GT_MINIMAL))
855 { 861 {
856 if (op->arch == crown_arch) 862 if (op->arch == crown_arch)
857 { 863 {
858 set_magic (difficulty, op, max_magic, flags); 864 set_magic (difficulty, op, max_magic, flags);
859 num_enchantments = calc_item_power (op, 1); 865 num_enchantments = calc_item_power (op, 1);
860 generate_artifact (op, difficulty); 866 generate_artifact (op, difficulty);
861 } 867 }
862 else 868 else
863 { 869 {
864 if (!op->magic && max_magic) 870 if (!op->magic && max_magic)
865 set_magic (difficulty, op, max_magic, flags); 871 set_magic (difficulty, op, max_magic, flags);
866 872
867 num_enchantments = calc_item_power (op, 1); 873 num_enchantments = calc_item_power (op, 1);
868 874
869 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,
870 * used for shop_floors or treasures */ 876 * used for shop_floors or treasures */
871 generate_artifact (op, difficulty); 877 generate_artifact (op, difficulty);
872 } 878 }
873 879
874 /* Object was made an artifact. Calculate its item_power rating. 880 /* Object was made an artifact. Calculate its item_power rating.
875 * the item_power in the object is what the artfiact adds. 881 * the item_power in the object is what the artfiact adds.
876 */ 882 */
877 if (op->title) 883 if (op->title)
878 { 884 {
879 /* 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
880 * 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
881 * 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
882 * 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
883 * 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
884 * being somewhat of a bonus 890 * being somewhat of a bonus
885 */ 891 */
886 if (save_item_power) 892 if (save_item_power)
887 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);
888 else 894 else
889 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);
890 } 896 }
891 else if (save_item_power) 897 else if (save_item_power)
892 { 898 {
893 /* 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.
894 * we don't care about num_enchantments - that will basically just 900 * we don't care about num_enchantments - that will basically just
895 * have calculated some value from the base attributes of the archetype. 901 * have calculated some value from the base attributes of the archetype.
896 */ 902 */
897 op->item_power = save_item_power; 903 op->item_power = save_item_power;
898 } 904 }
899 else 905 else
900 { 906 {
901 /* 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
902 * 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
903 * 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
904 * item_power value. 910 * item_power value.
905 * - gros, 21th of July 2006. 911 * - gros, 21th of July 2006.
906 */ 912 */
907 op->item_power = calc_item_power (op, 0); 913 op->item_power = calc_item_power (op, 0);
908 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
909 * again below */ 915 * again below */
910 } 916 }
911 } 917 }
912 918
913 /* materialtype modifications. Note we allow this on artifacts. */ 919 /* materialtype modifications. Note we allow this on artifacts. */
914 set_materialname (op, difficulty, NULL); 920 set_materialname (op, difficulty, NULL);
915 921
916 if (flags & GT_MINIMAL) 922 if (flags & GT_MINIMAL)
917 { 923 {
918 if (op->type == POTION) 924 if (op->type == POTION)
919 /* Handle healing and magic power potions */ 925 /* Handle healing and magic power potions */
920 if (op->stats.sp && !op->randomitems) 926 if (op->stats.sp && !op->randomitems)
921 { 927 {
922 object *tmp; 928 object *tmp;
923 929
924 tmp = get_archetype (spell_mapping[op->stats.sp]); 930 tmp = get_archetype (spell_mapping[op->stats.sp]);
925 insert_ob_in_ob (tmp, op); 931 insert_ob_in_ob (tmp, op);
926 op->stats.sp = 0; 932 op->stats.sp = 0;
927 } 933 }
928 } 934 }
929 else if (!op->title) /* Only modify object if not special */ 935 else if (!op->title) /* Only modify object if not special */
930 switch (op->type) 936 switch (op->type)
931 { 937 {
932 case WEAPON: 938 case WEAPON:
933 case ARMOUR: 939 case ARMOUR:
934 case SHIELD: 940 case SHIELD:
935 case HELMET: 941 case HELMET:
936 case CLOAK: 942 case CLOAK:
937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 943 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
938 set_ring_bonus (op, -DICE2); 944 set_ring_bonus (op, -DICE2);
939 break; 945 break;
940 946
941 case BRACERS: 947 case BRACERS:
942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 948 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
943 { 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 remove_ob (op);
1005 free_object (op);
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
944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1016 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
945 if (!QUERY_FLAG (op, FLAG_CURSED))
946 op->value *= 3;
947 }
948 break;
949 1017
950 case POTION:
951 {
952 int too_many_tries = 0, is_special = 0;
953
954 /* Handle healing and magic power potions */
955 if (op->stats.sp && !op->randomitems)
956 {
957 object *tmp;
958
959 tmp = get_archetype (spell_mapping[op->stats.sp]);
960 insert_ob_in_ob (tmp, op);
961 op->stats.sp = 0;
962 }
963
964 while (!(is_special = special_potion (op)) && !op->inv)
965 {
966 generate_artifact (op, difficulty);
967 if (too_many_tries++ > 10)
968 break;
969 }
970
971 /* don't want to change value for healing/magic power potions,
972 * since the value set on those is already correct.
973 */
974 if (op->inv && op->randomitems)
975 {
976 /* value multiplier is same as for scrolls */
977 op->value = (op->value * op->inv->value);
978 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
979 }
980 else
981 {
982 op->name = "potion";
983 op->name_pl = "potions";
984 }
985
986 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
987 SET_FLAG (op, FLAG_CURSED);
988 break;
989 }
990
991 case AMULET:
992 if (op->arch == amulet_arch)
993 op->value *= 5; /* Since it's not just decoration */
994
995 case RING:
996 if (op->arch == NULL)
997 {
998 remove_ob (op);
999 free_object (op);
1000 op = NULL;
1001 break;
1002 }
1003
1004 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1005 break;
1006
1007 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1008 SET_FLAG (op, FLAG_CURSED);
1009
1010 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1011
1012 if (op->type != RING) /* Amulets have only one ability */ 1018 if (op->type != RING) /* Amulets have only one ability */
1013 break; 1019 break;
1014 1020
1015 if (!(RANDOM () % 4)) 1021 if (!(RANDOM () % 4))
1016 { 1022 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1023 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 1024
1019 if (d > 0) 1025 if (d > 0)
1020 op->value *= 3; 1026 op->value *= 3;
1021 1027
1022 set_ring_bonus (op, d); 1028 set_ring_bonus (op, d);
1023 1029
1024 if (!(RANDOM () % 4)) 1030 if (!(RANDOM () % 4))
1025 { 1031 {
1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1032 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 if (d > 0)
1028 op->value *= 5;
1029 set_ring_bonus (op, d);
1030 }
1031 }
1032 1033
1034 if (d > 0)
1035 op->value *= 5;
1036 set_ring_bonus (op, d);
1037 }
1038 }
1039
1033 if (GET_ANIM_ID (op)) 1040 if (GET_ANIM_ID (op))
1034 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1041 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1035 1042
1036 break; 1043 break;
1037 1044
1038 case BOOK: 1045 case BOOK:
1039 /* Is it an empty book?, if yes lets make a special· 1046 /* Is it an empty book?, if yes lets make a special·
1040 * msg for it, and tailor its properties based on the· 1047 * msg for it, and tailor its properties based on the·
1041 * creator and/or map level we found it on. 1048 * creator and/or map level we found it on.
1042 */ 1049 */
1043 if (!op->msg && RANDOM () % 10) 1050 if (!op->msg && RANDOM () % 10)
1044 { 1051 {
1045 /* set the book level properly */ 1052 /* set the book level properly */
1046 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1053 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1047 { 1054 {
1048 if (op->map && op->map->difficulty) 1055 if (op->map && op->map->difficulty)
1049 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1056 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1050 else 1057 else
1051 op->level = RANDOM () % 20 + 1; 1058 op->level = RANDOM () % 20 + 1;
1052 } 1059 }
1053 else 1060 else
1054 op->level = RANDOM () % creator->level; 1061 op->level = RANDOM () % creator->level;
1055 1062
1056 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);
1057 /* books w/ info are worth more! */ 1064 /* books w/ info are worth more! */
1058 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));
1059 /* creator related stuff */ 1066 /* creator related stuff */
1060 1067
1061 /* for library, chained books. Note that some monsters have no_pick 1068 /* for library, chained books. Note that some monsters have no_pick
1062 * 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.
1063 */ 1070 */
1064 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))
1065 SET_FLAG (op, FLAG_NO_PICK); 1072 SET_FLAG (op, FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1073 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying; 1074 op->slaying = creator->slaying;
1068 1075
1069 /* add exp so reading it gives xp (once) */ 1076 /* add exp so reading it gives xp (once) */
1070 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;
1071 } 1078 }
1072 break; 1079 break;
1073 1080
1074 case SPELLBOOK: 1081 case SPELLBOOK:
1075 op->value = op->value * op->inv->value; 1082 op->value = op->value * op->inv->value;
1076 /* add exp so learning gives xp */ 1083 /* add exp so learning gives xp */
1077 op->level = op->inv->level; 1084 op->level = op->inv->level;
1078 op->stats.exp = op->value; 1085 op->stats.exp = op->value;
1079 break; 1086 break;
1080 1087
1081 case WAND: 1088 case WAND:
1082 /* nrof in the treasure list is number of charges, 1089 /* nrof in the treasure list is number of charges,
1083 * not number of wands. So copy that into food (charges), 1090 * not number of wands. So copy that into food (charges),
1084 * and reset nrof. 1091 * and reset nrof.
1085 */ 1092 */
1086 op->stats.food = op->inv->nrof; 1093 op->stats.food = op->inv->nrof;
1087 op->nrof = 1; 1094 op->nrof = 1;
1088 /* If the spell changes by level, choose a random level 1095 /* If the spell changes by level, choose a random level
1089 * for it, and adjust price. If the spell doesn't 1096 * for it, and adjust price. If the spell doesn't
1090 * change by level, just set the wand to the level of 1097 * change by level, just set the wand to the level of
1091 * the spell, and value calculation is simpler. 1098 * the spell, and value calculation is simpler.
1092 */ 1099 */
1093 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)
1094 { 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:
1095 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 */
1096 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);
1097 } 1120 /* maxhp is used to denote how many 'charges' the rod holds before */
1098 else 1121 if (op->stats.maxhp)
1099 { 1122 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1100 op->level = op->inv->level; 1123 else
1101 op->value = op->value * op->inv->value; 1124 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1102 }
1103 break;
1104 1125
1126 op->stats.hp = op->stats.maxhp;
1127 break;
1128
1105 case ROD: 1129 case SCROLL:
1106 op->level = level_for_item (op, difficulty); 1130 op->level = level_for_item (op, difficulty);
1107 /* Add 50 to both level an divisor to keep prices a little more
1108 * reasonable. Otherwise, a high level version of a low level
1109 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1110 * 10 time multiplier). This way, the value are a bit more reasonable.
1111 */
1112 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);
1113 /* maxhp is used to denote how many 'charges' the rod holds before */
1114 if (op->stats.maxhp)
1115 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1116 else
1117 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1118 1132
1119 op->stats.hp = op->stats.maxhp;
1120 break;
1121
1122 case SCROLL:
1123 op->level = level_for_item (op, difficulty);
1124 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1125
1126 /* add exp so reading them properly gives xp */ 1133 /* add exp so reading them properly gives xp */
1127 op->stats.exp = op->value / 5; 1134 op->stats.exp = op->value / 5;
1128 op->nrof = op->inv->nrof; 1135 op->nrof = op->inv->nrof;
1129 break; 1136 break;
1130 1137
1131 case RUNE: 1138 case RUNE:
1132 trap_adjust (op, difficulty); 1139 trap_adjust (op, difficulty);
1133 break; 1140 break;
1134 1141
1135 case TRAP: 1142 case TRAP:
1136 trap_adjust (op, difficulty); 1143 trap_adjust (op, difficulty);
1137 break; 1144 break;
1138 } /* switch type */ 1145 } /* switch type */
1139 1146
1140 if (flags & GT_STARTEQUIP) 1147 if (flags & GT_STARTEQUIP)
1141 { 1148 {
1142 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))
1143 SET_FLAG (op, FLAG_STARTEQUIP); 1150 SET_FLAG (op, FLAG_STARTEQUIP);
1144 else if (op->type != MONEY) 1151 else if (op->type != MONEY)
1145 op->value = 0; 1152 op->value = 0;
1146 } 1153 }
1147 1154
1148 if (!(flags & GT_ENVIRONMENT)) 1155 if (!(flags & GT_ENVIRONMENT))
1149 fix_flesh_item (op, creator); 1156 fix_flesh_item (op, creator);
1150} 1157}
1163 1170
1164static artifactlist * 1171static artifactlist *
1165get_empty_artifactlist (void) 1172get_empty_artifactlist (void)
1166{ 1173{
1167 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1174 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1175
1168 if (tl == NULL) 1176 if (tl == NULL)
1169 fatal (OUT_OF_MEMORY); 1177 fatal (OUT_OF_MEMORY);
1170 tl->next = NULL; 1178 tl->next = NULL;
1171 tl->items = NULL; 1179 tl->items = NULL;
1172 tl->total_chance = 0; 1180 tl->total_chance = 0;
1179 1187
1180static artifact * 1188static artifact *
1181get_empty_artifact (void) 1189get_empty_artifact (void)
1182{ 1190{
1183 artifact *t = (artifact *) malloc (sizeof (artifact)); 1191 artifact *t = (artifact *) malloc (sizeof (artifact));
1192
1184 if (t == NULL) 1193 if (t == NULL)
1185 fatal (OUT_OF_MEMORY); 1194 fatal (OUT_OF_MEMORY);
1186 t->item = NULL; 1195 t->item = NULL;
1187 t->next = NULL; 1196 t->next = NULL;
1188 t->chance = 0; 1197 t->chance = 0;
1221 fprintf (logfile, "\n"); 1230 fprintf (logfile, "\n");
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1231 for (al = first_artifactlist; al != NULL; al = al->next)
1223 { 1232 {
1224 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);
1225 for (art = al->items; art != NULL; art = art->next) 1234 for (art = al->items; art != NULL; art = art->next)
1226 { 1235 {
1227 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);
1228 if (art->allowed != NULL) 1237 if (art->allowed != NULL)
1229 { 1238 {
1230 fprintf (logfile, "\tAllowed combinations:"); 1239 fprintf (logfile, "\tAllowed combinations:");
1231 for (next = art->allowed; next != NULL; next = next->next) 1240 for (next = art->allowed; next != NULL; next = next->next)
1232 fprintf (logfile, "%s,", &next->name); 1241 fprintf (logfile, "%s,", &next->name);
1233 fprintf (logfile, "\n"); 1242 fprintf (logfile, "\n");
1234 } 1243 }
1235 } 1244 }
1236 } 1245 }
1237 fprintf (logfile, "\n"); 1246 fprintf (logfile, "\n");
1238} 1247}
1239 1248
1240/* 1249/*
1241 * For debugging purposes. Dumps all treasures recursively (see below). 1250 * For debugging purposes. Dumps all treasures recursively (see below).
1242 */ 1251 */
1243void 1252void
1244dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1253dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1245{ 1254{
1246 treasurelist *tl; 1255 treasurelist *tl;
1247 int i; 1256 int i;
1248 1257
1249 if (depth > 100) 1258 if (depth > 100)
1250 return; 1259 return;
1251 while (t != NULL) 1260 while (t != NULL)
1252 { 1261 {
1253 if (t->name != NULL) 1262 if (t->name != NULL)
1254 { 1263 {
1255 for (i = 0; i < depth; i++) 1264 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " "); 1265 fprintf (logfile, " ");
1257 fprintf (logfile, "{ (list: %s)\n", &t->name); 1266 fprintf (logfile, "{ (list: %s)\n", &t->name);
1258 tl = find_treasurelist (t->name); 1267 tl = find_treasurelist (t->name);
1259 dump_monster_treasure_rec (name, tl->items, depth + 2); 1268 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260 for (i = 0; i < depth; i++) 1269 for (i = 0; i < depth; i++)
1261 fprintf (logfile, " "); 1270 fprintf (logfile, " ");
1262 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1271 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1263 } 1272 }
1264 else 1273 else
1265 { 1274 {
1266 for (i = 0; i < depth; i++) 1275 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1276 fprintf (logfile, " ");
1268 if (t->item->clone.type == FLESH) 1277 if (t->item->clone.type == FLESH)
1269 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1278 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1270 else 1279 else
1271 fprintf (logfile, "%s\n", &t->item->clone.name); 1280 fprintf (logfile, "%s\n", &t->item->clone.name);
1272 } 1281 }
1273 if (t->next_yes != NULL) 1282 if (t->next_yes != NULL)
1274 { 1283 {
1275 for (i = 0; i < depth; i++) 1284 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1285 fprintf (logfile, " ");
1277 fprintf (logfile, " (if yes)\n"); 1286 fprintf (logfile, " (if yes)\n");
1278 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1287 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1279 } 1288 }
1280 if (t->next_no != NULL) 1289 if (t->next_no != NULL)
1281 { 1290 {
1282 for (i = 0; i < depth; i++) 1291 for (i = 0; i < depth; i++)
1283 fprintf (logfile, " "); 1292 fprintf (logfile, " ");
1284 fprintf (logfile, " (if no)\n"); 1293 fprintf (logfile, " (if no)\n");
1285 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1294 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1286 } 1295 }
1287 t = t->next; 1296 t = t->next;
1288 } 1297 }
1289} 1298}
1290 1299
1291/* 1300/*
1302 found = 0; 1311 found = 0;
1303 fprintf (logfile, "\n"); 1312 fprintf (logfile, "\n");
1304 for (at = first_archetype; at != NULL; at = at->next) 1313 for (at = first_archetype; at != NULL; at = at->next)
1305 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1314 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1306 { 1315 {
1307 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);
1308 if (at->clone.randomitems != NULL) 1317 if (at->clone.randomitems != NULL)
1309 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);
1310 else 1319 else
1311 fprintf (logfile, "(nothing)\n"); 1320 fprintf (logfile, "(nothing)\n");
1312 fprintf (logfile, "\n"); 1321 fprintf (logfile, "\n");
1313 found++; 1322 found++;
1314 } 1323 }
1315 if (found == 0) 1324 if (found == 0)
1316 fprintf (logfile, "No objects have the name %s!\n\n", name); 1325 fprintf (logfile, "No objects have the name %s!\n\n", name);
1317} 1326}
1318 1327
1325{ 1334{
1326 static int has_been_inited = 0; 1335 static int has_been_inited = 0;
1327 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1336 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1328 artifact *art = NULL; 1337 artifact *art = NULL;
1329 linked_char *tmp; 1338 linked_char *tmp;
1330 int value, comp; 1339 int value;
1331 artifactlist *al; 1340 artifactlist *al;
1332 1341
1333 if (has_been_inited) 1342 if (has_been_inited)
1334 return; 1343 return;
1335 else 1344 else
1342 return; 1351 return;
1343 1352
1344 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1353 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1345 { 1354 {
1346 if (*buf == '#') 1355 if (*buf == '#')
1347 continue; 1356 continue;
1348 if ((cp = strchr (buf, '\n')) != NULL) 1357 if ((cp = strchr (buf, '\n')) != NULL)
1349 *cp = '\0'; 1358 *cp = '\0';
1350 cp = buf; 1359 cp = buf;
1351 while (*cp == ' ') /* Skip blanks */ 1360 while (*cp == ' ') /* Skip blanks */
1352 cp++; 1361 cp++;
1353 if (*cp == '\0') 1362 if (*cp == '\0')
1354 continue; 1363 continue;
1355 1364
1356 if (!strncmp (cp, "Allowed", 7)) 1365 if (!strncmp (cp, "Allowed", 7))
1357 { 1366 {
1358 if (art == NULL) 1367 if (art == NULL)
1359 { 1368 {
1360 art = get_empty_artifact (); 1369 art = get_empty_artifact ();
1361 nrofartifacts++; 1370 nrofartifacts++;
1362 } 1371 }
1363 cp = strchr (cp, ' ') + 1; 1372 cp = strchr (cp, ' ') + 1;
1364 if (!strcmp (cp, "all")) 1373 if (!strcmp (cp, "all"))
1365 continue; 1374 continue;
1366 1375
1367 do 1376 do
1368 { 1377 {
1369 nrofallowedstr++; 1378 nrofallowedstr++;
1370 if ((next = strchr (cp, ',')) != NULL) 1379 if ((next = strchr (cp, ',')) != NULL)
1371 *(next++) = '\0'; 1380 *(next++) = '\0';
1372 tmp = new linked_char; 1381 tmp = new linked_char;
1382
1373 tmp->name = cp; 1383 tmp->name = cp;
1374 tmp->next = art->allowed; 1384 tmp->next = art->allowed;
1375 art->allowed = tmp; 1385 art->allowed = tmp;
1376 } 1386 }
1377 while ((cp = next) != NULL); 1387 while ((cp = next) != NULL);
1378 } 1388 }
1379 else if (sscanf (cp, "chance %d", &value)) 1389 else if (sscanf (cp, "chance %d", &value))
1380 art->chance = (uint16) value; 1390 art->chance = (uint16) value;
1381 else if (sscanf (cp, "difficulty %d", &value)) 1391 else if (sscanf (cp, "difficulty %d", &value))
1382 art->difficulty = (uint8) value; 1392 art->difficulty = (uint8) value;
1383 else if (!strncmp (cp, "Object", 6)) 1393 else if (!strncmp (cp, "Object", 6))
1384 { 1394 {
1385 art->item = get_object (); 1395 art->item = get_object ();
1386 1396
1387 if (!load_object (thawer, art->item, 0)) 1397 if (!load_object (thawer, art->item, 0))
1388 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1398 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1389 1399
1390 art->item->name = strchr (cp, ' ') + 1; 1400 art->item->name = strchr (cp, ' ') + 1;
1391 al = find_artifactlist (art->item->type); 1401 al = find_artifactlist (art->item->type);
1392 if (al == NULL) 1402 if (al == NULL)
1393 { 1403 {
1394 al = get_empty_artifactlist (); 1404 al = get_empty_artifactlist ();
1395 al->type = art->item->type; 1405 al->type = art->item->type;
1396 al->next = first_artifactlist; 1406 al->next = first_artifactlist;
1397 first_artifactlist = al; 1407 first_artifactlist = al;
1398 } 1408 }
1399 art->next = al->items; 1409 art->next = al->items;
1400 al->items = art; 1410 al->items = art;
1401 art = NULL; 1411 art = NULL;
1402 } 1412 }
1403 else 1413 else
1404 LOG (llevError, "Unknown input in artifact file: %s\n", buf); 1414 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1405 } 1415 }
1406 1416
1407 for (al = first_artifactlist; al != NULL; al = al->next) 1417 for (al = first_artifactlist; al != NULL; al = al->next)
1408 { 1418 {
1409 for (art = al->items; art != NULL; art = art->next) 1419 for (art = al->items; art != NULL; art = art->next)
1410 { 1420 {
1411 if (!art->chance) 1421 if (!art->chance)
1412 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);
1413 else 1423 else
1414 al->total_chance += art->chance; 1424 al->total_chance += art->chance;
1415 } 1425 }
1416#if 0 1426#if 0
1417 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);
1418#endif 1428#endif
1419 } 1429 }
1420 1430
1426 * Used in artifact generation. The bonuses of the first object 1436 * Used in artifact generation. The bonuses of the first object
1427 * is modified by the bonuses of the second object. 1437 * is modified by the bonuses of the second object.
1428 */ 1438 */
1429 1439
1430void 1440void
1431add_abilities (object * op, object * change) 1441add_abilities (object *op, object *change)
1432{ 1442{
1433 int i, j, tmp; 1443 int i, tmp;
1434 1444
1435 if (change->face != blank_face) 1445 if (change->face != blank_face)
1436 { 1446 {
1437#ifdef TREASURE_VERBOSE 1447#ifdef TREASURE_VERBOSE
1438 LOG (llevDebug, "FACE: %d\n", change->face->number); 1448 LOG (llevDebug, "FACE: %d\n", change->face->number);
1477 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1487 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1478 { 1488 {
1479 CLEAR_FLAG (op, FLAG_ANIMATE); 1489 CLEAR_FLAG (op, FLAG_ANIMATE);
1480 /* so artifacts will join */ 1490 /* so artifacts will join */
1481 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1491 if (!QUERY_FLAG (op, FLAG_ALIVE))
1482 op->speed = 0.0; 1492 op->speed = 0.0;
1483 1493
1484 update_ob_speed (op); 1494 update_ob_speed (op);
1485 } 1495 }
1486 1496
1487 if (change->nrof) 1497 if (change->nrof)
1488 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1498 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1489 1499
1490 op->stats.exp += change->stats.exp; /* Speed modifier */ 1500 op->stats.exp += change->stats.exp; /* Speed modifier */
1491 op->stats.wc += change->stats.wc; 1501 op->stats.wc += change->stats.wc;
1492 op->stats.ac += change->stats.ac; 1502 op->stats.ac += change->stats.ac;
1493 1503
1494 if (change->other_arch) 1504 if (change->other_arch)
1495 { 1505 {
1496 /* Basically, for horns & potions, the other_arch field is the spell 1506 /* Basically, for horns & potions, the other_arch field is the spell
1497 * 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
1498 * this object. 1508 * this object.
1499 */ 1509 */
1500 if (op->type == HORN || op->type == POTION) 1510 if (op->type == HORN || op->type == POTION)
1501 { 1511 {
1502 object *tmp_obj; 1512 object *tmp_obj;
1513
1503 /* Remove any spells this object currently has in it */ 1514 /* Remove any spells this object currently has in it */
1504 while (op->inv) 1515 while (op->inv)
1505 { 1516 {
1506 tmp_obj = op->inv; 1517 tmp_obj = op->inv;
1507 remove_ob (tmp_obj); 1518 remove_ob (tmp_obj);
1508 free_object (tmp_obj); 1519 free_object (tmp_obj);
1509 } 1520 }
1510 1521
1511 tmp_obj = arch_to_object (change->other_arch); 1522 tmp_obj = arch_to_object (change->other_arch);
1512 insert_ob_in_ob (tmp_obj, op); 1523 insert_ob_in_ob (tmp_obj, op);
1513 } 1524 }
1514 /* No harm setting this for potions/horns */ 1525 /* No harm setting this for potions/horns */
1515 op->other_arch = change->other_arch; 1526 op->other_arch = change->other_arch;
1516 } 1527 }
1517 1528
1518 if (change->stats.hp < 0) 1529 if (change->stats.hp < 0)
1553 op->item_power = change->item_power; 1564 op->item_power = change->item_power;
1554 1565
1555 for (i = 0; i < NROFATTACKS; i++) 1566 for (i = 0; i < NROFATTACKS; i++)
1556 { 1567 {
1557 if (change->resist[i]) 1568 if (change->resist[i])
1558 { 1569 {
1559 op->resist[i] += change->resist[i]; 1570 op->resist[i] += change->resist[i];
1560 } 1571 }
1561 } 1572 }
1562 1573
1563 if (change->stats.dam) 1574 if (change->stats.dam)
1564 { 1575 {
1565 if (change->stats.dam < 0) 1576 if (change->stats.dam < 0)
1566 op->stats.dam = (-change->stats.dam); 1577 op->stats.dam = (-change->stats.dam);
1567 else if (op->stats.dam) 1578 else if (op->stats.dam)
1568 { 1579 {
1569 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1580 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1570 if (tmp == op->stats.dam) 1581 if (tmp == op->stats.dam)
1571 { 1582 {
1572 if (change->stats.dam < 10) 1583 if (change->stats.dam < 10)
1573 op->stats.dam--; 1584 op->stats.dam--;
1585 else
1586 op->stats.dam++;
1587 }
1574 else 1588 else
1575 op->stats.dam++;
1576 }
1577 else
1578 op->stats.dam = tmp; 1589 op->stats.dam = tmp;
1579 } 1590 }
1580 } 1591 }
1581 1592
1582 if (change->weight) 1593 if (change->weight)
1583 { 1594 {
1584 if (change->weight < 0) 1595 if (change->weight < 0)
1585 op->weight = (-change->weight); 1596 op->weight = (-change->weight);
1586 else 1597 else
1587 op->weight = (op->weight * (change->weight)) / 100; 1598 op->weight = (op->weight * (change->weight)) / 100;
1588 } 1599 }
1589 1600
1590 if (change->last_sp) 1601 if (change->last_sp)
1591 { 1602 {
1592 if (change->last_sp < 0) 1603 if (change->last_sp < 0)
1593 op->last_sp = (-change->last_sp); 1604 op->last_sp = (-change->last_sp);
1594 else 1605 else
1595 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1606 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1596 } 1607 }
1597 1608
1598 if (change->gen_sp_armour) 1609 if (change->gen_sp_armour)
1599 { 1610 {
1600 if (change->gen_sp_armour < 0) 1611 if (change->gen_sp_armour < 0)
1601 op->gen_sp_armour = (-change->gen_sp_armour); 1612 op->gen_sp_armour = (-change->gen_sp_armour);
1602 else 1613 else
1603 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1614 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1604 } 1615 }
1605 1616
1606 op->value *= change->value; 1617 op->value *= change->value;
1607 1618
1608 if (change->material) 1619 if (change->material)
1620 if (change->msg) 1631 if (change->msg)
1621 op->msg = change->msg; 1632 op->msg = change->msg;
1622} 1633}
1623 1634
1624static int 1635static int
1625legal_artifact_combination (object * op, artifact * art) 1636legal_artifact_combination (object *op, artifact * art)
1626{ 1637{
1627 int neg, success = 0; 1638 int neg, success = 0;
1628 linked_char *tmp; 1639 linked_char *tmp;
1629 const char *name; 1640 const char *name;
1630 1641
1631 if (art->allowed == (linked_char *) NULL) 1642 if (art->allowed == (linked_char *) NULL)
1632 return 1; /* Ie, "all" */ 1643 return 1; /* Ie, "all" */
1633 for (tmp = art->allowed; tmp; tmp = tmp->next) 1644 for (tmp = art->allowed; tmp; tmp = tmp->next)
1634 { 1645 {
1635#ifdef TREASURE_VERBOSE 1646#ifdef TREASURE_VERBOSE
1636 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1647 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1637#endif 1648#endif
1638 if (*tmp->name == '!') 1649 if (*tmp->name == '!')
1639 name = tmp->name + 1, neg = 1; 1650 name = tmp->name + 1, neg = 1;
1640 else 1651 else
1641 name = tmp->name, neg = 0; 1652 name = tmp->name, neg = 0;
1642 1653
1643 /* If we match name, then return the opposite of 'neg' */ 1654 /* If we match name, then return the opposite of 'neg' */
1644 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1655 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1645 return !neg; 1656 return !neg;
1646 1657
1647 /* Set success as true, since if the match was an inverse, it means 1658 /* Set success as true, since if the match was an inverse, it means
1648 * everything is allowed except what we match 1659 * everything is allowed except what we match
1649 */ 1660 */
1650 else if (neg) 1661 else if (neg)
1651 success = 1; 1662 success = 1;
1652 } 1663 }
1653 return success; 1664 return success;
1654} 1665}
1655 1666
1656/* 1667/*
1663{ 1674{
1664 char new_name[MAX_BUF]; 1675 char new_name[MAX_BUF];
1665 1676
1666 sprintf (new_name, "of %s", &artifct->name); 1677 sprintf (new_name, "of %s", &artifct->name);
1667 op->title = new_name; 1678 op->title = new_name;
1668 add_abilities (op, artifct); /* Give out the bonuses */ 1679 add_abilities (op, artifct); /* Give out the bonuses */
1669 1680
1670#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1681#if 0 /* Bit verbose, but keep it here until next time I need it... */
1671 { 1682 {
1672 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1683 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1684
1673 SET_FLAG (op, FLAG_IDENTIFIED); 1685 SET_FLAG (op, FLAG_IDENTIFIED);
1674 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1686 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1675 if (!identified) 1687 if (!identified)
1676 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1688 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1677 } 1689 }
1689 1701
1690/* Give 1 re-roll attempt per artifact */ 1702/* Give 1 re-roll attempt per artifact */
1691#define ARTIFACT_TRIES 2 1703#define ARTIFACT_TRIES 2
1692 1704
1693void 1705void
1694generate_artifact (object * op, int difficulty) 1706generate_artifact (object *op, int difficulty)
1695{ 1707{
1696 artifactlist *al; 1708 artifactlist *al;
1697 artifact *art; 1709 artifact *art;
1698 int i; 1710 int i;
1699 1711
1700 al = find_artifactlist (op->type); 1712 al = find_artifactlist (op->type);
1701 1713
1702 if (al == NULL) 1714 if (al == NULL)
1703 { 1715 {
1704#if 0 /* This is too verbose, usually */ 1716#if 0 /* This is too verbose, usually */
1705 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1717 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1706#endif 1718#endif
1707 return; 1719 return;
1708 } 1720 }
1709 1721
1710 for (i = 0; i < ARTIFACT_TRIES; i++) 1722 for (i = 0; i < ARTIFACT_TRIES; i++)
1711 { 1723 {
1712 int roll = RANDOM () % al->total_chance; 1724 int roll = RANDOM () % al->total_chance;
1713 1725
1714 for (art = al->items; art != NULL; art = art->next) 1726 for (art = al->items; art != NULL; art = art->next)
1715 { 1727 {
1716 roll -= art->chance; 1728 roll -= art->chance;
1717 if (roll < 0) 1729 if (roll < 0)
1718 break; 1730 break;
1719 } 1731 }
1720 1732
1721 if (art == NULL || roll >= 0) 1733 if (art == NULL || roll >= 0)
1722 { 1734 {
1723#if 1 1735#if 1
1724 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1736 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1725#endif 1737#endif
1726 return; 1738 return;
1727 } 1739 }
1728 if (!strcmp (art->item->name, "NONE")) 1740 if (!strcmp (art->item->name, "NONE"))
1729 return; 1741 return;
1730 if (FABS (op->magic) < art->item->magic) 1742 if (FABS (op->magic) < art->item->magic)
1731 continue; /* Not magic enough to be this item */ 1743 continue; /* Not magic enough to be this item */
1732 1744
1733 /* Map difficulty not high enough */ 1745 /* Map difficulty not high enough */
1734 if (difficulty < art->difficulty) 1746 if (difficulty < art->difficulty)
1735 continue; 1747 continue;
1736 1748
1737 if (!legal_artifact_combination (op, art)) 1749 if (!legal_artifact_combination (op, art))
1738 { 1750 {
1739#ifdef TREASURE_VERBOSE 1751#ifdef TREASURE_VERBOSE
1740 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1752 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1741#endif 1753#endif
1742 continue; 1754 continue;
1743 } 1755 }
1744 give_artifact_abilities (op, art->item); 1756 give_artifact_abilities (op, art->item);
1745 return; 1757 return;
1746 } 1758 }
1747} 1759}
1748 1760
1750 * FOOD, except they inherit properties (name, food value, etc). 1762 * FOOD, except they inherit properties (name, food value, etc).
1751 * based on the original owner (or 'donor' if you like). -b.t. 1763 * based on the original owner (or 'donor' if you like). -b.t.
1752 */ 1764 */
1753 1765
1754void 1766void
1755fix_flesh_item (object * item, object * donor) 1767fix_flesh_item (object *item, object *donor)
1756{ 1768{
1757 char tmpbuf[MAX_BUF]; 1769 char tmpbuf[MAX_BUF];
1758 int i; 1770 int i;
1759 1771
1760 if (item->type == FLESH && donor) 1772 if (item->type == FLESH && donor)
1761 { 1773 {
1762 /* change the name */ 1774 /* change the name */
1763 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1775 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1776 item->name = tmpbuf;
1764 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1777 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1778 item->name_pl = tmpbuf;
1765 1779
1766 /* weight is FLESH weight/100 * donor */ 1780 /* weight is FLESH weight/100 * donor */
1767 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1781 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1768 item->weight = 1; 1782 item->weight = 1;
1769 1783
1770 /* value is multiplied by level of donor */ 1784 /* value is multiplied by level of donor */
1771 item->value *= isqrt (donor->level * 2); 1785 item->value *= isqrt (donor->level * 2);
1772 1786
1773 /* food value */ 1787 /* food value */
1775 1789
1776 /* flesh items inherit some abilities of donor, but not 1790 /* flesh items inherit some abilities of donor, but not
1777 * full effect. 1791 * full effect.
1778 */ 1792 */
1779 for (i = 0; i < NROFATTACKS; i++) 1793 for (i = 0; i < NROFATTACKS; i++)
1780 item->resist[i] = donor->resist[i] / 2; 1794 item->resist[i] = donor->resist[i] / 2;
1781 1795
1782 /* item inherits donor's level (important for quezals) */ 1796 /* item inherits donor's level (important for quezals) */
1783 item->level = donor->level; 1797 item->level = donor->level;
1784 1798
1785 /* if donor has some attacktypes, the flesh is poisonous */ 1799 /* if donor has some attacktypes, the flesh is poisonous */
1786 if (donor->attacktype & AT_POISON) 1800 if (donor->attacktype & AT_POISON)
1787 item->type = POISON; 1801 item->type = POISON;
1788 if (donor->attacktype & AT_ACID) 1802 if (donor->attacktype & AT_ACID)
1789 item->stats.hp = -1 * item->stats.food; 1803 item->stats.hp = -1 * item->stats.food;
1790 SET_FLAG (item, FLAG_NO_STEAL); 1804 SET_FLAG (item, FLAG_NO_STEAL);
1791 } 1805 }
1792} 1806}
1793 1807
1794/* special_potion() - so that old potion code is still done right. */ 1808/* special_potion() - so that old potion code is still done right. */
1795 1809
1796int 1810int
1797special_potion (object * op) 1811special_potion (object *op)
1798{ 1812{
1799 1813
1800 int i; 1814 int i;
1801 1815
1802 if (op->attacktype) 1816 if (op->attacktype)
1811 1825
1812 return 0; 1826 return 0;
1813} 1827}
1814 1828
1815void 1829void
1816free_treasurestruct (treasure * t) 1830free_treasurestruct (treasure *t)
1817{ 1831{
1818 if (t->next) 1832 if (t->next)
1819 free_treasurestruct (t->next); 1833 free_treasurestruct (t->next);
1820 if (t->next_yes) 1834 if (t->next_yes)
1821 free_treasurestruct (t->next_yes); 1835 free_treasurestruct (t->next_yes);
1824 1838
1825 delete t; 1839 delete t;
1826} 1840}
1827 1841
1828void 1842void
1829free_charlinks (linked_char * lc) 1843free_charlinks (linked_char *lc)
1830{ 1844{
1831 if (lc->next) 1845 if (lc->next)
1832 free_charlinks (lc->next); 1846 free_charlinks (lc->next);
1833 1847
1834 delete lc; 1848 delete lc;
1835} 1849}
1836 1850
1837void 1851void
1838free_artifact (artifact * at) 1852free_artifact (artifact * at)
1839{ 1853{
1840
1841 if (at->next) 1854 if (at->next)
1842 free_artifact (at->next); 1855 free_artifact (at->next);
1856
1843 if (at->allowed) 1857 if (at->allowed)
1844 free_charlinks (at->allowed); 1858 free_charlinks (at->allowed);
1845 1859
1846 delete at->item; 1860 at->item->free (1);
1847 1861
1848 delete at; 1862 delete at;
1849} 1863}
1850 1864
1851void 1865void
1852free_artifactlist (artifactlist * al) 1866free_artifactlist (artifactlist * al)
1853{ 1867{
1854 artifactlist *nextal; 1868 artifactlist *nextal;
1869
1855 for (al = first_artifactlist; al != NULL; al = nextal) 1870 for (al = first_artifactlist; al != NULL; al = nextal)
1856 { 1871 {
1857 nextal = al->next; 1872 nextal = al->next;
1873
1858 if (al->items) 1874 if (al->items)
1859 {
1860 free_artifact (al->items); 1875 free_artifact (al->items);
1861 } 1876
1862 free (al); 1877 free (al);
1863 } 1878 }
1864} 1879}
1865 1880
1866void 1881void
1871 1886
1872 for (tl = first_treasurelist; tl != NULL; tl = next) 1887 for (tl = first_treasurelist; tl != NULL; tl = next)
1873 { 1888 {
1874 next = tl->next; 1889 next = tl->next;
1875 if (tl->items) 1890 if (tl->items)
1876 free_treasurestruct (tl->items); 1891 free_treasurestruct (tl->items);
1877 delete tl; 1892 delete tl;
1878 } 1893 }
1879 free_artifactlist (first_artifactlist); 1894 free_artifactlist (first_artifactlist);
1880} 1895}

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