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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.8 by root, Sun Sep 3 08:05:39 2006 UTC vs.
Revision 1.27 by root, Wed Dec 20 09:14:21 2006 UTC

1
2/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.8 2006/09/03 08:05:39 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30#define ALLOWED_COMBINATION 24#define ALLOWED_COMBINATION
31 25
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
35 * left on 29 * left on
36 */ 30 */
37#define TREASURE_DEBUG 31#define TREASURE_DEBUG
38 32
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 33/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34
40/* #define TREASURE_VERBOSE */ 35/* #define TREASURE_VERBOSE */
41 36
42#include <global.h> 37#include <global.h>
43#include <treasure.h> 38#include <treasure.h>
44#include <funcpoint.h> 39#include <funcpoint.h>
45#include <loader.h> 40#include <loader.h>
46 41
47 42
48static void change_treasure (treasure * t, object * op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 44extern char *spell_mapping[];
50 45
51/* 46/*
52 * Initialize global archtype pointers: 47 * Initialize global archtype pointers:
53 */ 48 */
54 49
55void 50void
56init_archetype_pointers () 51init_archetype_pointers ()
57{ 52{
58 int prev_warn = warn_archetypes; 53 int prev_warn = warn_archetypes;
54
59 warn_archetypes = 1; 55 warn_archetypes = 1;
60 if (ring_arch == NULL) 56 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring"); 57 ring_arch = archetype::find ("ring");
62 if (amulet_arch == NULL) 58 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet"); 59 amulet_arch = archetype::find ("amulet");
64 if (staff_arch == NULL) 60 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff"); 61 staff_arch = archetype::find ("staff");
66 if (crown_arch == NULL) 62 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown"); 63 crown_arch = archetype::find ("crown");
68 warn_archetypes = prev_warn; 64 warn_archetypes = prev_warn;
69} 65}
70 66
71/* 67/*
72 * Allocate and return the pointer to an empty treasurelist structure. 68 * Allocate and return the pointer to an empty treasurelist structure.
108 while (fgets (buf, MAX_BUF, fp) != NULL) 104 while (fgets (buf, MAX_BUF, fp) != NULL)
109 { 105 {
110 (*line)++; 106 (*line)++;
111 107
112 if (*buf == '#') 108 if (*buf == '#')
113 continue; 109 continue;
114 if ((cp = strchr (buf, '\n')) != NULL) 110 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0'; 111 *cp = '\0';
116 cp = buf; 112 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */ 113 while (isspace (*cp)) /* Skip blanks */
118 cp++; 114 cp++;
119 115
120 if (sscanf (cp, "arch %s", variable)) 116 if (sscanf (cp, "arch %s", variable))
121 { 117 {
122 if ((t->item = find_archetype (variable)) == NULL) 118 if ((t->item = archetype::find (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable); 119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 } 120 }
125 else if (sscanf (cp, "list %s", variable)) 121 else if (sscanf (cp, "list %s", variable))
126 t->name = variable; 122 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable)) 123 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable; 124 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable)) 125 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable; 126 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable)) 127 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable; 128 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value)) 129 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value; 130 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value)) 131 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value; 132 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value)) 133 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value; 134 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes")) 135 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line); 136 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no")) 137 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line); 138 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end")) 139 else if (!strcmp (cp, "end"))
144 return t; 140 return t;
145 else if (!strcmp (cp, "more")) 141 else if (!strcmp (cp, "more"))
146 { 142 {
147 t->next = load_treasure (fp, line); 143 t->next = load_treasure (fp, line);
148 return t; 144 return t;
149 } 145 }
150 else 146 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 148 }
153 LOG (llevError, "treasure lacks 'end'.\n"); 149 LOG (llevError, "treasure lacks 'end'.\n");
154 return t; 150 return t;
155} 151}
156 152
157#ifdef TREASURE_DEBUG 153#ifdef TREASURE_DEBUG
154
158/* recursived checks the linked list. Treasurelist is passed only 155/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 156 * so that the treasure name can be printed out
160 */ 157 */
161static void 158static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 159check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 160{
164 if (t->item == NULL && t->name == NULL) 161 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); 162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
199 } 196 }
200 while (fgets (buf, MAX_BUF, fp) != NULL) 197 while (fgets (buf, MAX_BUF, fp) != NULL)
201 { 198 {
202 line++; 199 line++;
203 if (*buf == '#') 200 if (*buf == '#')
204 continue; 201 continue;
205 202
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 { 204 {
208 treasurelist *tl = get_empty_treasurelist (); 205 treasurelist *tl = get_empty_treasurelist ();
206
209 tl->name = name; 207 tl->name = name;
210 if (previous == NULL) 208 if (previous == NULL)
211 first_treasurelist = tl; 209 first_treasurelist = tl;
212 else 210 else
213 previous->next = tl; 211 previous->next = tl;
214 previous = tl; 212 previous = tl;
215 tl->items = load_treasure (fp, &line); 213 tl->items = load_treasure (fp, &line);
216 214
217 /* This is a one of the many items on the list should be generated. 215 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no 216 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 217 * fields of the treasures are not being used.
220 */ 218 */
221 if (!strncmp (buf, "treasureone", 11)) 219 if (!strncmp (buf, "treasureone", 11))
222 { 220 {
223 for (t = tl->items; t != NULL; t = t->next) 221 for (t = tl->items; t != NULL; t = t->next)
224 { 222 {
225#ifdef TREASURE_DEBUG 223#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no) 224 if (t->next_yes || t->next_no)
227 { 225 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n"); 227 LOG (llevError, " the next_yes or next_no field is set\n");
230 } 228 }
231#endif 229#endif
232 tl->total_chance += t->chance; 230 tl->total_chance += t->chance;
233 } 231 }
234 } 232 }
235 } 233 }
236 else 234 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 } 236 }
239 close_and_delete (fp, comp); 237 close_and_delete (fp, comp);
240 238
241#ifdef TREASURE_DEBUG 239#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is. 240 /* Perform some checks on how valid the treasure data actually is.
255 */ 253 */
256 254
257treasurelist * 255treasurelist *
258find_treasurelist (const char *name) 256find_treasurelist (const char *name)
259{ 257{
260 const char *tmp = shstr::find (name); 258 shstr_cmp name_ (name);
261 treasurelist *tl;
262 259
263 /* Special cases - randomitems of none is to override default. If 260 if (!name_)
264 * first_treasurelist is null, it means we are on the first pass of
265 * of loading archetyps, so for now, just return - second pass will
266 * init these values.
267 */
268 if (!name || !*name)
269 return NULL; 261 return 0;
270 262
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next) 263 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
273 if (tmp == tl->name) 264 if (name_ == tl->name)
274 return tl; 265 return tl;
275 266
267 if (first_treasurelist)
276 LOG (llevError, "Couldn't find treasurelist %s\n", name); 268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
277 return NULL; 270 return 0;
278} 271}
279 272
280 273
281/* 274/*
282 * Generates the objects specified by the given treasure. 275 * Generates the objects specified by the given treasure.
287 * being generated. 280 * being generated.
288 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 281 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
289 * abilities. This is used by summon spells, thus no summoned monsters 282 * abilities. This is used by summon spells, thus no summoned monsters
290 * start with equipment, but only their abilities). 283 * start with equipment, but only their abilities).
291 */ 284 */
292
293
294static void 285static void
295put_treasure (object * op, object * creator, int flags) 286put_treasure (object *op, object *creator, int flags)
296{ 287{
297 object *tmp; 288 object *tmp;
298 289
299 /* Bit of a hack - spells should never be put onto the map. The entire 290 /* Bit of a hack - spells should never be put onto the map. The entire
300 * treasure stuff is a problem - there is no clear idea of knowing 291 * treasure stuff is a problem - there is no clear idea of knowing
309 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 300 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
310 } 301 }
311 else 302 else
312 { 303 {
313 op = insert_ob_in_ob (op, creator); 304 op = insert_ob_in_ob (op, creator);
305
314 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 306 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
315 monster_check_apply (creator, op); 307 monster_check_apply (creator, op);
308
316 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 309 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
317 esrv_send_item (tmp, op); 310 esrv_send_item (tmp, op);
318 } 311 }
319} 312}
320 313
321/* if there are change_xxx commands in the treasure, we include the changes 314/* if there are change_xxx commands in the treasure, we include the changes
322 * in the generated object 315 * in the generated object
323 */ 316 */
324static void 317static void
325change_treasure (treasure * t, object * op) 318change_treasure (treasure *t, object *op)
326{ 319{
327 /* CMD: change_name xxxx */ 320 /* CMD: change_name xxxx */
328 if (t->change_arch.name) 321 if (t->change_arch.name)
329 { 322 {
330 op->name = t->change_arch.name; 323 op->name = t->change_arch.name;
337 if (t->change_arch.slaying) 330 if (t->change_arch.slaying)
338 op->slaying = t->change_arch.slaying; 331 op->slaying = t->change_arch.slaying;
339} 332}
340 333
341void 334void
342create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
343{ 336{
344 object *tmp; 337 object *tmp;
345 338
346
347 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
348 { 340 {
349 if (t->name) 341 if (t->name)
350 { 342 {
351 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 343 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
352 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 344 {
353 } 345 treasurelist *tl = find_treasurelist (t->name);
346 if (tl)
347 create_treasure (tl, op, flag, difficulty, tries);
348 }
349 }
354 else 350 else
355 { 351 {
356 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 352 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
357 { 353 {
358 tmp = arch_to_object (t->item); 354 tmp = arch_to_object (t->item);
359 if (t->nrof && tmp->nrof <= 1) 355 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 356 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
361 fix_generated_item (tmp, op, difficulty, t->magic, flag); 357 fix_generated_item (tmp, op, difficulty, t->magic, flag);
362 change_treasure (t, tmp); 358 change_treasure (t, tmp);
363 put_treasure (tmp, op, flag); 359 put_treasure (tmp, op, flag);
364 } 360 }
365 } 361 }
362
366 if (t->next_yes != NULL) 363 if (t->next_yes != NULL)
367 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 364 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
368 } 365 }
369 else if (t->next_no != NULL) 366 else if (t->next_no != NULL)
370 create_all_treasures (t->next_no, op, flag, difficulty, tries); 367 create_all_treasures (t->next_no, op, flag, difficulty, tries);
368
371 if (t->next != NULL) 369 if (t->next != NULL)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 370 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 371}
374 372
375void 373void
376create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 374create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
377{ 375{
378 int value = RANDOM () % tl->total_chance; 376 int value = RANDOM () % tl->total_chance;
379 treasure *t; 377 treasure *t;
380 378
381 if (tries++ > 100) 379 if (tries++ > 100)
382 { 380 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 381 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 382 return;
385 } 383 }
384
386 for (t = tl->items; t != NULL; t = t->next) 385 for (t = tl->items; t != NULL; t = t->next)
387 { 386 {
388 value -= t->chance; 387 value -= t->chance;
388
389 if (value < 0) 389 if (value < 0)
390 break; 390 break;
391 } 391 }
392 392
393 if (!t || value >= 0) 393 if (!t || value >= 0)
394 { 394 {
395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
396 abort (); 396 abort ();
397 return; 397 return;
398 } 398 }
399
399 if (t->name) 400 if (t->name)
400 { 401 {
401 if (!strcmp (t->name, "NONE")) 402 if (!strcmp (t->name, "NONE"))
402 return; 403 return;
404
403 if (difficulty >= t->magic) 405 if (difficulty >= t->magic)
404 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 406 {
407 treasurelist *tl = find_treasurelist (t->name);
408 if (tl)
409 create_treasure (tl, op, flag, difficulty, tries);
410 }
405 else if (t->nrof) 411 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 412 create_one_treasure (tl, op, flag, difficulty, tries);
413
407 return; 414 return;
408 } 415 }
416
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 417 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
410 { 418 {
411 object *tmp = arch_to_object (t->item); 419 object *tmp = arch_to_object (t->item);
420
412 if (!tmp) 421 if (!tmp)
413 return; 422 return;
423
414 if (t->nrof && tmp->nrof <= 1) 424 if (t->nrof && tmp->nrof <= 1)
415 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 425 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
426
416 fix_generated_item (tmp, op, difficulty, t->magic, flag); 427 fix_generated_item (tmp, op, difficulty, t->magic, flag);
417 change_treasure (t, tmp); 428 change_treasure (t, tmp);
418 put_treasure (tmp, op, flag); 429 put_treasure (tmp, op, flag);
419 } 430 }
420} 431}
425 * list transitions, or so that excessively good treasure will not be 436 * list transitions, or so that excessively good treasure will not be
426 * created on weak maps, because it will exceed the number of allowed tries 437 * created on weak maps, because it will exceed the number of allowed tries
427 * to do that. 438 * to do that.
428 */ 439 */
429void 440void
430create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 441create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
431{ 442{
432 443
433 if (tries++ > 100) 444 if (tries++ > 100)
434 { 445 {
435 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 446 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 * it instead takes a treasurelist. It is really just a wrapper around 456 * it instead takes a treasurelist. It is really just a wrapper around
446 * create_treasure. We create a dummy object that the treasure gets 457 * create_treasure. We create a dummy object that the treasure gets
447 * inserted into, and then return that treausre 458 * inserted into, and then return that treausre
448 */ 459 */
449object * 460object *
450generate_treasure (treasurelist * t, int difficulty) 461generate_treasure (treasurelist *t, int difficulty)
451{ 462{
463 difficulty = clamp (difficulty, 1, settings.max_level);
464
452 object *ob = get_object (), *tmp; 465 object *ob = object::create (), *tmp;
453 466
454 create_treasure (t, ob, 0, difficulty, 0); 467 create_treasure (t, ob, 0, difficulty, 0);
455 468
456 /* Don't want to free the object we are about to return */ 469 /* Don't want to free the object we are about to return */
457 tmp = ob->inv; 470 tmp = ob->inv;
458 if (tmp != NULL) 471 if (tmp != NULL)
459 remove_ob (tmp); 472 tmp->remove ();
473
460 if (ob->inv) 474 if (ob->inv)
461 {
462 LOG (llevError, "In generate treasure, created multiple objects.\n"); 475 LOG (llevError, "In generate treasure, created multiple objects.\n");
463 } 476
464 free_object (ob); 477 ob->destroy ();
465 return tmp; 478 return tmp;
466} 479}
467 480
468/* 481/*
469 * This is a new way of calculating the chance for an item to have 482 * This is a new way of calculating the chance for an item to have
471 * The array has two arguments, the difficulty of the level, and the 484 * The array has two arguments, the difficulty of the level, and the
472 * magical bonus "wanted". 485 * magical bonus "wanted".
473 */ 486 */
474 487
475static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
476/*chance of magic difficulty*/ 490/*chance of magic difficulty*/
491
477/* +0 +1 +2 +3 +4 */ 492/* +0 +1 +2 +3 +4 */
478 {95, 2, 2, 1, 0}, /*1 */ 493 {95, 2, 2, 1, 0}, /*1 */
479 {92, 5, 2, 1, 0}, /*2 */ 494 {92, 5, 2, 1, 0}, /*2 */
480 {85, 10, 4, 1, 0}, /*3 */ 495 {85, 10, 4, 1, 0}, /*3 */
481 {80, 14, 4, 2, 0}, /*4 */ 496 {80, 14, 4, 2, 0}, /*4 */
482 {75, 17, 5, 2, 1}, /*5 */ 497 {75, 17, 5, 2, 1}, /*5 */
483 {70, 18, 8, 3, 1}, /*6 */ 498 {70, 18, 8, 3, 1}, /*6 */
484 {65, 21, 10, 3, 1}, /*7 */ 499 {65, 21, 10, 3, 1}, /*7 */
485 {60, 22, 12, 4, 2}, /*8 */ 500 {60, 22, 12, 4, 2}, /*8 */
486 {55, 25, 14, 4, 2}, /*9 */ 501 {55, 25, 14, 4, 2}, /*9 */
487 {50, 27, 16, 5, 2}, /*10 */ 502 {50, 27, 16, 5, 2}, /*10 */
488 {45, 28, 18, 6, 3}, /*11 */ 503 {45, 28, 18, 6, 3}, /*11 */
489 {42, 28, 20, 7, 3}, /*12 */ 504 {42, 28, 20, 7, 3}, /*12 */
490 {40, 27, 21, 8, 4}, /*13 */ 505 {40, 27, 21, 8, 4}, /*13 */
491 {38, 25, 22, 10, 5}, /*14 */ 506 {38, 25, 22, 10, 5}, /*14 */
492 {36, 23, 23, 12, 6}, /*15 */ 507 {36, 23, 23, 12, 6}, /*15 */
493 {33, 21, 24, 14, 8}, /*16 */ 508 {33, 21, 24, 14, 8}, /*16 */
494 {31, 19, 25, 16, 9}, /*17 */ 509 {31, 19, 25, 16, 9}, /*17 */
495 {27, 15, 30, 18, 10}, /*18 */ 510 {27, 15, 30, 18, 10}, /*18 */
496 {20, 12, 30, 25, 13}, /*19 */ 511 {20, 12, 30, 25, 13}, /*19 */
497 {15, 10, 28, 30, 17}, /*20 */ 512 {15, 10, 28, 30, 17}, /*20 */
498 {13, 9, 27, 28, 23}, /*21 */ 513 {13, 9, 27, 28, 23}, /*21 */
499 {10, 8, 25, 28, 29}, /*22 */ 514 {10, 8, 25, 28, 29}, /*22 */
500 {8, 7, 23, 26, 36}, /*23 */ 515 {8, 7, 23, 26, 36}, /*23 */
501 {6, 6, 20, 22, 46}, /*24 */ 516 {6, 6, 20, 22, 46}, /*24 */
502 {4, 5, 17, 18, 56}, /*25 */ 517 {4, 5, 17, 18, 56}, /*25 */
503 {2, 4, 12, 14, 68}, /*26 */ 518 {2, 4, 12, 14, 68}, /*26 */
504 {0, 3, 7, 10, 80}, /*27 */ 519 {0, 3, 7, 10, 80}, /*27 */
505 {0, 0, 3, 7, 90}, /*28 */ 520 {0, 0, 3, 7, 90}, /*28 */
506 {0, 0, 0, 3, 97}, /*29 */ 521 {0, 0, 0, 3, 97}, /*29 */
507 {0, 0, 0, 0, 100}, /*30 */ 522 {0, 0, 0, 0, 100}, /*30 */
508 {0, 0, 0, 0, 100}, /*31 */ 523 {0, 0, 0, 0, 100}, /*31 */
509}; 524};
510 525
511 526
512/* calculate the appropriate level for wands staves and scrolls. 527/* calculate the appropriate level for wands staves and scrolls.
513 * This code presumes that op has had its spell object created (in op->inv) 528 * This code presumes that op has had its spell object created (in op->inv)
515 * elmex Wed Aug 9 17:44:59 CEST 2006: 530 * elmex Wed Aug 9 17:44:59 CEST 2006:
516 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 531 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
517 */ 532 */
518 533
519int 534int
520level_for_item (const object * op, int difficulty) 535level_for_item (const object *op, int difficulty)
521{ 536{
522 int mult = 0, olevel = 0; 537 int olevel = 0;
523 538
524 if (!op->inv) 539 if (!op->inv)
525 { 540 {
526 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 541 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
527 return 0; 542 return 0;
568 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 583 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
569 { 584 {
570 percent -= difftomagic_list[scaled_diff][magic]; 585 percent -= difftomagic_list[scaled_diff][magic];
571 586
572 if (percent < 0) 587 if (percent < 0)
573 break; 588 break;
574 } 589 }
575 590
576 if (magic == (MAXMAGIC + 1)) 591 if (magic == (MAXMAGIC + 1))
577 { 592 {
578 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
591 * This function doesn't work properly, should add use of archetypes 606 * This function doesn't work properly, should add use of archetypes
592 * to make it truly absolute. 607 * to make it truly absolute.
593 */ 608 */
594 609
595void 610void
596set_abs_magic (object * op, int magic) 611set_abs_magic (object *op, int magic)
597{ 612{
598 if (!magic) 613 if (!magic)
599 return; 614 return;
600 615
601 op->magic = magic; 616 op->magic = magic;
602 if (op->arch) 617 if (op->arch)
603 { 618 {
604 if (op->type == ARMOUR) 619 if (op->type == ARMOUR)
605 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
606 621
607 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
608 magic = (-magic); 623 magic = (-magic);
609 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
610 } 625 }
611 else 626 else
612 { 627 {
613 if (op->type == ARMOUR) 628 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
616 magic = (-magic); 631 magic = (-magic);
617 op->weight = (op->weight * (100 - magic * 10)) / 100; 632 op->weight = (op->weight * (100 - magic * 10)) / 100;
618 } 633 }
619} 634}
620 635
621/* 636/*
622 * Sets a random magical bonus in the given object based upon 637 * Sets a random magical bonus in the given object based upon
623 * the given difficulty, and the given max possible bonus. 638 * the given difficulty, and the given max possible bonus.
624 */ 639 */
625 640
626static void 641static void
627set_magic (int difficulty, object * op, int max_magic, int flags) 642set_magic (int difficulty, object *op, int max_magic, int flags)
628{ 643{
629 int i; 644 int i;
645
630 i = magic_from_difficulty (difficulty); 646 i = magic_from_difficulty (difficulty);
631 if ((flags & GT_ONLY_GOOD) && i < 0) 647 if ((flags & GT_ONLY_GOOD) && i < 0)
632 i = -i; 648 i = -i;
633 if (i > max_magic) 649 if (i > max_magic)
634 i = max_magic; 650 i = max_magic;
645 * other bonuses previously rolled and ones the item might natively have. 661 * other bonuses previously rolled and ones the item might natively have.
646 * 2) Add code to deal with new PR method. 662 * 2) Add code to deal with new PR method.
647 */ 663 */
648 664
649void 665void
650set_ring_bonus (object * op, int bonus) 666set_ring_bonus (object *op, int bonus)
651{ 667{
652 668
653 int r = RANDOM () % (bonus > 0 ? 25 : 11); 669 int r = RANDOM () % (bonus > 0 ? 25 : 11);
654 670
655 if (op->type == AMULET) 671 if (op->type == AMULET)
656 { 672 {
657 if (!(RANDOM () % 21)) 673 if (!(RANDOM () % 21))
658 r = 20 + RANDOM () % 2; 674 r = 20 + RANDOM () % 2;
659 else 675 else
660 { 676 {
661 if (RANDOM () & 2) 677 if (RANDOM () & 2)
662 r = 10; 678 r = 10;
663 else 679 else
664 r = 11 + RANDOM () % 9; 680 r = 11 + RANDOM () % 9;
665 } 681 }
666 } 682 }
667 683
668 switch (r) 684 switch (r)
669 { 685 {
670 /* Redone by MSW 2000-11-26 to have much less code. Also, 686 /* Redone by MSW 2000-11-26 to have much less code. Also,
671 * bonuses and penalties will stack and add to existing values. 687 * bonuses and penalties will stack and add to existing values.
672 * of the item. 688 * of the item.
673 */ 689 */
674 case 0: 690 case 0:
675 case 1: 691 case 1:
676 case 2: 692 case 2:
677 case 3: 693 case 3:
678 case 4: 694 case 4:
679 case 5: 695 case 5:
680 case 6: 696 case 6:
681 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 697 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
682 break; 698 break;
683 699
684 case 7: 700 case 7:
685 op->stats.dam += bonus; 701 op->stats.dam += bonus;
686 break; 702 break;
687 703
688 case 8: 704 case 8:
689 op->stats.wc += bonus; 705 op->stats.wc += bonus;
690 break; 706 break;
691 707
692 case 9: 708 case 9:
693 op->stats.food += bonus; /* hunger/sustenance */ 709 op->stats.food += bonus; /* hunger/sustenance */
694 break; 710 break;
695 711
696 case 10: 712 case 10:
697 op->stats.ac += bonus; 713 op->stats.ac += bonus;
698 break; 714 break;
699 715
700 /* Item that gives protections/vulnerabilities */ 716 /* Item that gives protections/vulnerabilities */
701 case 11: 717 case 11:
702 case 12: 718 case 12:
703 case 13: 719 case 13:
704 case 14: 720 case 14:
705 case 15: 721 case 15:
706 case 16: 722 case 16:
707 case 17: 723 case 17:
708 case 18: 724 case 18:
709 case 19: 725 case 19:
710 { 726 {
711 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
712 728
713 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
714 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
715 731
716 /* Cursed items need to have higher negative values to equal out with 732 /* Cursed items need to have higher negative values to equal out with
717 * positive values for how protections work out. Put another 733 * positive values for how protections work out. Put another
718 * little random element in since that they don't always end up with 734 * little random element in since that they don't always end up with
719 * even values. 735 * even values.
720 */ 736 */
721 if (bonus < 0) 737 if (bonus < 0)
722 val = 2 * -val - RANDOM () % b; 738 val = 2 * -val - RANDOM () % b;
723 if (val > 35) 739 if (val > 35)
724 val = 35; /* Upper limit */ 740 val = 35; /* Upper limit */
725 b = 0; 741 b = 0;
726 while (op->resist[resist_table[resist]] != 0 && b < 4) 742 while (op->resist[resist_table[resist]] != 0 && b < 4)
727 { 743 {
728 resist = RANDOM () % num_resist_table; 744 resist = RANDOM () % num_resist_table;
729 } 745 }
730 if (b == 4) 746 if (b == 4)
731 return; /* Not able to find a free resistance */ 747 return; /* Not able to find a free resistance */
732 op->resist[resist_table[resist]] = val; 748 op->resist[resist_table[resist]] = val;
733 /* We should probably do something more clever here to adjust value 749 /* We should probably do something more clever here to adjust value
734 * based on how good a resistance we gave. 750 * based on how good a resistance we gave.
735 */ 751 */
736 break; 752 break;
737 } 753 }
738 case 20: 754 case 20:
739 if (op->type == AMULET) 755 if (op->type == AMULET)
740 { 756 {
741 SET_FLAG (op, FLAG_REFL_SPELL); 757 SET_FLAG (op, FLAG_REFL_SPELL);
742 op->value *= 11; 758 op->value *= 11;
743 } 759 }
744 else 760 else
745 { 761 {
746 op->stats.hp = 1; /* regenerate hit points */ 762 op->stats.hp = 1; /* regenerate hit points */
747 op->value *= 4; 763 op->value *= 4;
748 } 764 }
749 break; 765 break;
750 766
751 case 21: 767 case 21:
752 if (op->type == AMULET) 768 if (op->type == AMULET)
753 { 769 {
754 SET_FLAG (op, FLAG_REFL_MISSILE); 770 SET_FLAG (op, FLAG_REFL_MISSILE);
755 op->value *= 9; 771 op->value *= 9;
756 } 772 }
757 else 773 else
758 { 774 {
759 op->stats.sp = 1; /* regenerate spell points */ 775 op->stats.sp = 1; /* regenerate spell points */
760 op->value *= 3; 776 op->value *= 3;
761 } 777 }
762 break; 778 break;
763 779
764 case 22: 780 case 22:
765 op->stats.exp += bonus; /* Speed! */ 781 op->stats.exp += bonus; /* Speed! */
766 op->value = (op->value * 2) / 3; 782 op->value = (op->value * 2) / 3;
767 break; 783 break;
768 } 784 }
769 if (bonus > 0) 785 if (bonus > 0)
770 op->value *= 2 * bonus; 786 op->value *= 2 * bonus;
771 else 787 else
772 op->value = -(op->value * 2 * bonus) / 3; 788 op->value = -(op->value * 2 * bonus) / 3;
783 799
784int 800int
785get_magic (int diff) 801get_magic (int diff)
786{ 802{
787 int i; 803 int i;
804
788 if (diff < 3) 805 if (diff < 3)
789 diff = 3; 806 diff = 3;
790 for (i = 0; i < 4; i++) 807 for (i = 0; i < 4; i++)
791 if (RANDOM () % diff) 808 if (RANDOM () % diff)
792 return i; 809 return i;
799/* 816/*
800 * fix_generated_item(): This is called after an item is generated, in 817 * fix_generated_item(): This is called after an item is generated, in
801 * order to set it up right. This produced magical bonuses, puts spells 818 * order to set it up right. This produced magical bonuses, puts spells
802 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 819 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
803 */ 820 */
821
804/* 4/28/96 added creator object from which op may now inherit properties based on 822/* 4/28/96 added creator object from which op may now inherit properties based on
805 * op->type. Right now, which stuff the creator passes on is object type 823 * op->type. Right now, which stuff the creator passes on is object type
806 * dependant. I know this is a spagetti manuever, but is there a cleaner 824 * dependant. I know this is a spagetti manuever, but is there a cleaner
807 * way to do this? b.t. */ 825 * way to do this? b.t. */
826
808/* 827/*
809 * ! (flags & GT_ENVIRONMENT): 828 * ! (flags & GT_ENVIRONMENT):
810 * Automatically calls fix_flesh_item(). 829 * Automatically calls fix_flesh_item().
811 * 830 *
812 * flags: 831 * flags:
816 * a working object - don't change magic, value, etc, but set it material 835 * a working object - don't change magic, value, etc, but set it material
817 * type as appropriate, for objects that need spell objects, set those, etc 836 * type as appropriate, for objects that need spell objects, set those, etc
818 */ 837 */
819 838
820void 839void
821fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 840fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
822{ 841{
823 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
824 843
825 if (!creator || creator->type == op->type) 844 if (!creator || creator->type == op->type)
826 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 845 creator = op; /*safety & to prevent polymorphed objects giving attributes */
827 846
828 /* If we make an artifact, this information will be destroyed */ 847 /* If we make an artifact, this information will be destroyed */
829 save_item_power = op->item_power; 848 save_item_power = op->item_power;
830 op->item_power = 0; 849 op->item_power = 0;
831 850
832 if (op->randomitems && op->type != SPELL) 851 if (op->randomitems && op->type != SPELL)
833 { 852 {
834 create_treasure (op->randomitems, op, flags, difficulty, 0); 853 create_treasure (op->randomitems, op, flags, difficulty, 0);
835 if (!op->inv) 854 if (!op->inv)
836 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 855 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
837 856
838 /* So the treasure doesn't get created again */ 857 /* So the treasure doesn't get created again */
839 op->randomitems = NULL; 858 op->randomitems = NULL;
840 } 859 }
841 860
842 if (difficulty < 1) 861 if (difficulty < 1)
843 difficulty = 1; 862 difficulty = 1;
844 863
864 if (INVOKE_OBJECT (ADD_BONUS, op,
865 ARG_OBJECT (creator != op ? creator : 0),
866 ARG_INT (difficulty), ARG_INT (max_magic),
867 ARG_INT (flags)))
868 return;
869
845 if (!(flags & GT_MINIMAL)) 870 if (!(flags & GT_MINIMAL))
846 { 871 {
847 if (op->arch == crown_arch) 872 if (op->arch == crown_arch)
848 { 873 {
849 set_magic (difficulty, op, max_magic, flags); 874 set_magic (difficulty, op, max_magic, flags);
850 num_enchantments = calc_item_power (op, 1); 875 num_enchantments = calc_item_power (op, 1);
851 generate_artifact (op, difficulty); 876 generate_artifact (op, difficulty);
852 } 877 }
853 else 878 else
854 { 879 {
855 if (!op->magic && max_magic) 880 if (!op->magic && max_magic)
856 set_magic (difficulty, op, max_magic, flags); 881 set_magic (difficulty, op, max_magic, flags);
857 882
858 num_enchantments = calc_item_power (op, 1); 883 num_enchantments = calc_item_power (op, 1);
859 884
860 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 885 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
861 * used for shop_floors or treasures */ 886 * used for shop_floors or treasures */
862 generate_artifact (op, difficulty); 887 generate_artifact (op, difficulty);
863 } 888 }
864 889
865 /* Object was made an artifact. Calculate its item_power rating. 890 /* Object was made an artifact. Calculate its item_power rating.
866 * the item_power in the object is what the artfiact adds. 891 * the item_power in the object is what the artfiact adds.
867 */ 892 */
868 if (op->title) 893 if (op->title)
869 { 894 {
870 /* if save_item_power is set, then most likely we started with an 895 /* if save_item_power is set, then most likely we started with an
871 * artifact and have added new abilities to it - this is rare, but 896 * artifact and have added new abilities to it - this is rare, but
872 * but I have seen things like 'strange rings of fire'. So just figure 897 * but I have seen things like 'strange rings of fire'. So just figure
873 * out the power from the base power plus what this one adds. Note 898 * out the power from the base power plus what this one adds. Note
874 * that since item_power is not quite linear, this actually ends up 899 * that since item_power is not quite linear, this actually ends up
875 * being somewhat of a bonus 900 * being somewhat of a bonus
876 */ 901 */
877 if (save_item_power) 902 if (save_item_power)
878 op->item_power = save_item_power + get_power_from_ench (op->item_power); 903 op->item_power = save_item_power + get_power_from_ench (op->item_power);
879 else 904 else
880 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 905 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
881 } 906 }
882 else if (save_item_power) 907 else if (save_item_power)
883 { 908 {
884 /* restore the item_power field to the object if we haven't changed it. 909 /* restore the item_power field to the object if we haven't changed it.
885 * we don't care about num_enchantments - that will basically just 910 * we don't care about num_enchantments - that will basically just
886 * have calculated some value from the base attributes of the archetype. 911 * have calculated some value from the base attributes of the archetype.
887 */ 912 */
888 op->item_power = save_item_power; 913 op->item_power = save_item_power;
889 } 914 }
890 else 915 else
891 { 916 {
892 /* item_power was zero. This is suspicious, as it may be because it 917 /* item_power was zero. This is suspicious, as it may be because it
893 * was never previously calculated. Let's compute a value and see if 918 * was never previously calculated. Let's compute a value and see if
894 * it is non-zero. If it indeed is, then assign it as the new 919 * it is non-zero. If it indeed is, then assign it as the new
895 * item_power value. 920 * item_power value.
896 * - gros, 21th of July 2006. 921 * - gros, 21th of July 2006.
897 */ 922 */
898 op->item_power = calc_item_power (op, 0); 923 op->item_power = calc_item_power (op, 0);
899 save_item_power = op->item_power; /* Just in case it would get used 924 save_item_power = op->item_power; /* Just in case it would get used
900 * again below */ 925 * again below */
901 } 926 }
902 } 927 }
903 928
904 /* materialtype modifications. Note we allow this on artifacts. */ 929 /* materialtype modifications. Note we allow this on artifacts. */
905 set_materialname (op, difficulty, NULL); 930 set_materialname (op, difficulty, NULL);
906 931
907 if (flags & GT_MINIMAL) 932 if (flags & GT_MINIMAL)
908 { 933 {
909 if (op->type == POTION) 934 if (op->type == POTION)
910 /* Handle healing and magic power potions */ 935 /* Handle healing and magic power potions */
911 if (op->stats.sp && !op->randomitems) 936 if (op->stats.sp && !op->randomitems)
912 { 937 {
913 object *tmp; 938 object *tmp;
914 939
915 tmp = get_archetype (spell_mapping[op->stats.sp]); 940 tmp = get_archetype (spell_mapping[op->stats.sp]);
916 insert_ob_in_ob (tmp, op); 941 insert_ob_in_ob (tmp, op);
917 op->stats.sp = 0; 942 op->stats.sp = 0;
918 } 943 }
919 } 944 }
920 else if (!op->title) /* Only modify object if not special */ 945 else if (!op->title) /* Only modify object if not special */
921 switch (op->type) 946 switch (op->type)
922 { 947 {
923 case WEAPON: 948 case WEAPON:
924 case ARMOUR: 949 case ARMOUR:
925 case SHIELD: 950 case SHIELD:
926 case HELMET: 951 case HELMET:
927 case CLOAK: 952 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 953 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
929 set_ring_bonus (op, -DICE2); 954 set_ring_bonus (op, -DICE2);
930 break; 955 break;
931 956
932 case BRACERS: 957 case BRACERS:
933 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 958 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
934 { 959 {
960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
961 if (!QUERY_FLAG (op, FLAG_CURSED))
962 op->value *= 3;
963 }
964 break;
965
966 case POTION:
967 {
968 int too_many_tries = 0, is_special = 0;
969
970 /* Handle healing and magic power potions */
971 if (op->stats.sp && !op->randomitems)
972 {
973 object *tmp;
974
975 tmp = get_archetype (spell_mapping[op->stats.sp]);
976 insert_ob_in_ob (tmp, op);
977 op->stats.sp = 0;
978 }
979
980 while (!(is_special = special_potion (op)) && !op->inv)
981 {
982 generate_artifact (op, difficulty);
983 if (too_many_tries++ > 10)
984 break;
985 }
986
987 /* don't want to change value for healing/magic power potions,
988 * since the value set on those is already correct.
989 */
990 if (op->inv && op->randomitems)
991 {
992 /* value multiplier is same as for scrolls */
993 op->value = (op->value * op->inv->value);
994 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
995 }
996 else
997 {
998 op->name = "potion";
999 op->name_pl = "potions";
1000 }
1001
1002 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
1003 SET_FLAG (op, FLAG_CURSED);
1004 break;
1005 }
1006
1007 case AMULET:
1008 if (op->arch == amulet_arch)
1009 op->value *= 5; /* Since it's not just decoration */
1010
1011 case RING:
1012 if (op->arch == NULL)
1013 {
1014 op->destroy ();
1015 op = 0;
1016 break;
1017 }
1018
1019 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1020 break;
1021
1022 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1023 SET_FLAG (op, FLAG_CURSED);
1024
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1025 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
936 if (!QUERY_FLAG (op, FLAG_CURSED))
937 op->value *= 3;
938 }
939 break;
940 1026
941 case POTION:
942 {
943 int too_many_tries = 0, is_special = 0;
944
945 /* Handle healing and magic power potions */
946 if (op->stats.sp && !op->randomitems)
947 {
948 object *tmp;
949
950 tmp = get_archetype (spell_mapping[op->stats.sp]);
951 insert_ob_in_ob (tmp, op);
952 op->stats.sp = 0;
953 }
954
955 while (!(is_special = special_potion (op)) && !op->inv)
956 {
957 generate_artifact (op, difficulty);
958 if (too_many_tries++ > 10)
959 break;
960 }
961
962 /* don't want to change value for healing/magic power potions,
963 * since the value set on those is already correct.
964 */
965 if (op->inv && op->randomitems)
966 {
967 /* value multiplier is same as for scrolls */
968 op->value = (op->value * op->inv->value);
969 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
970 }
971 else
972 {
973 op->name = "potion";
974 op->name_pl = "potions";
975 }
976
977 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
978 SET_FLAG (op, FLAG_CURSED);
979 break;
980 }
981
982 case AMULET:
983 if (op->arch == amulet_arch)
984 op->value *= 5; /* Since it's not just decoration */
985
986 case RING:
987 if (op->arch == NULL)
988 {
989 remove_ob (op);
990 free_object (op);
991 op = NULL;
992 break;
993 }
994
995 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
996 break;
997
998 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
999 SET_FLAG (op, FLAG_CURSED);
1000
1001 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1002
1003 if (op->type != RING) /* Amulets have only one ability */ 1027 if (op->type != RING) /* Amulets have only one ability */
1004 break; 1028 break;
1005 1029
1006 if (!(RANDOM () % 4)) 1030 if (!(RANDOM () % 4))
1007 { 1031 {
1008 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1032 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1009 1033
1010 if (d > 0) 1034 if (d > 0)
1011 op->value *= 3; 1035 op->value *= 3;
1012 1036
1013 set_ring_bonus (op, d); 1037 set_ring_bonus (op, d);
1014 1038
1015 if (!(RANDOM () % 4)) 1039 if (!(RANDOM () % 4))
1016 { 1040 {
1017 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1041 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 if (d > 0)
1019 op->value *= 5;
1020 set_ring_bonus (op, d);
1021 }
1022 }
1023 1042
1043 if (d > 0)
1044 op->value *= 5;
1045 set_ring_bonus (op, d);
1046 }
1047 }
1048
1024 if (GET_ANIM_ID (op)) 1049 if (GET_ANIM_ID (op))
1025 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1050 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1026 1051
1027 break; 1052 break;
1028 1053
1029 case BOOK: 1054 case BOOK:
1030 /* Is it an empty book?, if yes lets make a special· 1055 /* Is it an empty book?, if yes lets make a special·
1031 * msg for it, and tailor its properties based on the· 1056 * msg for it, and tailor its properties based on the·
1032 * creator and/or map level we found it on. 1057 * creator and/or map level we found it on.
1033 */ 1058 */
1034 if (!op->msg && RANDOM () % 10) 1059 if (!op->msg && RANDOM () % 10)
1035 { 1060 {
1036 /* set the book level properly */ 1061 /* set the book level properly */
1037 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1062 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1038 { 1063 {
1039 if (op->map && op->map->difficulty) 1064 if (op->map && op->map->difficulty)
1040 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1065 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1041 else 1066 else
1042 op->level = RANDOM () % 20 + 1; 1067 op->level = RANDOM () % 20 + 1;
1043 } 1068 }
1044 else 1069 else
1045 op->level = RANDOM () % creator->level; 1070 op->level = RANDOM () % creator->level;
1046 1071
1047 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1072 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1048 /* books w/ info are worth more! */ 1073 /* books w/ info are worth more! */
1049 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1074 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1050 /* creator related stuff */ 1075 /* creator related stuff */
1051 1076
1052 /* for library, chained books. Note that some monsters have no_pick 1077 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case. 1078 * set - we don't want to set no pick in that case.
1054 */ 1079 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1080 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1056 SET_FLAG (op, FLAG_NO_PICK); 1081 SET_FLAG (op, FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1082 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying; 1083 op->slaying = creator->slaying;
1059 1084
1060 /* add exp so reading it gives xp (once) */ 1085 /* add exp so reading it gives xp (once) */
1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1086 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1062 } 1087 }
1063 break; 1088 break;
1064 1089
1065 case SPELLBOOK: 1090 case SPELLBOOK:
1066 op->value = op->value * op->inv->value; 1091 op->value = op->value * op->inv->value;
1067 /* add exp so learning gives xp */ 1092 /* add exp so learning gives xp */
1068 op->level = op->inv->level; 1093 op->level = op->inv->level;
1069 op->stats.exp = op->value; 1094 op->stats.exp = op->value;
1070 break; 1095 break;
1071 1096
1072 case WAND: 1097 case WAND:
1073 /* nrof in the treasure list is number of charges, 1098 /* nrof in the treasure list is number of charges,
1074 * not number of wands. So copy that into food (charges), 1099 * not number of wands. So copy that into food (charges),
1075 * and reset nrof. 1100 * and reset nrof.
1076 */ 1101 */
1077 op->stats.food = op->inv->nrof; 1102 op->stats.food = op->inv->nrof;
1078 op->nrof = 1; 1103 op->nrof = 1;
1079 /* If the spell changes by level, choose a random level 1104 /* If the spell changes by level, choose a random level
1080 * for it, and adjust price. If the spell doesn't 1105 * for it, and adjust price. If the spell doesn't
1081 * change by level, just set the wand to the level of 1106 * change by level, just set the wand to the level of
1082 * the spell, and value calculation is simpler. 1107 * the spell, and value calculation is simpler.
1083 */ 1108 */
1084 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1109 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1085 { 1110 {
1111 op->level = level_for_item (op, difficulty);
1112 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1113 }
1114 else
1115 {
1116 op->level = op->inv->level;
1117 op->value = op->value * op->inv->value;
1118 }
1119 break;
1120
1121 case ROD:
1086 op->level = level_for_item (op, difficulty); 1122 op->level = level_for_item (op, difficulty);
1123 /* Add 50 to both level an divisor to keep prices a little more
1124 * reasonable. Otherwise, a high level version of a low level
1125 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1126 * 10 time multiplier). This way, the value are a bit more reasonable.
1127 */
1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1128 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1088 } 1129 /* maxhp is used to denote how many 'charges' the rod holds before */
1089 else 1130 if (op->stats.maxhp)
1090 { 1131 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1091 op->level = op->inv->level; 1132 else
1092 op->value = op->value * op->inv->value; 1133 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1093 }
1094 break;
1095 1134
1135 op->stats.hp = op->stats.maxhp;
1136 break;
1137
1096 case ROD: 1138 case SCROLL:
1097 op->level = level_for_item (op, difficulty); 1139 op->level = level_for_item (op, difficulty);
1098 /* Add 50 to both level an divisor to keep prices a little more
1099 * reasonable. Otherwise, a high level version of a low level
1100 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1101 * 10 time multiplier). This way, the value are a bit more reasonable.
1102 */
1103 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1140 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1104 /* maxhp is used to denote how many 'charges' the rod holds before */
1105 if (op->stats.maxhp)
1106 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1107 else
1108 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1109 1141
1110 op->stats.hp = op->stats.maxhp;
1111 break;
1112
1113 case SCROLL:
1114 op->level = level_for_item (op, difficulty);
1115 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1116
1117 /* add exp so reading them properly gives xp */ 1142 /* add exp so reading them properly gives xp */
1118 op->stats.exp = op->value / 5; 1143 op->stats.exp = op->value / 5;
1119 op->nrof = op->inv->nrof; 1144 op->nrof = op->inv->nrof;
1120 break; 1145 break;
1121 1146
1122 case RUNE: 1147 case RUNE:
1123 trap_adjust (op, difficulty); 1148 trap_adjust (op, difficulty);
1124 break; 1149 break;
1125 1150
1126 case TRAP: 1151 case TRAP:
1127 trap_adjust (op, difficulty); 1152 trap_adjust (op, difficulty);
1128 break; 1153 break;
1129 } /* switch type */ 1154 } /* switch type */
1130 1155
1131 if (flags & GT_STARTEQUIP) 1156 if (flags & GT_STARTEQUIP)
1132 { 1157 {
1133 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1158 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1134 SET_FLAG (op, FLAG_STARTEQUIP); 1159 SET_FLAG (op, FLAG_STARTEQUIP);
1135 else if (op->type != MONEY) 1160 else if (op->type != MONEY)
1136 op->value = 0; 1161 op->value = 0;
1137 } 1162 }
1138 1163
1139 if (!(flags & GT_ENVIRONMENT)) 1164 if (!(flags & GT_ENVIRONMENT))
1140 fix_flesh_item (op, creator); 1165 fix_flesh_item (op, creator);
1141} 1166}
1154 1179
1155static artifactlist * 1180static artifactlist *
1156get_empty_artifactlist (void) 1181get_empty_artifactlist (void)
1157{ 1182{
1158 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1183 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1184
1159 if (tl == NULL) 1185 if (tl == NULL)
1160 fatal (OUT_OF_MEMORY); 1186 fatal (OUT_OF_MEMORY);
1161 tl->next = NULL; 1187 tl->next = NULL;
1162 tl->items = NULL; 1188 tl->items = NULL;
1163 tl->total_chance = 0; 1189 tl->total_chance = 0;
1170 1196
1171static artifact * 1197static artifact *
1172get_empty_artifact (void) 1198get_empty_artifact (void)
1173{ 1199{
1174 artifact *t = (artifact *) malloc (sizeof (artifact)); 1200 artifact *t = (artifact *) malloc (sizeof (artifact));
1201
1175 if (t == NULL) 1202 if (t == NULL)
1176 fatal (OUT_OF_MEMORY); 1203 fatal (OUT_OF_MEMORY);
1177 t->item = NULL; 1204 t->item = NULL;
1178 t->next = NULL; 1205 t->next = NULL;
1179 t->chance = 0; 1206 t->chance = 0;
1212 fprintf (logfile, "\n"); 1239 fprintf (logfile, "\n");
1213 for (al = first_artifactlist; al != NULL; al = al->next) 1240 for (al = first_artifactlist; al != NULL; al = al->next)
1214 { 1241 {
1215 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1242 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1216 for (art = al->items; art != NULL; art = art->next) 1243 for (art = al->items; art != NULL; art = art->next)
1217 { 1244 {
1218 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1245 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1219 if (art->allowed != NULL) 1246 if (art->allowed != NULL)
1220 { 1247 {
1221 fprintf (logfile, "\tAllowed combinations:"); 1248 fprintf (logfile, "\tAllowed combinations:");
1222 for (next = art->allowed; next != NULL; next = next->next) 1249 for (next = art->allowed; next != NULL; next = next->next)
1223 fprintf (logfile, "%s,", &next->name); 1250 fprintf (logfile, "%s,", &next->name);
1224 fprintf (logfile, "\n"); 1251 fprintf (logfile, "\n");
1225 } 1252 }
1226 } 1253 }
1227 } 1254 }
1228 fprintf (logfile, "\n"); 1255 fprintf (logfile, "\n");
1229} 1256}
1230 1257
1231/* 1258/*
1232 * For debugging purposes. Dumps all treasures recursively (see below). 1259 * For debugging purposes. Dumps all treasures recursively (see below).
1233 */ 1260 */
1234void 1261void
1235dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1262dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1236{ 1263{
1237 treasurelist *tl; 1264 treasurelist *tl;
1238 int i; 1265 int i;
1239 1266
1240 if (depth > 100) 1267 if (depth > 100)
1241 return; 1268 return;
1242 while (t != NULL) 1269 while (t != NULL)
1243 { 1270 {
1244 if (t->name != NULL) 1271 if (t->name != NULL)
1245 { 1272 {
1246 for (i = 0; i < depth; i++) 1273 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " "); 1274 fprintf (logfile, " ");
1248 fprintf (logfile, "{ (list: %s)\n", &t->name); 1275 fprintf (logfile, "{ (list: %s)\n", &t->name);
1249 tl = find_treasurelist (t->name); 1276 tl = find_treasurelist (t->name);
1277 if (tl)
1250 dump_monster_treasure_rec (name, tl->items, depth + 2); 1278 dump_monster_treasure_rec (name, tl->items, depth + 2);
1251 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1252 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1253 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1281 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1254 } 1282 }
1255 else 1283 else
1256 { 1284 {
1257 for (i = 0; i < depth; i++) 1285 for (i = 0; i < depth; i++)
1258 fprintf (logfile, " "); 1286 fprintf (logfile, " ");
1259 if (t->item->clone.type == FLESH) 1287 if (t->item->clone.type == FLESH)
1260 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1261 else 1289 else
1262 fprintf (logfile, "%s\n", &t->item->clone.name); 1290 fprintf (logfile, "%s\n", &t->item->clone.name);
1263 } 1291 }
1264 if (t->next_yes != NULL) 1292 if (t->next_yes != NULL)
1265 { 1293 {
1266 for (i = 0; i < depth; i++) 1294 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1295 fprintf (logfile, " ");
1268 fprintf (logfile, " (if yes)\n"); 1296 fprintf (logfile, " (if yes)\n");
1269 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1297 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1270 } 1298 }
1271 if (t->next_no != NULL) 1299 if (t->next_no != NULL)
1272 { 1300 {
1273 for (i = 0; i < depth; i++) 1301 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1302 fprintf (logfile, " ");
1275 fprintf (logfile, " (if no)\n"); 1303 fprintf (logfile, " (if no)\n");
1276 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1304 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1277 } 1305 }
1278 t = t->next; 1306 t = t->next;
1279 } 1307 }
1280} 1308}
1281 1309
1282/* 1310/*
1293 found = 0; 1321 found = 0;
1294 fprintf (logfile, "\n"); 1322 fprintf (logfile, "\n");
1295 for (at = first_archetype; at != NULL; at = at->next) 1323 for (at = first_archetype; at != NULL; at = at->next)
1296 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1324 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1297 { 1325 {
1298 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1326 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1299 if (at->clone.randomitems != NULL) 1327 if (at->clone.randomitems != NULL)
1300 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1328 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1301 else 1329 else
1302 fprintf (logfile, "(nothing)\n"); 1330 fprintf (logfile, "(nothing)\n");
1303 fprintf (logfile, "\n"); 1331 fprintf (logfile, "\n");
1304 found++; 1332 found++;
1305 } 1333 }
1306 if (found == 0) 1334 if (found == 0)
1307 fprintf (logfile, "No objects have the name %s!\n\n", name); 1335 fprintf (logfile, "No objects have the name %s!\n\n", name);
1308} 1336}
1309 1337
1316{ 1344{
1317 static int has_been_inited = 0; 1345 static int has_been_inited = 0;
1318 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1346 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1319 artifact *art = NULL; 1347 artifact *art = NULL;
1320 linked_char *tmp; 1348 linked_char *tmp;
1321 int value, comp; 1349 int value;
1322 artifactlist *al; 1350 artifactlist *al;
1323 1351
1324 if (has_been_inited) 1352 if (has_been_inited)
1325 return; 1353 return;
1326 else 1354 else
1333 return; 1361 return;
1334 1362
1335 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1363 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1336 { 1364 {
1337 if (*buf == '#') 1365 if (*buf == '#')
1338 continue; 1366 continue;
1339 if ((cp = strchr (buf, '\n')) != NULL) 1367 if ((cp = strchr (buf, '\n')) != NULL)
1340 *cp = '\0'; 1368 *cp = '\0';
1341 cp = buf; 1369 cp = buf;
1342 while (*cp == ' ') /* Skip blanks */ 1370 while (*cp == ' ') /* Skip blanks */
1343 cp++; 1371 cp++;
1344 if (*cp == '\0') 1372 if (*cp == '\0')
1345 continue; 1373 continue;
1346 1374
1347 if (!strncmp (cp, "Allowed", 7)) 1375 if (!strncmp (cp, "Allowed", 7))
1348 { 1376 {
1349 if (art == NULL) 1377 if (art == NULL)
1350 { 1378 {
1351 art = get_empty_artifact (); 1379 art = get_empty_artifact ();
1352 nrofartifacts++; 1380 nrofartifacts++;
1353 } 1381 }
1354 cp = strchr (cp, ' ') + 1; 1382 cp = strchr (cp, ' ') + 1;
1355 if (!strcmp (cp, "all")) 1383 if (!strcmp (cp, "all"))
1356 continue; 1384 continue;
1357 1385
1358 do 1386 do
1359 { 1387 {
1360 nrofallowedstr++; 1388 nrofallowedstr++;
1361 if ((next = strchr (cp, ',')) != NULL) 1389 if ((next = strchr (cp, ',')) != NULL)
1362 *(next++) = '\0'; 1390 *(next++) = '\0';
1363 tmp = new linked_char; 1391 tmp = new linked_char;
1392
1364 tmp->name = cp; 1393 tmp->name = cp;
1365 tmp->next = art->allowed; 1394 tmp->next = art->allowed;
1366 art->allowed = tmp; 1395 art->allowed = tmp;
1367 } 1396 }
1368 while ((cp = next) != NULL); 1397 while ((cp = next) != NULL);
1369 } 1398 }
1370 else if (sscanf (cp, "chance %d", &value)) 1399 else if (sscanf (cp, "chance %d", &value))
1371 art->chance = (uint16) value; 1400 art->chance = (uint16) value;
1372 else if (sscanf (cp, "difficulty %d", &value)) 1401 else if (sscanf (cp, "difficulty %d", &value))
1373 art->difficulty = (uint8) value; 1402 art->difficulty = (uint8) value;
1374 else if (!strncmp (cp, "Object", 6)) 1403 else if (!strncmp (cp, "Object", 6))
1375 { 1404 {
1376 art->item = (object *) calloc (1, sizeof (object)); 1405 art->item = object::create ();
1377 reset_object (art->item); 1406
1378 if (!load_object (thawer, art->item, LO_LINEMODE, 0)) 1407 if (!load_object (thawer, art->item, 0))
1379 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1408 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1409
1380 art->item->name = strchr (cp, ' ') + 1; 1410 art->item->name = strchr (cp, ' ') + 1;
1381 al = find_artifactlist (art->item->type); 1411 al = find_artifactlist (art->item->type);
1382 if (al == NULL) 1412 if (al == NULL)
1383 { 1413 {
1384 al = get_empty_artifactlist (); 1414 al = get_empty_artifactlist ();
1385 al->type = art->item->type; 1415 al->type = art->item->type;
1386 al->next = first_artifactlist; 1416 al->next = first_artifactlist;
1387 first_artifactlist = al; 1417 first_artifactlist = al;
1388 } 1418 }
1389 art->next = al->items; 1419 art->next = al->items;
1390 al->items = art; 1420 al->items = art;
1391 art = NULL; 1421 art = NULL;
1392 } 1422 }
1393 else 1423 else
1394 LOG (llevError, "Unknown input in artifact file: %s\n", buf); 1424 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1395 } 1425 }
1396 1426
1397 for (al = first_artifactlist; al != NULL; al = al->next) 1427 for (al = first_artifactlist; al != NULL; al = al->next)
1398 { 1428 {
1399 for (art = al->items; art != NULL; art = art->next) 1429 for (art = al->items; art != NULL; art = art->next)
1400 { 1430 {
1401 if (!art->chance) 1431 if (!art->chance)
1402 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1432 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1403 else 1433 else
1404 al->total_chance += art->chance; 1434 al->total_chance += art->chance;
1405 } 1435 }
1406#if 0 1436#if 0
1407 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1437 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1408#endif 1438#endif
1409 } 1439 }
1410 1440
1416 * Used in artifact generation. The bonuses of the first object 1446 * Used in artifact generation. The bonuses of the first object
1417 * is modified by the bonuses of the second object. 1447 * is modified by the bonuses of the second object.
1418 */ 1448 */
1419 1449
1420void 1450void
1421add_abilities (object * op, object * change) 1451add_abilities (object *op, object *change)
1422{ 1452{
1423 int i, j, tmp; 1453 int i, tmp;
1424 1454
1425 if (change->face != blank_face) 1455 if (change->face != blank_face)
1426 { 1456 {
1427#ifdef TREASURE_VERBOSE 1457#ifdef TREASURE_VERBOSE
1428 LOG (llevDebug, "FACE: %d\n", change->face->number); 1458 LOG (llevDebug, "FACE: %d\n", change->face->number);
1467 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1497 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1468 { 1498 {
1469 CLEAR_FLAG (op, FLAG_ANIMATE); 1499 CLEAR_FLAG (op, FLAG_ANIMATE);
1470 /* so artifacts will join */ 1500 /* so artifacts will join */
1471 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1501 if (!QUERY_FLAG (op, FLAG_ALIVE))
1472 op->speed = 0.0; 1502 op->speed = 0.0;
1503
1473 update_ob_speed (op); 1504 update_ob_speed (op);
1474 } 1505 }
1475 1506
1476 if (change->nrof) 1507 if (change->nrof)
1477 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1508 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1478 1509
1479 op->stats.exp += change->stats.exp; /* Speed modifier */ 1510 op->stats.exp += change->stats.exp; /* Speed modifier */
1480 op->stats.wc += change->stats.wc; 1511 op->stats.wc += change->stats.wc;
1481 op->stats.ac += change->stats.ac; 1512 op->stats.ac += change->stats.ac;
1482 1513
1483 if (change->other_arch) 1514 if (change->other_arch)
1484 { 1515 {
1485 /* Basically, for horns & potions, the other_arch field is the spell 1516 /* Basically, for horns & potions, the other_arch field is the spell
1486 * to cast. So convert that to into a spell and put it into 1517 * to cast. So convert that to into a spell and put it into
1487 * this object. 1518 * this object.
1488 */ 1519 */
1489 if (op->type == HORN || op->type == POTION) 1520 if (op->type == HORN || op->type == POTION)
1490 { 1521 {
1491 object *tmp_obj; 1522 object *tmp_obj;
1523
1492 /* Remove any spells this object currently has in it */ 1524 /* Remove any spells this object currently has in it */
1493 while (op->inv) 1525 while (op->inv)
1494 { 1526 op->inv->destroy ();
1495 tmp_obj = op->inv;
1496 remove_ob (tmp_obj);
1497 free_object (tmp_obj);
1498 }
1499 1527
1500 tmp_obj = arch_to_object (change->other_arch); 1528 tmp_obj = arch_to_object (change->other_arch);
1501 insert_ob_in_ob (tmp_obj, op); 1529 insert_ob_in_ob (tmp_obj, op);
1502 } 1530 }
1503 /* No harm setting this for potions/horns */ 1531 /* No harm setting this for potions/horns */
1504 op->other_arch = change->other_arch; 1532 op->other_arch = change->other_arch;
1505 } 1533 }
1506 1534
1507 if (change->stats.hp < 0) 1535 if (change->stats.hp < 0)
1540 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1568 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1541 1569
1542 op->item_power = change->item_power; 1570 op->item_power = change->item_power;
1543 1571
1544 for (i = 0; i < NROFATTACKS; i++) 1572 for (i = 0; i < NROFATTACKS; i++)
1545 {
1546 if (change->resist[i]) 1573 if (change->resist[i])
1547 {
1548 op->resist[i] += change->resist[i]; 1574 op->resist[i] += change->resist[i];
1549 }
1550 }
1551 1575
1552 if (change->stats.dam) 1576 if (change->stats.dam)
1553 { 1577 {
1554 if (change->stats.dam < 0) 1578 if (change->stats.dam < 0)
1555 op->stats.dam = (-change->stats.dam); 1579 op->stats.dam = (-change->stats.dam);
1556 else if (op->stats.dam) 1580 else if (op->stats.dam)
1557 { 1581 {
1558 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1582 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1559 if (tmp == op->stats.dam) 1583 if (tmp == op->stats.dam)
1560 { 1584 {
1561 if (change->stats.dam < 10) 1585 if (change->stats.dam < 10)
1562 op->stats.dam--; 1586 op->stats.dam--;
1587 else
1588 op->stats.dam++;
1589 }
1563 else 1590 else
1564 op->stats.dam++;
1565 }
1566 else
1567 op->stats.dam = tmp; 1591 op->stats.dam = tmp;
1568 } 1592 }
1569 } 1593 }
1570 1594
1571 if (change->weight) 1595 if (change->weight)
1572 { 1596 {
1573 if (change->weight < 0) 1597 if (change->weight < 0)
1574 op->weight = (-change->weight); 1598 op->weight = (-change->weight);
1575 else 1599 else
1576 op->weight = (op->weight * (change->weight)) / 100; 1600 op->weight = (op->weight * (change->weight)) / 100;
1577 } 1601 }
1578 1602
1579 if (change->last_sp) 1603 if (change->last_sp)
1580 { 1604 {
1581 if (change->last_sp < 0) 1605 if (change->last_sp < 0)
1582 op->last_sp = (-change->last_sp); 1606 op->last_sp = (-change->last_sp);
1583 else 1607 else
1584 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1608 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1585 } 1609 }
1586 1610
1587 if (change->gen_sp_armour) 1611 if (change->gen_sp_armour)
1588 { 1612 {
1589 if (change->gen_sp_armour < 0) 1613 if (change->gen_sp_armour < 0)
1590 op->gen_sp_armour = (-change->gen_sp_armour); 1614 op->gen_sp_armour = (-change->gen_sp_armour);
1591 else 1615 else
1592 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1616 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1593 } 1617 }
1594 1618
1595 op->value *= change->value; 1619 op->value *= change->value;
1596 1620
1597 if (change->material) 1621 if (change->material)
1609 if (change->msg) 1633 if (change->msg)
1610 op->msg = change->msg; 1634 op->msg = change->msg;
1611} 1635}
1612 1636
1613static int 1637static int
1614legal_artifact_combination (object * op, artifact * art) 1638legal_artifact_combination (object *op, artifact * art)
1615{ 1639{
1616 int neg, success = 0; 1640 int neg, success = 0;
1617 linked_char *tmp; 1641 linked_char *tmp;
1618 const char *name; 1642 const char *name;
1619 1643
1620 if (art->allowed == (linked_char *) NULL) 1644 if (art->allowed == (linked_char *) NULL)
1621 return 1; /* Ie, "all" */ 1645 return 1; /* Ie, "all" */
1622 for (tmp = art->allowed; tmp; tmp = tmp->next) 1646 for (tmp = art->allowed; tmp; tmp = tmp->next)
1623 { 1647 {
1624#ifdef TREASURE_VERBOSE 1648#ifdef TREASURE_VERBOSE
1625 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1649 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1626#endif 1650#endif
1627 if (*tmp->name == '!') 1651 if (*tmp->name == '!')
1628 name = tmp->name + 1, neg = 1; 1652 name = tmp->name + 1, neg = 1;
1629 else 1653 else
1630 name = tmp->name, neg = 0; 1654 name = tmp->name, neg = 0;
1631 1655
1632 /* If we match name, then return the opposite of 'neg' */ 1656 /* If we match name, then return the opposite of 'neg' */
1633 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1657 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1634 return !neg; 1658 return !neg;
1635 1659
1636 /* Set success as true, since if the match was an inverse, it means 1660 /* Set success as true, since if the match was an inverse, it means
1637 * everything is allowed except what we match 1661 * everything is allowed except what we match
1638 */ 1662 */
1639 else if (neg) 1663 else if (neg)
1640 success = 1; 1664 success = 1;
1641 } 1665 }
1642 return success; 1666 return success;
1643} 1667}
1644 1668
1645/* 1669/*
1646 * Fixes the given object, giving it the abilities and titles 1670 * Fixes the given object, giving it the abilities and titles
1647 * it should have due to the second artifact-template. 1671 * it should have due to the second artifact-template.
1648 */ 1672 */
1649 1673
1650void 1674void
1651give_artifact_abilities (object * op, object * artifct) 1675give_artifact_abilities (object *op, object *artifct)
1652{ 1676{
1653 char new_name[MAX_BUF]; 1677 char new_name[MAX_BUF];
1654 1678
1655 sprintf (new_name, "of %s", &artifct->name); 1679 sprintf (new_name, "of %s", &artifct->name);
1656 op->title = new_name; 1680 op->title = new_name;
1657 add_abilities (op, artifct); /* Give out the bonuses */ 1681 add_abilities (op, artifct); /* Give out the bonuses */
1658 1682
1659#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1683#if 0 /* Bit verbose, but keep it here until next time I need it... */
1660 { 1684 {
1661 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1685 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1686
1662 SET_FLAG (op, FLAG_IDENTIFIED); 1687 SET_FLAG (op, FLAG_IDENTIFIED);
1663 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1688 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1664 if (!identified) 1689 if (!identified)
1665 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1690 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1666 } 1691 }
1678 1703
1679/* Give 1 re-roll attempt per artifact */ 1704/* Give 1 re-roll attempt per artifact */
1680#define ARTIFACT_TRIES 2 1705#define ARTIFACT_TRIES 2
1681 1706
1682void 1707void
1683generate_artifact (object * op, int difficulty) 1708generate_artifact (object *op, int difficulty)
1684{ 1709{
1685 artifactlist *al; 1710 artifactlist *al;
1686 artifact *art; 1711 artifact *art;
1687 int i; 1712 int i;
1688 1713
1689 al = find_artifactlist (op->type); 1714 al = find_artifactlist (op->type);
1690 1715
1691 if (al == NULL) 1716 if (al == NULL)
1692 { 1717 {
1693#if 0 /* This is too verbose, usually */ 1718#if 0 /* This is too verbose, usually */
1694 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1719 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1695#endif 1720#endif
1696 return; 1721 return;
1697 } 1722 }
1698 1723
1699 for (i = 0; i < ARTIFACT_TRIES; i++) 1724 for (i = 0; i < ARTIFACT_TRIES; i++)
1700 { 1725 {
1701 int roll = RANDOM () % al->total_chance; 1726 int roll = RANDOM () % al->total_chance;
1702 1727
1703 for (art = al->items; art != NULL; art = art->next) 1728 for (art = al->items; art != NULL; art = art->next)
1704 { 1729 {
1705 roll -= art->chance; 1730 roll -= art->chance;
1706 if (roll < 0) 1731 if (roll < 0)
1707 break; 1732 break;
1708 } 1733 }
1709 1734
1710 if (art == NULL || roll >= 0) 1735 if (art == NULL || roll >= 0)
1711 { 1736 {
1712#if 1 1737#if 1
1713 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1738 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1714#endif 1739#endif
1715 return; 1740 return;
1716 } 1741 }
1717 if (!strcmp (art->item->name, "NONE")) 1742 if (!strcmp (art->item->name, "NONE"))
1718 return; 1743 return;
1719 if (FABS (op->magic) < art->item->magic) 1744 if (FABS (op->magic) < art->item->magic)
1720 continue; /* Not magic enough to be this item */ 1745 continue; /* Not magic enough to be this item */
1721 1746
1722 /* Map difficulty not high enough */ 1747 /* Map difficulty not high enough */
1723 if (difficulty < art->difficulty) 1748 if (difficulty < art->difficulty)
1724 continue; 1749 continue;
1725 1750
1726 if (!legal_artifact_combination (op, art)) 1751 if (!legal_artifact_combination (op, art))
1727 { 1752 {
1728#ifdef TREASURE_VERBOSE 1753#ifdef TREASURE_VERBOSE
1729 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1754 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1730#endif 1755#endif
1731 continue; 1756 continue;
1732 } 1757 }
1733 give_artifact_abilities (op, art->item); 1758 give_artifact_abilities (op, art->item);
1734 return; 1759 return;
1735 } 1760 }
1736} 1761}
1737 1762
1739 * FOOD, except they inherit properties (name, food value, etc). 1764 * FOOD, except they inherit properties (name, food value, etc).
1740 * based on the original owner (or 'donor' if you like). -b.t. 1765 * based on the original owner (or 'donor' if you like). -b.t.
1741 */ 1766 */
1742 1767
1743void 1768void
1744fix_flesh_item (object * item, object * donor) 1769fix_flesh_item (object *item, object *donor)
1745{ 1770{
1746 char tmpbuf[MAX_BUF]; 1771 char tmpbuf[MAX_BUF];
1747 int i; 1772 int i;
1748 1773
1749 if (item->type == FLESH && donor) 1774 if (item->type == FLESH && donor)
1750 { 1775 {
1751 /* change the name */ 1776 /* change the name */
1752 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1777 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1778 item->name = tmpbuf;
1753 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1779 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1780 item->name_pl = tmpbuf;
1754 1781
1755 /* weight is FLESH weight/100 * donor */ 1782 /* weight is FLESH weight/100 * donor */
1756 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1783 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1757 item->weight = 1; 1784 item->weight = 1;
1758 1785
1759 /* value is multiplied by level of donor */ 1786 /* value is multiplied by level of donor */
1760 item->value *= isqrt (donor->level * 2); 1787 item->value *= isqrt (donor->level * 2);
1761 1788
1762 /* food value */ 1789 /* food value */
1764 1791
1765 /* flesh items inherit some abilities of donor, but not 1792 /* flesh items inherit some abilities of donor, but not
1766 * full effect. 1793 * full effect.
1767 */ 1794 */
1768 for (i = 0; i < NROFATTACKS; i++) 1795 for (i = 0; i < NROFATTACKS; i++)
1769 item->resist[i] = donor->resist[i] / 2; 1796 item->resist[i] = donor->resist[i] / 2;
1770 1797
1771 /* item inherits donor's level (important for quezals) */ 1798 /* item inherits donor's level (important for quezals) */
1772 item->level = donor->level; 1799 item->level = donor->level;
1773 1800
1774 /* if donor has some attacktypes, the flesh is poisonous */ 1801 /* if donor has some attacktypes, the flesh is poisonous */
1775 if (donor->attacktype & AT_POISON) 1802 if (donor->attacktype & AT_POISON)
1776 item->type = POISON; 1803 item->type = POISON;
1777 if (donor->attacktype & AT_ACID) 1804 if (donor->attacktype & AT_ACID)
1778 item->stats.hp = -1 * item->stats.food; 1805 item->stats.hp = -1 * item->stats.food;
1779 SET_FLAG (item, FLAG_NO_STEAL); 1806 SET_FLAG (item, FLAG_NO_STEAL);
1780 } 1807 }
1781} 1808}
1782 1809
1783/* special_potion() - so that old potion code is still done right. */ 1810/* special_potion() - so that old potion code is still done right. */
1784 1811
1785int 1812int
1786special_potion (object * op) 1813special_potion (object *op)
1787{ 1814{
1788 1815
1789 int i; 1816 int i;
1790 1817
1791 if (op->attacktype) 1818 if (op->attacktype)
1800 1827
1801 return 0; 1828 return 0;
1802} 1829}
1803 1830
1804void 1831void
1805free_treasurestruct (treasure * t) 1832free_treasurestruct (treasure *t)
1806{ 1833{
1807 if (t->next) 1834 if (t->next)
1808 free_treasurestruct (t->next); 1835 free_treasurestruct (t->next);
1809 if (t->next_yes) 1836 if (t->next_yes)
1810 free_treasurestruct (t->next_yes); 1837 free_treasurestruct (t->next_yes);
1813 1840
1814 delete t; 1841 delete t;
1815} 1842}
1816 1843
1817void 1844void
1818free_charlinks (linked_char * lc) 1845free_charlinks (linked_char *lc)
1819{ 1846{
1820 if (lc->next) 1847 if (lc->next)
1821 free_charlinks (lc->next); 1848 free_charlinks (lc->next);
1822 1849
1823 delete lc; 1850 delete lc;
1824} 1851}
1825 1852
1826void 1853void
1827free_artifact (artifact * at) 1854free_artifact (artifact * at)
1828{ 1855{
1829
1830 if (at->next) 1856 if (at->next)
1831 free_artifact (at->next); 1857 free_artifact (at->next);
1858
1832 if (at->allowed) 1859 if (at->allowed)
1833 free_charlinks (at->allowed); 1860 free_charlinks (at->allowed);
1834 1861
1835 delete at->item; 1862 at->item->destroy (1);
1836 1863
1837 delete at; 1864 delete at;
1838} 1865}
1839 1866
1840void 1867void
1841free_artifactlist (artifactlist * al) 1868free_artifactlist (artifactlist * al)
1842{ 1869{
1843 artifactlist *nextal; 1870 artifactlist *nextal;
1871
1844 for (al = first_artifactlist; al != NULL; al = nextal) 1872 for (al = first_artifactlist; al; al = nextal)
1845 { 1873 {
1846 nextal = al->next; 1874 nextal = al->next;
1875
1847 if (al->items) 1876 if (al->items)
1848 {
1849 free_artifact (al->items); 1877 free_artifact (al->items);
1850 } 1878
1851 free (al); 1879 free (al);
1852 } 1880 }
1853} 1881}
1854 1882
1855void 1883void
1860 1888
1861 for (tl = first_treasurelist; tl != NULL; tl = next) 1889 for (tl = first_treasurelist; tl != NULL; tl = next)
1862 { 1890 {
1863 next = tl->next; 1891 next = tl->next;
1864 if (tl->items) 1892 if (tl->items)
1865 free_treasurestruct (tl->items); 1893 free_treasurestruct (tl->items);
1866 delete tl; 1894 delete tl;
1867 } 1895 }
1868 free_artifactlist (first_artifactlist); 1896 free_artifactlist (first_artifactlist);
1869} 1897}

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