ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
(Generate patch)

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.44 by root, Mon Apr 16 15:36:22 2007 UTC vs.
Revision 1.108 by root, Wed Apr 28 19:49:50 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <global.h> 36#include <global.h>
37#include <treasure.h> 37#include <treasure.h>
38#include <funcpoint.h>
39#include <loader.h>
40 38
41extern char *spell_mapping[]; 39extern char *spell_mapping[];
42 40
43static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
44 42
47typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
48 const char *, 46 const char *,
49 treasurelist *, 47 treasurelist *,
50 str_hash, 48 str_hash,
51 str_equal, 49 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 51> tl_map_t;
55 52
56static tl_map_t tl_map; 53static tl_map_t tl_map;
57 54
58/* 55//TODO: class method
59 * Initialize global archtype pointers: 56static void free_treasurestruct (treasure *t); // bleh desu
60 */ 57static void
61void 58clear (treasurelist *tl)
62init_archetype_pointers ()
63{ 59{
64 int prev_warn = warn_archetypes; 60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65 65
66 warn_archetypes = 1; 66 tl->total_chance = 0;
67
68 if (ring_arch == NULL)
69 ring_arch = archetype::find ("ring");
70 if (amulet_arch == NULL)
71 amulet_arch = archetype::find ("amulet");
72 if (staff_arch == NULL)
73 staff_arch = archetype::find ("staff");
74 if (crown_arch == NULL)
75 crown_arch = archetype::find ("crown");
76
77 warn_archetypes = prev_warn;
78} 67}
79 68
80/* 69/*
81 * Searches for the given treasurelist 70 * Searches for the given treasurelist
82 */ 71 */
84treasurelist::find (const char *name) 73treasurelist::find (const char *name)
85{ 74{
86 if (!name) 75 if (!name)
87 return 0; 76 return 0;
88 77
89 AUTODECL (i, tl_map.find (name)); 78 auto (i, tl_map.find (name));
90 79
91 if (i == tl_map.end ()) 80 if (i == tl_map.end ())
92 return 0; 81 return 0;
93 82
94 return i->second; 83 return i->second;
115 } 104 }
116 105
117 return tl; 106 return tl;
118} 107}
119 108
120//TODO: class method 109#ifdef TREASURE_DEBUG
121void 110/* recursived checks the linked list. Treasurelist is passed only
122clear (treasurelist *tl) 111 * so that the treasure name can be printed out
112 */
113static void
114check_treasurelist (const treasure *t, const treasurelist * tl)
123{ 115{
116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
118
119 if (t->next)
120 check_treasurelist (t->next, tl);
121
124 if (tl->items) 122 if (t->next_yes)
125 { 123 check_treasurelist (t->next_yes, tl);
126 free_treasurestruct (tl->items);
127 tl->items = 0;
128 }
129 124
130 tl->total_chance = 0; 125 if (t->next_no)
126 check_treasurelist (t->next_no, tl);
131} 127}
128#endif
132 129
133/* 130/*
134 * Reads the lib/treasure file from disk, and parses the contents 131 * Reads the lib/treasure file from disk, and parses the contents
135 * into an internal treasure structure (very linked lists) 132 * into an internal treasure structure (very linked lists)
136 */ 133 */
137static treasure * 134static treasure *
138load_treasure (object_thawer &f) 135read_treasure (object_thawer &f)
139{ 136{
140 treasure *t = new treasure; 137 treasure *t = new treasure;
141 int value;
142 138
143 nroftreasures++; 139 f.next ();
144 140
145 for (;;) 141 for (;;)
146 { 142 {
147 coroapi::cede_every (10); 143 coroapi::cede_to_tick ();
148
149 f.next ();
150 144
151 switch (f.kw) 145 switch (f.kw)
152 { 146 {
153 case KW_arch: 147 case KW_arch:
154 if (!(t->item = archetype::find (f.get_str ()))) 148 t->item = archetype::find (f.get_str ());
155 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ()); 149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break; 156 break;
157 157
158 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break; 161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break; 162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break; 163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break; 164 case KW_magic: f.get (t->magic); break;
165 165
166 case KW_yes: t->next_yes = load_treasure (f); break; 166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = load_treasure (f); break; 167 case KW_no: t->next_no = read_treasure (f); continue;
168 168
169 case KW_end: 169 case KW_end:
170 f.next ();
170 return t; 171 return t;
171 172
172 case KW_more: 173 case KW_more:
173 t->next = load_treasure (f); 174 t->next = read_treasure (f);
174 return t; 175 return t;
175 176
176 default: 177 default:
177 if (!f.parse_error ("treasure list")) 178 if (!f.parse_error ("treasurelist", t->name))
178 return t; // error 179 goto error;
179 180
180 return t; 181 return t;
181 } 182 }
182 }
183}
184 183
185#ifdef TREASURE_DEBUG 184 f.next ();
186/* recursived checks the linked list. Treasurelist is passed only 185 }
187 * so that the treasure name can be printed out
188 */
189static void
190check_treasurelist (const treasure *t, const treasurelist * tl)
191{
192 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
193 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
194 186
195 if (t->next) 187 // not reached
196 check_treasurelist (t->next, tl);
197 188
198 if (t->next_yes) 189error:
199 check_treasurelist (t->next_yes, tl); 190 delete t;
200 191 return 0;
201 if (t->next_no)
202 check_treasurelist (t->next_no, tl);
203} 192}
204#endif
205 193
206/* 194/*
207 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
208 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
209 */ 196 */
210bool 197treasurelist *
211load_treasure_file (const char *filename) 198treasurelist::read (object_thawer &f)
212{ 199{
213 treasure *t; 200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
214 int comp, line = 0;
215 201
216 object_thawer f (filename); 202 bool one = f.kw == KW_treasureone;
217 203 treasurelist *tl = treasurelist::get (f.get_str ());
218 if (!f) 204 clear (tl);
219 { 205 tl->items = read_treasure (f);
220 LOG (llevError, "Can't open treasure file.\n"); 206 if (!tl->items)
221 return false; 207 return 0;
208
209 /* This is a one of the many items on the list should be generated.
210 * Add up the chance total, and check to make sure the yes & no
211 * fields of the treasures are not being used.
212 */
213 if (one)
222 } 214 {
223 215 for (treasure *t = tl->items; t; t = t->next)
224 f.next ();
225
226 for (;;)
227 {
228 switch (f.kw)
229 { 216 {
230 case KW_treasure: 217 if (t->next_yes || t->next_no)
231 case KW_treasureone:
232 { 218 {
233 bool one = f.kw == KW_treasureone;
234 treasurelist *tl = treasurelist::get (f.get_str ());
235
236 clear (tl);
237 tl->items = load_treasure (f);
238
239 if (!tl->items)
240 return false;
241
242 /* This is a one of the many items on the list should be generated.
243 * Add up the chance total, and check to make sure the yes & no
244 * fields of the treasures are not being used.
245 */
246 if (one)
247 {
248 for (t = tl->items; t; t = t->next)
249 {
250#ifdef TREASURE_DEBUG
251 if (t->next_yes || t->next_no)
252 {
253 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
254 LOG (llevError, " the next_yes or next_no field is set\n"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
255 }
256#endif
257 tl->total_chance += t->chance;
258 }
259 }
260 } 221 }
261 break;
262 222
263 case KW_EOF: 223 tl->total_chance += t->chance;
264#ifdef TREASURE_DEBUG
265 /* Perform some checks on how valid the treasure data actually is.
266 * verify that list transitions work (ie, the list that it is supposed
267 * to transition to exists). Also, verify that at least the name
268 * or archetype is set for each treasure element.
269 */
270 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
271 check_treasurelist (tl->items, tl);
272#endif
273 return true;
274
275 default:
276 if (!f.parse_error ("treasure lists"))
277 return false;
278
279 break;
280 } 224 }
281
282 f.next ();
283 } 225 }
226
227 return tl;
284} 228}
285 229
286/* 230/*
287 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
288 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
295 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
296 */ 240 */
297static void 241static void
298put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
299{ 243{
300 object *tmp; 244 if (flags & GT_ENVIRONMENT)
301 245 {
302 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
303 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
304 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
305 * by another object. 249 * by another object.
306 */ 250 */
307 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
308 { 252 if (op->type == SPELL)
309 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!creator->is_on_map ()
261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
262 op->destroy ();
263 else
264 {
265 op->flag [FLAG_OBJ_ORIGINAL] = true;
310 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 }
311 } 268 }
312 else 269 else
313 { 270 {
314 op = creator->insert (op); 271 op = creator->insert (op);
315 272
316 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
317 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
318
319 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
320 esrv_send_item (tmp, op);
321 } 275 }
322} 276}
323 277
324/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
325 * in the generated object 279 * in the generated object
347 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 301 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
348 { 302 {
349 if (t->name) 303 if (t->name)
350 { 304 {
351 if (difficulty >= t->magic) 305 if (difficulty >= t->magic)
306 if (treasurelist *tl = treasurelist::find (t->name))
352 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries); 307 create_treasure (tl, op, flag, difficulty, tries);
308 else
309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
353 } 310 }
354 else 311 else
355 { 312 {
356 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
357 { 314 {
358 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
359 316
360 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
361 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
362 319
363 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
408 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
409 } 366 }
410 else if (t->nrof) 367 else if (t->nrof)
411 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
412 } 369 }
413 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
414 { 371 {
415 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
416 { 373 {
417 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
418 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
419 376
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 378 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
423 } 380 }
424 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
425} 388}
426 389
427/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
429 * have been made. It is really in place to prevent infinite loops with 392 * have been made. It is really in place to prevent infinite loops with
442 { 405 {
443 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
444 return; 407 return;
445 } 408 }
446 409
410 if (op->flag [FLAG_TREASURE_ENV])
411 {
412 // do not generate items when there already is something above the object
413 if (op->flag [FLAG_IS_FLOOR] && op->above)
414 return;
415
416 flag |= GT_ENVIRONMENT;
417 }
418
447 if (tl->total_chance) 419 if (tl->total_chance)
448 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 421 else
450 create_all_treasures (tl->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 423}
458object * 430object *
459generate_treasure (treasurelist *tl, int difficulty) 431generate_treasure (treasurelist *tl, int difficulty)
460{ 432{
461 difficulty = clamp (difficulty, 1, settings.max_level); 433 difficulty = clamp (difficulty, 1, settings.max_level);
462 434
463 object *ob = object::create (), *tmp; 435 object *ob = object::create ();
464 436
465 create_treasure (tl, ob, 0, difficulty, 0); 437 create_treasure (tl, ob, 0, difficulty, 0);
466 438
467 /* Don't want to free the object we are about to return */ 439 /* Don't want to free the object we are about to return */
468 tmp = ob->inv; 440 object *tmp = ob->inv;
469 if (tmp != NULL) 441 if (tmp)
470 tmp->remove (); 442 tmp->remove ();
471 443
472 if (ob->inv) 444 if (ob->inv)
473 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
474 446
475 ob->destroy (); 447 ob->destroy ();
448
476 return tmp; 449 return tmp;
477} 450}
478 451
479/* 452/*
480 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
482 * The array has two arguments, the difficulty of the level, and the 455 * The array has two arguments, the difficulty of the level, and the
483 * magical bonus "wanted". 456 * magical bonus "wanted".
484 */ 457 */
485 458
486static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 459static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
487
488// chance of magic difficulty 460// chance of magic difficulty
489// +0 +1 +2 +3 +4 461// +0 +1 +2 +3 +4
490 {95, 2, 2, 1, 0}, // 1 462 {95, 2, 2, 1, 0}, // 1
491 {92, 5, 2, 1, 0}, // 2 463 {92, 5, 2, 1, 0}, // 2
492 {85, 10, 4, 1, 0}, // 3 464 {85, 10, 4, 1, 0}, // 3
518 { 0, 0, 0, 3, 97}, // 29 490 { 0, 0, 0, 3, 97}, // 29
519 { 0, 0, 0, 0, 100}, // 30 491 { 0, 0, 0, 0, 100}, // 30
520 { 0, 0, 0, 0, 100}, // 31 492 { 0, 0, 0, 0, 100}, // 31
521}; 493};
522 494
523
524/* calculate the appropriate level for wands staves and scrolls. 495/* calculate the appropriate level for wands staves and scrolls.
525 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
526 * 497 *
527 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
528 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
529 */ 500 */
530 501static int
531int
532level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
533{ 503{
534 int olevel = 0;
535
536 if (!op->inv) 504 if (!op->inv)
537 { 505 {
538 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
539 return 0; 507 return 0;
540 } 508 }
541 509
542 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
543 511
544 if (olevel <= 0) 512 if (olevel <= 0)
545 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
546 514
547 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL_TREASURE);
548 olevel = MAXLEVEL;
549
550 return olevel;
551} 516}
552 517
553/* 518/*
554 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
555 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
558 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
559 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
560 * weird integer between 1-31. 525 * weird integer between 1-31.
561 * 526 *
562 */ 527 */
563int 528static int
564magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
565{ 530{
566 int percent = 0, magic = 0;
567 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
532 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
568 533
569 scaled_diff--;
570
571 if (scaled_diff < 0)
572 scaled_diff = 0;
573
574 if (scaled_diff >= DIFFLEVELS)
575 scaled_diff = DIFFLEVELS - 1;
576
577 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
578 536
579 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
580 { 538 {
581 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
582 540
583 if (percent < 0) 541 if (percent < 0)
584 break; 542 break;
585 } 543 }
586 544
587 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
588 { 546 {
589 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 547 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
590 magic = 0; 548 magic = 0;
591 } 549 }
592 550
600 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
601 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
602 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
603 * to make it truly absolute. 561 * to make it truly absolute.
604 */ 562 */
605
606void 563void
607set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
608{ 565{
609 if (!magic) 566 if (!magic)
610 return; 567 return;
611 568
612 op->magic = magic; 569 op->magic = magic;
613 if (op->arch) 570 if (op->arch)
614 { 571 {
615 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
617 574
618 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 575 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
619 magic = (-magic); 576 magic = (-magic);
577
620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
621 } 579 }
622 else 580 else
623 { 581 {
624 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
626 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
627 magic = (-magic); 586 magic = (-magic);
587
628 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
629 } 589 }
630} 590}
631 591
632/* 592/*
635 */ 595 */
636 596
637static void 597static void
638set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
639{ 599{
640 int i;
641
642 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
643 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
644 i = -i; 603 i = -i;
604
645 if (i > max_magic) 605 i = min (i, max_magic);
646 i = max_magic; 606
647 set_abs_magic (op, i); 607 set_abs_magic (op, i);
648 if (i < 0) 608 if (i < 0)
649 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
650} 610}
651 611
652/* 612/*
653 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
654 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
655 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
656 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
657 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
658 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
659 */ 619 */
660void 620static void
661set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
662{ 622{
663
664 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
665 624
666 if (op->type == AMULET) 625 if (op->type == AMULET)
667 {
668 if (!(rndm (21))) 626 if (!rndm (21))
669 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
670 else 630 else
671 {
672 if (rndm (2))
673 r = 10;
674 else
675 r = 11 + rndm (9); 631 r = 11 + rndm (9);
676 }
677 }
678 632
679 switch (r) 633 switch (r)
680 { 634 {
681 /* Redone by MSW 2000-11-26 to have much less code. Also, 635 /* Redone by MSW 2000-11-26 to have much less code. Also,
682 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
683 * of the item. 637 * of the item.
684 */ 638 */
685 case 0: 639 case 0:
686 case 1: 640 case 1:
687 case 2: 641 case 2:
688 case 3: 642 case 3:
689 case 4: 643 case 4:
690 case 5: 644 case 5:
691 case 6: 645 case 6:
692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 646 op->stats.stat (r) += bonus;
693 break; 647 break;
694 648
695 case 7: 649 case 7:
696 op->stats.dam += bonus; 650 op->stats.dam += bonus;
697 break; 651 break;
729 * little random element in since that they don't always end up with 683 * little random element in since that they don't always end up with
730 * even values. 684 * even values.
731 */ 685 */
732 if (bonus < 0) 686 if (bonus < 0)
733 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
734 if (val > 35) 688
735 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
736 b = 0; 691 b = 0;
737 692
738 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
739 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
740 695
748 break; 703 break;
749 } 704 }
750 case 20: 705 case 20:
751 if (op->type == AMULET) 706 if (op->type == AMULET)
752 { 707 {
753 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
754 op->value *= 11; 709 op->value *= 11;
755 } 710 }
756 else 711 else
757 { 712 {
758 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
761 break; 716 break;
762 717
763 case 21: 718 case 21:
764 if (op->type == AMULET) 719 if (op->type == AMULET)
765 { 720 {
766 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
767 op->value *= 9; 722 op->value *= 9;
768 } 723 }
769 else 724 else
770 { 725 {
771 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
773 } 728 }
774 break; 729 break;
775 730
776 case 22: 731 case 22:
777 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
778 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
779 break; 734 break;
780 } 735 }
781 736
782 if (bonus > 0) 737 if (bonus > 0)
783 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
784 else 739 else
785 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
786} 741}
787 742
788/* 743/*
789 * get_magic(diff) will return a random number between 0 and 4. 744 * get_magic(diff) will return a random number between 0 and 4.
790 * diff can be any value above 2. The higher the diff-variable, the 745 * diff can be any value above 2. The higher the diff-variable, the
791 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
792 * It is only used in fix_generated_treasure() to set bonuses on 747 * It is only used in fix_generated_treasure() to set bonuses on
793 * rings and amulets. 748 * rings and amulets.
794 * Another scheme is used to calculate the magic of weapons and armours. 749 * Another scheme is used to calculate the magic of weapons and armours.
795 */ 750 */
796int 751static int
797get_magic (int diff) 752get_magic (int diff)
798{ 753{
799 int i; 754 diff = min (3, diff);
800 755
801 if (diff < 3)
802 diff = 3;
803
804 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
805 if (rndm (diff)) 757 if (rndm (diff))
806 return i; 758 return i;
807 759
808 return 4; 760 return 4;
809} 761}
810 762
763/* special_potion() - so that old potion code is still done right. */
764static int
765special_potion (object *op)
766{
767 if (op->attacktype)
768 return 1;
769
770 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
771 return 1;
772
773 for (int i = 0; i < NROFATTACKS; i++)
774 if (op->resist[i])
775 return 1;
776
777 return 0;
778}
779
811#define DICE2 (get_magic(2)==2?2:1) 780#define DICE2 (get_magic(2) == 2 ? 2 : 1)
812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 781#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
813 782
814/* 783/*
815 * fix_generated_item(): This is called after an item is generated, in 784 * fix_generated_item(): This is called after an item is generated, in
816 * order to set it up right. This produced magical bonuses, puts spells 785 * order to set it up right. This produced magical bonuses, puts spells
845 save_item_power = op->item_power; 814 save_item_power = op->item_power;
846 op->item_power = 0; 815 op->item_power = 0;
847 816
848 if (op->randomitems && op->type != SPELL) 817 if (op->randomitems && op->type != SPELL)
849 { 818 {
850 create_treasure (op->randomitems, op, flags, difficulty, 0); 819 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
851 if (!op->inv)
852 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
853
854 /* So the treasure doesn't get created again */ 820 /* So the treasure doesn't get created again */
855 op->randomitems = 0; 821 op->randomitems = 0;
856 } 822 }
857 823
858 if (difficulty < 1) 824 max_it (difficulty, 1);
859 difficulty = 1;
860 825
861 if (INVOKE_OBJECT (ADD_BONUS, op, 826 if (INVOKE_OBJECT (ADD_BONUS, op,
862 ARG_OBJECT (creator != op ? creator : 0), 827 ARG_OBJECT (creator != op ? creator : 0),
863 ARG_INT (difficulty), ARG_INT (max_magic), 828 ARG_INT (difficulty), ARG_INT (max_magic),
864 ARG_INT (flags))) 829 ARG_INT (flags)))
865 return; 830 return;
866 831
867 if (!(flags & GT_MINIMAL)) 832 if (!(flags & GT_MINIMAL))
868 { 833 {
869 if (op->arch == crown_arch) 834 if (IS_ARCH (op->arch, crown))
870 { 835 {
871 set_magic (difficulty, op, max_magic, flags); 836 set_magic (difficulty, op, max_magic, flags);
872 num_enchantments = calc_item_power (op, 1); 837 num_enchantments = calc_item_power (op, 1);
873 generate_artifact (op, difficulty); 838 generate_artifact (op, difficulty);
874 } 839 }
879 844
880 num_enchantments = calc_item_power (op, 1); 845 num_enchantments = calc_item_power (op, 1);
881 846
882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 847 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
883 || op->type == HORN 848 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 849 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
885 * used for shop_floors or treasures */
886 generate_artifact (op, difficulty); 850 generate_artifact (op, difficulty);
887 } 851 }
888 852
889 /* Object was made an artifact. Calculate its item_power rating. 853 /* Object was made an artifact. Calculate its item_power rating.
890 * the item_power in the object is what the artfiact adds. 854 * the item_power in the object is what the artfiact adds.
924 * again below */ 888 * again below */
925 } 889 }
926 } 890 }
927 891
928 /* materialtype modifications. Note we allow this on artifacts. */ 892 /* materialtype modifications. Note we allow this on artifacts. */
929 set_materialname (op, difficulty, NULL); 893 select_material (op, difficulty);
930 894
931 if (flags & GT_MINIMAL) 895 if (flags & GT_MINIMAL)
932 { 896 {
933 if (op->type == POTION) 897 if (op->type == POTION)
934 /* Handle healing and magic power potions */ 898 /* Handle healing and magic power potions */
935 if (op->stats.sp && !op->randomitems) 899 if (op->stats.sp && !op->randomitems)
936 { 900 {
937 object *tmp;
938
939 tmp = get_archetype (spell_mapping[op->stats.sp]); 901 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
940 insert_ob_in_ob (tmp, op); 902 insert_ob_in_ob (tmp, op);
941 op->stats.sp = 0; 903 op->stats.sp = 0;
942 } 904 }
943 } 905 }
944 else if (!op->title) /* Only modify object if not special */ 906 else if (!op->title) /* Only modify object if not special */
947 case WEAPON: 909 case WEAPON:
948 case ARMOUR: 910 case ARMOUR:
949 case SHIELD: 911 case SHIELD:
950 case HELMET: 912 case HELMET:
951 case CLOAK: 913 case CLOAK:
952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 914 if (op->flag [FLAG_CURSED] && !(rndm (4)))
953 set_ring_bonus (op, -DICE2); 915 set_ring_bonus (op, -DICE2);
954 break; 916 break;
955 917
956 case BRACERS: 918 case BRACERS:
957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 919 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
958 { 920 {
959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 921 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
960 if (!QUERY_FLAG (op, FLAG_CURSED)) 922 if (!op->flag [FLAG_CURSED])
961 op->value *= 3; 923 op->value *= 3;
962 } 924 }
963 break; 925 break;
964 926
965 case POTION: 927 case POTION:
967 int too_many_tries = 0, is_special = 0; 929 int too_many_tries = 0, is_special = 0;
968 930
969 /* Handle healing and magic power potions */ 931 /* Handle healing and magic power potions */
970 if (op->stats.sp && !op->randomitems) 932 if (op->stats.sp && !op->randomitems)
971 { 933 {
972 object *tmp;
973
974 tmp = get_archetype (spell_mapping[op->stats.sp]); 934 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
975 insert_ob_in_ob (tmp, op); 935 insert_ob_in_ob (tmp, op);
976 op->stats.sp = 0; 936 op->stats.sp = 0;
977 } 937 }
978 938
979 while (!(is_special = special_potion (op)) && !op->inv) 939 while (!(is_special = special_potion (op)) && !op->inv)
987 * since the value set on those is already correct. 947 * since the value set on those is already correct.
988 */ 948 */
989 if (op->inv && op->randomitems) 949 if (op->inv && op->randomitems)
990 { 950 {
991 /* value multiplier is same as for scrolls */ 951 /* value multiplier is same as for scrolls */
992 op->value = (op->value * op->inv->value); 952 op->value *= op->inv->value;
993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
994 } 954 }
995 else 955 else
996 { 956 {
997 op->name = "potion"; 957 op->name = shstr_potion;
998 op->name_pl = "potions"; 958 op->name_pl = shstr_potions;
999 } 959 }
1000 960
1001 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 961 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1002 SET_FLAG (op, FLAG_CURSED); 962 op->set_flag (FLAG_CURSED);
963
1003 break; 964 break;
1004 } 965 }
1005 966
1006 case AMULET: 967 case AMULET:
1007 if (op->arch == amulet_arch) 968 if (IS_ARCH (op->arch, amulet))
1008 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
1009 970
1010 case RING: 971 case RING:
1011 if (op->arch == NULL)
1012 {
1013 op->destroy ();
1014 op = 0;
1015 break;
1016 }
1017
1018 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 972 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1019 break; 973 break;
1020 974
1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1022 SET_FLAG (op, FLAG_CURSED); 976 op->set_flag (FLAG_CURSED);
1023 977
1024 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 978 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1025 979
1026 if (op->type != RING) /* Amulets have only one ability */ 980 if (op->type != RING) /* Amulets have only one ability */
1027 break; 981 break;
1028 982
1029 if (!(rndm (4))) 983 if (!rndm (4))
1030 { 984 {
1031 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 985 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1032 986
1033 if (d > 0) 987 if (d > 0)
1034 op->value *= 3; 988 op->value *= 3;
1035 989
1036 set_ring_bonus (op, d); 990 set_ring_bonus (op, d);
1037 991
1038 if (!(rndm (4))) 992 if (!rndm (4))
1039 { 993 {
1040 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 994 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1041 995
1042 if (d > 0) 996 if (d > 0)
1043 op->value *= 5; 997 op->value *= 5;
998
1044 set_ring_bonus (op, d); 999 set_ring_bonus (op, d);
1045 } 1000 }
1046 } 1001 }
1047 1002
1048 if (GET_ANIM_ID (op)) 1003 if (op->animation_id)
1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1004 op->set_anim_frame (rndm (op->anim_frames ()));
1050 1005
1051 break; 1006 break;
1052 1007
1053 case BOOK: 1008 case BOOK:
1054 /* Is it an empty book?, if yes lets make a special· 1009 /* Is it an empty book?, if yes lets make a special·
1056 * creator and/or map level we found it on. 1011 * creator and/or map level we found it on.
1057 */ 1012 */
1058 if (!op->msg && rndm (10)) 1013 if (!op->msg && rndm (10))
1059 { 1014 {
1060 /* set the book level properly */ 1015 /* set the book level properly */
1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1016 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1062 { 1017 {
1063 if (op->map && op->map->difficulty) 1018 if (op->map && op->map->difficulty)
1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1019 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1065 else 1020 else
1066 op->level = rndm (20) + 1; 1021 op->level = rndm (20) + 1;
1069 op->level = rndm (creator->level); 1024 op->level = rndm (creator->level);
1070 1025
1071 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1026 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1072 /* books w/ info are worth more! */ 1027 /* books w/ info are worth more! */
1073 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1028 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1074 /* creator related stuff */
1075
1076 /* for library, chained books. Note that some monsters have no_pick
1077 * set - we don't want to set no pick in that case.
1078 */
1079 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1080 SET_FLAG (op, FLAG_NO_PICK);
1081 if (creator->slaying && !op->slaying) /* for check_inv floors */
1082 op->slaying = creator->slaying;
1083 1029
1084 /* add exp so reading it gives xp (once) */ 1030 /* add exp so reading it gives xp (once) */
1085 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1031 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1086 } 1032 }
1033
1034 /* creator related stuff */
1035
1036 /* for library, chained books. Note that some monsters have no_pick
1037 * set - we don't want to set no pick in that case.
1038 */
1039 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1040 op->set_flag (FLAG_NO_PICK);
1041 if (creator->slaying && !op->slaying) /* for check_inv floors */
1042 op->slaying = creator->slaying;
1087 break; 1043 break;
1088 1044
1089 case SPELLBOOK: 1045 case SPELLBOOK:
1090 op->value = op->value * op->inv->value; 1046 op->value *= pow ((op->inv->value > 0 ? op->inv->value : 1)
1047 * op->inv->level,
1048 1.5);
1049
1091 /* add exp so learning gives xp */ 1050 /* add exp so learning gives xp */
1092 op->level = op->inv->level; 1051 op->level = op->inv->level;
1093 op->stats.exp = op->value; 1052 op->stats.exp = op->value;
1094 break; 1053 break;
1095 1054
1123 * reasonable. Otherwise, a high level version of a low level 1082 * reasonable. Otherwise, a high level version of a low level
1124 * spell can be worth tons a money (eg, level 20 rod, level 2 spell = 1083 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1125 * 10 time multiplier). This way, the value are a bit more reasonable. 1084 * 10 time multiplier). This way, the value are a bit more reasonable.
1126 */ 1085 */
1127 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1086 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1087
1128 /* maxhp is used to denote how many 'charges' the rod holds before */ 1088 /* maxhp is used to denote how many 'charges' the rod holds before */
1129 if (op->stats.maxhp) 1089 if (op->stats.maxhp)
1130 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1090 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1131 else 1091 else
1132 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1092 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1133 1093
1134 op->stats.hp = op->stats.maxhp; 1094 op->stats.hp = op->stats.maxhp;
1135 break; 1095 break;
1136 1096
1137 case SCROLL: 1097 case SCROLL:
1152 break; 1112 break;
1153 } /* switch type */ 1113 } /* switch type */
1154 1114
1155 if (flags & GT_STARTEQUIP) 1115 if (flags & GT_STARTEQUIP)
1156 { 1116 {
1157 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1117 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1158 SET_FLAG (op, FLAG_STARTEQUIP); 1118 op->set_flag (FLAG_STARTEQUIP);
1159 else if (op->type != MONEY) 1119 else if (op->type != MONEY)
1160 op->value = 0; 1120 op->value = 0;
1161 } 1121 }
1162 1122
1163 if (!(flags & GT_ENVIRONMENT)) 1123 if (!(flags & GT_ENVIRONMENT))
1174 1134
1175/* 1135/*
1176 * Allocate and return the pointer to an empty artifactlist structure. 1136 * Allocate and return the pointer to an empty artifactlist structure.
1177 */ 1137 */
1178static artifactlist * 1138static artifactlist *
1179get_empty_artifactlist (void) 1139get_empty_artifactlist ()
1180{ 1140{
1181 return salloc0 <artifactlist> (); 1141 return salloc0<artifactlist> ();
1182} 1142}
1183 1143
1184/* 1144/*
1185 * Allocate and return the pointer to an empty artifact structure. 1145 * Allocate and return the pointer to an empty artifact structure.
1186 */ 1146 */
1187static artifact * 1147static artifact *
1188get_empty_artifact (void) 1148get_empty_artifact ()
1189{ 1149{
1190 return salloc0 <artifact> (); 1150 return salloc0<artifact> ();
1191} 1151}
1192 1152
1193/* 1153/*
1194 * Searches the artifact lists and returns one that has the same type 1154 * Searches the artifact lists and returns one that has the same type
1195 * of objects on it. 1155 * of objects on it.
1203 1163
1204 return 0; 1164 return 0;
1205} 1165}
1206 1166
1207/* 1167/*
1208 * For debugging purposes. Dumps all tables. 1168 * Builds up the lists of artifacts from the file in the libdir.
1209 */ 1169 */
1210void 1170void
1211dump_artifacts (void)
1212{
1213 artifactlist *al;
1214 artifact *art;
1215 linked_char *next;
1216
1217 fprintf (logfile, "\n");
1218 for (al = first_artifactlist; al != NULL; al = al->next)
1219 {
1220 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1221 for (art = al->items; art != NULL; art = art->next)
1222 {
1223 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1224 if (art->allowed != NULL)
1225 {
1226 fprintf (logfile, "\tallowed combinations:");
1227 for (next = art->allowed; next != NULL; next = next->next)
1228 fprintf (logfile, "%s,", &next->name);
1229 fprintf (logfile, "\n");
1230 }
1231 }
1232 }
1233 fprintf (logfile, "\n");
1234}
1235
1236/*
1237 * For debugging purposes. Dumps all treasures recursively (see below).
1238 */
1239void
1240dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1241{
1242 treasurelist *tl;
1243 int i;
1244
1245 if (depth > 100)
1246 return;
1247
1248 while (t)
1249 {
1250 if (t->name)
1251 {
1252 for (i = 0; i < depth; i++)
1253 fprintf (logfile, " ");
1254
1255 fprintf (logfile, "{ (list: %s)\n", &t->name);
1256
1257 tl = treasurelist::find (t->name);
1258 if (tl)
1259 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260
1261 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " ");
1263
1264 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1265 }
1266 else
1267 {
1268 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " ");
1270
1271 if (t->item && t->item->clone.type == FLESH)
1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1273 else
1274 fprintf (logfile, "%s\n", &t->item->clone.name);
1275 }
1276
1277 if (t->next_yes)
1278 {
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281
1282 fprintf (logfile, " (if yes)\n");
1283 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1284 }
1285
1286 if (t->next_no)
1287 {
1288 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " ");
1290
1291 fprintf (logfile, " (if no)\n");
1292 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1293 }
1294
1295 t = t->next;
1296 }
1297}
1298
1299/*
1300 * For debugging purposes. Dumps all treasures for a given monster.
1301 * Created originally by Raphael Quinet for debugging the alchemy code.
1302 */
1303void
1304dump_monster_treasure (const char *name)
1305{
1306 archetype *at;
1307 int found;
1308
1309 found = 0;
1310 fprintf (logfile, "\n");
1311
1312 for (at = first_archetype; at != NULL; at = at->next)
1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1314 {
1315 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1316 if (at->clone.randomitems != NULL)
1317 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1318 else
1319 fprintf (logfile, "(nothing)\n");
1320
1321 fprintf (logfile, "\n");
1322 found++;
1323 }
1324
1325 if (found == 0)
1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1327}
1328
1329/*
1330 * Builds up the lists of artifacts from the file in the libdir.
1331 */
1332void
1333init_artifacts (void) 1171init_artifacts ()
1334{ 1172{
1335 static int has_been_inited = 0; 1173 static int has_been_inited = 0;
1336 char filename[MAX_BUF];
1337 artifact *art = NULL; 1174 artifact *art = NULL;
1338 artifactlist *al; 1175 artifactlist *al;
1339 1176
1340 if (has_been_inited) 1177 if (has_been_inited)
1341 return; 1178 return;
1342 else 1179 else
1343 has_been_inited = 1; 1180 has_been_inited = 1;
1344 1181
1345 sprintf (filename, "%s/artifacts", settings.datadir); 1182 object_thawer f (settings.datadir, "artifacts");
1346 object_thawer f (filename);
1347 1183
1348 if (!f) 1184 if (!f)
1349 return; 1185 return;
1350 1186
1351 f.next ();
1352
1353 for (;;) 1187 for (;;)
1354 { 1188 {
1355 switch (f.kw) 1189 switch (f.kw)
1356 { 1190 {
1357 case KW_allowed: 1191 case KW_allowed:
1358 if (!art) 1192 if (!art)
1359 {
1360 art = get_empty_artifact (); 1193 art = get_empty_artifact ();
1361 nrofartifacts++;
1362 }
1363 1194
1364 { 1195 {
1365 if (!strcmp (f.get_str (), "all")) 1196 if (!strcmp (f.get_str (), "all"))
1366 break; 1197 break;
1367 1198
1368 char *next, *cp = f.get_str (); 1199 const char *cp = f.get_str ();
1369 1200 char *next;
1370 do 1201 do
1371 { 1202 {
1372 nrofallowedstr++;
1373
1374 if ((next = strchr (cp, ','))) 1203 if ((next = (char *)strchr (cp, ',')))
1375 *next++ = '\0'; 1204 *next++ = '\0';
1376 1205
1377 linked_char *tmp = new linked_char; 1206 linked_char *tmp = new linked_char;
1378 1207
1379 tmp->name = cp; 1208 tmp->name = cp;
1393 break; 1222 break;
1394 1223
1395 case KW_object: 1224 case KW_object:
1396 { 1225 {
1397 art->item = object::create (); 1226 art->item = object::create ();
1227 f.get (art->item->name);
1228 f.next ();
1398 1229
1399 if (!art->item->parse_kv (f)) 1230 if (!art->item->parse_kv (f))
1400 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1231 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1401 1232
1402 al = find_artifactlist (art->item->type); 1233 al = find_artifactlist (art->item->type);
1428 } 1259 }
1429 1260
1430done: 1261done:
1431 for (al = first_artifactlist; al; al = al->next) 1262 for (al = first_artifactlist; al; al = al->next)
1432 { 1263 {
1264 al->total_chance = 0;
1265
1433 for (art = al->items; art; art = art->next) 1266 for (art = al->items; art; art = art->next)
1434 { 1267 {
1435 if (!art->chance) 1268 if (!art->chance)
1436 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1269 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1437 else 1270 else
1439 } 1272 }
1440#if 0 1273#if 0
1441 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1274 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1442#endif 1275#endif
1443 } 1276 }
1444
1445 LOG (llevDebug, "done.\n");
1446} 1277}
1447
1448 1278
1449/* 1279/*
1450 * Used in artifact generation. The bonuses of the first object 1280 * Used in artifact generation. The bonuses of the first object
1451 * is modified by the bonuses of the second object. 1281 * is modified by the bonuses of the second object.
1452 */ 1282 */
1453
1454void 1283void
1455add_abilities (object *op, object *change) 1284add_abilities (object *op, object *change)
1456{ 1285{
1457 int i, tmp;
1458
1459 if (change->face != blank_face) 1286 if (change->face != blank_face)
1460 { 1287 {
1461#ifdef TREASURE_VERBOSE 1288#ifdef TREASURE_VERBOSE
1462 LOG (llevDebug, "add_abilities change face: %d\n", change->face); 1289 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1463#endif 1290#endif
1464 op->face = change->face; 1291 op->face = change->face;
1465 } 1292 }
1466 1293
1467 for (i = 0; i < NUM_STATS; i++) 1294 for (int i = 0; i < NUM_STATS; i++)
1468 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1295 change_attr_value (&(op->stats), i, change->stats.stat (i));
1469 1296
1470 op->attacktype |= change->attacktype; 1297 op->attacktype |= change->attacktype;
1471 op->path_attuned |= change->path_attuned; 1298 op->path_attuned |= change->path_attuned;
1472 op->path_repelled |= change->path_repelled; 1299 op->path_repelled |= change->path_repelled;
1473 op->path_denied |= change->path_denied; 1300 op->path_denied |= change->path_denied;
1474 op->move_type |= change->move_type; 1301 op->move_type |= change->move_type;
1475 op->stats.luck += change->stats.luck; 1302 op->stats.luck += change->stats.luck;
1476 1303
1477 if (QUERY_FLAG (change, FLAG_CURSED)) 1304 static const struct copyflags : object::flags_t
1478 SET_FLAG (op, FLAG_CURSED); 1305 {
1479 if (QUERY_FLAG (change, FLAG_DAMNED)) 1306 copyflags ()
1480 SET_FLAG (op, FLAG_DAMNED); 1307 {
1481 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1308 set (FLAG_CURSED);
1309 set (FLAG_DAMNED);
1310 set (FLAG_LIFESAVE);
1311 set (FLAG_REFL_SPELL);
1312 set (FLAG_STEALTH);
1313 set (FLAG_XRAYS);
1314 set (FLAG_BLIND);
1315 set (FLAG_SEE_IN_DARK);
1316 set (FLAG_REFL_MISSILE);
1317 set (FLAG_MAKE_INVIS);
1318 }
1319 } copyflags;
1320
1321 // we might want to just copy, but or'ing is what the original code did
1322 op->flag |= change->flag & copyflags;
1323
1324 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1482 set_abs_magic (op, -op->magic); 1325 set_abs_magic (op, -op->magic);
1483 1326
1484 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1327 if (change->flag [FLAG_STAND_STILL])
1485 SET_FLAG (op, FLAG_LIFESAVE);
1486 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1487 SET_FLAG (op, FLAG_REFL_SPELL);
1488 if (QUERY_FLAG (change, FLAG_STEALTH))
1489 SET_FLAG (op, FLAG_STEALTH);
1490 if (QUERY_FLAG (change, FLAG_XRAYS))
1491 SET_FLAG (op, FLAG_XRAYS);
1492 if (QUERY_FLAG (change, FLAG_BLIND))
1493 SET_FLAG (op, FLAG_BLIND);
1494 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1495 SET_FLAG (op, FLAG_SEE_IN_DARK);
1496 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1497 SET_FLAG (op, FLAG_REFL_MISSILE);
1498 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1499 SET_FLAG (op, FLAG_MAKE_INVIS);
1500
1501 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1502 { 1328 {
1503 CLEAR_FLAG (op, FLAG_ANIMATE); 1329 op->clr_flag (FLAG_ANIMATE);
1330
1504 /* so artifacts will join */ 1331 /* so artifacts will join */
1505 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1332 if (!op->flag [FLAG_ALIVE])
1506 op->speed = 0.0; 1333 op->speed = 0.;
1507 1334
1508 op->set_speed (op->speed); 1335 op->set_speed (op->speed);
1509 } 1336 }
1510 1337
1511 if (change->nrof) 1338 if (change->nrof)
1512 op->nrof = rndm (change->nrof) + 1; 1339 op->nrof = rndm (change->nrof) + 1;
1513 1340
1514 op->stats.exp += change->stats.exp; /* Speed modifier */ 1341 op->stats.exp += change->stats.exp; /* Speed modifier */
1515 op->stats.wc += change->stats.wc; 1342 op->stats.wc += change->stats.wc;
1516 op->stats.ac += change->stats.ac; 1343 op->stats.ac += change->stats.ac;
1517 1344
1518 if (change->other_arch) 1345 if (change->other_arch)
1519 { 1346 {
1520 /* Basically, for horns & potions, the other_arch field is the spell 1347 /* Basically, for horns & potions, the other_arch field is the spell
1521 * to cast. So convert that to into a spell and put it into 1348 * to cast. So convert that to into a spell and put it into
1522 * this object. 1349 * this object.
1523 */ 1350 */
1524 if (op->type == HORN || op->type == POTION) 1351 if (op->type == HORN || op->type == POTION)
1525 { 1352 {
1526 object *tmp_obj;
1527
1528 /* Remove any spells this object currently has in it */ 1353 /* Remove any spells this object currently has in it */
1529 while (op->inv)
1530 op->inv->destroy (); 1354 op->destroy_inv (false);
1531 1355
1532 tmp_obj = arch_to_object (change->other_arch); 1356 object *tmp = change->other_arch->instance ();
1533 insert_ob_in_ob (tmp_obj, op); 1357 insert_ob_in_ob (tmp, op);
1534 } 1358 }
1359
1535 /* No harm setting this for potions/horns */ 1360 /* No harm setting this for potions/horns */
1536 op->other_arch = change->other_arch; 1361 op->other_arch = change->other_arch;
1537 } 1362 }
1538 1363
1539 if (change->stats.hp < 0) 1364 if (change->stats.hp < 0)
1555 op->stats.maxsp = -change->stats.maxsp; 1380 op->stats.maxsp = -change->stats.maxsp;
1556 else 1381 else
1557 op->stats.maxsp += change->stats.maxsp; 1382 op->stats.maxsp += change->stats.maxsp;
1558 1383
1559 if (change->stats.food < 0) 1384 if (change->stats.food < 0)
1560 op->stats.food = -(change->stats.food); 1385 op->stats.food = -change->stats.food;
1561 else 1386 else
1562 op->stats.food += change->stats.food; 1387 op->stats.food += change->stats.food;
1563 1388
1564 if (change->level < 0) 1389 if (change->level < 0)
1565 op->level = -(change->level); 1390 op->level = -change->level;
1566 else 1391 else
1567 op->level += change->level; 1392 op->level += change->level;
1568 1393
1569 if (change->gen_sp_armour < 0) 1394 if (change->gen_sp_armour < 0)
1570 op->gen_sp_armour = -(change->gen_sp_armour); 1395 op->gen_sp_armour = -change->gen_sp_armour;
1571 else 1396 else
1572 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1397 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1573 1398
1574 op->item_power = change->item_power; 1399 op->item_power = change->item_power;
1575 1400
1576 for (i = 0; i < NROFATTACKS; i++) 1401 for (int i = 0; i < NROFATTACKS; i++)
1577 if (change->resist[i])
1578 op->resist[i] += change->resist[i]; 1402 op->resist[i] += change->resist[i];
1579 1403
1580 if (change->stats.dam) 1404 if (change->stats.dam)
1581 { 1405 {
1582 if (change->stats.dam < 0) 1406 if (change->stats.dam < 0)
1583 op->stats.dam = (-change->stats.dam); 1407 op->stats.dam = -change->stats.dam;
1584 else if (op->stats.dam) 1408 else if (op->stats.dam)
1585 { 1409 {
1586 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1410 int tmp = op->stats.dam * change->stats.dam / 10;
1411
1587 if (tmp == op->stats.dam) 1412 if (tmp == op->stats.dam)
1588 { 1413 {
1589 if (change->stats.dam < 10) 1414 if (change->stats.dam < 10)
1590 op->stats.dam--; 1415 op->stats.dam--;
1591 else 1416 else
1597 } 1422 }
1598 1423
1599 if (change->weight) 1424 if (change->weight)
1600 { 1425 {
1601 if (change->weight < 0) 1426 if (change->weight < 0)
1602 op->weight = (-change->weight); 1427 op->weight = -change->weight;
1603 else 1428 else
1604 op->weight = (op->weight * (change->weight)) / 100; 1429 op->weight = op->weight * change->weight / 100;
1605 } 1430 }
1606 1431
1607 if (change->last_sp) 1432 if (change->last_sp)
1608 { 1433 {
1609 if (change->last_sp < 0) 1434 if (change->last_sp < 0)
1610 op->last_sp = (-change->last_sp); 1435 op->last_sp = -change->last_sp;
1611 else 1436 else
1612 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1437 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1613 } 1438 }
1614 1439
1615 if (change->gen_sp_armour) 1440 if (change->gen_sp_armour)
1616 { 1441 {
1617 if (change->gen_sp_armour < 0) 1442 if (change->gen_sp_armour < 0)
1618 op->gen_sp_armour = (-change->gen_sp_armour); 1443 op->gen_sp_armour = -change->gen_sp_armour;
1619 else 1444 else
1620 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1445 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1621 } 1446 }
1622 1447
1623 op->value *= change->value; 1448 op->value *= change->value;
1624 1449
1625 if (change->materials) 1450 if (change->materials)
1626 op->materials = change->materials; 1451 op->materials = change->materials;
1627 1452
1628 if (change->materialname) 1453 if (change->material != MATERIAL_NULL)
1629 op->materialname = change->materialname; 1454 op->material = change->material;
1630 1455
1631 if (change->slaying) 1456 if (change->slaying)
1632 op->slaying = change->slaying; 1457 op->slaying = change->slaying;
1633 1458
1634 if (change->race) 1459 if (change->race)
1637 if (change->msg) 1462 if (change->msg)
1638 op->msg = change->msg; 1463 op->msg = change->msg;
1639} 1464}
1640 1465
1641static int 1466static int
1642legal_artifact_combination (object *op, artifact * art) 1467legal_artifact_combination (object *op, artifact *art)
1643{ 1468{
1644 int neg, success = 0; 1469 int neg, success = 0;
1645 linked_char *tmp; 1470 linked_char *tmp;
1646 const char *name; 1471 const char *name;
1647 1472
1648 if (art->allowed == (linked_char *) NULL) 1473 if (!art->allowed)
1649 return 1; /* Ie, "all" */ 1474 return 1; /* Ie, "all" */
1475
1650 for (tmp = art->allowed; tmp; tmp = tmp->next) 1476 for (tmp = art->allowed; tmp; tmp = tmp->next)
1651 { 1477 {
1652#ifdef TREASURE_VERBOSE 1478#ifdef TREASURE_VERBOSE
1653 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1479 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1654#endif 1480#endif
1656 name = tmp->name + 1, neg = 1; 1482 name = tmp->name + 1, neg = 1;
1657 else 1483 else
1658 name = tmp->name, neg = 0; 1484 name = tmp->name, neg = 0;
1659 1485
1660 /* If we match name, then return the opposite of 'neg' */ 1486 /* If we match name, then return the opposite of 'neg' */
1661 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1487 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1662 return !neg; 1488 return !neg;
1663 1489
1664 /* Set success as true, since if the match was an inverse, it means 1490 /* Set success as true, since if the match was an inverse, it means
1665 * everything is allowed except what we match 1491 * everything is allowed except what we match
1666 */ 1492 */
1667 else if (neg) 1493 else if (neg)
1668 success = 1; 1494 success = 1;
1669 } 1495 }
1496
1670 return success; 1497 return success;
1671} 1498}
1672 1499
1673/* 1500/*
1674 * Fixes the given object, giving it the abilities and titles 1501 * Fixes the given object, giving it the abilities and titles
1676 */ 1503 */
1677 1504
1678void 1505void
1679give_artifact_abilities (object *op, object *artifct) 1506give_artifact_abilities (object *op, object *artifct)
1680{ 1507{
1681 char new_name[MAX_BUF]; 1508 op->title = format ("of %s", &artifct->name);
1682 1509
1683 sprintf (new_name, "of %s", &artifct->name);
1684 op->title = new_name;
1685 add_abilities (op, artifct); /* Give out the bonuses */ 1510 add_abilities (op, artifct); /* Give out the bonuses */
1686 1511
1687#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1512#if 0 /* Bit verbose, but keep it here until next time I need it... */
1688 { 1513 {
1689 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1514 char identified = op->flag [FLAG_IDENTIFIED];
1690 1515
1691 SET_FLAG (op, FLAG_IDENTIFIED); 1516 op->set_flag (FLAG_IDENTIFIED);
1692 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1517 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1693 if (!identified) 1518 if (!identified)
1694 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1519 op->clr_flag (FLAG_IDENTIFIED);
1695 } 1520 }
1696#endif 1521#endif
1697 return; 1522 return;
1698} 1523}
1699 1524
1709#define ARTIFACT_TRIES 2 1534#define ARTIFACT_TRIES 2
1710 1535
1711void 1536void
1712generate_artifact (object *op, int difficulty) 1537generate_artifact (object *op, int difficulty)
1713{ 1538{
1714 artifactlist *al;
1715 artifact *art; 1539 artifact *art;
1716 int i;
1717 1540
1718 al = find_artifactlist (op->type); 1541 artifactlist *al = find_artifactlist (op->type);
1719 1542
1720 if (al == NULL) 1543 if (al == NULL)
1721 { 1544 {
1722#if 0 /* This is too verbose, usually */ 1545#if 0 /* This is too verbose, usually */
1723 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1546 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1724#endif 1547#endif
1725 return; 1548 return;
1726 } 1549 }
1727 1550
1728 for (i = 0; i < ARTIFACT_TRIES; i++) 1551 for (int i = 0; i < ARTIFACT_TRIES; i++)
1729 { 1552 {
1730 int roll = rndm (al->total_chance); 1553 int roll = rndm (al->total_chance);
1731 1554
1732 for (art = al->items; art; art = art->next) 1555 for (art = al->items; art; art = art->next)
1733 { 1556 {
1741#if 1 1564#if 1
1742 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1565 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1743#endif 1566#endif
1744 return; 1567 return;
1745 } 1568 }
1746 if (!strcmp (art->item->name, "NONE")) 1569
1570 if (art->item->name == shstr_NONE)
1747 return; 1571 return;
1572
1748 if (FABS (op->magic) < art->item->magic) 1573 if (fabs (op->magic) < art->item->magic)
1749 continue; /* Not magic enough to be this item */ 1574 continue; /* Not magic enough to be this item */
1750 1575
1751 /* Map difficulty not high enough */ 1576 /* Map difficulty not high enough */
1752 if (difficulty < art->difficulty) 1577 if (difficulty < art->difficulty)
1753 continue; 1578 continue;
1771 */ 1596 */
1772 1597
1773void 1598void
1774fix_flesh_item (object *item, object *donor) 1599fix_flesh_item (object *item, object *donor)
1775{ 1600{
1776 char tmpbuf[MAX_BUF];
1777 int i;
1778
1779 if (item->type == FLESH && donor) 1601 if (item->type == FLESH && donor)
1780 { 1602 {
1781 /* change the name */ 1603 /* change the name */
1782 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1604 item->name = format ("%s's %s", &donor->name, &item->name);
1783 item->name = tmpbuf;
1784 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1605 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1785 item->name_pl = tmpbuf;
1786 1606
1787 /* weight is FLESH weight/100 * donor */ 1607 /* weight is FLESH weight/100 * donor */
1788 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1608 item->weight = max (1, item->weight * donor->weight / 100);
1789 item->weight = 1;
1790 1609
1791 /* value is multiplied by level of donor */ 1610 /* value is multiplied by level of donor */
1792 item->value *= isqrt (donor->level * 2); 1611 item->value *= isqrt (donor->level * 2);
1793 1612
1794 /* food value */ 1613 /* food value */
1795 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1614 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1796 1615
1797 /* flesh items inherit some abilities of donor, but not 1616 /* flesh items inherit some abilities of donor, but not
1798 * full effect. 1617 * full effect.
1799 */ 1618 */
1800 for (i = 0; i < NROFATTACKS; i++) 1619 for (int i = 0; i < NROFATTACKS; i++)
1801 item->resist[i] = donor->resist[i] / 2; 1620 item->resist[i] = donor->resist[i] / 2;
1802 1621
1803 /* item inherits donor's level (important for quezals) */ 1622 /* item inherits donor's level (important for quezals) */
1804 item->level = donor->level; 1623 item->level = donor->level;
1805 1624
1806 /* if donor has some attacktypes, the flesh is poisonous */ 1625 /* if donor has some attacktypes, the flesh is poisonous */
1807 if (donor->attacktype & AT_POISON) 1626 if (donor->attacktype & AT_POISON)
1808 item->type = POISON; 1627 item->type = POISON;
1628
1809 if (donor->attacktype & AT_ACID) 1629 if (donor->attacktype & AT_ACID)
1810 item->stats.hp = -1 * item->stats.food; 1630 item->stats.hp = -item->stats.food;
1811 SET_FLAG (item, FLAG_NO_STEAL);
1812 }
1813}
1814 1631
1815/* special_potion() - so that old potion code is still done right. */ 1632 item->set_flag (FLAG_NO_STEAL);
1816 1633 }
1817int
1818special_potion (object *op)
1819{
1820 if (op->attacktype)
1821 return 1;
1822
1823 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1824 return 1;
1825
1826 for (int i = 0; i < NROFATTACKS; i++)
1827 if (op->resist[i])
1828 return 1;
1829
1830 return 0;
1831} 1634}
1832 1635
1833void 1636static void
1834free_treasurestruct (treasure *t) 1637free_treasurestruct (treasure *t)
1835{ 1638{
1836 if (t->next) free_treasurestruct (t->next); 1639 if (t->next) free_treasurestruct (t->next);
1837 if (t->next_yes) free_treasurestruct (t->next_yes); 1640 if (t->next_yes) free_treasurestruct (t->next_yes);
1838 if (t->next_no) free_treasurestruct (t->next_no); 1641 if (t->next_no) free_treasurestruct (t->next_no);
1839 1642
1840 delete t; 1643 delete t;
1841} 1644}
1842 1645
1843void 1646static void
1844free_charlinks (linked_char *lc) 1647free_charlinks (linked_char *lc)
1845{ 1648{
1846 if (lc->next) 1649 if (lc->next)
1847 free_charlinks (lc->next); 1650 free_charlinks (lc->next);
1848 1651
1849 delete lc; 1652 delete lc;
1850} 1653}
1851 1654
1852void 1655static void
1853free_artifact (artifact *at) 1656free_artifact (artifact *at)
1854{ 1657{
1855 if (at->next) free_artifact (at->next); 1658 if (at->next) free_artifact (at->next);
1856 if (at->allowed) free_charlinks (at->allowed); 1659 if (at->allowed) free_charlinks (at->allowed);
1857 1660
1858 at->item->destroy (1); 1661 at->item->destroy ();
1859 1662
1860 sfree (at); 1663 sfree (at);
1861} 1664}
1862 1665
1863void
1864free_artifactlist (artifactlist *al)
1865{
1866 artifactlist *nextal;
1867
1868 for (al = first_artifactlist; al; al = nextal)
1869 {
1870 nextal = al->next;
1871
1872 if (al->items)
1873 free_artifact (al->items);
1874
1875 sfree (al);
1876 }
1877}
1878
1879void
1880free_all_treasures (void)
1881{
1882 treasurelist *tl, *next;
1883
1884 for (tl = first_treasurelist; tl; tl = next)
1885 {
1886 clear (tl);
1887
1888 next = tl->next;
1889 delete tl;
1890 }
1891
1892 free_artifactlist (first_artifactlist);
1893}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines