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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.28 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.114 by root, Tue Jan 3 11:25:31 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
23
24#define ALLOWED_COMBINATION
25 24
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * 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
28 * 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
29 * left on 28 * left on
30 */ 29 */
31#define TREASURE_DEBUG 30#define TREASURE_DEBUG
32 31
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 33
35/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
36 35
37#include <global.h> 36#include <global.h>
38#include <treasure.h> 37#include <treasure.h>
39#include <funcpoint.h>
40#include <loader.h>
41 38
39extern char *spell_mapping[];
40
41static treasurelist *first_treasurelist;
42 42
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 44
46/* 45typedef std::tr1::unordered_map<
47 * Initialize global archtype pointers: 46 const char *,
48 */ 47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t;
49 52
50void 53static tl_map_t tl_map;
51init_archetype_pointers ()
52{
53 int prev_warn = warn_archetypes;
54 54
55 warn_archetypes = 1; 55//TODO: class method
56 if (ring_arch == NULL) 56static void free_treasurestruct (treasure *t); // bleh desu
57 ring_arch = archetype::find ("ring"); 57static void
58 if (amulet_arch == NULL) 58clear (treasurelist *tl)
59 amulet_arch = archetype::find ("amulet"); 59{
60 if (staff_arch == NULL) 60 if (tl->items)
61 staff_arch = archetype::find ("staff"); 61 {
62 if (crown_arch == NULL) 62 free_treasurestruct (tl->items);
63 crown_arch = archetype::find ("crown"); 63 tl->items = 0;
64 warn_archetypes = prev_warn; 64 }
65}
66 65
67/* 66 tl->total_chance = 0;
68 * Allocate and return the pointer to an empty treasurelist structure. 67}
69 */
70 68
69/*
70 * Searches for the given treasurelist
71 */
71static treasurelist * 72treasurelist *
72get_empty_treasurelist (void) 73treasurelist::find (const char *name)
73{ 74{
75 if (!name)
76 return 0;
77
78 auto (i, tl_map.find (name));
79
80 if (i == tl_map.end ())
81 return 0;
82
83 return i->second;
84}
85
86/*
87 * Searches for the given treasurelist in the globally linked list
88 * of treasurelists which has been built by load_treasures().
89 */
90treasurelist *
91treasurelist::get (const char *name)
92{
93 treasurelist *tl = find (name);
94
95 if (!tl)
96 {
74 return new treasurelist; 97 tl = new treasurelist;
75}
76 98
77/* 99 tl->name = name;
78 * Allocate and return the pointer to an empty treasure structure. 100 tl->next = first_treasurelist;
79 */ 101 first_treasurelist = tl;
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85 102
86 t->chance = 100; 103 tl_map.insert (std::make_pair (tl->name, tl));
104 }
87 105
88 return t; 106 return tl;
89} 107}
108
109#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out
112 */
113static void
114check_treasurelist (const treasure *t, const treasurelist * tl)
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
122 if (t->next_yes)
123 check_treasurelist (t->next_yes, tl);
124
125 if (t->next_no)
126 check_treasurelist (t->next_no, tl);
127}
128#endif
90 129
91/* 130/*
92 * Reads the lib/treasure file from disk, and parses the contents 131 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 132 * into an internal treasure structure (very linked lists)
94 */ 133 */
95
96static treasure * 134static treasure *
97load_treasure (FILE * fp, int *line) 135read_treasure (object_thawer &f)
98{ 136{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 137 treasure *t = new treasure;
101 int value;
102 138
103 nroftreasures++; 139 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 140
108 if (*buf == '#') 141 for (;;)
109 continue; 142 {
110 if ((cp = strchr (buf, '\n')) != NULL) 143 coroapi::cede_to_tick ();
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 144
116 if (sscanf (cp, "arch %s", variable)) 145 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 146 {
121 else if (sscanf (cp, "list %s", variable)) 147 case KW_arch:
122 t->name = variable; 148 t->item = archetype::find (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 149
124 t->change_arch.name = variable; 150 if (!t->item)
125 else if (sscanf (cp, "change_title %s", variable))
126 t->change_arch.title = variable;
127 else if (sscanf (cp, "change_slaying %s", variable))
128 t->change_arch.slaying = variable;
129 else if (sscanf (cp, "chance %d", &value))
130 t->chance = (uint8) value;
131 else if (sscanf (cp, "nrof %d", &value))
132 t->nrof = (uint16) value;
133 else if (sscanf (cp, "magic %d", &value))
134 t->magic = (uint8) value;
135 else if (!strcmp (cp, "yes"))
136 t->next_yes = load_treasure (fp, line);
137 else if (!strcmp (cp, "no"))
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 { 151 {
143 t->next = load_treasure (fp, line); 152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break;
157
158 case KW_list: f.get (t->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;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = read_treasure (f); continue;
168
169 case KW_end:
170 f.next ();
144 return t; 171 return t;
172
173 case KW_more:
174 t->next = read_treasure (f);
175 return t;
176
177 default:
178 if (!f.parse_error ("treasurelist", t->name))
179 goto error;
180
181 return t;
145 } 182 }
146 else 183
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 184 f.next ();
148 } 185 }
149 LOG (llevError, "treasure lacks 'end'.\n"); 186
187 // not reached
188
189error:
190 delete t;
150 return t; 191 return 0;
151} 192}
152 193
153#ifdef TREASURE_DEBUG
154
155/* recursived checks the linked list. Treasurelist is passed only
156 * so that the treasure name can be printed out
157 */
158static void
159check_treasurelist (const treasure *t, const treasurelist * tl)
160{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name)
167 (void) find_treasurelist (t->name);
168 if (t->next)
169 check_treasurelist (t->next, tl);
170 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl);
172 if (t->next_no)
173 check_treasurelist (t->next_no, tl);
174}
175#endif
176
177/* 194/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
180 */ 196 */
181 197treasurelist *
182void 198treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 199{
185 FILE *fp; 200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
186 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187 treasurelist *previous = NULL;
188 treasure *t;
189 int comp, line = 0;
190 201
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 202 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 203 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 204 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 205 tl->items = read_treasure (f);
206 if (!tl->items)
195 return; 207 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 208
203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 {
205 treasurelist *tl = get_empty_treasurelist ();
206
207 tl->name = name;
208 if (previous == NULL)
209 first_treasurelist = tl;
210 else
211 previous->next = tl;
212 previous = tl;
213 tl->items = load_treasure (fp, &line);
214
215 /* This is a one of the many items on the list should be generated. 209 /* This is a one of the many items on the list should be generated.
216 * Add up the chance total, and check to make sure the yes & no 210 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
218 */ 212 */
219 if (!strncmp (buf, "treasureone", 11)) 213 if (one)
214 {
215 for (treasure *t = tl->items; t; t = t->next)
216 {
217 if (t->next_yes || t->next_no)
220 { 218 {
221 for (t = tl->items; t != NULL; t = t->next)
222 {
223#ifdef TREASURE_DEBUG
224 if (t->next_yes || t->next_no)
225 {
226 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);
227 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");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 221 }
233 }
234 else
235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
236 }
237 close_and_delete (fp, comp);
238 222
239#ifdef TREASURE_DEBUG 223 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 224 }
241 * verify that list transitions work (ie, the list that it is supposed 225 }
242 * to transition to exists). Also, verify that at least the name
243 * or archetype is set for each treasure element.
244 */
245 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
246 check_treasurelist (previous->items, previous);
247#endif
248}
249 226
250/*
251 * Searches for the given treasurelist in the globally linked list
252 * of treasurelists which has been built by load_treasures().
253 */
254
255treasurelist *
256find_treasurelist (const char *name)
257{
258 shstr_cmp name_ (name);
259
260 if (!name_)
261 return 0;
262
263 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name)
265 return tl;
266
267 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
270 return 0; 227 return tl;
271} 228}
272
273 229
274/* 230/*
275 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
277 * If there is a certain percental chance for a treasure to be generated, 233 * If there is a certain percental chance for a treasure to be generated,
283 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
284 */ 240 */
285static void 241static void
286put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
287{ 243{
288 object *tmp; 244 if (flags & GT_ENVIRONMENT)
289 245 {
290 /* 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
291 * 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
292 * 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
293 * by another object. 249 * by another object.
294 */ 250 */
295 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
296 { 252 if (op->type == SPELL)
297 op->x = creator->x; 253 {
298 op->y = creator->y; 254 op->destroy ();
299 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 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;
300 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 }
301 } 268 }
302 else 269 else
303 { 270 {
304 op = insert_ob_in_ob (op, creator); 271 op = creator->insert (op);
305 272
306 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
307 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
308
309 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
310 esrv_send_item (tmp, op);
311 } 275 }
312} 276}
313 277
314/* 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
315 * in the generated object 279 * in the generated object
329 293
330 if (t->change_arch.slaying) 294 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 295 op->slaying = t->change_arch.slaying;
332} 296}
333 297
334void 298static void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 299create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 300{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 301 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 302 {
341 if (t->name) 303 if (t->name)
342 { 304 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 305 if (difficulty >= t->magic)
306 if (treasurelist *tl = treasurelist::find (t->name))
307 create_treasure (tl, op, flag, difficulty, tries);
308 else
309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
310 }
311 else
312 {
313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
344 { 314 {
345 treasurelist *tl = find_treasurelist (t->name); 315 object *tmp = t->item->instance ();
346 if (tl) 316
347 create_treasure (tl, op, flag, difficulty, tries);
348 }
349 }
350 else
351 {
352 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
353 {
354 tmp = arch_to_object (t->item);
355 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
356 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
319
357 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
358 change_treasure (t, tmp); 321 change_treasure (t, tmp);
359 put_treasure (tmp, op, flag); 322 put_treasure (tmp, op, flag);
360 } 323 }
361 } 324 }
362 325
363 if (t->next_yes != NULL) 326 if (t->next_yes)
364 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 327 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
365 } 328 }
366 else if (t->next_no != NULL) 329 else if (t->next_no)
367 create_all_treasures (t->next_no, op, flag, difficulty, tries); 330 create_all_treasures (t->next_no, op, flag, difficulty, tries);
368 331
369 if (t->next != NULL) 332 if (t->next)
370 create_all_treasures (t->next, op, flag, difficulty, tries); 333 create_all_treasures (t->next, op, flag, difficulty, tries);
371} 334}
372 335
373void 336static void
374create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 337create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
375{ 338{
376 int value = RANDOM () % tl->total_chance; 339 int value = rndm (tl->total_chance);
377 treasure *t; 340 treasure *t;
378 341
379 if (tries++ > 100) 342 if (tries++ > 100)
380 { 343 {
381 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 344 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
382 return; 345 return;
383 } 346 }
384 347
385 for (t = tl->items; t != NULL; t = t->next) 348 for (t = tl->items; t; t = t->next)
386 { 349 {
387 value -= t->chance; 350 value -= t->chance;
388 351
389 if (value < 0) 352 if (value < 0)
390 break; 353 break;
391 } 354 }
392 355
393 if (!t || value >= 0) 356 if (!t || value >= 0)
394 {
395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 357 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
396 abort ();
397 return;
398 }
399 358
400 if (t->name) 359 if (t->name)
401 { 360 {
402 if (!strcmp (t->name, "NONE"))
403 return;
404
405 if (difficulty >= t->magic) 361 if (difficulty >= t->magic)
406 { 362 {
407 treasurelist *tl = find_treasurelist (t->name); 363 treasurelist *tl = treasurelist::find (t->name);
408 if (tl) 364 if (tl)
409 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
410 } 366 }
411 else if (t->nrof) 367 else if (t->nrof)
412 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
413
414 return;
415 } 369 }
416
417 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
418 { 371 {
419 object *tmp = arch_to_object (t->item); 372 if (object *tmp = t->item->instance ())
420 373 {
421 if (!tmp)
422 return;
423
424 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
425 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
426 376
427 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
428 change_treasure (t, tmp); 378 change_treasure (t, tmp);
429 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
380 }
430 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
431} 388}
432 389
433/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
434 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
435 * 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
436 * list transitions, or so that excessively good treasure will not be 393 * list transitions, or so that excessively good treasure will not be
437 * created on weak maps, because it will exceed the number of allowed tries 394 * created on weak maps, because it will exceed the number of allowed tries
438 * to do that. 395 * to do that.
439 */ 396 */
440void 397void
441create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 398create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
442{ 399{
400 // empty treasurelists are legal
401 if (!tl->items)
402 return;
443 403
444 if (tries++ > 100) 404 if (tries++ > 100)
445 { 405 {
446 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
447 return; 407 return;
448 } 408 }
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
449 if (t->total_chance) 419 if (tl->total_chance)
450 create_one_treasure (t, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
451 else 421 else
452 create_all_treasures (t->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
453} 423}
454 424
455/* This is similar to the old generate treasure function. However, 425/* This is similar to the old generate treasure function. However,
456 * it instead takes a treasurelist. It is really just a wrapper around 426 * it instead takes a treasurelist. It is really just a wrapper around
457 * create_treasure. We create a dummy object that the treasure gets 427 * create_treasure. We create a dummy object that the treasure gets
458 * inserted into, and then return that treausre 428 * inserted into, and then return that treausre
459 */ 429 */
460object * 430object *
461generate_treasure (treasurelist *t, int difficulty) 431generate_treasure (treasurelist *tl, int difficulty)
462{ 432{
463 difficulty = clamp (difficulty, 1, settings.max_level); 433 difficulty = clamp (difficulty, 1, settings.max_level);
464 434
465 object *ob = object::create (), *tmp; 435 object *ob = object::create ();
466 436
467 create_treasure (t, ob, 0, difficulty, 0); 437 create_treasure (tl, ob, 0, difficulty, 0);
468 438
469 /* 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 */
470 tmp = ob->inv; 440 object *tmp = ob->inv;
471 if (tmp != NULL) 441 if (tmp)
472 tmp->remove (); 442 tmp->remove ();
473 443
474 if (ob->inv) 444 if (ob->inv)
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 446
477 ob->destroy (); 447 ob->destroy ();
448
478 return tmp; 449 return tmp;
479} 450}
480 451
481/* 452/*
482 * 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
484 * 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
485 * magical bonus "wanted". 456 * magical bonus "wanted".
486 */ 457 */
487 458
488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 459static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490/*chance of magic difficulty*/ 460// chance of magic difficulty
491
492/* +0 +1 +2 +3 +4 */ 461// +0 +1 +2 +3 +4
493 {95, 2, 2, 1, 0}, /*1 */ 462 {95, 2, 2, 1, 0}, // 1
494 {92, 5, 2, 1, 0}, /*2 */ 463 {92, 5, 2, 1, 0}, // 2
495 {85, 10, 4, 1, 0}, /*3 */ 464 {85, 10, 4, 1, 0}, // 3
496 {80, 14, 4, 2, 0}, /*4 */ 465 {80, 14, 4, 2, 0}, // 4
497 {75, 17, 5, 2, 1}, /*5 */ 466 {75, 17, 5, 2, 1}, // 5
498 {70, 18, 8, 3, 1}, /*6 */ 467 {70, 18, 8, 3, 1}, // 6
499 {65, 21, 10, 3, 1}, /*7 */ 468 {65, 21, 10, 3, 1}, // 7
500 {60, 22, 12, 4, 2}, /*8 */ 469 {60, 22, 12, 4, 2}, // 8
501 {55, 25, 14, 4, 2}, /*9 */ 470 {55, 25, 14, 4, 2}, // 9
502 {50, 27, 16, 5, 2}, /*10 */ 471 {50, 27, 16, 5, 2}, // 10
503 {45, 28, 18, 6, 3}, /*11 */ 472 {45, 28, 18, 6, 3}, // 11
504 {42, 28, 20, 7, 3}, /*12 */ 473 {42, 28, 20, 7, 3}, // 12
505 {40, 27, 21, 8, 4}, /*13 */ 474 {40, 27, 21, 8, 4}, // 13
506 {38, 25, 22, 10, 5}, /*14 */ 475 {38, 25, 22, 10, 5}, // 14
507 {36, 23, 23, 12, 6}, /*15 */ 476 {36, 23, 23, 12, 6}, // 15
508 {33, 21, 24, 14, 8}, /*16 */ 477 {33, 21, 24, 14, 8}, // 16
509 {31, 19, 25, 16, 9}, /*17 */ 478 {31, 19, 25, 16, 9}, // 17
510 {27, 15, 30, 18, 10}, /*18 */ 479 {27, 15, 30, 18, 10}, // 18
511 {20, 12, 30, 25, 13}, /*19 */ 480 {20, 12, 30, 25, 13}, // 19
512 {15, 10, 28, 30, 17}, /*20 */ 481 {15, 10, 28, 30, 17}, // 20
513 {13, 9, 27, 28, 23}, /*21 */ 482 {13, 9, 27, 28, 23}, // 21
514 {10, 8, 25, 28, 29}, /*22 */ 483 {10, 8, 25, 28, 29}, // 22
515 {8, 7, 23, 26, 36}, /*23 */ 484 { 8, 7, 23, 26, 36}, // 23
516 {6, 6, 20, 22, 46}, /*24 */ 485 { 6, 6, 20, 22, 46}, // 24
517 {4, 5, 17, 18, 56}, /*25 */ 486 { 4, 5, 17, 18, 56}, // 25
518 {2, 4, 12, 14, 68}, /*26 */ 487 { 2, 4, 12, 14, 68}, // 26
519 {0, 3, 7, 10, 80}, /*27 */ 488 { 0, 3, 7, 10, 80}, // 27
520 {0, 0, 3, 7, 90}, /*28 */ 489 { 0, 0, 3, 7, 90}, // 28
521 {0, 0, 0, 3, 97}, /*29 */ 490 { 0, 0, 0, 3, 97}, // 29
522 {0, 0, 0, 0, 100}, /*30 */ 491 { 0, 0, 0, 0, 100}, // 30
523 {0, 0, 0, 0, 100}, /*31 */ 492 { 0, 0, 0, 0, 100}, // 31
524}; 493};
525
526 494
527/* calculate the appropriate level for wands staves and scrolls. 495/* calculate the appropriate level for wands staves and scrolls.
528 * 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)
529 * 497 *
530 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
531 * 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.
532 */ 500 */
533 501static int
534int
535level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
536{ 503{
537 int olevel = 0;
538
539 if (!op->inv) 504 if (!op->inv)
540 { 505 {
541 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);
542 return 0; 507 return 0;
543 } 508 }
544 509
545 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
546 511
547 if (olevel <= 0) 512 if (olevel <= 0)
548 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
549 514
550 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL_TREASURE);
551 olevel = MAXLEVEL;
552
553 return olevel;
554} 516}
555 517
556/* 518/*
557 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
558 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
561 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
562 * 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
563 * weird integer between 1-31. 525 * weird integer between 1-31.
564 * 526 *
565 */ 527 */
566 528static int
567int
568magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
569{ 530{
570 int percent = 0, magic = 0;
571 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);
572 533
573 scaled_diff--; 534 int percent = rndm (100);
535 int magic;
574 536
575 if (scaled_diff < 0)
576 scaled_diff = 0;
577
578 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1;
580
581 percent = RANDOM () % 100;
582
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
584 { 538 {
585 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
586 540
587 if (percent < 0) 541 if (percent < 0)
588 break; 542 break;
589 } 543 }
590 544
591 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
592 { 546 {
593 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);
594 magic = 0; 548 magic = 0;
595 } 549 }
596 550
597 magic = (RANDOM () % 3) ? magic : -magic; 551 magic = (rndm (3)) ? magic : -magic;
598 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 552 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599 553
600 return magic; 554 return magic;
601} 555}
602 556
604 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
605 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
606 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
607 * to make it truly absolute. 561 * to make it truly absolute.
608 */ 562 */
609
610void 563void
611set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
612{ 565{
613 if (!magic) 566 if (!magic)
614 return; 567 return;
615 568
616 op->magic = magic; 569 op->magic = magic;
617 if (op->arch) 570 if (op->arch)
618 { 571 {
619 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
621 574
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 575 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 576 magic = (-magic);
577
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
625 } 579 }
626 else 580 else
627 { 581 {
628 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
631 magic = (-magic); 586 magic = (-magic);
587
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 589 }
634} 590}
635 591
636/* 592/*
639 */ 595 */
640 596
641static void 597static void
642set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
643{ 599{
644 int i;
645
646 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
647 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
648 i = -i; 603 i = -i;
604
649 if (i > max_magic) 605 i = min (i, max_magic);
650 i = max_magic; 606
651 set_abs_magic (op, i); 607 set_abs_magic (op, i);
652 if (i < 0) 608 if (i < 0)
653 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
654} 610}
655 611
656/* 612/*
657 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
658 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
659 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
660 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
661 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
662 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
663 */ 619 */
664 620static void
665void
666set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
667{ 622{
668
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
670 624
671 if (op->type == AMULET) 625 if (op->type == AMULET)
672 { 626 if (!rndm (21))
673 if (!(RANDOM () % 21)) 627 r = 20 + rndm (2);
674 r = 20 + RANDOM () % 2; 628 else if (rndm (2))
629 r = 10;
675 else 630 else
676 { 631 r = 11 + rndm (9);
677 if (RANDOM () & 2)
678 r = 10;
679 else
680 r = 11 + RANDOM () % 9;
681 }
682 }
683 632
684 switch (r) 633 switch (r)
685 { 634 {
686 /* 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,
687 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
688 * of the item. 637 * of the item.
689 */ 638 */
690 case 0: 639 case 0:
691 case 1: 640 case 1:
692 case 2: 641 case 2:
693 case 3: 642 case 3:
694 case 4: 643 case 4:
695 case 5: 644 case 5:
696 case 6: 645 case 6:
697 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 646 op->stats.stat (r) += bonus;
698 break; 647 break;
699 648
700 case 7: 649 case 7:
701 op->stats.dam += bonus; 650 op->stats.dam += bonus;
702 break; 651 break;
722 case 16: 671 case 16:
723 case 17: 672 case 17:
724 case 18: 673 case 18:
725 case 19: 674 case 19:
726 { 675 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 676 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
728 677
729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 678 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 679 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
731 680
732 /* Cursed items need to have higher negative values to equal out with 681 /* Cursed items need to have higher negative values to equal out with
733 * positive values for how protections work out. Put another 682 * positive values for how protections work out. Put another
734 * 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
735 * even values. 684 * even values.
736 */ 685 */
737 if (bonus < 0) 686 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b; 687 val = 2 * -val - rndm (b);
739 if (val > 35) 688
740 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
741 b = 0; 691 b = 0;
692
742 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table; 694 resist = rndm (num_resist_table);
745 } 695
746 if (b == 4) 696 if (b == 4)
747 return; /* Not able to find a free resistance */ 697 return; /* Not able to find a free resistance */
698
748 op->resist[resist_table[resist]] = val; 699 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value 700 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave. 701 * based on how good a resistance we gave.
751 */ 702 */
752 break; 703 break;
753 } 704 }
754 case 20: 705 case 20:
755 if (op->type == AMULET) 706 if (op->type == AMULET)
756 { 707 {
757 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
758 op->value *= 11; 709 op->value *= 11;
759 } 710 }
760 else 711 else
761 { 712 {
762 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
765 break; 716 break;
766 717
767 case 21: 718 case 21:
768 if (op->type == AMULET) 719 if (op->type == AMULET)
769 { 720 {
770 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
771 op->value *= 9; 722 op->value *= 9;
772 } 723 }
773 else 724 else
774 { 725 {
775 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
777 } 728 }
778 break; 729 break;
779 730
780 case 22: 731 case 22:
781 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
783 break; 734 break;
784 } 735 }
736
785 if (bonus > 0) 737 if (bonus > 0)
786 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
787 else 739 else
788 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
789} 741}
790 742
791/* 743/*
792 * 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.
793 * 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
794 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
795 * 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
796 * rings and amulets. 748 * rings and amulets.
797 * 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.
798 */ 750 */
799 751static int
800int
801get_magic (int diff) 752get_magic (int diff)
802{ 753{
803 int i; 754 diff = min (3, diff);
804 755
805 if (diff < 3)
806 diff = 3;
807 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
808 if (RANDOM () % diff) 757 if (rndm (diff))
809 return i; 758 return i;
759
810 return 4; 760 return 4;
811} 761}
812 762
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
780static double
781value_factor_from_spell_item (object *spell, object *item)
782{
783 double factor =
784 pow ((spell->value > 0 ? spell->value : 1)
785 * spell->level, 1.5);
786
787 if (item) // this if for: wands/staffs/rods:
788 {
789 /* Old crossfire comment ahead:
790 * Add 50 to both level an divisor to keep prices a little more
791 * reasonable. Otherwise, a high level version of a low level
792 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
793 * 10 time multiplier). This way, the value are a bit more reasonable.
794 */
795
796 factor *= item->level + 50;
797 factor /= item->inv->level + 50;
798 }
799
800 return factor;
801}
802
813#define DICE2 (get_magic(2)==2?2:1) 803#define DICE2 (get_magic(2) == 2 ? 2 : 1)
814#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 804#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
815 805
816/* 806/*
817 * fix_generated_item(): This is called after an item is generated, in 807 * fix_generated_item(): This is called after an item is generated, in
818 * order to set it up right. This produced magical bonuses, puts spells 808 * order to set it up right. This produced magical bonuses, puts spells
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 809 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
833 * value. 823 * value.
834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
835 * a working object - don't change magic, value, etc, but set it material 825 * a working object - don't change magic, value, etc, but set it material
836 * type as appropriate, for objects that need spell objects, set those, etc 826 * type as appropriate, for objects that need spell objects, set those, etc
837 */ 827 */
838
839void 828void
840fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 829fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
841{ 830{
842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 831 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
843 832
848 save_item_power = op->item_power; 837 save_item_power = op->item_power;
849 op->item_power = 0; 838 op->item_power = 0;
850 839
851 if (op->randomitems && op->type != SPELL) 840 if (op->randomitems && op->type != SPELL)
852 { 841 {
853 create_treasure (op->randomitems, op, flags, difficulty, 0); 842 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
854 if (!op->inv)
855 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
856
857 /* So the treasure doesn't get created again */ 843 /* So the treasure doesn't get created again */
858 op->randomitems = NULL; 844 op->randomitems = 0;
859 } 845 }
860 846
861 if (difficulty < 1) 847 max_it (difficulty, 1);
862 difficulty = 1;
863 848
864 if (INVOKE_OBJECT (ADD_BONUS, op, 849 if (INVOKE_OBJECT (ADD_BONUS, op,
865 ARG_OBJECT (creator != op ? creator : 0), 850 ARG_OBJECT (creator != op ? creator : 0),
866 ARG_INT (difficulty), ARG_INT (max_magic), 851 ARG_INT (difficulty), ARG_INT (max_magic),
867 ARG_INT (flags))) 852 ARG_INT (flags)))
868 return; 853 return;
869 854
870 if (!(flags & GT_MINIMAL)) 855 if (!(flags & GT_MINIMAL))
871 { 856 {
872 if (op->arch == crown_arch) 857 if (IS_ARCH (op->arch, crown))
873 { 858 {
874 set_magic (difficulty, op, max_magic, flags); 859 set_magic (difficulty, op, max_magic, flags);
875 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
876 generate_artifact (op, difficulty); 861 generate_artifact (op, difficulty);
877 } 862 }
880 if (!op->magic && max_magic) 865 if (!op->magic && max_magic)
881 set_magic (difficulty, op, max_magic, flags); 866 set_magic (difficulty, op, max_magic, flags);
882 867
883 num_enchantments = calc_item_power (op, 1); 868 num_enchantments = calc_item_power (op, 1);
884 869
885 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 870 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
886 * used for shop_floors or treasures */ 871 || op->type == HORN
872 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
887 generate_artifact (op, difficulty); 873 generate_artifact (op, difficulty);
888 } 874 }
889 875
890 /* Object was made an artifact. Calculate its item_power rating. 876 /* Object was made an artifact. Calculate its item_power rating.
891 * the item_power in the object is what the artfiact adds. 877 * the item_power in the object is what the artfiact adds.
925 * again below */ 911 * again below */
926 } 912 }
927 } 913 }
928 914
929 /* materialtype modifications. Note we allow this on artifacts. */ 915 /* materialtype modifications. Note we allow this on artifacts. */
930 set_materialname (op, difficulty, NULL); 916 select_material (op, difficulty);
931 917
932 if (flags & GT_MINIMAL) 918 if (flags & GT_MINIMAL)
933 { 919 {
934 if (op->type == POTION) 920 if (op->type == POTION)
935 /* Handle healing and magic power potions */ 921 /* Handle healing and magic power potions */
936 if (op->stats.sp && !op->randomitems) 922 if (op->stats.sp && !op->randomitems)
937 { 923 {
938 object *tmp;
939
940 tmp = get_archetype (spell_mapping[op->stats.sp]); 924 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
941 insert_ob_in_ob (tmp, op); 925 insert_ob_in_ob (tmp, op);
942 op->stats.sp = 0; 926 op->stats.sp = 0;
943 } 927 }
944 } 928 }
945 else if (!op->title) /* Only modify object if not special */ 929 else if (!op->title) /* Only modify object if not special */
948 case WEAPON: 932 case WEAPON:
949 case ARMOUR: 933 case ARMOUR:
950 case SHIELD: 934 case SHIELD:
951 case HELMET: 935 case HELMET:
952 case CLOAK: 936 case CLOAK:
953 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 937 if (op->flag [FLAG_CURSED] && !(rndm (4)))
954 set_ring_bonus (op, -DICE2); 938 set_ring_bonus (op, -DICE2);
955 break; 939 break;
956 940
957 case BRACERS: 941 case BRACERS:
958 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 942 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
959 { 943 {
960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 944 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
961 if (!QUERY_FLAG (op, FLAG_CURSED)) 945 if (!op->flag [FLAG_CURSED])
962 op->value *= 3; 946 op->value *= 3;
963 } 947 }
964 break; 948 break;
965 949
966 case POTION: 950 case POTION:
968 int too_many_tries = 0, is_special = 0; 952 int too_many_tries = 0, is_special = 0;
969 953
970 /* Handle healing and magic power potions */ 954 /* Handle healing and magic power potions */
971 if (op->stats.sp && !op->randomitems) 955 if (op->stats.sp && !op->randomitems)
972 { 956 {
973 object *tmp;
974
975 tmp = get_archetype (spell_mapping[op->stats.sp]); 957 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
976 insert_ob_in_ob (tmp, op); 958 insert_ob_in_ob (tmp, op);
977 op->stats.sp = 0; 959 op->stats.sp = 0;
978 } 960 }
979 961
980 while (!(is_special = special_potion (op)) && !op->inv) 962 while (!(is_special = special_potion (op)) && !op->inv)
988 * since the value set on those is already correct. 970 * since the value set on those is already correct.
989 */ 971 */
990 if (op->inv && op->randomitems) 972 if (op->inv && op->randomitems)
991 { 973 {
992 /* value multiplier is same as for scrolls */ 974 /* value multiplier is same as for scrolls */
993 op->value = (op->value * op->inv->value); 975 op->value *= op->inv->value;
994 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 976 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
995 } 977 }
996 else 978 else
997 { 979 {
998 op->name = "potion"; 980 op->name = shstr_potion;
999 op->name_pl = "potions"; 981 op->name_pl = shstr_potions;
1000 } 982 }
1001 983
1002 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 984 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1003 SET_FLAG (op, FLAG_CURSED); 985 op->set_flag (FLAG_CURSED);
986
1004 break; 987 break;
1005 } 988 }
1006 989
1007 case AMULET: 990 case AMULET:
1008 if (op->arch == amulet_arch) 991 if (IS_ARCH (op->arch, amulet))
1009 op->value *= 5; /* Since it's not just decoration */ 992 op->value *= 5; /* Since it's not just decoration */
1010 993
1011 case RING: 994 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! */ 995 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1020 break; 996 break;
1021 997
1022 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 998 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1023 SET_FLAG (op, FLAG_CURSED); 999 op->set_flag (FLAG_CURSED);
1024 1000
1025 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1001 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1026 1002
1027 if (op->type != RING) /* Amulets have only one ability */ 1003 if (op->type != RING) /* Amulets have only one ability */
1028 break; 1004 break;
1029 1005
1030 if (!(RANDOM () % 4)) 1006 if (!rndm (4))
1031 { 1007 {
1032 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1008 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1033 1009
1034 if (d > 0) 1010 if (d > 0)
1035 op->value *= 3; 1011 op->value *= 3;
1036 1012
1037 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
1038 1014
1039 if (!(RANDOM () % 4)) 1015 if (!rndm (4))
1040 { 1016 {
1041 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1017 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1042 1018
1043 if (d > 0) 1019 if (d > 0)
1044 op->value *= 5; 1020 op->value *= 5;
1021
1045 set_ring_bonus (op, d); 1022 set_ring_bonus (op, d);
1046 } 1023 }
1047 } 1024 }
1048 1025
1049 if (GET_ANIM_ID (op)) 1026 if (op->animation_id)
1050 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1027 op->set_anim_frame (rndm (op->anim_frames ()));
1051 1028
1052 break; 1029 break;
1053 1030
1054 case BOOK: 1031 case BOOK:
1055 /* Is it an empty book?, if yes lets make a special· 1032 /* Is it an empty book?, if yes lets make a special·
1056 * msg for it, and tailor its properties based on the· 1033 * msg for it, and tailor its properties based on the·
1057 * creator and/or map level we found it on. 1034 * creator and/or map level we found it on.
1058 */ 1035 */
1059 if (!op->msg && RANDOM () % 10) 1036 if (!op->msg && rndm (10))
1060 { 1037 {
1061 /* set the book level properly */ 1038 /* set the book level properly */
1062 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1039 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1063 { 1040 {
1064 if (op->map && op->map->difficulty) 1041 if (op->map && op->map->difficulty)
1065 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1042 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1066 else 1043 else
1067 op->level = RANDOM () % 20 + 1; 1044 op->level = rndm (20) + 1;
1068 } 1045 }
1069 else 1046 else
1070 op->level = RANDOM () % creator->level; 1047 op->level = rndm (creator->level);
1071 1048
1072 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1049 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1073 /* books w/ info are worth more! */ 1050 /* books w/ info are worth more! */
1074 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1051 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1075 /* creator related stuff */
1076
1077 /* for library, chained books. Note that some monsters have no_pick
1078 * set - we don't want to set no pick in that case.
1079 */
1080 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1081 SET_FLAG (op, FLAG_NO_PICK);
1082 if (creator->slaying && !op->slaying) /* for check_inv floors */
1083 op->slaying = creator->slaying;
1084 1052
1085 /* add exp so reading it gives xp (once) */ 1053 /* add exp so reading it gives xp (once) */
1086 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1054 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1087 } 1055 }
1056
1057 /* creator related stuff */
1058
1059 /* for library, chained books. Note that some monsters have no_pick
1060 * set - we don't want to set no pick in that case.
1061 */
1062 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1063 op->set_flag (FLAG_NO_PICK);
1064 if (creator->slaying && !op->slaying) /* for check_inv floors */
1065 op->slaying = creator->slaying;
1088 break; 1066 break;
1089 1067
1090 case SPELLBOOK: 1068 case SPELLBOOK:
1091 op->value = op->value * op->inv->value; 1069 op->value *= value_factor_from_spell_item (op->inv, 0);
1070
1092 /* add exp so learning gives xp */ 1071 /* add exp so learning gives xp */
1093 op->level = op->inv->level; 1072 op->level = op->inv->level;
1094 op->stats.exp = op->value; 1073 op->stats.exp = op->value;
1095 break; 1074 break;
1096 1075
1100 * and reset nrof. 1079 * and reset nrof.
1101 */ 1080 */
1102 op->stats.food = op->inv->nrof; 1081 op->stats.food = op->inv->nrof;
1103 op->nrof = 1; 1082 op->nrof = 1;
1104 /* If the spell changes by level, choose a random level 1083 /* If the spell changes by level, choose a random level
1105 * for it, and adjust price. If the spell doesn't 1084 * for it.
1106 * change by level, just set the wand to the level of
1107 * the spell, and value calculation is simpler.
1108 */ 1085 */
1109 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1086 if (op->inv->duration_modifier
1110 { 1087 || op->inv->dam_modifier
1088 || op->inv->range_modifier)
1111 op->level = level_for_item (op, difficulty); 1089 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 1090 else
1115 {
1116 op->level = op->inv->level; 1091 op->level = op->inv->level;
1117 op->value = op->value * op->inv->value; 1092
1118 } 1093 op->value *= value_factor_from_spell_item (op->inv, op);
1119 break; 1094 break;
1120 1095
1121 case ROD: 1096 case ROD:
1122 op->level = level_for_item (op, difficulty); 1097 op->level = level_for_item (op, difficulty);
1123 /* Add 50 to both level an divisor to keep prices a little more 1098 op->value *= value_factor_from_spell_item (op->inv, op);
1124 * reasonable. Otherwise, a high level version of a low level 1099
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 */
1128 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1129 /* maxhp is used to denote how many 'charges' the rod holds before */ 1100 /* maxhp is used to denote how many 'charges' the rod holds before */
1130 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1131 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1132 else 1103 else
1133 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1134 1105
1135 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1136 break; 1107 break;
1137 1108
1138 case SCROLL: 1109 case SCROLL:
1139 op->level = level_for_item (op, difficulty); 1110 op->level = level_for_item (op, difficulty);
1140 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1111 op->value *= value_factor_from_spell_item (op->inv, op);
1141 1112
1142 /* add exp so reading them properly gives xp */ 1113 /* add exp so reading them properly gives xp */
1143 op->stats.exp = op->value / 5; 1114 op->stats.exp = op->value / 5;
1144 op->nrof = op->inv->nrof; 1115 op->nrof = op->inv->nrof;
1145 break; 1116 break;
1153 break; 1124 break;
1154 } /* switch type */ 1125 } /* switch type */
1155 1126
1156 if (flags & GT_STARTEQUIP) 1127 if (flags & GT_STARTEQUIP)
1157 { 1128 {
1158 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1129 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1159 SET_FLAG (op, FLAG_STARTEQUIP); 1130 op->set_flag (FLAG_STARTEQUIP);
1160 else if (op->type != MONEY) 1131 else if (op->type != MONEY)
1161 op->value = 0; 1132 op->value = 0;
1162 } 1133 }
1163 1134
1164 if (!(flags & GT_ENVIRONMENT)) 1135 if (!(flags & GT_ENVIRONMENT))
1174 */ 1145 */
1175 1146
1176/* 1147/*
1177 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1178 */ 1149 */
1179
1180static artifactlist * 1150static artifactlist *
1181get_empty_artifactlist (void) 1151get_empty_artifactlist ()
1182{ 1152{
1183 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1153 return salloc0<artifactlist> ();
1184
1185 if (tl == NULL)
1186 fatal (OUT_OF_MEMORY);
1187 tl->next = NULL;
1188 tl->items = NULL;
1189 tl->total_chance = 0;
1190 return tl;
1191} 1154}
1192 1155
1193/* 1156/*
1194 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1195 */ 1158 */
1196
1197static artifact * 1159static artifact *
1198get_empty_artifact (void) 1160get_empty_artifact ()
1199{ 1161{
1200 artifact *t = (artifact *) malloc (sizeof (artifact)); 1162 return salloc0<artifact> ();
1201
1202 if (t == NULL)
1203 fatal (OUT_OF_MEMORY);
1204 t->item = NULL;
1205 t->next = NULL;
1206 t->chance = 0;
1207 t->difficulty = 0;
1208 t->allowed = NULL;
1209 return t;
1210} 1163}
1211 1164
1212/* 1165/*
1213 * Searches the artifact lists and returns one that has the same type 1166 * Searches the artifact lists and returns one that has the same type
1214 * of objects on it. 1167 * of objects on it.
1215 */ 1168 */
1216
1217artifactlist * 1169artifactlist *
1218find_artifactlist (int type) 1170find_artifactlist (int type)
1219{ 1171{
1220 artifactlist *al;
1221
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1172 for (artifactlist *al = first_artifactlist; al; al = al->next)
1223 if (al->type == type) 1173 if (al->type == type)
1224 return al; 1174 return al;
1175
1225 return NULL; 1176 return 0;
1226} 1177}
1227 1178
1228/* 1179/*
1229 * For debugging purposes. Dumps all tables. 1180 * Builds up the lists of artifacts from the file in the libdir.
1230 */ 1181 */
1231
1232void 1182void
1233dump_artifacts (void)
1234{
1235 artifactlist *al;
1236 artifact *art;
1237 linked_char *next;
1238
1239 fprintf (logfile, "\n");
1240 for (al = first_artifactlist; al != NULL; al = al->next)
1241 {
1242 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1243 for (art = al->items; art != NULL; art = art->next)
1244 {
1245 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1246 if (art->allowed != NULL)
1247 {
1248 fprintf (logfile, "\tAllowed combinations:");
1249 for (next = art->allowed; next != NULL; next = next->next)
1250 fprintf (logfile, "%s,", &next->name);
1251 fprintf (logfile, "\n");
1252 }
1253 }
1254 }
1255 fprintf (logfile, "\n");
1256}
1257
1258/*
1259 * For debugging purposes. Dumps all treasures recursively (see below).
1260 */
1261void
1262dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1263{
1264 treasurelist *tl;
1265 int i;
1266
1267 if (depth > 100)
1268 return;
1269 while (t != NULL)
1270 {
1271 if (t->name != NULL)
1272 {
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, "{ (list: %s)\n", &t->name);
1276 tl = find_treasurelist (t->name);
1277 if (tl)
1278 dump_monster_treasure_rec (name, tl->items, depth + 2);
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1282 }
1283 else
1284 {
1285 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " ");
1287 if (t->item->clone.type == FLESH)
1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1289 else
1290 fprintf (logfile, "%s\n", &t->item->clone.name);
1291 }
1292 if (t->next_yes != NULL)
1293 {
1294 for (i = 0; i < depth; i++)
1295 fprintf (logfile, " ");
1296 fprintf (logfile, " (if yes)\n");
1297 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1298 }
1299 if (t->next_no != NULL)
1300 {
1301 for (i = 0; i < depth; i++)
1302 fprintf (logfile, " ");
1303 fprintf (logfile, " (if no)\n");
1304 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1305 }
1306 t = t->next;
1307 }
1308}
1309
1310/*
1311 * For debugging purposes. Dumps all treasures for a given monster.
1312 * Created originally by Raphael Quinet for debugging the alchemy code.
1313 */
1314
1315void
1316dump_monster_treasure (const char *name)
1317{
1318 archetype *at;
1319 int found;
1320
1321 found = 0;
1322 fprintf (logfile, "\n");
1323 for (at = first_archetype; at != NULL; at = at->next)
1324 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1325 {
1326 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1327 if (at->clone.randomitems != NULL)
1328 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1329 else
1330 fprintf (logfile, "(nothing)\n");
1331 fprintf (logfile, "\n");
1332 found++;
1333 }
1334 if (found == 0)
1335 fprintf (logfile, "No objects have the name %s!\n\n", name);
1336}
1337
1338/*
1339 * Builds up the lists of artifacts from the file in the libdir.
1340 */
1341
1342void
1343init_artifacts (void) 1183init_artifacts ()
1344{ 1184{
1345 static int has_been_inited = 0; 1185 static int has_been_inited = 0;
1346 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1347 artifact *art = NULL; 1186 artifact *art = NULL;
1348 linked_char *tmp;
1349 int value;
1350 artifactlist *al; 1187 artifactlist *al;
1351 1188
1352 if (has_been_inited) 1189 if (has_been_inited)
1353 return; 1190 return;
1354 else 1191 else
1355 has_been_inited = 1; 1192 has_been_inited = 1;
1356 1193
1357 sprintf (filename, "%s/artifacts", settings.datadir); 1194 object_thawer f (settings.datadir, "artifacts");
1358 object_thawer thawer (filename);
1359 1195
1360 if (!thawer) 1196 if (!f)
1361 return; 1197 return;
1362 1198
1363 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1199 for (;;)
1364 { 1200 {
1365 if (*buf == '#') 1201 switch (f.kw)
1366 continue;
1367 if ((cp = strchr (buf, '\n')) != NULL)
1368 *cp = '\0';
1369 cp = buf;
1370 while (*cp == ' ') /* Skip blanks */
1371 cp++;
1372 if (*cp == '\0')
1373 continue;
1374
1375 if (!strncmp (cp, "Allowed", 7))
1376 { 1202 {
1203 case KW_allowed:
1377 if (art == NULL) 1204 if (!art)
1205 art = get_empty_artifact ();
1206
1378 { 1207 {
1379 art = get_empty_artifact (); 1208 if (!strcmp (f.get_str (), "all"))
1380 nrofartifacts++; 1209 break;
1210
1211 const char *cp = f.get_str ();
1212 char *next;
1213 do
1214 {
1215 if ((next = (char *)strchr (cp, ',')))
1216 *next++ = '\0';
1217
1218 linked_char *tmp = new linked_char;
1219
1220 tmp->name = cp;
1221 tmp->next = art->allowed;
1222 art->allowed = tmp;
1223 }
1224 while ((cp = next));
1381 } 1225 }
1382 cp = strchr (cp, ' ') + 1; 1226 break;
1383 if (!strcmp (cp, "all")) 1227
1228 case KW_chance:
1229 f.get (art->chance);
1230 break;
1231
1232 case KW_difficulty:
1233 f.get (art->difficulty);
1234 break;
1235
1236 case KW_object:
1237 {
1238 art->item = object::create ();
1239 f.get (art->item->name);
1240 f.next ();
1241
1242 if (!art->item->parse_kv (f))
1243 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1244
1245 al = find_artifactlist (art->item->type);
1246
1247 if (!al)
1248 {
1249 al = get_empty_artifactlist ();
1250 al->type = art->item->type;
1251 al->next = first_artifactlist;
1252 first_artifactlist = al;
1253 }
1254
1255 art->next = al->items;
1256 al->items = art;
1257 art = 0;
1258 }
1384 continue; 1259 continue;
1385 1260
1386 do 1261 case KW_EOF:
1262 goto done;
1263
1264 default:
1265 if (!f.parse_error ("artifacts file"))
1266 cleanup ("artifacts file required");
1387 { 1267 break;
1388 nrofallowedstr++;
1389 if ((next = strchr (cp, ',')) != NULL)
1390 *(next++) = '\0';
1391 tmp = new linked_char;
1392
1393 tmp->name = cp;
1394 tmp->next = art->allowed;
1395 art->allowed = tmp;
1396 }
1397 while ((cp = next) != NULL);
1398 }
1399 else if (sscanf (cp, "chance %d", &value))
1400 art->chance = (uint16) value;
1401 else if (sscanf (cp, "difficulty %d", &value))
1402 art->difficulty = (uint8) value;
1403 else if (!strncmp (cp, "Object", 6))
1404 { 1268 }
1405 art->item = object::create ();
1406 1269
1407 if (!load_object (thawer, art->item, 0)) 1270 f.next ();
1408 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1409
1410 art->item->name = strchr (cp, ' ') + 1;
1411 al = find_artifactlist (art->item->type);
1412 if (al == NULL)
1413 {
1414 al = get_empty_artifactlist ();
1415 al->type = art->item->type;
1416 al->next = first_artifactlist;
1417 first_artifactlist = al;
1418 }
1419 art->next = al->items;
1420 al->items = art;
1421 art = NULL;
1422 }
1423 else
1424 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1425 } 1271 }
1426 1272
1273done:
1427 for (al = first_artifactlist; al != NULL; al = al->next) 1274 for (al = first_artifactlist; al; al = al->next)
1428 { 1275 {
1276 al->total_chance = 0;
1277
1429 for (art = al->items; art != NULL; art = art->next) 1278 for (art = al->items; art; art = art->next)
1430 { 1279 {
1431 if (!art->chance) 1280 if (!art->chance)
1432 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1281 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1433 else 1282 else
1434 al->total_chance += art->chance; 1283 al->total_chance += art->chance;
1435 } 1284 }
1436#if 0 1285#if 0
1437 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1286 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1438#endif 1287#endif
1439 } 1288 }
1440
1441 LOG (llevDebug, "done.\n");
1442} 1289}
1443
1444 1290
1445/* 1291/*
1446 * Used in artifact generation. The bonuses of the first object 1292 * Used in artifact generation. The bonuses of the first object
1447 * is modified by the bonuses of the second object. 1293 * is modified by the bonuses of the second object.
1448 */ 1294 */
1449
1450void 1295void
1451add_abilities (object *op, object *change) 1296add_abilities (object *op, object *change)
1452{ 1297{
1453 int i, tmp;
1454
1455 if (change->face != blank_face) 1298 if (change->face != blank_face)
1456 {
1457#ifdef TREASURE_VERBOSE
1458 LOG (llevDebug, "FACE: %d\n", change->face->number);
1459#endif
1460 op->face = change->face; 1299 op->face = change->face;
1461 }
1462 1300
1463 for (i = 0; i < NUM_STATS; i++) 1301 for (int i = 0; i < NUM_STATS; i++)
1464 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1465 1303
1466 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1467 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1468 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1469 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1470 op->move_type |= change->move_type; 1308 op->move_type |= change->move_type;
1471 op->stats.luck += change->stats.luck; 1309 op->stats.luck += change->stats.luck;
1472 1310
1473 if (QUERY_FLAG (change, FLAG_CURSED)) 1311 static const struct copyflags : object::flags_t
1474 SET_FLAG (op, FLAG_CURSED); 1312 {
1475 if (QUERY_FLAG (change, FLAG_DAMNED)) 1313 copyflags ()
1476 SET_FLAG (op, FLAG_DAMNED); 1314 {
1477 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1315 set (FLAG_CURSED);
1316 set (FLAG_DAMNED);
1317 set (FLAG_LIFESAVE);
1318 set (FLAG_REFL_SPELL);
1319 set (FLAG_STEALTH);
1320 set (FLAG_XRAYS);
1321 set (FLAG_BLIND);
1322 set (FLAG_SEE_IN_DARK);
1323 set (FLAG_REFL_MISSILE);
1324 set (FLAG_MAKE_INVIS);
1325 }
1326 } copyflags;
1327
1328 // we might want to just copy, but or'ing is what the original code did
1329 op->flag |= change->flag & copyflags;
1330
1331 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1478 set_abs_magic (op, -op->magic); 1332 set_abs_magic (op, -op->magic);
1479 1333
1480 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1334 if (change->flag [FLAG_STAND_STILL])
1481 SET_FLAG (op, FLAG_LIFESAVE);
1482 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1483 SET_FLAG (op, FLAG_REFL_SPELL);
1484 if (QUERY_FLAG (change, FLAG_STEALTH))
1485 SET_FLAG (op, FLAG_STEALTH);
1486 if (QUERY_FLAG (change, FLAG_XRAYS))
1487 SET_FLAG (op, FLAG_XRAYS);
1488 if (QUERY_FLAG (change, FLAG_BLIND))
1489 SET_FLAG (op, FLAG_BLIND);
1490 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1491 SET_FLAG (op, FLAG_SEE_IN_DARK);
1492 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1493 SET_FLAG (op, FLAG_REFL_MISSILE);
1494 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1495 SET_FLAG (op, FLAG_MAKE_INVIS);
1496
1497 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1498 { 1335 {
1499 CLEAR_FLAG (op, FLAG_ANIMATE); 1336 op->clr_flag (FLAG_ANIMATE);
1337
1500 /* so artifacts will join */ 1338 /* so artifacts will join */
1501 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1339 if (!op->flag [FLAG_ALIVE])
1502 op->speed = 0.0; 1340 op->speed = 0.;
1503 1341
1504 op->set_speed (op->speed); 1342 op->set_speed (op->speed);
1505 } 1343 }
1506 1344
1507 if (change->nrof) 1345 if (change->nrof)
1508 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1346 op->nrof = rndm (change->nrof) + 1;
1509 1347
1510 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1511 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1512 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1513 1351
1514 if (change->other_arch) 1352 if (change->other_arch)
1515 { 1353 {
1516 /* Basically, for horns & potions, the other_arch field is the spell 1354 /* Basically, for horns & potions, the other_arch field is the spell
1517 * to cast. So convert that to into a spell and put it into 1355 * to cast. So convert that to into a spell and put it into
1518 * this object. 1356 * this object.
1519 */ 1357 */
1520 if (op->type == HORN || op->type == POTION) 1358 if (op->type == HORN || op->type == POTION)
1521 { 1359 {
1522 object *tmp_obj;
1523
1524 /* Remove any spells this object currently has in it */ 1360 /* Remove any spells this object currently has in it */
1525 while (op->inv)
1526 op->inv->destroy (); 1361 op->destroy_inv (false);
1527 1362
1528 tmp_obj = arch_to_object (change->other_arch); 1363 object *tmp = change->other_arch->instance ();
1529 insert_ob_in_ob (tmp_obj, op); 1364 insert_ob_in_ob (tmp, op);
1530 } 1365 }
1366
1531 /* No harm setting this for potions/horns */ 1367 /* No harm setting this for potions/horns */
1532 op->other_arch = change->other_arch; 1368 op->other_arch = change->other_arch;
1533 } 1369 }
1534 1370
1535 if (change->stats.hp < 0) 1371 if (change->stats.hp < 0)
1551 op->stats.maxsp = -change->stats.maxsp; 1387 op->stats.maxsp = -change->stats.maxsp;
1552 else 1388 else
1553 op->stats.maxsp += change->stats.maxsp; 1389 op->stats.maxsp += change->stats.maxsp;
1554 1390
1555 if (change->stats.food < 0) 1391 if (change->stats.food < 0)
1556 op->stats.food = -(change->stats.food); 1392 op->stats.food = -change->stats.food;
1557 else 1393 else
1558 op->stats.food += change->stats.food; 1394 op->stats.food += change->stats.food;
1559 1395
1560 if (change->level < 0) 1396 if (change->level < 0)
1561 op->level = -(change->level); 1397 op->level = -change->level;
1562 else 1398 else
1563 op->level += change->level; 1399 op->level += change->level;
1564 1400
1565 if (change->gen_sp_armour < 0) 1401 if (change->gen_sp_armour < 0)
1566 op->gen_sp_armour = -(change->gen_sp_armour); 1402 op->gen_sp_armour = -change->gen_sp_armour;
1567 else 1403 else
1568 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1404 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1569 1405
1570 op->item_power = change->item_power; 1406 op->item_power = change->item_power;
1571 1407
1572 for (i = 0; i < NROFATTACKS; i++) 1408 for (int i = 0; i < NROFATTACKS; i++)
1573 if (change->resist[i])
1574 op->resist[i] += change->resist[i]; 1409 op->resist[i] += change->resist[i];
1575 1410
1576 if (change->stats.dam) 1411 if (change->stats.dam)
1577 { 1412 {
1578 if (change->stats.dam < 0) 1413 if (change->stats.dam < 0)
1579 op->stats.dam = (-change->stats.dam); 1414 op->stats.dam = -change->stats.dam;
1580 else if (op->stats.dam) 1415 else if (op->stats.dam)
1581 { 1416 {
1582 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1417 int tmp = op->stats.dam * change->stats.dam / 10;
1418
1583 if (tmp == op->stats.dam) 1419 if (tmp == op->stats.dam)
1584 { 1420 {
1585 if (change->stats.dam < 10) 1421 if (change->stats.dam < 10)
1586 op->stats.dam--; 1422 op->stats.dam--;
1587 else 1423 else
1593 } 1429 }
1594 1430
1595 if (change->weight) 1431 if (change->weight)
1596 { 1432 {
1597 if (change->weight < 0) 1433 if (change->weight < 0)
1598 op->weight = (-change->weight); 1434 op->weight = -change->weight;
1599 else 1435 else
1600 op->weight = (op->weight * (change->weight)) / 100; 1436 op->weight = op->weight * change->weight / 100;
1601 } 1437 }
1602 1438
1603 if (change->last_sp) 1439 if (change->last_sp)
1604 { 1440 {
1605 if (change->last_sp < 0) 1441 if (change->last_sp < 0)
1606 op->last_sp = (-change->last_sp); 1442 op->last_sp = -change->last_sp;
1607 else 1443 else
1608 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1444 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1609 } 1445 }
1610 1446
1611 if (change->gen_sp_armour) 1447 if (change->gen_sp_armour)
1612 { 1448 {
1613 if (change->gen_sp_armour < 0) 1449 if (change->gen_sp_armour < 0)
1614 op->gen_sp_armour = (-change->gen_sp_armour); 1450 op->gen_sp_armour = -change->gen_sp_armour;
1615 else 1451 else
1616 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1452 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1617 } 1453 }
1618 1454
1619 op->value *= change->value; 1455 op->value *= change->value;
1620 1456
1621 if (change->material) 1457 if (change->materials)
1458 op->materials = change->materials;
1459
1460 if (change->material != MATERIAL_NULL)
1622 op->material = change->material; 1461 op->material = change->material;
1623
1624 if (change->materialname)
1625 op->materialname = change->materialname;
1626 1462
1627 if (change->slaying) 1463 if (change->slaying)
1628 op->slaying = change->slaying; 1464 op->slaying = change->slaying;
1629 1465
1630 if (change->race) 1466 if (change->race)
1633 if (change->msg) 1469 if (change->msg)
1634 op->msg = change->msg; 1470 op->msg = change->msg;
1635} 1471}
1636 1472
1637static int 1473static int
1638legal_artifact_combination (object *op, artifact * art) 1474legal_artifact_combination (object *op, artifact *art)
1639{ 1475{
1640 int neg, success = 0; 1476 int neg, success = 0;
1641 linked_char *tmp; 1477 linked_char *tmp;
1642 const char *name; 1478 const char *name;
1643 1479
1644 if (art->allowed == (linked_char *) NULL) 1480 if (!art->allowed)
1645 return 1; /* Ie, "all" */ 1481 return 1; /* Ie, "all" */
1482
1646 for (tmp = art->allowed; tmp; tmp = tmp->next) 1483 for (tmp = art->allowed; tmp; tmp = tmp->next)
1647 { 1484 {
1648#ifdef TREASURE_VERBOSE 1485#ifdef TREASURE_VERBOSE
1649 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1486 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1650#endif 1487#endif
1651 if (*tmp->name == '!') 1488 if (*tmp->name == '!')
1652 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1653 else 1490 else
1654 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1655 1492
1656 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1657 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1494 if (!strcmp (name, op->arch->archname))
1658 return !neg; 1495 return !neg;
1659 1496
1660 /* Set success as true, since if the match was an inverse, it means 1497 /* Set success as true, since if the match was an inverse, it means
1661 * everything is allowed except what we match 1498 * everything is allowed except what we match
1662 */ 1499 */
1663 else if (neg) 1500 else if (neg)
1664 success = 1; 1501 success = 1;
1665 } 1502 }
1503
1666 return success; 1504 return success;
1667} 1505}
1668 1506
1669/* 1507/*
1670 * Fixes the given object, giving it the abilities and titles 1508 * Fixes the given object, giving it the abilities and titles
1672 */ 1510 */
1673 1511
1674void 1512void
1675give_artifact_abilities (object *op, object *artifct) 1513give_artifact_abilities (object *op, object *artifct)
1676{ 1514{
1677 char new_name[MAX_BUF]; 1515 op->title = format ("of %s", &artifct->name);
1678 1516
1679 sprintf (new_name, "of %s", &artifct->name);
1680 op->title = new_name;
1681 add_abilities (op, artifct); /* Give out the bonuses */ 1517 add_abilities (op, artifct); /* Give out the bonuses */
1682 1518
1683#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1519#if 0 /* Bit verbose, but keep it here until next time I need it... */
1684 { 1520 {
1685 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1521 char identified = op->flag [FLAG_IDENTIFIED];
1686 1522
1687 SET_FLAG (op, FLAG_IDENTIFIED); 1523 op->set_flag (FLAG_IDENTIFIED);
1688 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1524 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1689 if (!identified) 1525 if (!identified)
1690 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1526 op->clr_flag (FLAG_IDENTIFIED);
1691 } 1527 }
1692#endif 1528#endif
1693 return; 1529 return;
1694} 1530}
1695 1531
1705#define ARTIFACT_TRIES 2 1541#define ARTIFACT_TRIES 2
1706 1542
1707void 1543void
1708generate_artifact (object *op, int difficulty) 1544generate_artifact (object *op, int difficulty)
1709{ 1545{
1710 artifactlist *al;
1711 artifact *art; 1546 artifact *art;
1712 int i;
1713 1547
1714 al = find_artifactlist (op->type); 1548 artifactlist *al = find_artifactlist (op->type);
1715 1549
1716 if (al == NULL) 1550 if (al == NULL)
1717 { 1551 {
1718#if 0 /* This is too verbose, usually */ 1552#if 0 /* This is too verbose, usually */
1719 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1553 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1720#endif 1554#endif
1721 return; 1555 return;
1722 } 1556 }
1723 1557
1724 for (i = 0; i < ARTIFACT_TRIES; i++) 1558 for (int i = 0; i < ARTIFACT_TRIES; i++)
1725 { 1559 {
1726 int roll = RANDOM () % al->total_chance; 1560 int roll = rndm (al->total_chance);
1727 1561
1728 for (art = al->items; art != NULL; art = art->next) 1562 for (art = al->items; art; art = art->next)
1729 { 1563 {
1730 roll -= art->chance; 1564 roll -= art->chance;
1731 if (roll < 0) 1565 if (roll < 0)
1732 break; 1566 break;
1733 } 1567 }
1737#if 1 1571#if 1
1738 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1572 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1739#endif 1573#endif
1740 return; 1574 return;
1741 } 1575 }
1742 if (!strcmp (art->item->name, "NONE")) 1576
1577 if (art->item->name == shstr_NONE)
1743 return; 1578 return;
1579
1744 if (FABS (op->magic) < art->item->magic) 1580 if (fabs (op->magic) < art->item->magic)
1745 continue; /* Not magic enough to be this item */ 1581 continue; /* Not magic enough to be this item */
1746 1582
1747 /* Map difficulty not high enough */ 1583 /* Map difficulty not high enough */
1748 if (difficulty < art->difficulty) 1584 if (difficulty < art->difficulty)
1749 continue; 1585 continue;
1750 1586
1751 if (!legal_artifact_combination (op, art)) 1587 if (!legal_artifact_combination (op, art))
1752 { 1588 {
1753#ifdef TREASURE_VERBOSE 1589#ifdef TREASURE_VERBOSE
1754 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1590 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1755#endif 1591#endif
1756 continue; 1592 continue;
1757 } 1593 }
1594
1758 give_artifact_abilities (op, art->item); 1595 give_artifact_abilities (op, art->item);
1759 return; 1596 return;
1760 } 1597 }
1761} 1598}
1762 1599
1766 */ 1603 */
1767 1604
1768void 1605void
1769fix_flesh_item (object *item, object *donor) 1606fix_flesh_item (object *item, object *donor)
1770{ 1607{
1771 char tmpbuf[MAX_BUF];
1772 int i;
1773
1774 if (item->type == FLESH && donor) 1608 if (item->type == FLESH && donor)
1775 { 1609 {
1776 /* change the name */ 1610 /* change the name */
1777 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1611 item->name = format ("%s's %s", &donor->name, &item->name);
1778 item->name = tmpbuf;
1779 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1612 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1780 item->name_pl = tmpbuf;
1781 1613
1782 /* weight is FLESH weight/100 * donor */ 1614 /* weight is FLESH weight/100 * donor */
1783 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1615 item->weight = max (1, item->weight * donor->weight / 100);
1784 item->weight = 1;
1785 1616
1786 /* value is multiplied by level of donor */ 1617 /* value is multiplied by level of donor */
1787 item->value *= isqrt (donor->level * 2); 1618 item->value *= isqrt (donor->level * 2);
1788 1619
1789 /* food value */ 1620 /* food value */
1790 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1621 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1791 1622
1792 /* flesh items inherit some abilities of donor, but not 1623 /* flesh items inherit some abilities of donor, but not
1793 * full effect. 1624 * full effect.
1794 */ 1625 */
1795 for (i = 0; i < NROFATTACKS; i++) 1626 for (int i = 0; i < NROFATTACKS; i++)
1796 item->resist[i] = donor->resist[i] / 2; 1627 item->resist[i] = donor->resist[i] / 2;
1797 1628
1798 /* item inherits donor's level (important for quezals) */ 1629 /* item inherits donor's level (important for quezals) */
1799 item->level = donor->level; 1630 item->level = donor->level;
1800 1631
1801 /* if donor has some attacktypes, the flesh is poisonous */ 1632 /* if donor has some attacktypes, the flesh is poisonous */
1802 if (donor->attacktype & AT_POISON) 1633 if (donor->attacktype & AT_POISON)
1803 item->type = POISON; 1634 item->type = POISON;
1635
1804 if (donor->attacktype & AT_ACID) 1636 if (donor->attacktype & AT_ACID)
1805 item->stats.hp = -1 * item->stats.food; 1637 item->stats.hp = -item->stats.food;
1806 SET_FLAG (item, FLAG_NO_STEAL);
1807 }
1808}
1809 1638
1810/* special_potion() - so that old potion code is still done right. */ 1639 item->set_flag (FLAG_NO_STEAL);
1811 1640 }
1812int
1813special_potion (object *op)
1814{
1815
1816 int i;
1817
1818 if (op->attacktype)
1819 return 1;
1820
1821 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1822 return 1;
1823
1824 for (i = 0; i < NROFATTACKS; i++)
1825 if (op->resist[i])
1826 return 1;
1827
1828 return 0;
1829} 1641}
1830 1642
1831void 1643static void
1832free_treasurestruct (treasure *t) 1644free_treasurestruct (treasure *t)
1833{ 1645{
1834 if (t->next)
1835 free_treasurestruct (t->next); 1646 if (t->next) free_treasurestruct (t->next);
1836 if (t->next_yes)
1837 free_treasurestruct (t->next_yes); 1647 if (t->next_yes) free_treasurestruct (t->next_yes);
1838 if (t->next_no)
1839 free_treasurestruct (t->next_no); 1648 if (t->next_no) free_treasurestruct (t->next_no);
1840 1649
1841 delete t; 1650 delete t;
1842} 1651}
1843 1652
1844void 1653static void
1845free_charlinks (linked_char *lc) 1654free_charlinks (linked_char *lc)
1846{ 1655{
1847 if (lc->next) 1656 if (lc->next)
1848 free_charlinks (lc->next); 1657 free_charlinks (lc->next);
1849 1658
1850 delete lc; 1659 delete lc;
1851} 1660}
1852 1661
1853void 1662static void
1854free_artifact (artifact * at) 1663free_artifact (artifact *at)
1855{ 1664{
1856 if (at->next)
1857 free_artifact (at->next); 1665 if (at->next) free_artifact (at->next);
1858
1859 if (at->allowed)
1860 free_charlinks (at->allowed); 1666 if (at->allowed) free_charlinks (at->allowed);
1861 1667
1862 at->item->destroy (1); 1668 at->item->destroy ();
1863 1669
1864 delete at;
1865}
1866
1867void
1868free_artifactlist (artifactlist * al)
1869{
1870 artifactlist *nextal;
1871
1872 for (al = first_artifactlist; al; al = nextal)
1873 {
1874 nextal = al->next;
1875
1876 if (al->items)
1877 free_artifact (al->items);
1878
1879 free (al); 1670 sfree (at);
1880 }
1881} 1671}
1882 1672
1883void
1884free_all_treasures (void)
1885{
1886 treasurelist *tl, *next;
1887
1888
1889 for (tl = first_treasurelist; tl != NULL; tl = next)
1890 {
1891 next = tl->next;
1892 if (tl->items)
1893 free_treasurestruct (tl->items);
1894 delete tl;
1895 }
1896 free_artifactlist (first_artifactlist);
1897}

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