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 1.46 by root, Tue Apr 17 10:06:32 2007 UTC vs.
Revision 1.115 by root, Fri Feb 3 02:04:11 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 */
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_to_tick_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
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
811#define DICE2 (get_magic(2)==2?2:1) 803#define DICE2 (get_magic(2) == 2 ? 2 : 1)
812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 804#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
813 805
814/* 806/*
815 * 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
816 * 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
845 save_item_power = op->item_power; 837 save_item_power = op->item_power;
846 op->item_power = 0; 838 op->item_power = 0;
847 839
848 if (op->randomitems && op->type != SPELL) 840 if (op->randomitems && op->type != SPELL)
849 { 841 {
850 create_treasure (op->randomitems, op, flags, difficulty, 0); 842 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 */ 843 /* So the treasure doesn't get created again */
855 op->randomitems = 0; 844 op->randomitems = 0;
856 } 845 }
857 846
858 if (difficulty < 1) 847 max_it (difficulty, 1);
859 difficulty = 1;
860 848
861 if (INVOKE_OBJECT (ADD_BONUS, op, 849 if (INVOKE_OBJECT (ADD_BONUS, op,
862 ARG_OBJECT (creator != op ? creator : 0), 850 ARG_OBJECT (creator != op ? creator : 0),
863 ARG_INT (difficulty), ARG_INT (max_magic), 851 ARG_INT (difficulty), ARG_INT (max_magic),
864 ARG_INT (flags))) 852 ARG_INT (flags)))
865 return; 853 return;
866 854
867 if (!(flags & GT_MINIMAL)) 855 if (!(flags & GT_MINIMAL))
868 { 856 {
869 if (op->arch == crown_arch) 857 if (IS_ARCH (op->arch, crown))
870 { 858 {
871 set_magic (difficulty, op, max_magic, flags); 859 set_magic (difficulty, op, max_magic, flags);
872 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
873 generate_artifact (op, difficulty); 861 generate_artifact (op, difficulty);
874 } 862 }
879 867
880 num_enchantments = calc_item_power (op, 1); 868 num_enchantments = calc_item_power (op, 1);
881 869
882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 870 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
883 || op->type == HORN 871 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 872 || 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); 873 generate_artifact (op, difficulty);
887 } 874 }
888 875
889 /* Object was made an artifact. Calculate its item_power rating. 876 /* Object was made an artifact. Calculate its item_power rating.
890 * the item_power in the object is what the artfiact adds. 877 * the item_power in the object is what the artfiact adds.
924 * again below */ 911 * again below */
925 } 912 }
926 } 913 }
927 914
928 /* materialtype modifications. Note we allow this on artifacts. */ 915 /* materialtype modifications. Note we allow this on artifacts. */
929 set_materialname (op, difficulty, NULL); 916 select_material (op, difficulty);
930 917
931 if (flags & GT_MINIMAL) 918 if (flags & GT_MINIMAL)
932 { 919 {
933 if (op->type == POTION) 920 if (op->type == POTION)
934 /* Handle healing and magic power potions */ 921 /* Handle healing and magic power potions */
935 if (op->stats.sp && !op->randomitems) 922 if (op->stats.sp && !op->randomitems)
936 { 923 {
937 object *tmp;
938
939 tmp = get_archetype (spell_mapping[op->stats.sp]); 924 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
940 insert_ob_in_ob (tmp, op); 925 insert_ob_in_ob (tmp, op);
941 op->stats.sp = 0; 926 op->stats.sp = 0;
942 } 927 }
943 } 928 }
944 else if (!op->title) /* Only modify object if not special */ 929 else if (!op->title) /* Only modify object if not special */
947 case WEAPON: 932 case WEAPON:
948 case ARMOUR: 933 case ARMOUR:
949 case SHIELD: 934 case SHIELD:
950 case HELMET: 935 case HELMET:
951 case CLOAK: 936 case CLOAK:
952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 937 if (op->flag [FLAG_CURSED] && !(rndm (4)))
953 set_ring_bonus (op, -DICE2); 938 set_ring_bonus (op, -DICE2);
954 break; 939 break;
955 940
956 case BRACERS: 941 case BRACERS:
957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 942 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
958 { 943 {
959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 944 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
960 if (!QUERY_FLAG (op, FLAG_CURSED)) 945 if (!op->flag [FLAG_CURSED])
961 op->value *= 3; 946 op->value *= 3;
962 } 947 }
963 break; 948 break;
964 949
965 case POTION: 950 case POTION:
966 { 951 {
967 int too_many_tries = 0, is_special = 0; 952 int too_many_tries = 0;
968 953
969 /* Handle healing and magic power potions */ 954 /* Handle healing and magic power potions */
970 if (op->stats.sp && !op->randomitems) 955 if (op->stats.sp && !op->randomitems)
971 { 956 {
972 object *tmp;
973
974 tmp = get_archetype (spell_mapping[op->stats.sp]); 957 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
975 insert_ob_in_ob (tmp, op); 958 insert_ob_in_ob (tmp, op);
976 op->stats.sp = 0; 959 op->stats.sp = 0;
977 } 960 }
978 961
979 while (!(is_special = special_potion (op)) && !op->inv) 962 while (!special_potion (op) && !op->inv)
980 { 963 {
981 generate_artifact (op, difficulty); 964 generate_artifact (op, difficulty);
982 if (too_many_tries++ > 10) 965 if (too_many_tries++ > 10)
983 break; 966 break;
984 } 967 }
987 * since the value set on those is already correct. 970 * since the value set on those is already correct.
988 */ 971 */
989 if (op->inv && op->randomitems) 972 if (op->inv && op->randomitems)
990 { 973 {
991 /* value multiplier is same as for scrolls */ 974 /* value multiplier is same as for scrolls */
992 op->value = (op->value * op->inv->value); 975 op->value *= op->inv->value;
993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 976 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
994 } 977 }
995 else 978 else
996 { 979 {
997 op->name = "potion"; 980 op->name = shstr_potion;
998 op->name_pl = "potions"; 981 op->name_pl = shstr_potions;
999 } 982 }
1000 983
1001 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 984 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1002 SET_FLAG (op, FLAG_CURSED); 985 op->set_flag (FLAG_CURSED);
986
1003 break; 987 break;
1004 } 988 }
1005 989
1006 case AMULET: 990 case AMULET:
1007 if (op->arch == amulet_arch) 991 if (IS_ARCH (op->arch, amulet))
1008 op->value *= 5; /* Since it's not just decoration */ 992 op->value *= 5; /* Since it's not just decoration */
1009 993
1010 case RING: 994 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! */ 995 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1019 break; 996 break;
1020 997
1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 998 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1022 SET_FLAG (op, FLAG_CURSED); 999 op->set_flag (FLAG_CURSED);
1023 1000
1024 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1001 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1025 1002
1026 if (op->type != RING) /* Amulets have only one ability */ 1003 if (op->type != RING) /* Amulets have only one ability */
1027 break; 1004 break;
1028 1005
1029 if (!(rndm (4))) 1006 if (!rndm (4))
1030 { 1007 {
1031 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1008 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1032 1009
1033 if (d > 0) 1010 if (d > 0)
1034 op->value *= 3; 1011 op->value *= 3;
1035 1012
1036 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
1037 1014
1038 if (!(rndm (4))) 1015 if (!rndm (4))
1039 { 1016 {
1040 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1017 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1041 1018
1042 if (d > 0) 1019 if (d > 0)
1043 op->value *= 5; 1020 op->value *= 5;
1021
1044 set_ring_bonus (op, d); 1022 set_ring_bonus (op, d);
1045 } 1023 }
1046 } 1024 }
1047 1025
1048 if (GET_ANIM_ID (op)) 1026 if (op->animation_id)
1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1027 op->set_anim_frame (rndm (op->anim_frames ()));
1050 1028
1051 break; 1029 break;
1052 1030
1053 case BOOK: 1031 case BOOK:
1054 /* Is it an empty book?, if yes lets make a special· 1032 /* Is it an empty book?, if yes lets make a special·
1056 * creator and/or map level we found it on. 1034 * creator and/or map level we found it on.
1057 */ 1035 */
1058 if (!op->msg && rndm (10)) 1036 if (!op->msg && rndm (10))
1059 { 1037 {
1060 /* set the book level properly */ 1038 /* set the book level properly */
1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1039 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1062 { 1040 {
1063 if (op->map && op->map->difficulty) 1041 if (op->map && op->map->difficulty)
1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1042 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1065 else 1043 else
1066 op->level = rndm (20) + 1; 1044 op->level = rndm (20) + 1;
1069 op->level = rndm (creator->level); 1047 op->level = rndm (creator->level);
1070 1048
1071 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);
1072 /* books w/ info are worth more! */ 1050 /* books w/ info are worth more! */
1073 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));
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 1052
1084 /* add exp so reading it gives xp (once) */ 1053 /* add exp so reading it gives xp (once) */
1085 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;
1086 } 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;
1087 break; 1066 break;
1088 1067
1089 case SPELLBOOK: 1068 case SPELLBOOK:
1090 op->value = op->value * op->inv->value; 1069 op->value *= value_factor_from_spell_item (op->inv, 0);
1070
1091 /* add exp so learning gives xp */ 1071 /* add exp so learning gives xp */
1092 op->level = op->inv->level; 1072 op->level = op->inv->level;
1093 op->stats.exp = op->value; 1073 op->stats.exp = op->value;
1094 break; 1074 break;
1095 1075
1099 * and reset nrof. 1079 * and reset nrof.
1100 */ 1080 */
1101 op->stats.food = op->inv->nrof; 1081 op->stats.food = op->inv->nrof;
1102 op->nrof = 1; 1082 op->nrof = 1;
1103 /* If the spell changes by level, choose a random level 1083 /* If the spell changes by level, choose a random level
1104 * for it, and adjust price. If the spell doesn't 1084 * for it.
1105 * change by level, just set the wand to the level of
1106 * the spell, and value calculation is simpler.
1107 */ 1085 */
1108 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1086 if (op->inv->duration_modifier
1109 { 1087 || op->inv->dam_modifier
1088 || op->inv->range_modifier)
1110 op->level = level_for_item (op, difficulty); 1089 op->level = level_for_item (op, difficulty);
1111 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1112 }
1113 else 1090 else
1114 {
1115 op->level = op->inv->level; 1091 op->level = op->inv->level;
1116 op->value = op->value * op->inv->value; 1092
1117 } 1093 op->value *= value_factor_from_spell_item (op->inv, op);
1118 break; 1094 break;
1119 1095
1120 case ROD: 1096 case ROD:
1121 op->level = level_for_item (op, difficulty); 1097 op->level = level_for_item (op, difficulty);
1122 /* Add 50 to both level an divisor to keep prices a little more 1098 op->value *= value_factor_from_spell_item (op->inv, op);
1123 * reasonable. Otherwise, a high level version of a low level 1099
1124 * 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.
1126 */
1127 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1128 /* 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 */
1129 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1130 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);
1131 else 1103 else
1132 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);
1133 1105
1134 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1135 break; 1107 break;
1136 1108
1137 case SCROLL: 1109 case SCROLL:
1138 op->level = level_for_item (op, difficulty); 1110 op->level = level_for_item (op, difficulty);
1139 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);
1140 1112
1141 /* add exp so reading them properly gives xp */ 1113 /* add exp so reading them properly gives xp */
1142 op->stats.exp = op->value / 5; 1114 op->stats.exp = op->value / 5;
1143 op->nrof = op->inv->nrof; 1115 op->nrof = op->inv->nrof;
1144 break; 1116 break;
1152 break; 1124 break;
1153 } /* switch type */ 1125 } /* switch type */
1154 1126
1155 if (flags & GT_STARTEQUIP) 1127 if (flags & GT_STARTEQUIP)
1156 { 1128 {
1157 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])
1158 SET_FLAG (op, FLAG_STARTEQUIP); 1130 op->set_flag (FLAG_STARTEQUIP);
1159 else if (op->type != MONEY) 1131 else if (op->type != MONEY)
1160 op->value = 0; 1132 op->value = 0;
1161 } 1133 }
1162 1134
1163 if (!(flags & GT_ENVIRONMENT)) 1135 if (!(flags & GT_ENVIRONMENT))
1174 1146
1175/* 1147/*
1176 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1177 */ 1149 */
1178static artifactlist * 1150static artifactlist *
1179get_empty_artifactlist (void) 1151get_empty_artifactlist ()
1180{ 1152{
1181 return salloc0 <artifactlist> (); 1153 return salloc0<artifactlist> ();
1182} 1154}
1183 1155
1184/* 1156/*
1185 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1186 */ 1158 */
1187static artifact * 1159static artifact *
1188get_empty_artifact (void) 1160get_empty_artifact ()
1189{ 1161{
1190 return salloc0 <artifact> (); 1162 return salloc0<artifact> ();
1191} 1163}
1192 1164
1193/* 1165/*
1194 * 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
1195 * of objects on it. 1167 * of objects on it.
1203 1175
1204 return 0; 1176 return 0;
1205} 1177}
1206 1178
1207/* 1179/*
1208 * For debugging purposes. Dumps all tables. 1180 * Builds up the lists of artifacts from the file in the libdir.
1209 */ 1181 */
1210void 1182void
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) 1183init_artifacts ()
1334{ 1184{
1335 static int has_been_inited = 0; 1185 static int has_been_inited = 0;
1336 char filename[MAX_BUF];
1337 artifact *art = NULL; 1186 artifact *art = NULL;
1338 artifactlist *al; 1187 artifactlist *al;
1339 1188
1340 if (has_been_inited) 1189 if (has_been_inited)
1341 return; 1190 return;
1342 else 1191 else
1343 has_been_inited = 1; 1192 has_been_inited = 1;
1344 1193
1345 sprintf (filename, "%s/artifacts", settings.datadir); 1194 object_thawer f (settings.datadir, "artifacts");
1346 object_thawer f (filename);
1347 1195
1348 if (!f) 1196 if (!f)
1349 return; 1197 return;
1350 1198
1351 f.next ();
1352
1353 for (;;) 1199 for (;;)
1354 { 1200 {
1355 switch (f.kw) 1201 switch (f.kw)
1356 { 1202 {
1357 case KW_allowed: 1203 case KW_allowed:
1358 if (!art) 1204 if (!art)
1359 {
1360 art = get_empty_artifact (); 1205 art = get_empty_artifact ();
1361 nrofartifacts++;
1362 }
1363 1206
1364 { 1207 {
1365 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1366 break; 1209 break;
1367 1210
1368 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1369 1212 char *next;
1370 do 1213 do
1371 { 1214 {
1372 nrofallowedstr++;
1373
1374 if ((next = strchr (cp, ','))) 1215 if ((next = (char *)strchr (cp, ',')))
1375 *next++ = '\0'; 1216 *next++ = '\0';
1376 1217
1377 linked_char *tmp = new linked_char; 1218 linked_char *tmp = new linked_char;
1378 1219
1379 tmp->name = cp; 1220 tmp->name = cp;
1393 break; 1234 break;
1394 1235
1395 case KW_object: 1236 case KW_object:
1396 { 1237 {
1397 art->item = object::create (); 1238 art->item = object::create ();
1239 f.get (art->item->name);
1240 f.next ();
1398 1241
1399 if (!art->item->parse_kv (f)) 1242 if (!art->item->parse_kv (f))
1400 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1243 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1401 1244
1402 al = find_artifactlist (art->item->type); 1245 al = find_artifactlist (art->item->type);
1428 } 1271 }
1429 1272
1430done: 1273done:
1431 for (al = first_artifactlist; al; al = al->next) 1274 for (al = first_artifactlist; al; al = al->next)
1432 { 1275 {
1276 al->total_chance = 0;
1277
1433 for (art = al->items; art; art = art->next) 1278 for (art = al->items; art; art = art->next)
1434 { 1279 {
1435 if (!art->chance) 1280 if (!art->chance)
1436 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);
1437 else 1282 else
1439 } 1284 }
1440#if 0 1285#if 0
1441 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);
1442#endif 1287#endif
1443 } 1288 }
1444
1445 LOG (llevDebug, "done.\n");
1446} 1289}
1447
1448 1290
1449/* 1291/*
1450 * Used in artifact generation. The bonuses of the first object 1292 * Used in artifact generation. The bonuses of the first object
1451 * is modified by the bonuses of the second object. 1293 * is modified by the bonuses of the second object.
1452 */ 1294 */
1453
1454void 1295void
1455add_abilities (object *op, object *change) 1296add_abilities (object *op, object *change)
1456{ 1297{
1457 int i, tmp;
1458
1459 if (change->face != blank_face) 1298 if (change->face != blank_face)
1460 {
1461#ifdef TREASURE_VERBOSE
1462 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1463#endif
1464 op->face = change->face; 1299 op->face = change->face;
1465 }
1466 1300
1467 for (i = 0; i < NUM_STATS; i++) 1301 for (int i = 0; i < NUM_STATS; i++)
1468 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1469 1303
1470 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1471 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1472 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1473 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1474 op->move_type |= change->move_type; 1308 op->move_type |= change->move_type;
1475 op->stats.luck += change->stats.luck; 1309 op->stats.luck += change->stats.luck;
1476 1310
1477 if (QUERY_FLAG (change, FLAG_CURSED)) 1311 static const struct copyflags : object::flags_t
1478 SET_FLAG (op, FLAG_CURSED); 1312 {
1479 if (QUERY_FLAG (change, FLAG_DAMNED)) 1313 copyflags ()
1480 SET_FLAG (op, FLAG_DAMNED); 1314 {
1481 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)
1482 set_abs_magic (op, -op->magic); 1332 set_abs_magic (op, -op->magic);
1483 1333
1484 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1334 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 { 1335 {
1503 CLEAR_FLAG (op, FLAG_ANIMATE); 1336 op->clr_flag (FLAG_ANIMATE);
1337
1504 /* so artifacts will join */ 1338 /* so artifacts will join */
1505 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1339 if (!op->flag [FLAG_ALIVE])
1506 op->speed = 0.0; 1340 op->speed = 0.;
1507 1341
1508 op->set_speed (op->speed); 1342 op->set_speed (op->speed);
1509 } 1343 }
1510 1344
1511 if (change->nrof) 1345 if (change->nrof)
1512 op->nrof = rndm (change->nrof) + 1; 1346 op->nrof = rndm (change->nrof) + 1;
1513 1347
1514 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1515 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1516 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1517 1351
1518 if (change->other_arch) 1352 if (change->other_arch)
1519 { 1353 {
1520 /* Basically, for horns & potions, the other_arch field is the spell 1354 /* 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 1355 * to cast. So convert that to into a spell and put it into
1522 * this object. 1356 * this object.
1523 */ 1357 */
1524 if (op->type == HORN || op->type == POTION) 1358 if (op->type == HORN || op->type == POTION)
1525 { 1359 {
1526 object *tmp_obj;
1527
1528 /* Remove any spells this object currently has in it */ 1360 /* Remove any spells this object currently has in it */
1529 while (op->inv)
1530 op->inv->destroy (); 1361 op->destroy_inv (false);
1531 1362
1532 tmp_obj = arch_to_object (change->other_arch); 1363 object *tmp = change->other_arch->instance ();
1533 insert_ob_in_ob (tmp_obj, op); 1364 insert_ob_in_ob (tmp, op);
1534 } 1365 }
1366
1535 /* No harm setting this for potions/horns */ 1367 /* No harm setting this for potions/horns */
1536 op->other_arch = change->other_arch; 1368 op->other_arch = change->other_arch;
1537 } 1369 }
1538 1370
1539 if (change->stats.hp < 0) 1371 if (change->stats.hp < 0)
1555 op->stats.maxsp = -change->stats.maxsp; 1387 op->stats.maxsp = -change->stats.maxsp;
1556 else 1388 else
1557 op->stats.maxsp += change->stats.maxsp; 1389 op->stats.maxsp += change->stats.maxsp;
1558 1390
1559 if (change->stats.food < 0) 1391 if (change->stats.food < 0)
1560 op->stats.food = -(change->stats.food); 1392 op->stats.food = -change->stats.food;
1561 else 1393 else
1562 op->stats.food += change->stats.food; 1394 op->stats.food += change->stats.food;
1563 1395
1564 if (change->level < 0) 1396 if (change->level < 0)
1565 op->level = -(change->level); 1397 op->level = -change->level;
1566 else 1398 else
1567 op->level += change->level; 1399 op->level += change->level;
1568 1400
1569 if (change->gen_sp_armour < 0) 1401 if (change->gen_sp_armour < 0)
1570 op->gen_sp_armour = -(change->gen_sp_armour); 1402 op->gen_sp_armour = -change->gen_sp_armour;
1571 else 1403 else
1572 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;
1573 1405
1574 op->item_power = change->item_power; 1406 op->item_power = change->item_power;
1575 1407
1576 for (i = 0; i < NROFATTACKS; i++) 1408 for (int i = 0; i < NROFATTACKS; i++)
1577 if (change->resist[i])
1578 op->resist[i] += change->resist[i]; 1409 op->resist[i] += change->resist[i];
1579 1410
1580 if (change->stats.dam) 1411 if (change->stats.dam)
1581 { 1412 {
1582 if (change->stats.dam < 0) 1413 if (change->stats.dam < 0)
1583 op->stats.dam = (-change->stats.dam); 1414 op->stats.dam = -change->stats.dam;
1584 else if (op->stats.dam) 1415 else if (op->stats.dam)
1585 { 1416 {
1586 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1417 int tmp = op->stats.dam * change->stats.dam / 10;
1418
1587 if (tmp == op->stats.dam) 1419 if (tmp == op->stats.dam)
1588 { 1420 {
1589 if (change->stats.dam < 10) 1421 if (change->stats.dam < 10)
1590 op->stats.dam--; 1422 op->stats.dam--;
1591 else 1423 else
1597 } 1429 }
1598 1430
1599 if (change->weight) 1431 if (change->weight)
1600 { 1432 {
1601 if (change->weight < 0) 1433 if (change->weight < 0)
1602 op->weight = (-change->weight); 1434 op->weight = -change->weight;
1603 else 1435 else
1604 op->weight = (op->weight * (change->weight)) / 100; 1436 op->weight = op->weight * change->weight / 100;
1605 } 1437 }
1606 1438
1607 if (change->last_sp) 1439 if (change->last_sp)
1608 { 1440 {
1609 if (change->last_sp < 0) 1441 if (change->last_sp < 0)
1610 op->last_sp = (-change->last_sp); 1442 op->last_sp = -change->last_sp;
1611 else 1443 else
1612 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;
1613 } 1445 }
1614 1446
1615 if (change->gen_sp_armour) 1447 if (change->gen_sp_armour)
1616 { 1448 {
1617 if (change->gen_sp_armour < 0) 1449 if (change->gen_sp_armour < 0)
1618 op->gen_sp_armour = (-change->gen_sp_armour); 1450 op->gen_sp_armour = -change->gen_sp_armour;
1619 else 1451 else
1620 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;
1621 } 1453 }
1622 1454
1623 op->value *= change->value; 1455 op->value *= change->value;
1624 1456
1625 if (change->materials) 1457 if (change->materials)
1626 op->materials = change->materials; 1458 op->materials = change->materials;
1627 1459
1628 if (change->materialname) 1460 if (change->material != MATERIAL_NULL)
1629 op->materialname = change->materialname; 1461 op->material = change->material;
1630 1462
1631 if (change->slaying) 1463 if (change->slaying)
1632 op->slaying = change->slaying; 1464 op->slaying = change->slaying;
1633 1465
1634 if (change->race) 1466 if (change->race)
1637 if (change->msg) 1469 if (change->msg)
1638 op->msg = change->msg; 1470 op->msg = change->msg;
1639} 1471}
1640 1472
1641static int 1473static int
1642legal_artifact_combination (object *op, artifact * art) 1474legal_artifact_combination (object *op, artifact *art)
1643{ 1475{
1644 int neg, success = 0; 1476 int neg, success = 0;
1645 linked_char *tmp; 1477 linked_char *tmp;
1646 const char *name; 1478 const char *name;
1647 1479
1648 if (art->allowed == (linked_char *) NULL) 1480 if (!art->allowed)
1649 return 1; /* Ie, "all" */ 1481 return 1; /* Ie, "all" */
1482
1650 for (tmp = art->allowed; tmp; tmp = tmp->next) 1483 for (tmp = art->allowed; tmp; tmp = tmp->next)
1651 { 1484 {
1652#ifdef TREASURE_VERBOSE 1485#ifdef TREASURE_VERBOSE
1653 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1486 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1654#endif 1487#endif
1656 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1657 else 1490 else
1658 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1659 1492
1660 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1661 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1494 if (!strcmp (name, op->arch->archname))
1662 return !neg; 1495 return !neg;
1663 1496
1664 /* 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
1665 * everything is allowed except what we match 1498 * everything is allowed except what we match
1666 */ 1499 */
1667 else if (neg) 1500 else if (neg)
1668 success = 1; 1501 success = 1;
1669 } 1502 }
1503
1670 return success; 1504 return success;
1671} 1505}
1672 1506
1673/* 1507/*
1674 * Fixes the given object, giving it the abilities and titles 1508 * Fixes the given object, giving it the abilities and titles
1676 */ 1510 */
1677 1511
1678void 1512void
1679give_artifact_abilities (object *op, object *artifct) 1513give_artifact_abilities (object *op, object *artifct)
1680{ 1514{
1681 char new_name[MAX_BUF]; 1515 op->title = format ("of %s", &artifct->name);
1682 1516
1683 sprintf (new_name, "of %s", &artifct->name);
1684 op->title = new_name;
1685 add_abilities (op, artifct); /* Give out the bonuses */ 1517 add_abilities (op, artifct); /* Give out the bonuses */
1686 1518
1687#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... */
1688 { 1520 {
1689 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1521 char identified = op->flag [FLAG_IDENTIFIED];
1690 1522
1691 SET_FLAG (op, FLAG_IDENTIFIED); 1523 op->set_flag (FLAG_IDENTIFIED);
1692 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));
1693 if (!identified) 1525 if (!identified)
1694 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1526 op->clr_flag (FLAG_IDENTIFIED);
1695 } 1527 }
1696#endif 1528#endif
1697 return; 1529 return;
1698} 1530}
1699 1531
1709#define ARTIFACT_TRIES 2 1541#define ARTIFACT_TRIES 2
1710 1542
1711void 1543void
1712generate_artifact (object *op, int difficulty) 1544generate_artifact (object *op, int difficulty)
1713{ 1545{
1714 artifactlist *al;
1715 artifact *art; 1546 artifact *art;
1716 int i;
1717 1547
1718 al = find_artifactlist (op->type); 1548 artifactlist *al = find_artifactlist (op->type);
1719 1549
1720 if (al == NULL) 1550 if (al == NULL)
1721 { 1551 {
1722#if 0 /* This is too verbose, usually */ 1552#if 0 /* This is too verbose, usually */
1723 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);
1724#endif 1554#endif
1725 return; 1555 return;
1726 } 1556 }
1727 1557
1728 for (i = 0; i < ARTIFACT_TRIES; i++) 1558 for (int i = 0; i < ARTIFACT_TRIES; i++)
1729 { 1559 {
1730 int roll = rndm (al->total_chance); 1560 int roll = rndm (al->total_chance);
1731 1561
1732 for (art = al->items; art; art = art->next) 1562 for (art = al->items; art; art = art->next)
1733 { 1563 {
1741#if 1 1571#if 1
1742 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);
1743#endif 1573#endif
1744 return; 1574 return;
1745 } 1575 }
1746 if (!strcmp (art->item->name, "NONE")) 1576
1577 if (art->item->name == shstr_NONE)
1747 return; 1578 return;
1579
1748 if (FABS (op->magic) < art->item->magic) 1580 if (fabs (op->magic) < art->item->magic)
1749 continue; /* Not magic enough to be this item */ 1581 continue; /* Not magic enough to be this item */
1750 1582
1751 /* Map difficulty not high enough */ 1583 /* Map difficulty not high enough */
1752 if (difficulty < art->difficulty) 1584 if (difficulty < art->difficulty)
1753 continue; 1585 continue;
1771 */ 1603 */
1772 1604
1773void 1605void
1774fix_flesh_item (object *item, object *donor) 1606fix_flesh_item (object *item, object *donor)
1775{ 1607{
1776 char tmpbuf[MAX_BUF];
1777 int i;
1778
1779 if (item->type == FLESH && donor) 1608 if (item->type == FLESH && donor)
1780 { 1609 {
1781 /* change the name */ 1610 /* change the name */
1782 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1611 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); 1612 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1785 item->name_pl = tmpbuf;
1786 1613
1787 /* weight is FLESH weight/100 * donor */ 1614 /* weight is FLESH weight/100 * donor */
1788 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);
1789 item->weight = 1;
1790 1616
1791 /* value is multiplied by level of donor */ 1617 /* value is multiplied by level of donor */
1792 item->value *= isqrt (donor->level * 2); 1618 item->value *= isqrt (donor->level * 2);
1793 1619
1794 /* food value */ 1620 /* food value */
1795 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1621 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1796 1622
1797 /* flesh items inherit some abilities of donor, but not 1623 /* flesh items inherit some abilities of donor, but not
1798 * full effect. 1624 * full effect.
1799 */ 1625 */
1800 for (i = 0; i < NROFATTACKS; i++) 1626 for (int i = 0; i < NROFATTACKS; i++)
1801 item->resist[i] = donor->resist[i] / 2; 1627 item->resist[i] = donor->resist[i] / 2;
1802 1628
1803 /* item inherits donor's level (important for quezals) */ 1629 /* item inherits donor's level (important for quezals) */
1804 item->level = donor->level; 1630 item->level = donor->level;
1805 1631
1806 /* if donor has some attacktypes, the flesh is poisonous */ 1632 /* if donor has some attacktypes, the flesh is poisonous */
1807 if (donor->attacktype & AT_POISON) 1633 if (donor->attacktype & AT_POISON)
1808 item->type = POISON; 1634 item->type = POISON;
1635
1809 if (donor->attacktype & AT_ACID) 1636 if (donor->attacktype & AT_ACID)
1810 item->stats.hp = -1 * item->stats.food; 1637 item->stats.hp = -item->stats.food;
1811 SET_FLAG (item, FLAG_NO_STEAL);
1812 }
1813}
1814 1638
1815/* special_potion() - so that old potion code is still done right. */ 1639 item->set_flag (FLAG_NO_STEAL);
1816 1640 }
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} 1641}
1832 1642
1833void 1643static void
1834free_treasurestruct (treasure *t) 1644free_treasurestruct (treasure *t)
1835{ 1645{
1836 if (t->next) free_treasurestruct (t->next); 1646 if (t->next) free_treasurestruct (t->next);
1837 if (t->next_yes) free_treasurestruct (t->next_yes); 1647 if (t->next_yes) free_treasurestruct (t->next_yes);
1838 if (t->next_no) free_treasurestruct (t->next_no); 1648 if (t->next_no) free_treasurestruct (t->next_no);
1839 1649
1840 delete t; 1650 delete t;
1841} 1651}
1842 1652
1843void 1653static void
1844free_charlinks (linked_char *lc) 1654free_charlinks (linked_char *lc)
1845{ 1655{
1846 if (lc->next) 1656 if (lc->next)
1847 free_charlinks (lc->next); 1657 free_charlinks (lc->next);
1848 1658
1849 delete lc; 1659 delete lc;
1850} 1660}
1851 1661
1852void 1662static void
1853free_artifact (artifact *at) 1663free_artifact (artifact *at)
1854{ 1664{
1855 if (at->next) free_artifact (at->next); 1665 if (at->next) free_artifact (at->next);
1856 if (at->allowed) free_charlinks (at->allowed); 1666 if (at->allowed) free_charlinks (at->allowed);
1857 1667
1858 at->item->destroy (1); 1668 at->item->destroy ();
1859 1669
1860 sfree (at); 1670 sfree (at);
1861} 1671}
1862 1672
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