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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.10 by root, Sun Sep 3 22:45:55 2006 UTC vs.
Revision 1.116 by root, Mon Oct 29 23:55:52 2012 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.10 2006/09/03 22:45:55 root Exp $";
5 */ 3 *
6 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 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
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29
30#define ALLOWED_COMBINATION
31 24
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * 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
34 * 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
35 * left on 28 * left on
36 */ 29 */
37#define TREASURE_DEBUG 30#define TREASURE_DEBUG
38 31
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
33
40/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
41 35
42#include <global.h> 36#include <global.h>
43#include <treasure.h> 37#include <treasure.h>
44#include <funcpoint.h>
45#include <loader.h>
46 38
47
48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 39extern char *spell_mapping[];
50 40
51/* 41static treasurelist *first_treasurelist;
52 * Initialize global archtype pointers:
53 */
54 42
55void 43static void change_treasure (treasure *t, object *op); /* overrule default values */
56init_archetype_pointers ()
57{
58 int prev_warn = warn_archetypes;
59 warn_archetypes = 1;
60 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring");
62 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet");
64 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff");
66 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown");
68 warn_archetypes = prev_warn;
69}
70 44
71/* 45typedef std::tr1::unordered_map<
72 * Allocate and return the pointer to an empty treasurelist structure. 46 const char *,
73 */ 47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t;
74 52
53static tl_map_t tl_map;
54
55//TODO: class method
56static void free_treasurestruct (treasure *t); // bleh desu
57static void
58clear (treasurelist *tl)
59{
60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65
66 tl->total_chance = 0;
67}
68
69/*
70 * Searches for the given treasurelist
71 */
75static treasurelist * 72treasurelist *
76get_empty_treasurelist (void) 73treasurelist::find (const char *name)
77{ 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 {
78 return new treasurelist; 97 tl = new treasurelist;
79}
80 98
81/* 99 tl->name = name;
82 * Allocate and return the pointer to an empty treasure structure. 100 tl->next = first_treasurelist;
83 */ 101 first_treasurelist = tl;
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89 102
90 t->chance = 100; 103 tl_map.insert (std::make_pair (tl->name, tl));
104 }
91 105
92 return t; 106 return tl;
93}
94
95/*
96 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists)
98 */
99
100static treasure *
101load_treasure (FILE * fp, int *line)
102{
103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure ();
105 int value;
106
107 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
110 (*line)++;
111
112 if (*buf == '#')
113 continue;
114 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0';
116 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */
118 cp++;
119
120 if (sscanf (cp, "arch %s", variable))
121 {
122 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 else if (sscanf (cp, "list %s", variable))
126 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end"))
144 return t;
145 else if (!strcmp (cp, "more"))
146 {
147 t->next = load_treasure (fp, line);
148 return t;
149 }
150 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 }
153 LOG (llevError, "treasure lacks 'end'.\n");
154 return t;
155} 107}
156 108
157#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
160 */ 112 */
161static void 113static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 114check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 115{
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */ 118
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 119 if (t->next)
172 check_treasurelist (t->next, tl); 120 check_treasurelist (t->next, tl);
121
173 if (t->next_yes) 122 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 123 check_treasurelist (t->next_yes, tl);
124
175 if (t->next_no) 125 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 126 check_treasurelist (t->next_no, tl);
177} 127}
178#endif 128#endif
179 129
180/* 130/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 131 * Reads the lib/treasure file from disk, and parses the contents
132 * into an internal treasure structure (very linked lists)
133 */
134static treasure *
135read_treasure (object_thawer &f)
136{
137 treasure *t = new treasure;
138
139 f.next ();
140
141 for (;;)
142 {
143 coroapi::cede_to_tick ();
144
145 switch (f.kw)
146 {
147 case KW_arch:
148 t->item = archetype::find (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;
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 ();
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;
182 }
183
184 f.next ();
185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
192}
193
194/*
182 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
183 */ 196 */
184 197treasurelist *
185void 198treasurelist::read (object_thawer &f)
186load_treasures (void)
187{ 199{
188 FILE *fp; 200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t;
192 int comp, line = 0;
193 201
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 202 bool one = f.kw == KW_treasureone;
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 203 treasurelist *tl = treasurelist::get (f.get_str ());
196 { 204 clear (tl);
197 LOG (llevError, "Can't open treasure file.\n"); 205 tl->items = read_treasure (f);
206 if (!tl->items)
198 return; 207 return 0;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205 208
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 {
208 treasurelist *tl = get_empty_treasurelist ();
209 tl->name = name;
210 if (previous == NULL)
211 first_treasurelist = tl;
212 else
213 previous->next = tl;
214 previous = tl;
215 tl->items = load_treasure (fp, &line);
216
217 /* 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.
218 * 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
219 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
220 */
221 if (!strncmp (buf, "treasureone", 11))
222 {
223 for (t = tl->items; t != NULL; t = t->next)
224 {
225#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no)
227 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n");
230 }
231#endif
232 tl->total_chance += t->chance;
233 }
234 }
235 }
236 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 }
239 close_and_delete (fp, comp);
240
241#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element.
246 */ 212 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 213 if (one)
248 check_treasurelist (previous->items, previous); 214 {
249#endif 215 for (treasure *t = tl->items; t; t = t->next)
250}
251
252/*
253 * Searches for the given treasurelist in the globally linked list
254 * of treasurelists which has been built by load_treasures().
255 */
256
257treasurelist *
258find_treasurelist (const char *name)
259{
260 const char *tmp = shstr::find (name);
261 treasurelist *tl;
262
263 /* Special cases - randomitems of none is to override default. If
264 * first_treasurelist is null, it means we are on the first pass of
265 * of loading archetyps, so for now, just return - second pass will
266 * init these values.
267 */
268 if (!name || !*name)
269 return NULL;
270
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next)
273 { 216 {
274 if (tmp == tl->name) 217 if (t->next_yes || t->next_no)
275 return tl; 218 {
219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
220 LOG (llevError, " the next_yes or next_no field is set\n");
221 }
222
223 tl->total_chance += t->chance;
276 } 224 }
225 }
277 226
278 if (first_treasurelist)
279 LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp);
280
281 return NULL; 227 return tl;
282} 228}
283
284 229
285/* 230/*
286 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
287 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
288 * 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,
291 * being generated. 236 * being generated.
292 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 237 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
293 * abilities. This is used by summon spells, thus no summoned monsters 238 * abilities. This is used by summon spells, thus no summoned monsters
294 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
295 */ 240 */
296
297
298static void 241static void
299put_treasure (object * op, object * creator, int flags) 242put_treasure (object *op, object *creator, int flags)
300{ 243{
301 object *tmp; 244 if (flags & GT_ENVIRONMENT)
302 245 {
303 /* 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
304 * 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
305 * 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
306 * by another object. 249 * by another object.
307 */ 250 */
308 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
309 { 252 if (op->type == SPELL)
310 op->x = creator->x; 253 {
311 op->y = creator->y; 254 op->destroy ();
312 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;
313 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 }
314 } 268 }
315 else 269 else
316 { 270 {
317 op = insert_ob_in_ob (op, creator); 271 op = creator->insert (op);
272
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
319 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
320 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
321 esrv_send_item (tmp, op);
322 } 275 }
323} 276}
324 277
325/* 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
326 * in the generated object 279 * in the generated object
327 */ 280 */
328static void 281static void
329change_treasure (treasure * t, object * op) 282change_treasure (treasure *t, object *op)
330{ 283{
331 /* CMD: change_name xxxx */ 284 /* CMD: change_name xxxx */
332 if (t->change_arch.name) 285 if (t->change_arch.name)
333 { 286 {
334 op->name = t->change_arch.name; 287 op->name = t->change_arch.name;
340 293
341 if (t->change_arch.slaying) 294 if (t->change_arch.slaying)
342 op->slaying = t->change_arch.slaying; 295 op->slaying = t->change_arch.slaying;
343} 296}
344 297
345void 298static void
346create_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)
347{ 300{
348 object *tmp;
349
350
351 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 301 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
352 { 302 {
353 if (t->name) 303 if (t->name)
354 { 304 {
355 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 305 if (difficulty >= t->magic)
356 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 306 if (treasurelist *tl = treasurelist::find (t->name))
357 } 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 }
358 else 311 else
359 { 312 {
360 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
361 { 314 {
362 tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
316
363 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
364 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
319
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 321 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 322 put_treasure (tmp, op, flag);
368 } 323 }
369 } 324 }
325
370 if (t->next_yes != NULL) 326 if (t->next_yes)
371 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 327 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
372 } 328 }
373 else if (t->next_no != NULL) 329 else if (t->next_no)
374 create_all_treasures (t->next_no, op, flag, difficulty, tries); 330 create_all_treasures (t->next_no, op, flag, difficulty, tries);
331
375 if (t->next != NULL) 332 if (t->next)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 333 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 334}
378 335
379void 336static void
380create_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)
381{ 338{
382 int value = RANDOM () % tl->total_chance; 339 int value = rndm (tl->total_chance);
383 treasure *t; 340 treasure *t;
384 341
385 if (tries++ > 100) 342 if (tries++ > 100)
386 { 343 {
387 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");
388 return; 345 return;
389 } 346 }
347
390 for (t = tl->items; t != NULL; t = t->next) 348 for (t = tl->items; t; t = t->next)
391 { 349 {
392 value -= t->chance; 350 value -= t->chance;
351
393 if (value < 0) 352 if (value < 0)
394 break; 353 break;
395 } 354 }
396 355
397 if (!t || value >= 0) 356 if (!t || value >= 0)
398 {
399 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);
400 abort (); 358
401 return;
402 }
403 if (t->name) 359 if (t->name)
404 { 360 {
405 if (!strcmp (t->name, "NONE"))
406 return;
407 if (difficulty >= t->magic) 361 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 362 {
363 treasurelist *tl = treasurelist::find (t->name);
364 if (tl)
365 create_treasure (tl, op, flag, difficulty, tries);
366 }
409 else if (t->nrof) 367 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
411 return;
412 } 369 }
413 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 object *tmp = arch_to_object (t->item); 372 if (object *tmp = t->item->instance ())
416 if (!tmp) 373 {
417 return;
418 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
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);
380 }
423 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
424} 388}
425 389
426/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
428 * 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
429 * list transitions, or so that excessively good treasure will not be 393 * list transitions, or so that excessively good treasure will not be
430 * 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
431 * to do that. 395 * to do that.
432 */ 396 */
433void 397void
434create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 398create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
435{ 399{
400 // empty treasurelists are legal
401 if (!tl->items)
402 return;
436 403
437 if (tries++ > 100) 404 if (tries++ > 100)
438 { 405 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
440 return; 407 return;
441 } 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
442 if (t->total_chance) 419 if (tl->total_chance)
443 create_one_treasure (t, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
444 else 421 else
445 create_all_treasures (t->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
446} 423}
447 424
448/* This is similar to the old generate treasure function. However, 425/* This is similar to the old generate treasure function. However,
449 * 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
450 * create_treasure. We create a dummy object that the treasure gets 427 * create_treasure. We create a dummy object that the treasure gets
451 * inserted into, and then return that treausre 428 * inserted into, and then return that treausre
452 */ 429 */
453object * 430object *
454generate_treasure (treasurelist * t, int difficulty) 431generate_treasure (treasurelist *tl, int difficulty)
455{ 432{
456 object *ob = get_object (), *tmp; 433 difficulty = clamp (difficulty, 1, settings.max_level);
457 434
435 object *ob = object::create ();
436
458 create_treasure (t, ob, 0, difficulty, 0); 437 create_treasure (tl, ob, 0, difficulty, 0);
459 438
460 /* 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 */
461 tmp = ob->inv; 440 object *tmp = ob->inv;
462 if (tmp != NULL) 441 if (tmp)
463 remove_ob (tmp); 442 tmp->remove ();
443
464 if (ob->inv) 444 if (ob->inv)
465 {
466 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
467 } 446
468 free_object (ob); 447 ob->destroy ();
448
469 return tmp; 449 return tmp;
470} 450}
471 451
472/* 452/*
473 * 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
475 * 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
476 * magical bonus "wanted". 456 * magical bonus "wanted".
477 */ 457 */
478 458
479static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 459static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
480/*chance of magic difficulty*/ 460// chance of magic difficulty
481/* +0 +1 +2 +3 +4 */ 461// +0 +1 +2 +3 +4
482 {95, 2, 2, 1, 0}, /*1 */ 462 {95, 2, 2, 1, 0}, // 1
483 {92, 5, 2, 1, 0}, /*2 */ 463 {92, 5, 2, 1, 0}, // 2
484 {85, 10, 4, 1, 0}, /*3 */ 464 {85, 10, 4, 1, 0}, // 3
485 {80, 14, 4, 2, 0}, /*4 */ 465 {80, 14, 4, 2, 0}, // 4
486 {75, 17, 5, 2, 1}, /*5 */ 466 {75, 17, 5, 2, 1}, // 5
487 {70, 18, 8, 3, 1}, /*6 */ 467 {70, 18, 8, 3, 1}, // 6
488 {65, 21, 10, 3, 1}, /*7 */ 468 {65, 21, 10, 3, 1}, // 7
489 {60, 22, 12, 4, 2}, /*8 */ 469 {60, 22, 12, 4, 2}, // 8
490 {55, 25, 14, 4, 2}, /*9 */ 470 {55, 25, 14, 4, 2}, // 9
491 {50, 27, 16, 5, 2}, /*10 */ 471 {50, 27, 16, 5, 2}, // 10
492 {45, 28, 18, 6, 3}, /*11 */ 472 {45, 28, 18, 6, 3}, // 11
493 {42, 28, 20, 7, 3}, /*12 */ 473 {42, 28, 20, 7, 3}, // 12
494 {40, 27, 21, 8, 4}, /*13 */ 474 {40, 27, 21, 8, 4}, // 13
495 {38, 25, 22, 10, 5}, /*14 */ 475 {38, 25, 22, 10, 5}, // 14
496 {36, 23, 23, 12, 6}, /*15 */ 476 {36, 23, 23, 12, 6}, // 15
497 {33, 21, 24, 14, 8}, /*16 */ 477 {33, 21, 24, 14, 8}, // 16
498 {31, 19, 25, 16, 9}, /*17 */ 478 {31, 19, 25, 16, 9}, // 17
499 {27, 15, 30, 18, 10}, /*18 */ 479 {27, 15, 30, 18, 10}, // 18
500 {20, 12, 30, 25, 13}, /*19 */ 480 {20, 12, 30, 25, 13}, // 19
501 {15, 10, 28, 30, 17}, /*20 */ 481 {15, 10, 28, 30, 17}, // 20
502 {13, 9, 27, 28, 23}, /*21 */ 482 {13, 9, 27, 28, 23}, // 21
503 {10, 8, 25, 28, 29}, /*22 */ 483 {10, 8, 25, 28, 29}, // 22
504 {8, 7, 23, 26, 36}, /*23 */ 484 { 8, 7, 23, 26, 36}, // 23
505 {6, 6, 20, 22, 46}, /*24 */ 485 { 6, 6, 20, 22, 46}, // 24
506 {4, 5, 17, 18, 56}, /*25 */ 486 { 4, 5, 17, 18, 56}, // 25
507 {2, 4, 12, 14, 68}, /*26 */ 487 { 2, 4, 12, 14, 68}, // 26
508 {0, 3, 7, 10, 80}, /*27 */ 488 { 0, 3, 7, 10, 80}, // 27
509 {0, 0, 3, 7, 90}, /*28 */ 489 { 0, 0, 3, 7, 90}, // 28
510 {0, 0, 0, 3, 97}, /*29 */ 490 { 0, 0, 0, 3, 97}, // 29
511 {0, 0, 0, 0, 100}, /*30 */ 491 { 0, 0, 0, 0, 100}, // 30
512 {0, 0, 0, 0, 100}, /*31 */ 492 { 0, 0, 0, 0, 100}, // 31
513}; 493};
514
515 494
516/* calculate the appropriate level for wands staves and scrolls. 495/* calculate the appropriate level for wands staves and scrolls.
517 * 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)
518 * 497 *
519 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
520 * 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.
521 */ 500 */
522 501static int
523int
524level_for_item (const object * op, int difficulty) 502level_for_item (const object *op, int difficulty)
525{ 503{
526 int mult = 0, olevel = 0;
527
528 if (!op->inv) 504 if (!op->inv)
529 { 505 {
530 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);
531 return 0; 507 return 0;
532 } 508 }
533 509
534 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
535 511
536 if (olevel <= 0) 512 if (olevel <= 0)
537 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
538 514
539 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL_TREASURE);
540 olevel = MAXLEVEL;
541
542 return olevel;
543} 516}
544 517
545/* 518/*
546 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
547 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
550 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
551 * 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
552 * weird integer between 1-31. 525 * weird integer between 1-31.
553 * 526 *
554 */ 527 */
555 528static int
556int
557magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
558{ 530{
559 int percent = 0, magic = 0;
560 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);
561 533
562 scaled_diff--; 534 int percent = rndm (100);
535 int magic;
563 536
564 if (scaled_diff < 0)
565 scaled_diff = 0;
566
567 if (scaled_diff >= DIFFLEVELS)
568 scaled_diff = DIFFLEVELS - 1;
569
570 percent = RANDOM () % 100;
571
572 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
573 { 538 {
574 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
575 540
576 if (percent < 0) 541 if (percent < 0)
577 break; 542 break;
578 } 543 }
579 544
580 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
581 { 546 {
582 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);
583 magic = 0; 548 magic = 0;
584 } 549 }
585 550
586 magic = (RANDOM () % 3) ? magic : -magic; 551 magic = (rndm (3)) ? magic : -magic;
587 /* 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); */
588 553
589 return magic; 554 return magic;
590} 555}
591 556
593 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
594 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
595 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
596 * to make it truly absolute. 561 * to make it truly absolute.
597 */ 562 */
598
599void 563void
600set_abs_magic (object * op, int magic) 564set_abs_magic (object *op, int magic)
601{ 565{
602 if (!magic) 566 if (!magic)
603 return; 567 return;
604 568
605 op->magic = magic; 569 op->magic = magic;
606 if (op->arch) 570 if (op->arch)
607 { 571 {
608 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
609 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
610 574
611 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 */
612 magic = (-magic); 576 magic = (-magic);
577
613 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
614 } 579 }
615 else 580 else
616 { 581 {
617 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
619 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 */
620 magic = (-magic); 586 magic = (-magic);
587
621 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
622 } 589 }
623} 590}
624 591
625/* 592/*
626 * Sets a random magical bonus in the given object based upon 593 * Sets a random magical bonus in the given object based upon
627 * the given difficulty, and the given max possible bonus. 594 * the given difficulty, and the given max possible bonus.
628 */ 595 */
629 596
630static void 597static void
631set_magic (int difficulty, object * op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
632{ 599{
633 int i;
634 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
635 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
636 i = -i; 603 i = -i;
604
637 if (i > max_magic) 605 i = min (i, max_magic);
638 i = max_magic; 606
639 set_abs_magic (op, i); 607 set_abs_magic (op, i);
640 if (i < 0) 608 if (i < 0)
641 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
642} 610}
643 611
644/* 612/*
645 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
646 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
647 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
648 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
649 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
650 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
651 */ 619 */
652 620static void
653void
654set_ring_bonus (object * op, int bonus) 621set_ring_bonus (object *op, int bonus)
655{ 622{
656
657 int r = RANDOM () % (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
658 624
659 if (op->type == AMULET) 625 if (op->type == AMULET)
660 { 626 if (!rndm (21))
661 if (!(RANDOM () % 21)) 627 r = 20 + rndm (2);
662 r = 20 + RANDOM () % 2; 628 else if (rndm (2))
629 r = 10;
663 else 630 else
664 { 631 r = 11 + rndm (9);
665 if (RANDOM () & 2)
666 r = 10;
667 else
668 r = 11 + RANDOM () % 9;
669 }
670 }
671 632
672 switch (r) 633 switch (r)
673 { 634 {
674 /* 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,
675 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
676 * of the item. 637 * of the item.
677 */ 638 */
678 case 0: 639 case 0:
679 case 1: 640 case 1:
680 case 2: 641 case 2:
681 case 3: 642 case 3:
682 case 4: 643 case 4:
683 case 5: 644 case 5:
684 case 6: 645 case 6:
685 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 646 op->stats.stat (r) += bonus;
686 break; 647 break;
687 648
688 case 7: 649 case 7:
689 op->stats.dam += bonus; 650 op->stats.dam += bonus;
690 break; 651 break;
691 652
692 case 8: 653 case 8:
693 op->stats.wc += bonus; 654 op->stats.wc += bonus;
694 break; 655 break;
695 656
696 case 9: 657 case 9:
697 op->stats.food += bonus; /* hunger/sustenance */ 658 op->stats.food += bonus; /* hunger/sustenance */
698 break; 659 break;
699 660
700 case 10: 661 case 10:
701 op->stats.ac += bonus; 662 op->stats.ac += bonus;
702 break; 663 break;
703 664
704 /* Item that gives protections/vulnerabilities */ 665 /* Item that gives protections/vulnerabilities */
705 case 11: 666 case 11:
706 case 12: 667 case 12:
707 case 13: 668 case 13:
708 case 14: 669 case 14:
709 case 15: 670 case 15:
710 case 16: 671 case 16:
711 case 17: 672 case 17:
712 case 18: 673 case 18:
713 case 19: 674 case 19:
714 { 675 {
715 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 676 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
716 677
717 /* 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) */
718 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 679 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
719 680
720 /* 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
721 * positive values for how protections work out. Put another 682 * positive values for how protections work out. Put another
722 * 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
723 * even values. 684 * even values.
724 */ 685 */
725 if (bonus < 0) 686 if (bonus < 0)
726 val = 2 * -val - RANDOM () % b; 687 val = 2 * -val - rndm (b);
727 if (val > 35) 688
728 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
729 b = 0; 690
691 b = 0;
692
730 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
731 { 694 resist = rndm (num_resist_table);
732 resist = RANDOM () % num_resist_table; 695
733 } 696 if (b == 4)
734 if (b == 4)
735 return; /* Not able to find a free resistance */ 697 return; /* Not able to find a free resistance */
698
736 op->resist[resist_table[resist]] = val; 699 op->resist[resist_table[resist]] = val;
737 /* We should probably do something more clever here to adjust value 700 /* We should probably do something more clever here to adjust value
738 * based on how good a resistance we gave. 701 * based on how good a resistance we gave.
739 */ 702 */
740 break; 703 break;
741 } 704 }
742 case 20: 705 case 20:
743 if (op->type == AMULET) 706 if (op->type == AMULET)
744 { 707 {
745 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
746 op->value *= 11; 709 op->value *= 11;
747 } 710 }
748 else 711 else
749 { 712 {
750 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
751 op->value *= 4; 714 op->value *= 4;
752 } 715 }
753 break; 716 break;
754 717
755 case 21: 718 case 21:
756 if (op->type == AMULET) 719 if (op->type == AMULET)
757 { 720 {
758 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
759 op->value *= 9; 722 op->value *= 9;
760 } 723 }
761 else 724 else
762 { 725 {
763 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
764 op->value *= 3; 727 op->value *= 3;
765 } 728 }
766 break; 729 break;
767 730
768 case 22: 731 case 22:
769 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
770 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
771 break; 734 break;
772 } 735 }
736
773 if (bonus > 0) 737 if (bonus > 0)
774 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
775 else 739 else
776 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
777} 741}
778 742
779/* 743/*
780 * 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.
781 * 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
782 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
783 * 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
784 * rings and amulets. 748 * rings and amulets.
785 * 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.
786 */ 750 */
787 751static int
788int
789get_magic (int diff) 752get_magic (int diff)
790{ 753{
791 int i; 754 diff = min (3, diff);
792 if (diff < 3) 755
793 diff = 3;
794 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
795 if (RANDOM () % diff) 757 if (rndm (diff))
796 return i; 758 return i;
759
797 return 4; 760 return 4;
798} 761}
799 762
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
800#define DICE2 (get_magic(2)==2?2:1) 803#define DICE2 (get_magic(2) == 2 ? 2 : 1)
801#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))
802 805
803/* 806/*
804 * 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
805 * 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
806 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 809 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
807 */ 810 */
811
808/* 4/28/96 added creator object from which op may now inherit properties based on 812/* 4/28/96 added creator object from which op may now inherit properties based on
809 * op->type. Right now, which stuff the creator passes on is object type 813 * op->type. Right now, which stuff the creator passes on is object type
810 * dependant. I know this is a spagetti manuever, but is there a cleaner 814 * dependant. I know this is a spagetti manuever, but is there a cleaner
811 * way to do this? b.t. */ 815 * way to do this? b.t. */
816
812/* 817/*
813 * ! (flags & GT_ENVIRONMENT): 818 * ! (flags & GT_ENVIRONMENT):
814 * Automatically calls fix_flesh_item(). 819 * Automatically calls fix_flesh_item().
815 * 820 *
816 * flags: 821 * flags:
818 * value. 823 * value.
819 * 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
820 * 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
821 * 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
822 */ 827 */
823
824void 828void
825fix_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)
826{ 830{
827 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;
828 832
829 if (!creator || creator->type == op->type) 833 if (!creator || creator->type == op->type)
830 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 834 creator = op; /*safety & to prevent polymorphed objects giving attributes */
831 835
832 /* If we make an artifact, this information will be destroyed */ 836 /* If we make an artifact, this information will be destroyed */
833 save_item_power = op->item_power; 837 save_item_power = op->item_power;
834 op->item_power = 0; 838 op->item_power = 0;
835 839
836 if (op->randomitems && op->type != SPELL) 840 if (op->randomitems && op->type != SPELL)
837 { 841 {
838 create_treasure (op->randomitems, op, flags, difficulty, 0); 842 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
839 if (!op->inv)
840 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
841
842 /* So the treasure doesn't get created again */ 843 /* So the treasure doesn't get created again */
843 op->randomitems = NULL; 844 op->randomitems = 0;
844 } 845 }
845 846
846 if (difficulty < 1) 847 max_it (difficulty, 1);
847 difficulty = 1; 848
849 if (INVOKE_OBJECT (ADD_BONUS, op,
850 ARG_OBJECT (creator != op ? creator : 0),
851 ARG_INT (difficulty), ARG_INT (max_magic),
852 ARG_INT (flags)))
853 return;
848 854
849 if (!(flags & GT_MINIMAL)) 855 if (!(flags & GT_MINIMAL))
850 { 856 {
851 if (op->arch == crown_arch) 857 if (IS_ARCH (op->arch, crown))
852 { 858 {
853 set_magic (difficulty, op, max_magic, flags); 859 set_magic (difficulty, op, max_magic, flags);
854 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
855 generate_artifact (op, difficulty); 861 generate_artifact (op, difficulty);
856 } 862 }
857 else 863 else
858 { 864 {
859 if (!op->magic && max_magic) 865 if (!op->magic && max_magic)
860 set_magic (difficulty, op, max_magic, flags); 866 set_magic (difficulty, op, max_magic, flags);
861 867
862 num_enchantments = calc_item_power (op, 1); 868 num_enchantments = calc_item_power (op, 1);
863 869
864 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))
865 * 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 */
866 generate_artifact (op, difficulty); 873 generate_artifact (op, difficulty);
867 } 874 }
868 875
869 /* Object was made an artifact. Calculate its item_power rating. 876 /* Object was made an artifact. Calculate its item_power rating.
870 * the item_power in the object is what the artfiact adds. 877 * the item_power in the object is what the artfiact adds.
871 */ 878 */
872 if (op->title) 879 if (op->title)
873 { 880 {
874 /* if save_item_power is set, then most likely we started with an 881 /* if save_item_power is set, then most likely we started with an
875 * artifact and have added new abilities to it - this is rare, but 882 * artifact and have added new abilities to it - this is rare, but
876 * but I have seen things like 'strange rings of fire'. So just figure 883 * but I have seen things like 'strange rings of fire'. So just figure
877 * out the power from the base power plus what this one adds. Note 884 * out the power from the base power plus what this one adds. Note
878 * that since item_power is not quite linear, this actually ends up 885 * that since item_power is not quite linear, this actually ends up
879 * being somewhat of a bonus 886 * being somewhat of a bonus
880 */ 887 */
881 if (save_item_power) 888 if (save_item_power)
882 op->item_power = save_item_power + get_power_from_ench (op->item_power); 889 op->item_power = save_item_power + get_power_from_ench (op->item_power);
883 else 890 else
884 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 891 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
885 } 892 }
886 else if (save_item_power) 893 else if (save_item_power)
887 { 894 {
888 /* restore the item_power field to the object if we haven't changed it. 895 /* restore the item_power field to the object if we haven't changed it.
889 * we don't care about num_enchantments - that will basically just 896 * we don't care about num_enchantments - that will basically just
890 * have calculated some value from the base attributes of the archetype. 897 * have calculated some value from the base attributes of the archetype.
891 */ 898 */
892 op->item_power = save_item_power; 899 op->item_power = save_item_power;
893 } 900 }
894 else 901 else
895 { 902 {
896 /* item_power was zero. This is suspicious, as it may be because it 903 /* item_power was zero. This is suspicious, as it may be because it
897 * was never previously calculated. Let's compute a value and see if 904 * was never previously calculated. Let's compute a value and see if
898 * it is non-zero. If it indeed is, then assign it as the new 905 * it is non-zero. If it indeed is, then assign it as the new
899 * item_power value. 906 * item_power value.
900 * - gros, 21th of July 2006. 907 * - gros, 21th of July 2006.
901 */ 908 */
902 op->item_power = calc_item_power (op, 0); 909 op->item_power = calc_item_power (op, 0);
903 save_item_power = op->item_power; /* Just in case it would get used 910 save_item_power = op->item_power; /* Just in case it would get used
904 * again below */ 911 * again below */
905 } 912 }
906 } 913 }
907 914
908 /* materialtype modifications. Note we allow this on artifacts. */ 915 /* materialtype modifications. Note we allow this on artifacts. */
909 set_materialname (op, difficulty, NULL); 916 select_material (op, difficulty);
910 917
911 if (flags & GT_MINIMAL) 918 if (flags & GT_MINIMAL)
912 { 919 {
913 if (op->type == POTION) 920 if (op->type == POTION)
914 /* Handle healing and magic power potions */ 921 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems) 922 if (op->stats.sp && !op->randomitems)
916 { 923 {
917 object *tmp; 924 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
918
919 tmp = get_archetype (spell_mapping[op->stats.sp]);
920 insert_ob_in_ob (tmp, op); 925 insert_ob_in_ob (tmp, op);
921 op->stats.sp = 0; 926 op->stats.sp = 0;
922 } 927 }
923 } 928 }
924 else if (!op->title) /* Only modify object if not special */ 929 else if (!op->title) /* Only modify object if not special */
925 switch (op->type) 930 switch (op->type)
926 { 931 {
927 case WEAPON: 932 case WEAPON:
928 case ARMOUR: 933 case ARMOUR:
929 case SHIELD: 934 case SHIELD:
930 case HELMET: 935 case HELMET:
931 case CLOAK: 936 case CLOAK:
932 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 937 if (op->flag [FLAG_CURSED] && !(rndm (4)))
933 set_ring_bonus (op, -DICE2); 938 set_ring_bonus (op, -DICE2);
934 break; 939 break;
935 940
936 case BRACERS: 941 case BRACERS:
937 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 942 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
938 { 943 {
939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 944 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
940 if (!QUERY_FLAG (op, FLAG_CURSED)) 945 if (!op->flag [FLAG_CURSED])
941 op->value *= 3; 946 op->value *= 3;
942 } 947 }
943 break; 948 break;
944 949
945 case POTION: 950 case POTION:
946 { 951 {
947 int too_many_tries = 0, is_special = 0; 952 int too_many_tries = 0;
948 953
949 /* Handle healing and magic power potions */ 954 /* Handle healing and magic power potions */
950 if (op->stats.sp && !op->randomitems) 955 if (op->stats.sp && !op->randomitems)
951 { 956 {
952 object *tmp; 957 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
953
954 tmp = get_archetype (spell_mapping[op->stats.sp]);
955 insert_ob_in_ob (tmp, op); 958 insert_ob_in_ob (tmp, op);
956 op->stats.sp = 0; 959 op->stats.sp = 0;
957 } 960 }
958 961
959 while (!(is_special = special_potion (op)) && !op->inv) 962 while (!special_potion (op) && !op->inv)
960 { 963 {
961 generate_artifact (op, difficulty); 964 generate_artifact (op, difficulty);
962 if (too_many_tries++ > 10) 965 if (too_many_tries++ > 10)
963 break; 966 break;
964 } 967 }
965 968
966 /* don't want to change value for healing/magic power potions, 969 /* don't want to change value for healing/magic power potions,
967 * since the value set on those is already correct. 970 * since the value set on those is already correct.
968 */ 971 */
969 if (op->inv && op->randomitems) 972 if (op->inv && op->randomitems)
970 { 973 {
971 /* value multiplier is same as for scrolls */ 974 /* value multiplier is same as for scrolls */
972 op->value = (op->value * op->inv->value); 975 op->value *= op->inv->value;
973 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 976 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
974 } 977 }
975 else 978 else
976 { 979 {
977 op->name = "potion"; 980 op->name = shstr_potion;
978 op->name_pl = "potions"; 981 op->name_pl = shstr_potions;
979 } 982 }
980 983
981 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 984 if (!(flags & GT_ONLY_GOOD) && rndm (2))
982 SET_FLAG (op, FLAG_CURSED); 985 op->set_flag (FLAG_CURSED);
983 break;
984 }
985 986
987 break;
988 }
989
986 case AMULET: 990 case AMULET:
987 if (op->arch == amulet_arch) 991 if (IS_ARCH (op->arch, amulet))
988 op->value *= 5; /* Since it's not just decoration */ 992 op->value *= 5; /* Since it's not just decoration */
989 993
990 case RING: 994 case RING:
991 if (op->arch == NULL) 995 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
992 { 996 break;
993 remove_ob (op);
994 free_object (op);
995 op = NULL;
996 break;
997 }
998 997
999 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 998 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1000 break; 999 op->set_flag (FLAG_CURSED);
1001 1000
1002 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1001 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1003 SET_FLAG (op, FLAG_CURSED);
1004 1002
1005 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1006
1007 if (op->type != RING) /* Amulets have only one ability */ 1003 if (op->type != RING) /* Amulets have only one ability */
1008 break; 1004 break;
1009 1005
1010 if (!(RANDOM () % 4)) 1006 if (!rndm (4))
1011 { 1007 {
1012 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1008 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1013 1009
1014 if (d > 0) 1010 if (d > 0)
1015 op->value *= 3; 1011 op->value *= 3;
1016 1012
1017 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
1018 1014
1019 if (!(RANDOM () % 4)) 1015 if (!rndm (4))
1020 { 1016 {
1021 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1017 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1022 if (d > 0)
1023 op->value *= 5;
1024 set_ring_bonus (op, d);
1025 }
1026 }
1027 1018
1028 if (GET_ANIM_ID (op)) 1019 if (d > 0)
1029 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1020 op->value *= 5;
1030 1021
1031 break; 1022 set_ring_bonus (op, d);
1023 }
1024 }
1032 1025
1026 if (op->animation_id)
1027 op->set_anim_frame (rndm (op->anim_frames ()));
1028
1029 break;
1030
1033 case BOOK: 1031 case BOOK:
1034 /* Is it an empty book?, if yes lets make a special· 1032 /* Is it an empty book?, if yes lets make a special·
1035 * msg for it, and tailor its properties based on the· 1033 * msg for it, and tailor its properties based on the·
1036 * creator and/or map level we found it on. 1034 * creator and/or map level we found it on.
1037 */ 1035 */
1038 if (!op->msg && RANDOM () % 10) 1036 if (!op->msg && rndm (10))
1039 { 1037 {
1040 /* set the book level properly */ 1038 /* set the book level properly */
1041 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1039 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1042 { 1040 {
1043 if (op->map && op->map->difficulty) 1041 if (op->map && op->map->difficulty)
1044 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1042 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1045 else 1043 else
1046 op->level = RANDOM () % 20 + 1; 1044 op->level = rndm (20) + 1;
1047 } 1045 }
1048 else 1046 else
1049 op->level = RANDOM () % creator->level; 1047 op->level = rndm (creator->level);
1050 1048
1051 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);
1052 /* books w/ info are worth more! */ 1050 /* books w/ info are worth more! */
1053 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));
1052
1053 /* add exp so reading it gives xp (once) */
1054 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1055 }
1056
1054 /* creator related stuff */ 1057 /* creator related stuff */
1055 1058
1056 /* for library, chained books. Note that some monsters have no_pick 1059 /* for library, chained books. Note that some monsters have no_pick
1057 * set - we don't want to set no pick in that case. 1060 * set - we don't want to set no pick in that case.
1058 */ 1061 */
1059 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1062 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1060 SET_FLAG (op, FLAG_NO_PICK); 1063 op->set_flag (FLAG_NO_PICK);
1061 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1064 if (creator->slaying && !op->slaying) /* for check_inv floors */
1062 op->slaying = creator->slaying; 1065 op->slaying = creator->slaying;
1066 break;
1063 1067
1064 /* add exp so reading it gives xp (once) */
1065 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1066 }
1067 break;
1068
1069 case SPELLBOOK: 1068 case SPELLBOOK:
1070 op->value = op->value * op->inv->value; 1069 op->value *= value_factor_from_spell_item (op->inv, 0);
1070
1071 /* add exp so learning gives xp */ 1071 /* add exp so learning gives xp */
1072 op->level = op->inv->level; 1072 op->level = op->inv->level;
1073 op->stats.exp = op->value; 1073 op->stats.exp = op->value;
1074 break; 1074 break;
1075 1075
1076 case WAND: 1076 case WAND:
1077 /* nrof in the treasure list is number of charges, 1077 /* nrof in the treasure list is number of charges,
1078 * not number of wands. So copy that into food (charges), 1078 * not number of wands. So copy that into food (charges),
1079 * and reset nrof. 1079 * and reset nrof.
1080 */ 1080 */
1081 op->stats.food = op->inv->nrof; 1081 op->stats.food = op->inv->nrof;
1082 op->nrof = 1; 1082 op->nrof = 1;
1083 /* If the spell changes by level, choose a random level 1083 /* If the spell changes by level, choose a random level
1084 * for it, and adjust price. If the spell doesn't 1084 * for it.
1085 * change by level, just set the wand to the level of 1085 */
1086 * the spell, and value calculation is simpler. 1086 if (op->inv->duration_modifier
1087 */ 1087 || op->inv->dam_modifier
1088 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1088 || op->inv->range_modifier)
1089 { 1089 op->level = level_for_item (op, difficulty);
1090 else
1091 op->level = op->inv->level;
1092
1093 op->value *= value_factor_from_spell_item (op->inv, op);
1094 break;
1095
1096 case ROD:
1090 op->level = level_for_item (op, difficulty); 1097 op->level = level_for_item (op, difficulty);
1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1098 op->value *= value_factor_from_spell_item (op->inv, op);
1092 }
1093 else
1094 {
1095 op->level = op->inv->level;
1096 op->value = op->value * op->inv->value;
1097 }
1098 break;
1099 1099
1100 case ROD:
1101 op->level = level_for_item (op, difficulty);
1102 /* Add 50 to both level an divisor to keep prices a little more
1103 * reasonable. Otherwise, a high level version of a low level
1104 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1105 * 10 time multiplier). This way, the value are a bit more reasonable.
1106 */
1107 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1108 /* 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 */
1109 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1110 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);
1111 else 1103 else
1112 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);
1113 1105
1114 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1115 break; 1107 break;
1116 1108
1117 case SCROLL: 1109 case SCROLL:
1118 op->level = level_for_item (op, difficulty); 1110 op->level = level_for_item (op, difficulty);
1119 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);
1120 1112
1121 /* add exp so reading them properly gives xp */ 1113 /* add exp so reading them properly gives xp */
1122 op->stats.exp = op->value / 5; 1114 op->stats.exp = op->value / 5;
1123 op->nrof = op->inv->nrof; 1115 op->nrof = op->inv->nrof;
1124 break; 1116 break;
1125 1117
1126 case RUNE: 1118 case RUNE:
1127 trap_adjust (op, difficulty); 1119 trap_adjust (op, difficulty);
1128 break; 1120 break;
1129 1121
1130 case TRAP: 1122 case TRAP:
1131 trap_adjust (op, difficulty); 1123 trap_adjust (op, difficulty);
1132 break; 1124 break;
1133 } /* switch type */ 1125 } /* switch type */
1134 1126
1135 if (flags & GT_STARTEQUIP) 1127 if (flags & GT_STARTEQUIP)
1136 { 1128 {
1137 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])
1138 SET_FLAG (op, FLAG_STARTEQUIP); 1130 op->set_flag (FLAG_STARTEQUIP);
1139 else if (op->type != MONEY) 1131 else if (op->type != MONEY)
1140 op->value = 0; 1132 op->value = 0;
1141 } 1133 }
1142 1134
1143 if (!(flags & GT_ENVIRONMENT)) 1135 if (!(flags & GT_ENVIRONMENT))
1144 fix_flesh_item (op, creator); 1136 fix_flesh_item (op, creator);
1145} 1137}
1153 */ 1145 */
1154 1146
1155/* 1147/*
1156 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1157 */ 1149 */
1158
1159static artifactlist * 1150static artifactlist *
1160get_empty_artifactlist (void) 1151get_empty_artifactlist ()
1161{ 1152{
1162 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1153 return salloc0<artifactlist> ();
1163 if (tl == NULL)
1164 fatal (OUT_OF_MEMORY);
1165 tl->next = NULL;
1166 tl->items = NULL;
1167 tl->total_chance = 0;
1168 return tl;
1169} 1154}
1170 1155
1171/* 1156/*
1172 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1173 */ 1158 */
1174
1175static artifact * 1159static artifact *
1176get_empty_artifact (void) 1160get_empty_artifact ()
1177{ 1161{
1178 artifact *t = (artifact *) malloc (sizeof (artifact)); 1162 return salloc0<artifact> ();
1179 if (t == NULL)
1180 fatal (OUT_OF_MEMORY);
1181 t->item = NULL;
1182 t->next = NULL;
1183 t->chance = 0;
1184 t->difficulty = 0;
1185 t->allowed = NULL;
1186 return t;
1187} 1163}
1188 1164
1189/* 1165/*
1190 * 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
1191 * of objects on it. 1167 * of objects on it.
1192 */ 1168 */
1193
1194artifactlist * 1169artifactlist *
1195find_artifactlist (int type) 1170find_artifactlist (int type)
1196{ 1171{
1197 artifactlist *al;
1198
1199 for (al = first_artifactlist; al != NULL; al = al->next) 1172 for (artifactlist *al = first_artifactlist; al; al = al->next)
1200 if (al->type == type) 1173 if (al->type == type)
1201 return al; 1174 return al;
1175
1202 return NULL; 1176 return 0;
1203} 1177}
1204 1178
1205/* 1179/*
1206 * For debugging purposes. Dumps all tables. 1180 * Builds up the lists of artifacts from the file in the libdir.
1207 */ 1181 */
1208
1209void 1182void
1210dump_artifacts (void)
1211{
1212 artifactlist *al;
1213 artifact *art;
1214 linked_char *next;
1215
1216 fprintf (logfile, "\n");
1217 for (al = first_artifactlist; al != NULL; al = al->next)
1218 {
1219 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1220 for (art = al->items; art != NULL; art = art->next)
1221 {
1222 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1223 if (art->allowed != NULL)
1224 {
1225 fprintf (logfile, "\tAllowed combinations:");
1226 for (next = art->allowed; next != NULL; next = next->next)
1227 fprintf (logfile, "%s,", &next->name);
1228 fprintf (logfile, "\n");
1229 }
1230 }
1231 }
1232 fprintf (logfile, "\n");
1233}
1234
1235/*
1236 * For debugging purposes. Dumps all treasures recursively (see below).
1237 */
1238void
1239dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1240{
1241 treasurelist *tl;
1242 int i;
1243
1244 if (depth > 100)
1245 return;
1246 while (t != NULL)
1247 {
1248 if (t->name != NULL)
1249 {
1250 for (i = 0; i < depth; i++)
1251 fprintf (logfile, " ");
1252 fprintf (logfile, "{ (list: %s)\n", &t->name);
1253 tl = find_treasurelist (t->name);
1254 dump_monster_treasure_rec (name, tl->items, depth + 2);
1255 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " ");
1257 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1258 }
1259 else
1260 {
1261 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " ");
1263 if (t->item->clone.type == FLESH)
1264 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1265 else
1266 fprintf (logfile, "%s\n", &t->item->clone.name);
1267 }
1268 if (t->next_yes != NULL)
1269 {
1270 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " ");
1272 fprintf (logfile, " (if yes)\n");
1273 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1274 }
1275 if (t->next_no != NULL)
1276 {
1277 for (i = 0; i < depth; i++)
1278 fprintf (logfile, " ");
1279 fprintf (logfile, " (if no)\n");
1280 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1281 }
1282 t = t->next;
1283 }
1284}
1285
1286/*
1287 * For debugging purposes. Dumps all treasures for a given monster.
1288 * Created originally by Raphael Quinet for debugging the alchemy code.
1289 */
1290
1291void
1292dump_monster_treasure (const char *name)
1293{
1294 archetype *at;
1295 int found;
1296
1297 found = 0;
1298 fprintf (logfile, "\n");
1299 for (at = first_archetype; at != NULL; at = at->next)
1300 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1301 {
1302 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1303 if (at->clone.randomitems != NULL)
1304 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1305 else
1306 fprintf (logfile, "(nothing)\n");
1307 fprintf (logfile, "\n");
1308 found++;
1309 }
1310 if (found == 0)
1311 fprintf (logfile, "No objects have the name %s!\n\n", name);
1312}
1313
1314/*
1315 * Builds up the lists of artifacts from the file in the libdir.
1316 */
1317
1318void
1319init_artifacts (void) 1183init_artifacts ()
1320{ 1184{
1321 static int has_been_inited = 0; 1185 static int has_been_inited = 0;
1322 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1323 artifact *art = NULL; 1186 artifact *art = NULL;
1324 linked_char *tmp;
1325 int value, comp;
1326 artifactlist *al; 1187 artifactlist *al;
1327 1188
1328 if (has_been_inited) 1189 if (has_been_inited)
1329 return; 1190 return;
1330 else 1191 else
1331 has_been_inited = 1; 1192 has_been_inited = 1;
1332 1193
1333 sprintf (filename, "%s/artifacts", settings.datadir); 1194 object_thawer f (settings.datadir, "artifacts");
1334 object_thawer thawer (filename);
1335 1195
1336 if (!thawer) 1196 if (!f)
1337 return; 1197 return;
1338 1198
1339 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1199 for (;;)
1340 {
1341 if (*buf == '#')
1342 continue;
1343 if ((cp = strchr (buf, '\n')) != NULL)
1344 *cp = '\0';
1345 cp = buf;
1346 while (*cp == ' ') /* Skip blanks */
1347 cp++;
1348 if (*cp == '\0')
1349 continue;
1350
1351 if (!strncmp (cp, "Allowed", 7))
1352 {
1353 if (art == NULL)
1354 { 1200 {
1201 switch (f.kw)
1202 {
1203 case KW_allowed:
1204 if (!art)
1355 art = get_empty_artifact (); 1205 art = get_empty_artifact ();
1356 nrofartifacts++; 1206
1207 {
1208 if (!strcmp (f.get_str (), "all"))
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));
1225 }
1226 break;
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 }
1259 continue;
1260
1261 case KW_EOF:
1262 goto done;
1263
1264 default:
1265 if (!f.parse_error ("artifacts file"))
1266 cleanup ("artifacts file required");
1267 break;
1268 }
1269
1270 f.next ();
1357 } 1271 }
1358 cp = strchr (cp, ' ') + 1;
1359 if (!strcmp (cp, "all"))
1360 continue;
1361 1272
1362 do 1273done:
1363 {
1364 nrofallowedstr++;
1365 if ((next = strchr (cp, ',')) != NULL)
1366 *(next++) = '\0';
1367 tmp = new linked_char;
1368 tmp->name = cp;
1369 tmp->next = art->allowed;
1370 art->allowed = tmp;
1371 }
1372 while ((cp = next) != NULL);
1373 }
1374 else if (sscanf (cp, "chance %d", &value))
1375 art->chance = (uint16) value;
1376 else if (sscanf (cp, "difficulty %d", &value))
1377 art->difficulty = (uint8) value;
1378 else if (!strncmp (cp, "Object", 6))
1379 {
1380 art->item = (object *) calloc (1, sizeof (object));
1381 reset_object (art->item);
1382
1383 if (!load_object (thawer, art->item, 0))
1384 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1385
1386 art->item->name = strchr (cp, ' ') + 1;
1387 al = find_artifactlist (art->item->type);
1388 if (al == NULL)
1389 {
1390 al = get_empty_artifactlist ();
1391 al->type = art->item->type;
1392 al->next = first_artifactlist;
1393 first_artifactlist = al;
1394 }
1395 art->next = al->items;
1396 al->items = art;
1397 art = NULL;
1398 }
1399 else
1400 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1401 }
1402
1403 for (al = first_artifactlist; al != NULL; al = al->next) 1274 for (al = first_artifactlist; al; al = al->next)
1404 { 1275 {
1276 al->total_chance = 0;
1277
1405 for (art = al->items; art != NULL; art = art->next) 1278 for (art = al->items; art; art = art->next)
1406 { 1279 {
1407 if (!art->chance) 1280 if (!art->chance)
1408 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);
1409 else 1282 else
1410 al->total_chance += art->chance; 1283 al->total_chance += art->chance;
1411 } 1284 }
1412#if 0 1285#if 0
1413 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);
1414#endif 1287#endif
1415 } 1288 }
1416
1417 LOG (llevDebug, "done.\n");
1418} 1289}
1419
1420 1290
1421/* 1291/*
1422 * Used in artifact generation. The bonuses of the first object 1292 * Used in artifact generation. The bonuses of the first object
1423 * is modified by the bonuses of the second object. 1293 * is modified by the bonuses of the second object.
1424 */ 1294 */
1425
1426void 1295void
1427add_abilities (object * op, object * change) 1296add_abilities (object *op, object *change)
1428{ 1297{
1429 int i, j, tmp;
1430
1431 if (change->face != blank_face) 1298 if (change->face != blank_face)
1432 {
1433#ifdef TREASURE_VERBOSE
1434 LOG (llevDebug, "FACE: %d\n", change->face->number);
1435#endif
1436 op->face = change->face; 1299 op->face = change->face;
1437 }
1438 1300
1439 for (i = 0; i < NUM_STATS; i++) 1301 for (int i = 0; i < NUM_STATS; i++)
1440 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1441 1303
1442 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1443 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1444 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1445 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1446 op->move_type |= change->move_type; 1308 op->move_type |= change->move_type;
1447 op->stats.luck += change->stats.luck; 1309 op->stats.luck += change->stats.luck;
1448 1310
1449 if (QUERY_FLAG (change, FLAG_CURSED)) 1311 static const struct copyflags : object::flags_t
1450 SET_FLAG (op, FLAG_CURSED); 1312 {
1451 if (QUERY_FLAG (change, FLAG_DAMNED)) 1313 copyflags ()
1452 SET_FLAG (op, FLAG_DAMNED); 1314 {
1453 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)
1454 set_abs_magic (op, -op->magic); 1332 set_abs_magic (op, -op->magic);
1455 1333
1456 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1334 if (change->flag [FLAG_STAND_STILL])
1457 SET_FLAG (op, FLAG_LIFESAVE);
1458 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1459 SET_FLAG (op, FLAG_REFL_SPELL);
1460 if (QUERY_FLAG (change, FLAG_STEALTH))
1461 SET_FLAG (op, FLAG_STEALTH);
1462 if (QUERY_FLAG (change, FLAG_XRAYS))
1463 SET_FLAG (op, FLAG_XRAYS);
1464 if (QUERY_FLAG (change, FLAG_BLIND))
1465 SET_FLAG (op, FLAG_BLIND);
1466 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1467 SET_FLAG (op, FLAG_SEE_IN_DARK);
1468 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1469 SET_FLAG (op, FLAG_REFL_MISSILE);
1470 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1471 SET_FLAG (op, FLAG_MAKE_INVIS);
1472
1473 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1474 { 1335 {
1475 CLEAR_FLAG (op, FLAG_ANIMATE); 1336 op->clr_flag (FLAG_ANIMATE);
1337
1476 /* so artifacts will join */ 1338 /* so artifacts will join */
1477 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1339 if (!op->flag [FLAG_ALIVE])
1478 op->speed = 0.0; 1340 op->speed = 0.;
1479 update_ob_speed (op); 1341
1342 op->set_speed (op->speed);
1480 } 1343 }
1481 1344
1482 if (change->nrof) 1345 if (change->nrof)
1483 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1346 op->nrof = rndm (change->nrof) + 1;
1484 1347
1485 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1486 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1487 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1488 1351
1489 if (change->other_arch) 1352 if (change->other_arch)
1490 { 1353 {
1491 /* Basically, for horns & potions, the other_arch field is the spell 1354 /* Basically, for horns & potions, the other_arch field is the spell
1492 * 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
1493 * this object. 1356 * this object.
1494 */ 1357 */
1495 if (op->type == HORN || op->type == POTION) 1358 if (op->type == HORN || op->type == POTION)
1496 { 1359 {
1497 object *tmp_obj;
1498 /* Remove any spells this object currently has in it */ 1360 /* Remove any spells this object currently has in it */
1499 while (op->inv) 1361 op->destroy_inv (false);
1500 {
1501 tmp_obj = op->inv;
1502 remove_ob (tmp_obj);
1503 free_object (tmp_obj);
1504 }
1505 1362
1506 tmp_obj = arch_to_object (change->other_arch); 1363 object *tmp = change->other_arch->instance ();
1507 insert_ob_in_ob (tmp_obj, op); 1364 insert_ob_in_ob (tmp, op);
1508 } 1365 }
1366
1509 /* No harm setting this for potions/horns */ 1367 /* No harm setting this for potions/horns */
1510 op->other_arch = change->other_arch; 1368 op->other_arch = change->other_arch;
1511 } 1369 }
1512 1370
1513 if (change->stats.hp < 0) 1371 if (change->stats.hp < 0)
1529 op->stats.maxsp = -change->stats.maxsp; 1387 op->stats.maxsp = -change->stats.maxsp;
1530 else 1388 else
1531 op->stats.maxsp += change->stats.maxsp; 1389 op->stats.maxsp += change->stats.maxsp;
1532 1390
1533 if (change->stats.food < 0) 1391 if (change->stats.food < 0)
1534 op->stats.food = -(change->stats.food); 1392 op->stats.food = -change->stats.food;
1535 else 1393 else
1536 op->stats.food += change->stats.food; 1394 op->stats.food += change->stats.food;
1537 1395
1538 if (change->level < 0) 1396 if (change->level < 0)
1539 op->level = -(change->level); 1397 op->level = -change->level;
1540 else 1398 else
1541 op->level += change->level; 1399 op->level += change->level;
1542 1400
1543 if (change->gen_sp_armour < 0) 1401 if (change->gen_sp_armour < 0)
1544 op->gen_sp_armour = -(change->gen_sp_armour); 1402 op->gen_sp_armour = -change->gen_sp_armour;
1545 else 1403 else
1546 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;
1547 1405
1548 op->item_power = change->item_power; 1406 op->item_power = change->item_power;
1549 1407
1550 for (i = 0; i < NROFATTACKS; i++) 1408 for (int i = 0; i < NROFATTACKS; i++)
1551 {
1552 if (change->resist[i])
1553 {
1554 op->resist[i] += change->resist[i]; 1409 op->resist[i] += change->resist[i];
1555 }
1556 }
1557 1410
1558 if (change->stats.dam) 1411 if (change->stats.dam)
1559 { 1412 {
1560 if (change->stats.dam < 0) 1413 if (change->stats.dam < 0)
1561 op->stats.dam = (-change->stats.dam); 1414 op->stats.dam = -change->stats.dam;
1562 else if (op->stats.dam) 1415 else if (op->stats.dam)
1563 { 1416 {
1564 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1417 int tmp = op->stats.dam * change->stats.dam / 10;
1418
1565 if (tmp == op->stats.dam) 1419 if (tmp == op->stats.dam)
1566 { 1420 {
1567 if (change->stats.dam < 10) 1421 if (change->stats.dam < 10)
1568 op->stats.dam--; 1422 op->stats.dam--;
1423 else
1424 op->stats.dam++;
1425 }
1569 else 1426 else
1570 op->stats.dam++;
1571 }
1572 else
1573 op->stats.dam = tmp; 1427 op->stats.dam = tmp;
1574 } 1428 }
1575 } 1429 }
1576 1430
1577 if (change->weight) 1431 if (change->weight)
1578 { 1432 {
1579 if (change->weight < 0) 1433 if (change->weight < 0)
1580 op->weight = (-change->weight); 1434 op->weight = -change->weight;
1581 else 1435 else
1582 op->weight = (op->weight * (change->weight)) / 100; 1436 op->weight = op->weight * change->weight / 100;
1583 } 1437 }
1584 1438
1585 if (change->last_sp) 1439 if (change->last_sp)
1586 { 1440 {
1587 if (change->last_sp < 0) 1441 if (change->last_sp < 0)
1588 op->last_sp = (-change->last_sp); 1442 op->last_sp = -change->last_sp;
1589 else 1443 else
1590 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;
1591 } 1445 }
1592 1446
1593 if (change->gen_sp_armour) 1447 if (change->gen_sp_armour)
1594 { 1448 {
1595 if (change->gen_sp_armour < 0) 1449 if (change->gen_sp_armour < 0)
1596 op->gen_sp_armour = (-change->gen_sp_armour); 1450 op->gen_sp_armour = -change->gen_sp_armour;
1597 else 1451 else
1598 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;
1599 } 1453 }
1600 1454
1601 op->value *= change->value; 1455 op->value *= change->value;
1602 1456
1603 if (change->material) 1457 if (change->materials)
1458 op->materials = change->materials;
1459
1460 if (change->material != MATERIAL_NULL)
1604 op->material = change->material; 1461 op->material = change->material;
1605
1606 if (change->materialname)
1607 op->materialname = change->materialname;
1608 1462
1609 if (change->slaying) 1463 if (change->slaying)
1610 op->slaying = change->slaying; 1464 op->slaying = change->slaying;
1611 1465
1612 if (change->race) 1466 if (change->race)
1615 if (change->msg) 1469 if (change->msg)
1616 op->msg = change->msg; 1470 op->msg = change->msg;
1617} 1471}
1618 1472
1619static int 1473static int
1620legal_artifact_combination (object * op, artifact * art) 1474legal_artifact_combination (object *op, artifact *art)
1621{ 1475{
1622 int neg, success = 0; 1476 int neg, success = 0;
1623 linked_char *tmp; 1477 linked_char *tmp;
1624 const char *name; 1478 const char *name;
1625 1479
1626 if (art->allowed == (linked_char *) NULL) 1480 if (!art->allowed)
1627 return 1; /* Ie, "all" */ 1481 return 1; /* Ie, "all" */
1482
1628 for (tmp = art->allowed; tmp; tmp = tmp->next) 1483 for (tmp = art->allowed; tmp; tmp = tmp->next)
1629 { 1484 {
1630#ifdef TREASURE_VERBOSE 1485#ifdef TREASURE_VERBOSE
1631 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1486 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1632#endif 1487#endif
1633 if (*tmp->name == '!') 1488 if (*tmp->name == '!')
1634 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1635 else 1490 else
1636 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1637 1492
1638 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1639 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1494 if (!strcmp (name, op->arch->archname))
1640 return !neg; 1495 return !neg;
1641 1496
1642 /* 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
1643 * everything is allowed except what we match 1498 * everything is allowed except what we match
1644 */ 1499 */
1645 else if (neg) 1500 else if (neg)
1646 success = 1; 1501 success = 1;
1647 } 1502 }
1503
1648 return success; 1504 return success;
1649} 1505}
1650 1506
1651/* 1507/*
1652 * Fixes the given object, giving it the abilities and titles 1508 * Fixes the given object, giving it the abilities and titles
1653 * it should have due to the second artifact-template. 1509 * it should have due to the second artifact-template.
1654 */ 1510 */
1655 1511
1656void 1512void
1657give_artifact_abilities (object * op, object * artifct) 1513give_artifact_abilities (object *op, object *artifct)
1658{ 1514{
1659 char new_name[MAX_BUF]; 1515 op->title = format ("of %s", &artifct->name);
1660 1516
1661 sprintf (new_name, "of %s", &artifct->name);
1662 op->title = new_name;
1663 add_abilities (op, artifct); /* Give out the bonuses */ 1517 add_abilities (op, artifct); /* Give out the bonuses */
1664 1518
1665#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... */
1666 { 1520 {
1667 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1521 char identified = op->flag [FLAG_IDENTIFIED];
1668 SET_FLAG (op, FLAG_IDENTIFIED); 1522
1523 op->set_flag (FLAG_IDENTIFIED);
1669 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));
1670 if (!identified) 1525 if (!identified)
1671 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1526 op->clr_flag (FLAG_IDENTIFIED);
1672 } 1527 }
1673#endif 1528#endif
1674 return; 1529 return;
1675} 1530}
1676 1531
1684 1539
1685/* Give 1 re-roll attempt per artifact */ 1540/* Give 1 re-roll attempt per artifact */
1686#define ARTIFACT_TRIES 2 1541#define ARTIFACT_TRIES 2
1687 1542
1688void 1543void
1689generate_artifact (object * op, int difficulty) 1544generate_artifact (object *op, int difficulty)
1690{ 1545{
1691 artifactlist *al;
1692 artifact *art; 1546 artifact *art;
1693 int i;
1694 1547
1695 al = find_artifactlist (op->type); 1548 artifactlist *al = find_artifactlist (op->type);
1696 1549
1697 if (al == NULL) 1550 if (al == NULL)
1698 { 1551 {
1699#if 0 /* This is too verbose, usually */ 1552#if 0 /* This is too verbose, usually */
1700 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);
1701#endif 1554#endif
1702 return; 1555 return;
1703 } 1556 }
1704 1557
1705 for (i = 0; i < ARTIFACT_TRIES; i++) 1558 for (int i = 0; i < ARTIFACT_TRIES; i++)
1706 { 1559 {
1707 int roll = RANDOM () % al->total_chance; 1560 int roll = rndm (al->total_chance);
1708 1561
1709 for (art = al->items; art != NULL; art = art->next) 1562 for (art = al->items; art; art = art->next)
1710 { 1563 {
1711 roll -= art->chance; 1564 roll -= art->chance;
1712 if (roll < 0) 1565 if (roll < 0)
1713 break; 1566 break;
1714 } 1567 }
1715 1568
1716 if (art == NULL || roll >= 0) 1569 if (art == NULL || roll >= 0)
1717 { 1570 {
1718#if 1 1571#if 1
1719 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);
1720#endif 1573#endif
1721 return; 1574 return;
1722 } 1575 }
1723 if (!strcmp (art->item->name, "NONE")) 1576
1724 return; 1577 if (art->item->name == shstr_NONE)
1578 return;
1579
1725 if (FABS (op->magic) < art->item->magic) 1580 if (fabs (op->magic) < art->item->magic)
1726 continue; /* Not magic enough to be this item */ 1581 continue; /* Not magic enough to be this item */
1727 1582
1728 /* Map difficulty not high enough */ 1583 /* Map difficulty not high enough */
1729 if (difficulty < art->difficulty) 1584 if (difficulty < art->difficulty)
1730 continue; 1585 continue;
1731 1586
1732 if (!legal_artifact_combination (op, art)) 1587 if (!legal_artifact_combination (op, art))
1733 { 1588 {
1734#ifdef TREASURE_VERBOSE 1589#ifdef TREASURE_VERBOSE
1735 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);
1736#endif 1591#endif
1737 continue; 1592 continue;
1738 } 1593 }
1594
1739 give_artifact_abilities (op, art->item); 1595 give_artifact_abilities (op, art->item);
1740 return; 1596 return;
1741 } 1597 }
1742} 1598}
1743 1599
1745 * FOOD, except they inherit properties (name, food value, etc). 1601 * FOOD, except they inherit properties (name, food value, etc).
1746 * based on the original owner (or 'donor' if you like). -b.t. 1602 * based on the original owner (or 'donor' if you like). -b.t.
1747 */ 1603 */
1748 1604
1749void 1605void
1750fix_flesh_item (object * item, object * donor) 1606fix_flesh_item (object *item, object *donor)
1751{ 1607{
1752 char tmpbuf[MAX_BUF];
1753 int i;
1754
1755 if (item->type == FLESH && donor) 1608 if (item->type == FLESH && donor)
1756 { 1609 {
1757 /* change the name */ 1610 /* change the name */
1758 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1611 item->name = format ("%s's %s", &donor->name, &item->name);
1759 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1612 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1760 1613
1761 /* weight is FLESH weight/100 * donor */ 1614 /* weight is FLESH weight/100 * donor */
1762 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);
1763 item->weight = 1;
1764 1616
1765 /* value is multiplied by level of donor */ 1617 /* value is multiplied by level of donor */
1766 item->value *= isqrt (donor->level * 2); 1618 item->value *= isqrt (donor->level * 2);
1767 1619
1768 /* food value */ 1620 /* food value */
1769 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1621 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1770 1622
1771 /* flesh items inherit some abilities of donor, but not 1623 /* flesh items inherit some abilities of donor, but not
1772 * full effect. 1624 * full effect.
1773 */ 1625 */
1774 for (i = 0; i < NROFATTACKS; i++) 1626 for (int i = 0; i < NROFATTACKS; i++)
1775 item->resist[i] = donor->resist[i] / 2; 1627 item->resist[i] = donor->resist[i] / 2;
1776 1628
1777 /* item inherits donor's level (important for quezals) */ 1629 /* item inherits donor's level (important for quezals) */
1778 item->level = donor->level; 1630 item->level = donor->level;
1779 1631
1780 /* if donor has some attacktypes, the flesh is poisonous */ 1632 /* if donor has some attacktypes, the flesh is poisonous */
1781 if (donor->attacktype & AT_POISON) 1633 if (donor->attacktype & AT_POISON)
1782 item->type = POISON; 1634 item->type = POISON;
1635
1783 if (donor->attacktype & AT_ACID) 1636 if (donor->attacktype & AT_ACID)
1784 item->stats.hp = -1 * item->stats.food; 1637 item->stats.hp = -item->stats.food;
1785 SET_FLAG (item, FLAG_NO_STEAL);
1786 }
1787}
1788 1638
1789/* special_potion() - so that old potion code is still done right. */ 1639 item->set_flag (FLAG_NO_STEAL);
1790 1640 }
1791int
1792special_potion (object * op)
1793{
1794
1795 int i;
1796
1797 if (op->attacktype)
1798 return 1;
1799
1800 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1801 return 1;
1802
1803 for (i = 0; i < NROFATTACKS; i++)
1804 if (op->resist[i])
1805 return 1;
1806
1807 return 0;
1808} 1641}
1809 1642
1810void 1643static void
1811free_treasurestruct (treasure * t) 1644free_treasurestruct (treasure *t)
1812{ 1645{
1813 if (t->next)
1814 free_treasurestruct (t->next); 1646 if (t->next) free_treasurestruct (t->next);
1815 if (t->next_yes)
1816 free_treasurestruct (t->next_yes); 1647 if (t->next_yes) free_treasurestruct (t->next_yes);
1817 if (t->next_no)
1818 free_treasurestruct (t->next_no); 1648 if (t->next_no) free_treasurestruct (t->next_no);
1819 1649
1820 delete t; 1650 delete t;
1821} 1651}
1822 1652
1823void 1653static void
1824free_charlinks (linked_char * lc) 1654free_charlinks (linked_char *lc)
1825{ 1655{
1826 if (lc->next) 1656 if (lc->next)
1827 free_charlinks (lc->next); 1657 free_charlinks (lc->next);
1828 1658
1829 delete lc; 1659 delete lc;
1830} 1660}
1831 1661
1832void 1662static void
1833free_artifact (artifact * at) 1663free_artifact (artifact *at)
1834{ 1664{
1835
1836 if (at->next)
1837 free_artifact (at->next); 1665 if (at->next) free_artifact (at->next);
1838 if (at->allowed)
1839 free_charlinks (at->allowed); 1666 if (at->allowed) free_charlinks (at->allowed);
1840 1667
1841 delete at->item; 1668 at->item->destroy ();
1842 1669
1843 delete at;
1844}
1845
1846void
1847free_artifactlist (artifactlist * al)
1848{
1849 artifactlist *nextal;
1850 for (al = first_artifactlist; al != NULL; al = nextal)
1851 {
1852 nextal = al->next;
1853 if (al->items)
1854 {
1855 free_artifact (al->items);
1856 }
1857 free (al); 1670 sfree (at);
1858 }
1859} 1671}
1860 1672
1861void
1862free_all_treasures (void)
1863{
1864 treasurelist *tl, *next;
1865
1866
1867 for (tl = first_treasurelist; tl != NULL; tl = next)
1868 {
1869 next = tl->next;
1870 if (tl->items)
1871 free_treasurestruct (tl->items);
1872 delete tl;
1873 }
1874 free_artifactlist (first_artifactlist);
1875}

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