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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.11 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.120 by root, Sat Nov 17 23:33:17 2018 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 1.11 2006/09/04 11:07:59 root Exp $";
5 */ 3 *
6 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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
39#include <flat_hash_map.hpp>
47 40
48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 41extern char *spell_mapping[];
50 42
51/* 43static treasurelist *first_treasurelist;
52 * Initialize global archtype pointers:
53 */
54 44
55void 45static 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 46
71/* 47typedef ska::flat_hash_map<
72 * Allocate and return the pointer to an empty treasurelist structure. 48 const char *,
73 */ 49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >
53> tl_map_t;
74 54
55static tl_map_t tl_map;
56
57//TODO: class method
58static void free_treasurestruct (treasure *t); // bleh desu
59static void
60clear (treasurelist *tl)
61{
62 if (tl->items)
63 {
64 free_treasurestruct (tl->items);
65 tl->items = 0;
66 }
67
68 tl->total_chance = 0;
69}
70
71/*
72 * Searches for the given treasurelist
73 */
75static treasurelist * 74treasurelist *
76get_empty_treasurelist (void) 75treasurelist::find (const char *name)
77{ 76{
77 if (!name)
78 return 0;
79
80 auto (i, tl_map.find (name));
81
82 if (i == tl_map.end ())
83 return 0;
84
85 return i->second;
86}
87
88/*
89 * Searches for the given treasurelist in the globally linked list
90 * of treasurelists which has been built by load_treasures().
91 */
92treasurelist *
93treasurelist::get (const char *name)
94{
95 treasurelist *tl = find (name);
96
97 if (!tl)
98 {
78 return new treasurelist; 99 tl = new treasurelist;
79}
80 100
81/* 101 tl->name = name;
82 * Allocate and return the pointer to an empty treasure structure. 102 tl->next = first_treasurelist;
83 */ 103 first_treasurelist = tl;
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89 104
90 t->chance = 100; 105 tl_map.insert (std::make_pair (tl->name, tl));
106 }
91 107
92 return t; 108 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} 109}
156 110
157#ifdef TREASURE_DEBUG 111#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 112/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 113 * so that the treasure name can be printed out
160 */ 114 */
161static void 115static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 116check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 117{
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)) 118 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); 119 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 */ 120
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 121 if (t->next)
172 check_treasurelist (t->next, tl); 122 check_treasurelist (t->next, tl);
123
173 if (t->next_yes) 124 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 125 check_treasurelist (t->next_yes, tl);
126
175 if (t->next_no) 127 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 128 check_treasurelist (t->next_no, tl);
177} 129}
178#endif 130#endif
179 131
180/* 132/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 133 * Reads the lib/treasure file from disk, and parses the contents
134 * into an internal treasure structure (very linked lists)
135 */
136static treasure *
137read_treasure (object_thawer &f)
138{
139 treasure *t = new treasure;
140
141 f.next ();
142
143 for (;;)
144 {
145 coroapi::cede_to_tick ();
146
147 switch (f.kw)
148 {
149 case KW_arch:
150 t->item = archetype::find (f.get_str ());
151
152 if (!t->item)
153 {
154 f.parse_warn ("treasure references unknown archetype");
155 t->item = archetype::empty;
156 }
157
158 break;
159
160 case KW_list: f.get (t->name); break;
161 case KW_change_name: f.get (t->change_arch.name); break;
162 case KW_change_title: f.get (t->change_arch.title); break;
163 case KW_change_slaying: f.get (t->change_arch.slaying); break;
164 case KW_chance: f.get (t->chance); break;
165 case KW_nrof: f.get (t->nrof); break;
166 case KW_magic: f.get (t->magic); break;
167
168 case KW_yes: t->next_yes = read_treasure (f); continue;
169 case KW_no: t->next_no = read_treasure (f); continue;
170
171 case KW_end:
172 f.next ();
173 return t;
174
175 case KW_more:
176 t->next = read_treasure (f);
177 return t;
178
179 default:
180 if (!f.parse_error ("treasurelist", t->name))
181 goto error;
182
183 return t;
184 }
185
186 f.next ();
187 }
188
189 // not reached
190
191error:
192 delete t;
193 return 0;
194}
195
196/*
182 * Each treasure is parsed with the help of load_treasure(). 197 * Each treasure is parsed with the help of load_treasure().
183 */ 198 */
184 199treasurelist *
185void 200treasurelist::read (object_thawer &f)
186load_treasures (void)
187{ 201{
188 FILE *fp; 202 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;
193 203
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 204 bool one = f.kw == KW_treasureone;
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 205 treasurelist *tl = treasurelist::get (f.get_str ());
196 { 206 clear (tl);
197 LOG (llevError, "Can't open treasure file.\n"); 207 tl->items = read_treasure (f);
208 if (!tl->items)
198 return; 209 return 0;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205 210
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. 211 /* 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 212 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 213 * 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 */ 214 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 215 if (one)
248 check_treasurelist (previous->items, previous); 216 {
249#endif 217 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 { 218 {
274 if (tmp == tl->name) 219 if (t->next_yes || t->next_no)
275 return tl; 220 {
221 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
222 LOG (llevError, " the next_yes or next_no field is set\n");
223 }
224
225 tl->total_chance += t->chance;
276 } 226 }
227 }
277 228
278 if (first_treasurelist)
279 LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp);
280
281 return NULL; 229 return tl;
282} 230}
283
284 231
285/* 232/*
286 * Generates the objects specified by the given treasure. 233 * Generates the objects specified by the given treasure.
287 * It goes recursively through the rest of the linked list. 234 * It goes recursively through the rest of the linked list.
288 * If there is a certain percental chance for a treasure to be generated, 235 * If there is a certain percental chance for a treasure to be generated,
291 * being generated. 238 * being generated.
292 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 239 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
293 * abilities. This is used by summon spells, thus no summoned monsters 240 * abilities. This is used by summon spells, thus no summoned monsters
294 * start with equipment, but only their abilities). 241 * start with equipment, but only their abilities).
295 */ 242 */
296
297
298static void 243static void
299put_treasure (object * op, object * creator, int flags) 244put_treasure (object *op, object *creator, int flags)
300{ 245{
301 object *tmp; 246 if (flags & GT_ENVIRONMENT)
302 247 {
303 /* Bit of a hack - spells should never be put onto the map. The entire 248 /* 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 249 * 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 250 * this is the original object, or if this is an object that should be created
306 * by another object. 251 * by another object.
307 */ 252 */
308 if (flags & GT_ENVIRONMENT && op->type != SPELL) 253 //TODO: flag such as objects... as such (no drop, anybody?)
309 { 254 if (op->type == SPELL)
310 op->x = creator->x; 255 {
311 op->y = creator->y; 256 op->destroy ();
312 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 257 return;
258 }
259
260 op->expand_tail ();
261
262 if (!creator->is_on_map ()
263 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
264 op->destroy ();
265 else
266 {
267 op->flag [FLAG_OBJ_ORIGINAL] = true;
313 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 268 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
269 }
314 } 270 }
315 else 271 else
316 { 272 {
317 op = insert_ob_in_ob (op, creator); 273 op = creator->insert (op);
274
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 275 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
319 monster_check_apply (creator, op); 276 monster_check_apply (creator, op);
320 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
321 esrv_send_item (tmp, op);
322 } 277 }
323} 278}
324 279
325/* if there are change_xxx commands in the treasure, we include the changes 280/* if there are change_xxx commands in the treasure, we include the changes
326 * in the generated object 281 * in the generated object
327 */ 282 */
328static void 283static void
329change_treasure (treasure * t, object * op) 284change_treasure (treasure *t, object *op)
330{ 285{
331 /* CMD: change_name xxxx */ 286 /* CMD: change_name xxxx */
332 if (t->change_arch.name) 287 if (t->change_arch.name)
333 { 288 {
334 op->name = t->change_arch.name; 289 op->name = t->change_arch.name;
340 295
341 if (t->change_arch.slaying) 296 if (t->change_arch.slaying)
342 op->slaying = t->change_arch.slaying; 297 op->slaying = t->change_arch.slaying;
343} 298}
344 299
345void 300static void
346create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 301create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
347{ 302{
348 object *tmp;
349
350
351 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 303 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
352 { 304 {
353 if (t->name) 305 if (t->name)
354 { 306 {
355 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 307 if (difficulty >= t->magic)
356 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 308 if (treasurelist *tl = treasurelist::find (t->name))
357 } 309 create_treasure (tl, op, flag, difficulty, tries);
310 else
311 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
312 }
358 else 313 else
359 { 314 {
360 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 315 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
361 { 316 {
362 tmp = arch_to_object (t->item); 317 object *tmp = t->item->instance ();
318
363 if (t->nrof && tmp->nrof <= 1) 319 if (t->nrof && tmp->nrof <= 1)
364 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 320 tmp->nrof = rndm (t->nrof) + 1;
321
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 322 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 323 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 324 put_treasure (tmp, op, flag);
368 } 325 }
369 } 326 }
327
370 if (t->next_yes != NULL) 328 if (t->next_yes)
371 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 329 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
372 } 330 }
373 else if (t->next_no != NULL) 331 else if (t->next_no)
374 create_all_treasures (t->next_no, op, flag, difficulty, tries); 332 create_all_treasures (t->next_no, op, flag, difficulty, tries);
333
375 if (t->next != NULL) 334 if (t->next)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 335 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 336}
378 337
379void 338static void
380create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 339create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
381{ 340{
382 int value = RANDOM () % tl->total_chance; 341 int value = rndm (tl->total_chance);
383 treasure *t; 342 treasure *t;
384 343
385 if (tries++ > 100) 344 if (tries++ > 100)
386 { 345 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 346 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return; 347 return;
389 } 348 }
349
390 for (t = tl->items; t != NULL; t = t->next) 350 for (t = tl->items; t; t = t->next)
391 { 351 {
392 value -= t->chance; 352 value -= t->chance;
353
393 if (value < 0) 354 if (value < 0)
394 break; 355 break;
395 } 356 }
396 357
397 if (!t || value >= 0) 358 if (!t || value >= 0)
398 {
399 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 359 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
400 abort (); 360
401 return;
402 }
403 if (t->name) 361 if (t->name)
404 { 362 {
405 if (!strcmp (t->name, "NONE"))
406 return;
407 if (difficulty >= t->magic) 363 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 364 {
365 treasurelist *tl = treasurelist::find (t->name);
366 if (tl)
367 create_treasure (tl, op, flag, difficulty, tries);
368 }
409 else if (t->nrof) 369 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 370 create_one_treasure (tl, op, flag, difficulty, tries);
411 return;
412 } 371 }
413 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 372 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
414 { 373 {
415 object *tmp = arch_to_object (t->item); 374 if (object *tmp = t->item->instance ())
416 if (!tmp) 375 {
417 return;
418 if (t->nrof && tmp->nrof <= 1) 376 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 377 tmp->nrof = rndm (t->nrof) + 1;
378
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 379 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 380 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 381 put_treasure (tmp, op, flag);
382 }
423 } 383 }
384}
385
386void
387object::create_treasure (treasurelist *tl, int flags)
388{
389 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
424} 390}
425 391
426/* This calls the appropriate treasure creation function. tries is passed 392/* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure 393 * 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 394 * 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 395 * 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 396 * created on weak maps, because it will exceed the number of allowed tries
431 * to do that. 397 * to do that.
432 */ 398 */
433void 399void
434create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 400create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
435{ 401{
402 // empty treasurelists are legal
403 if (!tl->items)
404 return;
436 405
437 if (tries++ > 100) 406 if (tries++ > 100)
438 { 407 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 408 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
440 return; 409 return;
441 } 410 }
411
412 if (op->flag [FLAG_TREASURE_ENV])
413 {
414 // do not generate items when there already is something above the object
415 if (op->flag [FLAG_IS_FLOOR] && op->above)
416 return;
417
418 flag |= GT_ENVIRONMENT;
419 }
420
442 if (t->total_chance) 421 if (tl->total_chance)
443 create_one_treasure (t, op, flag, difficulty, tries); 422 create_one_treasure (tl, op, flag, difficulty, tries);
444 else 423 else
445 create_all_treasures (t->items, op, flag, difficulty, tries); 424 create_all_treasures (tl->items, op, flag, difficulty, tries);
446} 425}
447 426
448/* This is similar to the old generate treasure function. However, 427/* This is similar to the old generate treasure function. However,
449 * it instead takes a treasurelist. It is really just a wrapper around 428 * it instead takes a treasurelist. It is really just a wrapper around
450 * create_treasure. We create a dummy object that the treasure gets 429 * create_treasure. We create a dummy object that the treasure gets
451 * inserted into, and then return that treausre 430 * inserted into, and then return that treausre
452 */ 431 */
453object * 432object *
454generate_treasure (treasurelist * t, int difficulty) 433generate_treasure (treasurelist *tl, int difficulty)
455{ 434{
456 object *ob = get_object (), *tmp; 435 difficulty = clamp (difficulty, 1, settings.max_level);
457 436
437 object *ob = object::create ();
438
458 create_treasure (t, ob, 0, difficulty, 0); 439 create_treasure (tl, ob, 0, difficulty, 0);
459 440
460 /* Don't want to free the object we are about to return */ 441 /* Don't want to free the object we are about to return */
461 tmp = ob->inv; 442 object *tmp = ob->inv;
462 if (tmp != NULL) 443 if (tmp)
463 remove_ob (tmp); 444 tmp->remove ();
445
464 if (ob->inv) 446 if (ob->inv)
465 {
466 LOG (llevError, "In generate treasure, created multiple objects.\n"); 447 LOG (llevError, "In generate treasure, created multiple objects.\n");
467 } 448
468 free_object (ob); 449 ob->destroy ();
450
469 return tmp; 451 return tmp;
470} 452}
471 453
472/* 454/*
473 * This is a new way of calculating the chance for an item to have 455 * 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 457 * The array has two arguments, the difficulty of the level, and the
476 * magical bonus "wanted". 458 * magical bonus "wanted".
477 */ 459 */
478 460
479static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 461static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
480/*chance of magic difficulty*/ 462// chance of magic difficulty
481/* +0 +1 +2 +3 +4 */ 463// +0 +1 +2 +3 +4
482 {95, 2, 2, 1, 0}, /*1 */ 464 {95, 2, 2, 1, 0}, // 1
483 {92, 5, 2, 1, 0}, /*2 */ 465 {92, 5, 2, 1, 0}, // 2
484 {85, 10, 4, 1, 0}, /*3 */ 466 {85, 10, 4, 1, 0}, // 3
485 {80, 14, 4, 2, 0}, /*4 */ 467 {80, 14, 4, 2, 0}, // 4
486 {75, 17, 5, 2, 1}, /*5 */ 468 {75, 17, 5, 2, 1}, // 5
487 {70, 18, 8, 3, 1}, /*6 */ 469 {70, 18, 8, 3, 1}, // 6
488 {65, 21, 10, 3, 1}, /*7 */ 470 {65, 21, 10, 3, 1}, // 7
489 {60, 22, 12, 4, 2}, /*8 */ 471 {60, 22, 12, 4, 2}, // 8
490 {55, 25, 14, 4, 2}, /*9 */ 472 {55, 25, 14, 4, 2}, // 9
491 {50, 27, 16, 5, 2}, /*10 */ 473 {50, 27, 16, 5, 2}, // 10
492 {45, 28, 18, 6, 3}, /*11 */ 474 {45, 28, 18, 6, 3}, // 11
493 {42, 28, 20, 7, 3}, /*12 */ 475 {42, 28, 20, 7, 3}, // 12
494 {40, 27, 21, 8, 4}, /*13 */ 476 {40, 27, 21, 8, 4}, // 13
495 {38, 25, 22, 10, 5}, /*14 */ 477 {38, 25, 22, 10, 5}, // 14
496 {36, 23, 23, 12, 6}, /*15 */ 478 {36, 23, 23, 12, 6}, // 15
497 {33, 21, 24, 14, 8}, /*16 */ 479 {33, 21, 24, 14, 8}, // 16
498 {31, 19, 25, 16, 9}, /*17 */ 480 {31, 19, 25, 16, 9}, // 17
499 {27, 15, 30, 18, 10}, /*18 */ 481 {27, 15, 30, 18, 10}, // 18
500 {20, 12, 30, 25, 13}, /*19 */ 482 {20, 12, 30, 25, 13}, // 19
501 {15, 10, 28, 30, 17}, /*20 */ 483 {15, 10, 28, 30, 17}, // 20
502 {13, 9, 27, 28, 23}, /*21 */ 484 {13, 9, 27, 28, 23}, // 21
503 {10, 8, 25, 28, 29}, /*22 */ 485 {10, 8, 25, 28, 29}, // 22
504 {8, 7, 23, 26, 36}, /*23 */ 486 { 8, 7, 23, 26, 36}, // 23
505 {6, 6, 20, 22, 46}, /*24 */ 487 { 6, 6, 20, 22, 46}, // 24
506 {4, 5, 17, 18, 56}, /*25 */ 488 { 4, 5, 17, 18, 56}, // 25
507 {2, 4, 12, 14, 68}, /*26 */ 489 { 2, 4, 12, 14, 68}, // 26
508 {0, 3, 7, 10, 80}, /*27 */ 490 { 0, 3, 7, 10, 80}, // 27
509 {0, 0, 3, 7, 90}, /*28 */ 491 { 0, 0, 3, 7, 90}, // 28
510 {0, 0, 0, 3, 97}, /*29 */ 492 { 0, 0, 0, 3, 97}, // 29
511 {0, 0, 0, 0, 100}, /*30 */ 493 { 0, 0, 0, 0, 100}, // 30
512 {0, 0, 0, 0, 100}, /*31 */ 494 { 0, 0, 0, 0, 100}, // 31
513}; 495};
514 496
515
516/* calculate the appropriate level for wands staves and scrolls. 497/* calculate the appropriate level for wands staves and scrolls.
517 * This code presumes that op has had its spell object created (in op->inv) 498 * This code presumes that op has had its spell object created (in op->inv)
518 * 499 *
519 * elmex Wed Aug 9 17:44:59 CEST 2006: 500 * elmex Wed Aug 9 17:44:59 CEST 2006:
520 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 501 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
521 */ 502 */
522 503static int
523int
524level_for_item (const object * op, int difficulty) 504level_for_item (const object *op, int difficulty)
525{ 505{
526 int mult = 0, olevel = 0;
527
528 if (!op->inv) 506 if (!op->inv)
529 { 507 {
530 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 508 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
531 return 0; 509 return 0;
532 } 510 }
533 511
534 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 512 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
535 513
536 if (olevel <= 0) 514 if (olevel <= 0)
537 olevel = rndm (1, MIN (op->inv->level, 1)); 515 olevel = rndm (1, op->inv->level);
538 516
539 if (olevel > MAXLEVEL) 517 return min (olevel, MAXLEVEL_TREASURE);
540 olevel = MAXLEVEL;
541
542 return olevel;
543} 518}
544 519
545/* 520/*
546 * Based upon the specified difficulty and upon the difftomagic_list array, 521 * Based upon the specified difficulty and upon the difftomagic_list array,
547 * a random magical bonus is returned. This is used when determine 522 * a random magical bonus is returned. This is used when determine
550 * elmex Thu Aug 10 18:45:44 CEST 2006: 525 * elmex Thu Aug 10 18:45:44 CEST 2006:
551 * Scaling difficulty by max_level, as difficulty is a level and not some 526 * Scaling difficulty by max_level, as difficulty is a level and not some
552 * weird integer between 1-31. 527 * weird integer between 1-31.
553 * 528 *
554 */ 529 */
555 530static int
556int
557magic_from_difficulty (int difficulty) 531magic_from_difficulty (int difficulty)
558{ 532{
559 int percent = 0, magic = 0;
560 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 533 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
534 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
561 535
562 scaled_diff--; 536 int percent = rndm (100);
537 int magic;
563 538
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++) 539 for (magic = 0; magic <= MAXMAGIC; magic++)
573 { 540 {
574 percent -= difftomagic_list[scaled_diff][magic]; 541 percent -= difftomagic_list[scaled_diff][magic];
575 542
576 if (percent < 0) 543 if (percent < 0)
577 break; 544 break;
578 } 545 }
579 546
580 if (magic == (MAXMAGIC + 1)) 547 if (magic > MAXMAGIC)
581 { 548 {
582 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 549 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
583 magic = 0; 550 magic = 0;
584 } 551 }
585 552
586 magic = (RANDOM () % 3) ? magic : -magic; 553 magic = (rndm (3)) ? magic : -magic;
587 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 554 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
588 555
589 return magic; 556 return magic;
590} 557}
591 558
593 * Sets magical bonus in an object, and recalculates the effect on 560 * Sets magical bonus in an object, and recalculates the effect on
594 * the armour variable, and the effect on speed of armour. 561 * the armour variable, and the effect on speed of armour.
595 * This function doesn't work properly, should add use of archetypes 562 * This function doesn't work properly, should add use of archetypes
596 * to make it truly absolute. 563 * to make it truly absolute.
597 */ 564 */
598
599void 565void
600set_abs_magic (object * op, int magic) 566set_abs_magic (object *op, int magic)
601{ 567{
602 if (!magic) 568 if (!magic)
603 return; 569 return;
604 570
605 op->magic = magic; 571 op->magic = magic;
606 if (op->arch) 572 if (op->arch)
607 { 573 {
608 if (op->type == ARMOUR) 574 if (op->type == ARMOUR)
609 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 575 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
610 576
611 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 577 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
612 magic = (-magic); 578 magic = (-magic);
579
613 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
614 } 581 }
615 else 582 else
616 { 583 {
617 if (op->type == ARMOUR) 584 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
586
619 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
620 magic = (-magic); 588 magic = (-magic);
589
621 op->weight = (op->weight * (100 - magic * 10)) / 100; 590 op->weight = (op->weight * (100 - magic * 10)) / 100;
622 } 591 }
623} 592}
624 593
625/* 594/*
626 * Sets a random magical bonus in the given object based upon 595 * Sets a random magical bonus in the given object based upon
627 * the given difficulty, and the given max possible bonus. 596 * the given difficulty, and the given max possible bonus.
628 */ 597 */
629 598
630static void 599static void
631set_magic (int difficulty, object * op, int max_magic, int flags) 600set_magic (int difficulty, object *op, int max_magic, int flags)
632{ 601{
633 int i;
634 i = magic_from_difficulty (difficulty); 602 int i = magic_from_difficulty (difficulty);
603
635 if ((flags & GT_ONLY_GOOD) && i < 0) 604 if ((flags & GT_ONLY_GOOD) && i < 0)
636 i = -i; 605 i = -i;
606
637 if (i > max_magic) 607 i = min (i, max_magic);
638 i = max_magic; 608
639 set_abs_magic (op, i); 609 set_abs_magic (op, i);
640 if (i < 0) 610 if (i < 0)
641 SET_FLAG (op, FLAG_CURSED); 611 op->set_flag (FLAG_CURSED);
642} 612}
643 613
644/* 614/*
645 * Randomly adds one magical ability to the given object. 615 * Randomly adds one magical ability to the given object.
646 * Modified for Partial Resistance in many ways: 616 * Modified for Partial Resistance in many ways:
647 * 1) Since rings can have multiple bonuses, if the same bonus 617 * 1) Since rings can have multiple bonuses, if the same bonus
648 * is rolled again, increase it - the bonuses now stack with 618 * is rolled again, increase it - the bonuses now stack with
649 * other bonuses previously rolled and ones the item might natively have. 619 * other bonuses previously rolled and ones the item might natively have.
650 * 2) Add code to deal with new PR method. 620 * 2) Add code to deal with new PR method.
651 */ 621 */
652 622static void
653void
654set_ring_bonus (object * op, int bonus) 623set_ring_bonus (object *op, int bonus)
655{ 624{
656
657 int r = RANDOM () % (bonus > 0 ? 25 : 11); 625 int r = rndm (bonus > 0 ? 25 : 11);
658 626
659 if (op->type == AMULET) 627 if (op->type == AMULET)
660 { 628 if (!rndm (21))
661 if (!(RANDOM () % 21)) 629 r = 20 + rndm (2);
662 r = 20 + RANDOM () % 2; 630 else if (rndm (2))
631 r = 10;
663 else 632 else
664 { 633 r = 11 + rndm (9);
665 if (RANDOM () & 2)
666 r = 10;
667 else
668 r = 11 + RANDOM () % 9;
669 }
670 }
671 634
672 switch (r) 635 switch (r)
673 { 636 {
674 /* Redone by MSW 2000-11-26 to have much less code. Also, 637 /* Redone by MSW 2000-11-26 to have much less code. Also,
675 * bonuses and penalties will stack and add to existing values. 638 * bonuses and penalties will stack and add to existing values.
676 * of the item. 639 * of the item.
677 */ 640 */
678 case 0: 641 case 0:
679 case 1: 642 case 1:
680 case 2: 643 case 2:
681 case 3: 644 case 3:
682 case 4: 645 case 4:
683 case 5: 646 case 5:
684 case 6: 647 case 6:
685 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 648 op->stats.stat (r) += bonus;
686 break; 649 break;
687 650
688 case 7: 651 case 7:
689 op->stats.dam += bonus; 652 op->stats.dam += bonus;
690 break; 653 break;
691 654
692 case 8: 655 case 8:
693 op->stats.wc += bonus; 656 op->stats.wc += bonus;
694 break; 657 break;
695 658
696 case 9: 659 case 9:
697 op->stats.food += bonus; /* hunger/sustenance */ 660 op->stats.food += bonus; /* hunger/sustenance */
698 break; 661 break;
699 662
700 case 10: 663 case 10:
701 op->stats.ac += bonus; 664 op->stats.ac += bonus;
702 break; 665 break;
703 666
704 /* Item that gives protections/vulnerabilities */ 667 /* Item that gives protections/vulnerabilities */
705 case 11: 668 case 11:
706 case 12: 669 case 12:
707 case 13: 670 case 13:
708 case 14: 671 case 14:
709 case 15: 672 case 15:
710 case 16: 673 case 16:
711 case 17: 674 case 17:
712 case 18: 675 case 18:
713 case 19: 676 case 19:
714 { 677 {
715 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 678 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
716 679
717 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 680 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
718 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 681 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
719 682
720 /* Cursed items need to have higher negative values to equal out with 683 /* Cursed items need to have higher negative values to equal out with
721 * positive values for how protections work out. Put another 684 * positive values for how protections work out. Put another
722 * little random element in since that they don't always end up with 685 * little random element in since that they don't always end up with
723 * even values. 686 * even values.
724 */ 687 */
725 if (bonus < 0) 688 if (bonus < 0)
726 val = 2 * -val - RANDOM () % b; 689 val = 2 * -val - rndm (b);
727 if (val > 35) 690
728 val = 35; /* Upper limit */ 691 val = min (35, val); /* Upper limit */
729 b = 0; 692
693 b = 0;
694
730 while (op->resist[resist_table[resist]] != 0 && b < 4) 695 while (op->resist[resist_table[resist]] != 0 && b < 4)
731 { 696 resist = rndm (num_resist_table);
732 resist = RANDOM () % num_resist_table; 697
733 } 698 if (b == 4)
734 if (b == 4)
735 return; /* Not able to find a free resistance */ 699 return; /* Not able to find a free resistance */
700
736 op->resist[resist_table[resist]] = val; 701 op->resist[resist_table[resist]] = val;
737 /* We should probably do something more clever here to adjust value 702 /* We should probably do something more clever here to adjust value
738 * based on how good a resistance we gave. 703 * based on how good a resistance we gave.
739 */ 704 */
740 break; 705 break;
741 } 706 }
742 case 20: 707 case 20:
743 if (op->type == AMULET) 708 if (op->type == AMULET)
744 { 709 {
745 SET_FLAG (op, FLAG_REFL_SPELL); 710 op->set_flag (FLAG_REFL_SPELL);
746 op->value *= 11; 711 op->value *= 11;
747 } 712 }
748 else 713 else
749 { 714 {
750 op->stats.hp = 1; /* regenerate hit points */ 715 op->stats.hp = 1; /* regenerate hit points */
751 op->value *= 4; 716 op->value *= 4;
752 } 717 }
753 break; 718 break;
754 719
755 case 21: 720 case 21:
756 if (op->type == AMULET) 721 if (op->type == AMULET)
757 { 722 {
758 SET_FLAG (op, FLAG_REFL_MISSILE); 723 op->set_flag (FLAG_REFL_MISSILE);
759 op->value *= 9; 724 op->value *= 9;
760 } 725 }
761 else 726 else
762 { 727 {
763 op->stats.sp = 1; /* regenerate spell points */ 728 op->stats.sp = 1; /* regenerate spell points */
764 op->value *= 3; 729 op->value *= 3;
765 } 730 }
766 break; 731 break;
767 732
768 case 22: 733 case 22:
769 op->stats.exp += bonus; /* Speed! */ 734 op->stats.exp += bonus; /* Speed! */
770 op->value = (op->value * 2) / 3; 735 op->value = op->value * 2 / 3;
771 break; 736 break;
772 } 737 }
738
773 if (bonus > 0) 739 if (bonus > 0)
774 op->value *= 2 * bonus; 740 op->value = 2 * op->value * bonus;
775 else 741 else
776 op->value = -(op->value * 2 * bonus) / 3; 742 op->value = -2 * op->value * bonus / 3;
777} 743}
778 744
779/* 745/*
780 * get_magic(diff) will return a random number between 0 and 4. 746 * 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 747 * diff can be any value above 2. The higher the diff-variable, the
782 * higher is the chance of returning a low number. 748 * higher is the chance of returning a low number.
783 * It is only used in fix_generated_treasure() to set bonuses on 749 * It is only used in fix_generated_treasure() to set bonuses on
784 * rings and amulets. 750 * rings and amulets.
785 * Another scheme is used to calculate the magic of weapons and armours. 751 * Another scheme is used to calculate the magic of weapons and armours.
786 */ 752 */
787 753static int
788int
789get_magic (int diff) 754get_magic (int diff)
790{ 755{
791 int i; 756 diff = min (3, diff);
792 if (diff < 3) 757
793 diff = 3;
794 for (i = 0; i < 4; i++) 758 for (int i = 0; i < 4; i++)
795 if (RANDOM () % diff) 759 if (rndm (diff))
796 return i; 760 return i;
761
797 return 4; 762 return 4;
798} 763}
799 764
765/* special_potion() - so that old potion code is still done right. */
766static int
767special_potion (object *op)
768{
769 if (op->attacktype)
770 return 1;
771
772 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
773 return 1;
774
775 for (int i = 0; i < NROFATTACKS; i++)
776 if (op->resist[i])
777 return 1;
778
779 return 0;
780}
781
782static double
783value_factor_from_spell_item (object *spell, object *item)
784{
785 double factor =
786 pow ((spell->value > 0 ? spell->value : 1)
787 * spell->level, 1.5);
788
789 if (item) // this if for: wands/staffs/rods:
790 {
791 /* Old crossfire comment ahead:
792 * Add 50 to both level an divisor to keep prices a little more
793 * reasonable. Otherwise, a high level version of a low level
794 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
795 * 10 time multiplier). This way, the value are a bit more reasonable.
796 */
797
798 factor *= item->level + 50;
799 factor /= item->inv->level + 50;
800 }
801
802 return factor;
803}
804
800#define DICE2 (get_magic(2)==2?2:1) 805#define DICE2 (get_magic(2) == 2 ? 2 : 1)
801#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 806#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
802 807
803/* 808/*
804 * fix_generated_item(): This is called after an item is generated, in 809 * 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 810 * order to set it up right. This produced magical bonuses, puts spells
806 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 811 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
807 */ 812 */
813
808/* 4/28/96 added creator object from which op may now inherit properties based on 814/* 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 815 * 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 816 * dependant. I know this is a spagetti manuever, but is there a cleaner
811 * way to do this? b.t. */ 817 * way to do this? b.t. */
818
812/* 819/*
813 * ! (flags & GT_ENVIRONMENT): 820 * ! (flags & GT_ENVIRONMENT):
814 * Automatically calls fix_flesh_item(). 821 * Automatically calls fix_flesh_item().
815 * 822 *
816 * flags: 823 * flags:
818 * value. 825 * value.
819 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 826 * 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 827 * 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 828 * type as appropriate, for objects that need spell objects, set those, etc
822 */ 829 */
823
824void 830void
825fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 831fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
826{ 832{
827 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 833 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
828 834
829 if (!creator || creator->type == op->type) 835 if (!creator || creator->type == op->type)
830 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 836 creator = op; /*safety & to prevent polymorphed objects giving attributes */
831 837
832 /* If we make an artifact, this information will be destroyed */ 838 /* If we make an artifact, this information will be destroyed */
833 save_item_power = op->item_power; 839 save_item_power = op->item_power;
834 op->item_power = 0; 840 op->item_power = 0;
835 841
836 if (op->randomitems && op->type != SPELL) 842 if (op->randomitems && op->type != SPELL)
837 { 843 {
838 create_treasure (op->randomitems, op, flags, difficulty, 0); 844 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 */ 845 /* So the treasure doesn't get created again */
843 op->randomitems = NULL; 846 op->randomitems = 0;
844 } 847 }
845 848
846 if (difficulty < 1) 849 max_it (difficulty, 1);
847 difficulty = 1; 850
851 if (INVOKE_OBJECT (ADD_BONUS, op,
852 ARG_OBJECT (creator != op ? creator : 0),
853 ARG_INT (difficulty), ARG_INT (max_magic),
854 ARG_INT (flags)))
855 return;
848 856
849 if (!(flags & GT_MINIMAL)) 857 if (!(flags & GT_MINIMAL))
850 { 858 {
851 if (op->arch == crown_arch) 859 if (IS_ARCH (op->arch, crown))
852 { 860 {
853 set_magic (difficulty, op, max_magic, flags); 861 set_magic (difficulty, op, max_magic, flags);
854 num_enchantments = calc_item_power (op, 1); 862 num_enchantments = calc_item_power (op, 1);
855 generate_artifact (op, difficulty); 863 generate_artifact (op, difficulty);
856 } 864 }
857 else 865 else
858 { 866 {
859 if (!op->magic && max_magic) 867 if (!op->magic && max_magic)
860 set_magic (difficulty, op, max_magic, flags); 868 set_magic (difficulty, op, max_magic, flags);
861 869
862 num_enchantments = calc_item_power (op, 1); 870 num_enchantments = calc_item_power (op, 1);
863 871
864 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 872 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
865 * used for shop_floors or treasures */ 873 || op->type == HORN
874 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
866 generate_artifact (op, difficulty); 875 generate_artifact (op, difficulty);
867 } 876 }
868 877
869 /* Object was made an artifact. Calculate its item_power rating. 878 /* Object was made an artifact. Calculate its item_power rating.
870 * the item_power in the object is what the artfiact adds. 879 * the item_power in the object is what the artfiact adds.
871 */ 880 */
872 if (op->title) 881 if (op->title)
873 { 882 {
874 /* if save_item_power is set, then most likely we started with an 883 /* 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 884 * 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 885 * 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 886 * 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 887 * that since item_power is not quite linear, this actually ends up
879 * being somewhat of a bonus 888 * being somewhat of a bonus
880 */ 889 */
881 if (save_item_power) 890 if (save_item_power)
882 op->item_power = save_item_power + get_power_from_ench (op->item_power); 891 op->item_power = save_item_power + get_power_from_ench (op->item_power);
883 else 892 else
884 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 893 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
885 } 894 }
886 else if (save_item_power) 895 else if (save_item_power)
887 { 896 {
888 /* restore the item_power field to the object if we haven't changed it. 897 /* 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 898 * we don't care about num_enchantments - that will basically just
890 * have calculated some value from the base attributes of the archetype. 899 * have calculated some value from the base attributes of the archetype.
891 */ 900 */
892 op->item_power = save_item_power; 901 op->item_power = save_item_power;
893 } 902 }
894 else 903 else
895 { 904 {
896 /* item_power was zero. This is suspicious, as it may be because it 905 /* 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 906 * 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 907 * it is non-zero. If it indeed is, then assign it as the new
899 * item_power value. 908 * item_power value.
900 * - gros, 21th of July 2006. 909 * - gros, 21th of July 2006.
901 */ 910 */
902 op->item_power = calc_item_power (op, 0); 911 op->item_power = calc_item_power (op, 0);
903 save_item_power = op->item_power; /* Just in case it would get used 912 save_item_power = op->item_power; /* Just in case it would get used
904 * again below */ 913 * again below */
905 } 914 }
906 } 915 }
907 916
908 /* materialtype modifications. Note we allow this on artifacts. */ 917 /* materialtype modifications. Note we allow this on artifacts. */
909 set_materialname (op, difficulty, NULL); 918 select_material (op, difficulty);
910 919
911 if (flags & GT_MINIMAL) 920 if (flags & GT_MINIMAL)
912 { 921 {
913 if (op->type == POTION) 922 if (op->type == POTION)
914 /* Handle healing and magic power potions */ 923 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems) 924 if (op->stats.sp && !op->randomitems)
916 { 925 {
917 object *tmp; 926 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); 927 insert_ob_in_ob (tmp, op);
921 op->stats.sp = 0; 928 op->stats.sp = 0;
922 } 929 }
923 } 930 }
924 else if (!op->title) /* Only modify object if not special */ 931 else if (!op->title) /* Only modify object if not special */
925 switch (op->type) 932 switch (op->type)
926 { 933 {
927 case WEAPON: 934 case WEAPON:
928 case ARMOUR: 935 case ARMOUR:
929 case SHIELD: 936 case SHIELD:
930 case HELMET: 937 case HELMET:
931 case CLOAK: 938 case CLOAK:
932 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 939 if (op->flag [FLAG_CURSED] && !(rndm (4)))
933 set_ring_bonus (op, -DICE2); 940 set_ring_bonus (op, -DICE2);
934 break; 941 break;
935 942
936 case BRACERS: 943 case BRACERS:
937 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 944 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
938 { 945 {
939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 946 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
940 if (!QUERY_FLAG (op, FLAG_CURSED)) 947 if (!op->flag [FLAG_CURSED])
941 op->value *= 3; 948 op->value *= 3;
942 } 949 }
943 break; 950 break;
944 951
945 case POTION: 952 case POTION:
946 { 953 {
947 int too_many_tries = 0, is_special = 0; 954 int too_many_tries = 0;
948 955
949 /* Handle healing and magic power potions */ 956 /* Handle healing and magic power potions */
950 if (op->stats.sp && !op->randomitems) 957 if (op->stats.sp && !op->randomitems)
951 { 958 {
952 object *tmp; 959 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); 960 insert_ob_in_ob (tmp, op);
956 op->stats.sp = 0; 961 op->stats.sp = 0;
957 } 962 }
958 963
959 while (!(is_special = special_potion (op)) && !op->inv) 964 while (!special_potion (op) && !op->inv)
960 { 965 {
961 generate_artifact (op, difficulty); 966 generate_artifact (op, difficulty);
962 if (too_many_tries++ > 10) 967 if (too_many_tries++ > 10)
963 break; 968 break;
964 } 969 }
965 970
966 /* don't want to change value for healing/magic power potions, 971 /* don't want to change value for healing/magic power potions,
967 * since the value set on those is already correct. 972 * since the value set on those is already correct.
968 */ 973 */
969 if (op->inv && op->randomitems) 974 if (op->inv && op->randomitems)
970 { 975 {
971 /* value multiplier is same as for scrolls */ 976 /* value multiplier is same as for scrolls */
972 op->value = (op->value * op->inv->value); 977 op->value *= op->inv->value;
973 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 978 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
974 } 979 }
975 else 980 else
976 { 981 {
977 op->name = "potion"; 982 op->name = shstr_potion;
978 op->name_pl = "potions"; 983 op->name_pl = shstr_potions;
979 } 984 }
980 985
981 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 986 if (!(flags & GT_ONLY_GOOD) && rndm (2))
982 SET_FLAG (op, FLAG_CURSED); 987 op->set_flag (FLAG_CURSED);
983 break;
984 }
985 988
989 break;
990 }
991
986 case AMULET: 992 case AMULET:
987 if (op->arch == amulet_arch) 993 if (IS_ARCH (op->arch, amulet))
988 op->value *= 5; /* Since it's not just decoration */ 994 op->value *= 5; /* Since it's not just decoration */
989 995
990 case RING: 996 case RING:
991 if (op->arch == NULL) 997 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
992 { 998 break;
993 remove_ob (op);
994 free_object (op);
995 op = NULL;
996 break;
997 }
998 999
999 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1000 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1000 break; 1001 op->set_flag (FLAG_CURSED);
1001 1002
1002 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1003 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1003 SET_FLAG (op, FLAG_CURSED);
1004 1004
1005 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1006
1007 if (op->type != RING) /* Amulets have only one ability */ 1005 if (op->type != RING) /* Amulets have only one ability */
1008 break; 1006 break;
1009 1007
1010 if (!(RANDOM () % 4)) 1008 if (!rndm (4))
1011 { 1009 {
1012 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1010 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1013 1011
1014 if (d > 0) 1012 if (d > 0)
1015 op->value *= 3; 1013 op->value *= 3;
1016 1014
1017 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
1018 1016
1019 if (!(RANDOM () % 4)) 1017 if (!rndm (4))
1020 { 1018 {
1021 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1019 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 1020
1028 if (GET_ANIM_ID (op)) 1021 if (d > 0)
1029 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1022 op->value *= 5;
1030 1023
1031 break; 1024 set_ring_bonus (op, d);
1025 }
1026 }
1032 1027
1028 if (op->animation_id)
1029 op->set_anim_frame (rndm (op->anim_frames ()));
1030
1031 break;
1032
1033 case BOOK: 1033 case BOOK:
1034 /* Is it an empty book?, if yes lets make a special· 1034 /* Is it an empty book?, if yes lets make a special·
1035 * msg for it, and tailor its properties based on the· 1035 * msg for it, and tailor its properties based on the·
1036 * creator and/or map level we found it on. 1036 * creator and/or map level we found it on.
1037 */ 1037 */
1038 if (!op->msg && RANDOM () % 10) 1038 if (!op->msg && rndm (10))
1039 { 1039 {
1040 /* set the book level properly */ 1040 /* set the book level properly */
1041 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1041 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1042 { 1042 {
1043 if (op->map && op->map->difficulty) 1043 if (op->map && op->map->difficulty)
1044 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1044 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1045 else 1045 else
1046 op->level = RANDOM () % 20 + 1; 1046 op->level = rndm (20) + 1;
1047 } 1047 }
1048 else 1048 else
1049 op->level = RANDOM () % creator->level; 1049 op->level = rndm (creator->level);
1050 1050
1051 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1051 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1052 /* books w/ info are worth more! */ 1052 /* books w/ info are worth more! */
1053 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1053 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1054
1055 /* add exp so reading it gives xp (once) */
1056 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1057 }
1058
1054 /* creator related stuff */ 1059 /* creator related stuff */
1055 1060
1056 /* for library, chained books. Note that some monsters have no_pick 1061 /* for library, chained books. Note that some monsters have no_pick
1057 * set - we don't want to set no pick in that case. 1062 * set - we don't want to set no pick in that case.
1058 */ 1063 */
1059 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1064 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1060 SET_FLAG (op, FLAG_NO_PICK); 1065 op->set_flag (FLAG_NO_PICK);
1061 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1066 if (creator->slaying && !op->slaying) /* for check_inv floors */
1062 op->slaying = creator->slaying; 1067 op->slaying = creator->slaying;
1068 break;
1063 1069
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: 1070 case SPELLBOOK:
1070 op->value = op->value * op->inv->value; 1071 op->value *= value_factor_from_spell_item (op->inv, 0);
1072
1071 /* add exp so learning gives xp */ 1073 /* add exp so learning gives xp */
1072 op->level = op->inv->level; 1074 op->level = op->inv->level;
1073 op->stats.exp = op->value; 1075 op->stats.exp = op->value;
1074 break; 1076 break;
1075 1077
1076 case WAND: 1078 case WAND:
1077 /* nrof in the treasure list is number of charges, 1079 /* nrof in the treasure list is number of charges,
1078 * not number of wands. So copy that into food (charges), 1080 * not number of wands. So copy that into food (charges),
1079 * and reset nrof. 1081 * and reset nrof.
1080 */ 1082 */
1081 op->stats.food = op->inv->nrof; 1083 op->stats.food = op->inv->nrof;
1082 op->nrof = 1; 1084 op->nrof = 1;
1083 /* If the spell changes by level, choose a random level 1085 /* If the spell changes by level, choose a random level
1084 * for it, and adjust price. If the spell doesn't 1086 * for it.
1085 * change by level, just set the wand to the level of 1087 */
1086 * the spell, and value calculation is simpler. 1088 if (op->inv->duration_modifier
1087 */ 1089 || op->inv->dam_modifier
1088 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1090 || op->inv->range_modifier)
1089 { 1091 op->level = level_for_item (op, difficulty);
1092 else
1093 op->level = op->inv->level;
1094
1095 op->value *= value_factor_from_spell_item (op->inv, op);
1096 break;
1097
1098 case ROD:
1090 op->level = level_for_item (op, difficulty); 1099 op->level = level_for_item (op, difficulty);
1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1100 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 1101
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 */ 1102 /* maxhp is used to denote how many 'charges' the rod holds before */
1109 if (op->stats.maxhp) 1103 if (op->stats.maxhp)
1110 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1111 else 1105 else
1112 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1106 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1113 1107
1114 op->stats.hp = op->stats.maxhp; 1108 op->stats.hp = op->stats.maxhp;
1115 break; 1109 break;
1116 1110
1117 case SCROLL: 1111 case SCROLL:
1118 op->level = level_for_item (op, difficulty); 1112 op->level = level_for_item (op, difficulty);
1119 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1113 op->value *= value_factor_from_spell_item (op->inv, op);
1120 1114
1121 /* add exp so reading them properly gives xp */ 1115 /* add exp so reading them properly gives xp */
1122 op->stats.exp = op->value / 5; 1116 op->stats.exp = op->value / 5;
1123 op->nrof = op->inv->nrof; 1117 op->nrof = op->inv->nrof;
1124 break; 1118 break;
1125 1119
1126 case RUNE: 1120 case RUNE:
1127 trap_adjust (op, difficulty); 1121 trap_adjust (op, difficulty);
1128 break; 1122 break;
1129 1123
1130 case TRAP: 1124 case TRAP:
1131 trap_adjust (op, difficulty); 1125 trap_adjust (op, difficulty);
1132 break; 1126 break;
1133 } /* switch type */ 1127 } /* switch type */
1134 1128
1135 if (flags & GT_STARTEQUIP) 1129 if (flags & GT_STARTEQUIP)
1136 { 1130 {
1137 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1131 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1138 SET_FLAG (op, FLAG_STARTEQUIP); 1132 op->set_flag (FLAG_STARTEQUIP);
1139 else if (op->type != MONEY) 1133 else if (op->type != MONEY)
1140 op->value = 0; 1134 op->value = 0;
1141 } 1135 }
1142 1136
1143 if (!(flags & GT_ENVIRONMENT)) 1137 if (!(flags & GT_ENVIRONMENT))
1144 fix_flesh_item (op, creator); 1138 fix_flesh_item (op, creator);
1145} 1139}
1153 */ 1147 */
1154 1148
1155/* 1149/*
1156 * Allocate and return the pointer to an empty artifactlist structure. 1150 * Allocate and return the pointer to an empty artifactlist structure.
1157 */ 1151 */
1158
1159static artifactlist * 1152static artifactlist *
1160get_empty_artifactlist (void) 1153get_empty_artifactlist ()
1161{ 1154{
1162 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1155 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} 1156}
1170 1157
1171/* 1158/*
1172 * Allocate and return the pointer to an empty artifact structure. 1159 * Allocate and return the pointer to an empty artifact structure.
1173 */ 1160 */
1174
1175static artifact * 1161static artifact *
1176get_empty_artifact (void) 1162get_empty_artifact ()
1177{ 1163{
1178 artifact *t = (artifact *) malloc (sizeof (artifact)); 1164 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} 1165}
1188 1166
1189/* 1167/*
1190 * Searches the artifact lists and returns one that has the same type 1168 * Searches the artifact lists and returns one that has the same type
1191 * of objects on it. 1169 * of objects on it.
1192 */ 1170 */
1193
1194artifactlist * 1171artifactlist *
1195find_artifactlist (int type) 1172find_artifactlist (int type)
1196{ 1173{
1197 artifactlist *al;
1198
1199 for (al = first_artifactlist; al != NULL; al = al->next) 1174 for (artifactlist *al = first_artifactlist; al; al = al->next)
1200 if (al->type == type) 1175 if (al->type == type)
1201 return al; 1176 return al;
1177
1202 return NULL; 1178 return 0;
1203} 1179}
1204 1180
1205/* 1181/*
1206 * For debugging purposes. Dumps all tables. 1182 * Builds up the lists of artifacts from the file in the libdir.
1207 */ 1183 */
1208
1209void 1184void
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) 1185init_artifacts ()
1320{ 1186{
1321 static int has_been_inited = 0; 1187 static int has_been_inited = 0;
1322 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1323 artifact *art = NULL; 1188 artifact *art = NULL;
1324 linked_char *tmp;
1325 int value, comp;
1326 artifactlist *al; 1189 artifactlist *al;
1327 1190
1328 if (has_been_inited) 1191 if (has_been_inited)
1329 return; 1192 return;
1330 else 1193 else
1331 has_been_inited = 1; 1194 has_been_inited = 1;
1332 1195
1333 sprintf (filename, "%s/artifacts", settings.datadir); 1196 object_thawer f (settings.datadir, "artifacts");
1334 object_thawer thawer (filename);
1335 1197
1336 if (!thawer) 1198 if (!f)
1337 return; 1199 return;
1338 1200
1339 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1201 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 { 1202 {
1203 switch (f.kw)
1204 {
1205 case KW_allowed:
1206 if (!art)
1355 art = get_empty_artifact (); 1207 art = get_empty_artifact ();
1356 nrofartifacts++; 1208
1209 {
1210 if (!strcmp (f.get_str (), "all"))
1211 break;
1212
1213 const char *cp = f.get_str ();
1214 char *next;
1215 do
1216 {
1217 if ((next = (char *)strchr (cp, ',')))
1218 *next++ = '\0';
1219
1220 linked_char *tmp = new linked_char;
1221
1222 tmp->name = cp;
1223 tmp->next = art->allowed;
1224 art->allowed = tmp;
1225 }
1226 while ((cp = next));
1227 }
1228 break;
1229
1230 case KW_chance:
1231 f.get (art->chance);
1232 break;
1233
1234 case KW_difficulty:
1235 f.get (art->difficulty);
1236 break;
1237
1238 case KW_object:
1239 {
1240 art->item = object::create ();
1241 f.get (art->item->name);
1242 f.next ();
1243
1244 if (!art->item->parse_kv (f))
1245 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1246
1247 al = find_artifactlist (art->item->type);
1248
1249 if (!al)
1250 {
1251 al = get_empty_artifactlist ();
1252 al->type = art->item->type;
1253 al->next = first_artifactlist;
1254 first_artifactlist = al;
1255 }
1256
1257 art->next = al->items;
1258 al->items = art;
1259 art = 0;
1260 }
1261 continue;
1262
1263 case KW_EOF:
1264 goto done;
1265
1266 default:
1267 if (!f.parse_error ("artifacts file"))
1268 cleanup ("artifacts file required");
1269 break;
1270 }
1271
1272 f.next ();
1357 } 1273 }
1358 cp = strchr (cp, ' ') + 1;
1359 if (!strcmp (cp, "all"))
1360 continue;
1361 1274
1362 do 1275done:
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 = get_object ();
1381
1382 if (!load_object (thawer, art->item, 0))
1383 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1384
1385 art->item->name = strchr (cp, ' ') + 1;
1386 al = find_artifactlist (art->item->type);
1387 if (al == NULL)
1388 {
1389 al = get_empty_artifactlist ();
1390 al->type = art->item->type;
1391 al->next = first_artifactlist;
1392 first_artifactlist = al;
1393 }
1394 art->next = al->items;
1395 al->items = art;
1396 art = NULL;
1397 }
1398 else
1399 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1400 }
1401
1402 for (al = first_artifactlist; al != NULL; al = al->next) 1276 for (al = first_artifactlist; al; al = al->next)
1403 { 1277 {
1278 al->total_chance = 0;
1279
1404 for (art = al->items; art != NULL; art = art->next) 1280 for (art = al->items; art; art = art->next)
1405 { 1281 {
1406 if (!art->chance) 1282 if (!art->chance)
1407 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1283 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1408 else 1284 else
1409 al->total_chance += art->chance; 1285 al->total_chance += art->chance;
1410 } 1286 }
1411#if 0 1287#if 0
1412 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1288 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1413#endif 1289#endif
1414 } 1290 }
1415
1416 LOG (llevDebug, "done.\n");
1417} 1291}
1418
1419 1292
1420/* 1293/*
1421 * Used in artifact generation. The bonuses of the first object 1294 * Used in artifact generation. The bonuses of the first object
1422 * is modified by the bonuses of the second object. 1295 * is modified by the bonuses of the second object.
1423 */ 1296 */
1424
1425void 1297void
1426add_abilities (object * op, object * change) 1298add_abilities (object *op, object *change)
1427{ 1299{
1428 int i, j, tmp;
1429
1430 if (change->face != blank_face) 1300 if (change->face != blank_face)
1431 {
1432#ifdef TREASURE_VERBOSE
1433 LOG (llevDebug, "FACE: %d\n", change->face->number);
1434#endif
1435 op->face = change->face; 1301 op->face = change->face;
1436 }
1437 1302
1438 for (i = 0; i < NUM_STATS; i++) 1303 for (int i = 0; i < NUM_STATS; i++)
1439 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1304 change_attr_value (&(op->stats), i, change->stats.stat (i));
1440 1305
1441 op->attacktype |= change->attacktype; 1306 op->attacktype |= change->attacktype;
1442 op->path_attuned |= change->path_attuned; 1307 op->path_attuned |= change->path_attuned;
1443 op->path_repelled |= change->path_repelled; 1308 op->path_repelled |= change->path_repelled;
1444 op->path_denied |= change->path_denied; 1309 op->path_denied |= change->path_denied;
1445 op->move_type |= change->move_type; 1310 op->move_type |= change->move_type;
1446 op->stats.luck += change->stats.luck; 1311 op->stats.luck += change->stats.luck;
1447 1312
1448 if (QUERY_FLAG (change, FLAG_CURSED)) 1313 static const struct copyflags : object::flags_t
1449 SET_FLAG (op, FLAG_CURSED); 1314 {
1450 if (QUERY_FLAG (change, FLAG_DAMNED)) 1315 copyflags ()
1451 SET_FLAG (op, FLAG_DAMNED); 1316 {
1452 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1317 set (FLAG_CURSED);
1318 set (FLAG_DAMNED);
1319 set (FLAG_LIFESAVE);
1320 set (FLAG_REFL_SPELL);
1321 set (FLAG_STEALTH);
1322 set (FLAG_XRAYS);
1323 set (FLAG_BLIND);
1324 set (FLAG_SEE_IN_DARK);
1325 set (FLAG_REFL_MISSILE);
1326 set (FLAG_MAKE_INVIS);
1327 }
1328 } copyflags;
1329
1330 // we might want to just copy, but or'ing is what the original code did
1331 op->flag |= change->flag & copyflags;
1332
1333 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1453 set_abs_magic (op, -op->magic); 1334 set_abs_magic (op, -op->magic);
1454 1335
1455 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1336 if (change->flag [FLAG_STAND_STILL])
1456 SET_FLAG (op, FLAG_LIFESAVE);
1457 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1458 SET_FLAG (op, FLAG_REFL_SPELL);
1459 if (QUERY_FLAG (change, FLAG_STEALTH))
1460 SET_FLAG (op, FLAG_STEALTH);
1461 if (QUERY_FLAG (change, FLAG_XRAYS))
1462 SET_FLAG (op, FLAG_XRAYS);
1463 if (QUERY_FLAG (change, FLAG_BLIND))
1464 SET_FLAG (op, FLAG_BLIND);
1465 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1466 SET_FLAG (op, FLAG_SEE_IN_DARK);
1467 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1468 SET_FLAG (op, FLAG_REFL_MISSILE);
1469 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1470 SET_FLAG (op, FLAG_MAKE_INVIS);
1471
1472 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1473 { 1337 {
1474 CLEAR_FLAG (op, FLAG_ANIMATE); 1338 op->clr_flag (FLAG_ANIMATE);
1339
1475 /* so artifacts will join */ 1340 /* so artifacts will join */
1476 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1341 if (!op->flag [FLAG_ALIVE])
1477 op->speed = 0.0; 1342 op->speed = 0.;
1478 update_ob_speed (op); 1343
1344 op->set_speed (op->speed);
1479 } 1345 }
1480 1346
1481 if (change->nrof) 1347 if (change->nrof)
1482 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1348 op->nrof = rndm (change->nrof) + 1;
1483 1349
1484 op->stats.exp += change->stats.exp; /* Speed modifier */ 1350 op->stats.exp += change->stats.exp; /* Speed modifier */
1485 op->stats.wc += change->stats.wc; 1351 op->stats.wc += change->stats.wc;
1486 op->stats.ac += change->stats.ac; 1352 op->stats.ac += change->stats.ac;
1487 1353
1488 if (change->other_arch) 1354 if (change->other_arch)
1489 { 1355 {
1490 /* Basically, for horns & potions, the other_arch field is the spell 1356 /* Basically, for horns & potions, the other_arch field is the spell
1491 * to cast. So convert that to into a spell and put it into 1357 * to cast. So convert that to into a spell and put it into
1492 * this object. 1358 * this object.
1493 */ 1359 */
1494 if (op->type == HORN || op->type == POTION) 1360 if (op->type == HORN || op->type == POTION)
1495 { 1361 {
1496 object *tmp_obj;
1497 /* Remove any spells this object currently has in it */ 1362 /* Remove any spells this object currently has in it */
1498 while (op->inv) 1363 op->destroy_inv (false);
1499 {
1500 tmp_obj = op->inv;
1501 remove_ob (tmp_obj);
1502 free_object (tmp_obj);
1503 }
1504 1364
1505 tmp_obj = arch_to_object (change->other_arch); 1365 object *tmp = change->other_arch->instance ();
1506 insert_ob_in_ob (tmp_obj, op); 1366 insert_ob_in_ob (tmp, op);
1507 } 1367 }
1368
1508 /* No harm setting this for potions/horns */ 1369 /* No harm setting this for potions/horns */
1509 op->other_arch = change->other_arch; 1370 op->other_arch = change->other_arch;
1510 } 1371 }
1511 1372
1512 if (change->stats.hp < 0) 1373 if (change->stats.hp < 0)
1528 op->stats.maxsp = -change->stats.maxsp; 1389 op->stats.maxsp = -change->stats.maxsp;
1529 else 1390 else
1530 op->stats.maxsp += change->stats.maxsp; 1391 op->stats.maxsp += change->stats.maxsp;
1531 1392
1532 if (change->stats.food < 0) 1393 if (change->stats.food < 0)
1533 op->stats.food = -(change->stats.food); 1394 op->stats.food = -change->stats.food;
1534 else 1395 else
1535 op->stats.food += change->stats.food; 1396 op->stats.food += change->stats.food;
1536 1397
1537 if (change->level < 0) 1398 if (change->level < 0)
1538 op->level = -(change->level); 1399 op->level = -change->level;
1539 else 1400 else
1540 op->level += change->level; 1401 op->level += change->level;
1541 1402
1542 if (change->gen_sp_armour < 0) 1403 if (change->gen_sp_armour < 0)
1543 op->gen_sp_armour = -(change->gen_sp_armour); 1404 op->gen_sp_armour = -change->gen_sp_armour;
1544 else 1405 else
1545 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1406 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1546 1407
1547 op->item_power = change->item_power; 1408 op->item_power = change->item_power;
1548 1409
1549 for (i = 0; i < NROFATTACKS; i++) 1410 for (int i = 0; i < NROFATTACKS; i++)
1550 {
1551 if (change->resist[i])
1552 {
1553 op->resist[i] += change->resist[i]; 1411 op->resist[i] += change->resist[i];
1554 }
1555 }
1556 1412
1557 if (change->stats.dam) 1413 if (change->stats.dam)
1558 { 1414 {
1559 if (change->stats.dam < 0) 1415 if (change->stats.dam < 0)
1560 op->stats.dam = (-change->stats.dam); 1416 op->stats.dam = -change->stats.dam;
1561 else if (op->stats.dam) 1417 else if (op->stats.dam)
1562 { 1418 {
1563 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1419 int tmp = op->stats.dam * change->stats.dam / 10;
1420
1564 if (tmp == op->stats.dam) 1421 if (tmp == op->stats.dam)
1565 { 1422 {
1566 if (change->stats.dam < 10) 1423 if (change->stats.dam < 10)
1567 op->stats.dam--; 1424 op->stats.dam--;
1425 else
1426 op->stats.dam++;
1427 }
1568 else 1428 else
1569 op->stats.dam++;
1570 }
1571 else
1572 op->stats.dam = tmp; 1429 op->stats.dam = tmp;
1573 } 1430 }
1574 } 1431 }
1575 1432
1576 if (change->weight) 1433 if (change->weight)
1577 { 1434 {
1578 if (change->weight < 0) 1435 if (change->weight < 0)
1579 op->weight = (-change->weight); 1436 op->weight = -change->weight;
1580 else 1437 else
1581 op->weight = (op->weight * (change->weight)) / 100; 1438 op->weight = op->weight * change->weight / 100;
1582 } 1439 }
1583 1440
1584 if (change->last_sp) 1441 if (change->last_sp)
1585 { 1442 {
1586 if (change->last_sp < 0) 1443 if (change->last_sp < 0)
1587 op->last_sp = (-change->last_sp); 1444 op->last_sp = -change->last_sp;
1588 else 1445 else
1589 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1446 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1590 } 1447 }
1591 1448
1592 if (change->gen_sp_armour) 1449 if (change->gen_sp_armour)
1593 { 1450 {
1594 if (change->gen_sp_armour < 0) 1451 if (change->gen_sp_armour < 0)
1595 op->gen_sp_armour = (-change->gen_sp_armour); 1452 op->gen_sp_armour = -change->gen_sp_armour;
1596 else 1453 else
1597 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1454 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1598 } 1455 }
1599 1456
1600 op->value *= change->value; 1457 op->value *= change->value;
1601 1458
1602 if (change->material) 1459 if (change->materials)
1460 op->materials = change->materials;
1461
1462 if (change->material != MATERIAL_NULL)
1603 op->material = change->material; 1463 op->material = change->material;
1604
1605 if (change->materialname)
1606 op->materialname = change->materialname;
1607 1464
1608 if (change->slaying) 1465 if (change->slaying)
1609 op->slaying = change->slaying; 1466 op->slaying = change->slaying;
1610 1467
1611 if (change->race) 1468 if (change->race)
1614 if (change->msg) 1471 if (change->msg)
1615 op->msg = change->msg; 1472 op->msg = change->msg;
1616} 1473}
1617 1474
1618static int 1475static int
1619legal_artifact_combination (object * op, artifact * art) 1476legal_artifact_combination (object *op, artifact *art)
1620{ 1477{
1621 int neg, success = 0; 1478 int neg, success = 0;
1622 linked_char *tmp; 1479 linked_char *tmp;
1623 const char *name; 1480 const char *name;
1624 1481
1625 if (art->allowed == (linked_char *) NULL) 1482 if (!art->allowed)
1626 return 1; /* Ie, "all" */ 1483 return 1; /* Ie, "all" */
1484
1627 for (tmp = art->allowed; tmp; tmp = tmp->next) 1485 for (tmp = art->allowed; tmp; tmp = tmp->next)
1628 { 1486 {
1629#ifdef TREASURE_VERBOSE 1487#ifdef TREASURE_VERBOSE
1630 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1488 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1631#endif 1489#endif
1632 if (*tmp->name == '!') 1490 if (*tmp->name == '!')
1633 name = tmp->name + 1, neg = 1; 1491 name = tmp->name + 1, neg = 1;
1634 else 1492 else
1635 name = tmp->name, neg = 0; 1493 name = tmp->name, neg = 0;
1636 1494
1637 /* If we match name, then return the opposite of 'neg' */ 1495 /* If we match name, then return the opposite of 'neg' */
1638 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1496 if (!strcmp (name, op->arch->archname))
1639 return !neg; 1497 return !neg;
1640 1498
1641 /* Set success as true, since if the match was an inverse, it means 1499 /* Set success as true, since if the match was an inverse, it means
1642 * everything is allowed except what we match 1500 * everything is allowed except what we match
1643 */ 1501 */
1644 else if (neg) 1502 else if (neg)
1645 success = 1; 1503 success = 1;
1646 } 1504 }
1505
1647 return success; 1506 return success;
1648} 1507}
1649 1508
1650/* 1509/*
1651 * Fixes the given object, giving it the abilities and titles 1510 * Fixes the given object, giving it the abilities and titles
1652 * it should have due to the second artifact-template. 1511 * it should have due to the second artifact-template.
1653 */ 1512 */
1654 1513
1655void 1514void
1656give_artifact_abilities (object * op, object * artifct) 1515give_artifact_abilities (object *op, object *artifct)
1657{ 1516{
1658 char new_name[MAX_BUF]; 1517 op->title = format ("of %s", &artifct->name);
1659 1518
1660 sprintf (new_name, "of %s", &artifct->name);
1661 op->title = new_name;
1662 add_abilities (op, artifct); /* Give out the bonuses */ 1519 add_abilities (op, artifct); /* Give out the bonuses */
1663 1520
1664#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1521#if 0 /* Bit verbose, but keep it here until next time I need it... */
1665 { 1522 {
1666 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1523 char identified = op->flag [FLAG_IDENTIFIED];
1667 SET_FLAG (op, FLAG_IDENTIFIED); 1524
1525 op->set_flag (FLAG_IDENTIFIED);
1668 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1526 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1669 if (!identified) 1527 if (!identified)
1670 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1528 op->clr_flag (FLAG_IDENTIFIED);
1671 } 1529 }
1672#endif 1530#endif
1673 return; 1531 return;
1674} 1532}
1675 1533
1683 1541
1684/* Give 1 re-roll attempt per artifact */ 1542/* Give 1 re-roll attempt per artifact */
1685#define ARTIFACT_TRIES 2 1543#define ARTIFACT_TRIES 2
1686 1544
1687void 1545void
1688generate_artifact (object * op, int difficulty) 1546generate_artifact (object *op, int difficulty)
1689{ 1547{
1690 artifactlist *al;
1691 artifact *art; 1548 artifact *art;
1692 int i;
1693 1549
1694 al = find_artifactlist (op->type); 1550 artifactlist *al = find_artifactlist (op->type);
1695 1551
1696 if (al == NULL) 1552 if (al == NULL)
1697 { 1553 {
1698#if 0 /* This is too verbose, usually */ 1554#if 0 /* This is too verbose, usually */
1699 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1555 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1700#endif 1556#endif
1701 return; 1557 return;
1702 } 1558 }
1703 1559
1704 for (i = 0; i < ARTIFACT_TRIES; i++) 1560 for (int i = 0; i < ARTIFACT_TRIES; i++)
1705 { 1561 {
1706 int roll = RANDOM () % al->total_chance; 1562 int roll = rndm (al->total_chance);
1707 1563
1708 for (art = al->items; art != NULL; art = art->next) 1564 for (art = al->items; art; art = art->next)
1709 { 1565 {
1710 roll -= art->chance; 1566 roll -= art->chance;
1711 if (roll < 0) 1567 if (roll < 0)
1712 break; 1568 break;
1713 } 1569 }
1714 1570
1715 if (art == NULL || roll >= 0) 1571 if (art == NULL || roll >= 0)
1716 { 1572 {
1717#if 1 1573#if 1
1718 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1574 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1719#endif 1575#endif
1720 return; 1576 return;
1721 } 1577 }
1722 if (!strcmp (art->item->name, "NONE")) 1578
1723 return; 1579 if (art->item->name == shstr_NONE)
1580 return;
1581
1724 if (FABS (op->magic) < art->item->magic) 1582 if (fabs (op->magic) < art->item->magic)
1725 continue; /* Not magic enough to be this item */ 1583 continue; /* Not magic enough to be this item */
1726 1584
1727 /* Map difficulty not high enough */ 1585 /* Map difficulty not high enough */
1728 if (difficulty < art->difficulty) 1586 if (difficulty < art->difficulty)
1729 continue; 1587 continue;
1730 1588
1731 if (!legal_artifact_combination (op, art)) 1589 if (!legal_artifact_combination (op, art))
1732 { 1590 {
1733#ifdef TREASURE_VERBOSE 1591#ifdef TREASURE_VERBOSE
1734 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1592 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1735#endif 1593#endif
1736 continue; 1594 continue;
1737 } 1595 }
1596
1738 give_artifact_abilities (op, art->item); 1597 give_artifact_abilities (op, art->item);
1739 return; 1598 return;
1740 } 1599 }
1741} 1600}
1742 1601
1744 * FOOD, except they inherit properties (name, food value, etc). 1603 * FOOD, except they inherit properties (name, food value, etc).
1745 * based on the original owner (or 'donor' if you like). -b.t. 1604 * based on the original owner (or 'donor' if you like). -b.t.
1746 */ 1605 */
1747 1606
1748void 1607void
1749fix_flesh_item (object * item, object * donor) 1608fix_flesh_item (object *item, object *donor)
1750{ 1609{
1751 char tmpbuf[MAX_BUF];
1752 int i;
1753
1754 if (item->type == FLESH && donor) 1610 if (item->type == FLESH && donor)
1755 { 1611 {
1756 /* change the name */ 1612 /* change the name */
1757 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1613 item->name = format ("%s's %s", &donor->name, &item->name);
1758 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1614 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1759 1615
1760 /* weight is FLESH weight/100 * donor */ 1616 /* weight is FLESH weight/100 * donor */
1761 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1617 item->weight = max (1, item->weight * donor->weight / 100);
1762 item->weight = 1;
1763 1618
1764 /* value is multiplied by level of donor */ 1619 /* value is multiplied by level of donor */
1765 item->value *= isqrt (donor->level * 2); 1620 item->value *= isqrt (donor->level * 2);
1766 1621
1767 /* food value */ 1622 /* food value */
1768 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1623 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1769 1624
1770 /* flesh items inherit some abilities of donor, but not 1625 /* flesh items inherit some abilities of donor, but not
1771 * full effect. 1626 * full effect.
1772 */ 1627 */
1773 for (i = 0; i < NROFATTACKS; i++) 1628 for (int i = 0; i < NROFATTACKS; i++)
1774 item->resist[i] = donor->resist[i] / 2; 1629 item->resist[i] = donor->resist[i] / 2;
1775 1630
1776 /* item inherits donor's level (important for quezals) */ 1631 /* item inherits donor's level (important for quezals) */
1777 item->level = donor->level; 1632 item->level = donor->level;
1778 1633
1779 /* if donor has some attacktypes, the flesh is poisonous */ 1634 /* if donor has some attacktypes, the flesh is poisonous */
1780 if (donor->attacktype & AT_POISON) 1635 if (donor->attacktype & AT_POISON)
1781 item->type = POISON; 1636 item->type = POISON;
1637
1782 if (donor->attacktype & AT_ACID) 1638 if (donor->attacktype & AT_ACID)
1783 item->stats.hp = -1 * item->stats.food; 1639 item->stats.hp = -item->stats.food;
1784 SET_FLAG (item, FLAG_NO_STEAL);
1785 }
1786}
1787 1640
1788/* special_potion() - so that old potion code is still done right. */ 1641 item->set_flag (FLAG_NO_STEAL);
1789 1642 }
1790int
1791special_potion (object * op)
1792{
1793
1794 int i;
1795
1796 if (op->attacktype)
1797 return 1;
1798
1799 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1800 return 1;
1801
1802 for (i = 0; i < NROFATTACKS; i++)
1803 if (op->resist[i])
1804 return 1;
1805
1806 return 0;
1807} 1643}
1808 1644
1809void 1645static void
1810free_treasurestruct (treasure * t) 1646free_treasurestruct (treasure *t)
1811{ 1647{
1812 if (t->next)
1813 free_treasurestruct (t->next); 1648 if (t->next) free_treasurestruct (t->next);
1814 if (t->next_yes)
1815 free_treasurestruct (t->next_yes); 1649 if (t->next_yes) free_treasurestruct (t->next_yes);
1816 if (t->next_no)
1817 free_treasurestruct (t->next_no); 1650 if (t->next_no) free_treasurestruct (t->next_no);
1818 1651
1819 delete t; 1652 delete t;
1820} 1653}
1821 1654
1822void 1655static void
1823free_charlinks (linked_char * lc) 1656free_charlinks (linked_char *lc)
1824{ 1657{
1825 if (lc->next) 1658 if (lc->next)
1826 free_charlinks (lc->next); 1659 free_charlinks (lc->next);
1827 1660
1828 delete lc; 1661 delete lc;
1829} 1662}
1830 1663
1831void 1664static void
1832free_artifact (artifact * at) 1665free_artifact (artifact *at)
1833{ 1666{
1834
1835 if (at->next)
1836 free_artifact (at->next); 1667 if (at->next) free_artifact (at->next);
1837 if (at->allowed)
1838 free_charlinks (at->allowed); 1668 if (at->allowed) free_charlinks (at->allowed);
1839 1669
1840 delete at->item; 1670 at->item->destroy ();
1841 1671
1842 delete at;
1843}
1844
1845void
1846free_artifactlist (artifactlist * al)
1847{
1848 artifactlist *nextal;
1849 for (al = first_artifactlist; al != NULL; al = nextal)
1850 {
1851 nextal = al->next;
1852 if (al->items)
1853 {
1854 free_artifact (al->items);
1855 }
1856 free (al); 1672 sfree (at);
1857 }
1858} 1673}
1859 1674
1860void
1861free_all_treasures (void)
1862{
1863 treasurelist *tl, *next;
1864
1865
1866 for (tl = first_treasurelist; tl != NULL; tl = next)
1867 {
1868 next = tl->next;
1869 if (tl->items)
1870 free_treasurestruct (tl->items);
1871 delete tl;
1872 }
1873 free_artifactlist (first_artifactlist);
1874}

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