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

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.28 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.120 by root, Sat Nov 17 23:33:17 2018 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23
24#define ALLOWED_COMBINATION
25 24
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
28 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
29 * left on 28 * left on
30 */ 29 */
31#define TREASURE_DEBUG 30#define TREASURE_DEBUG
32 31
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 33
35/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
36 35
37#include <global.h> 36#include <global.h>
38#include <treasure.h> 37#include <treasure.h>
39#include <funcpoint.h>
40#include <loader.h>
41 38
39#include <flat_hash_map.hpp>
40
41extern char *spell_mapping[];
42
43static treasurelist *first_treasurelist;
42 44
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 46
46/* 47typedef ska::flat_hash_map<
47 * Initialize global archtype pointers: 48 const char *,
48 */ 49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >
53> tl_map_t;
49 54
50void 55static tl_map_t tl_map;
51init_archetype_pointers ()
52{
53 int prev_warn = warn_archetypes;
54 56
55 warn_archetypes = 1; 57//TODO: class method
56 if (ring_arch == NULL) 58static void free_treasurestruct (treasure *t); // bleh desu
57 ring_arch = archetype::find ("ring"); 59static void
58 if (amulet_arch == NULL) 60clear (treasurelist *tl)
59 amulet_arch = archetype::find ("amulet"); 61{
60 if (staff_arch == NULL) 62 if (tl->items)
61 staff_arch = archetype::find ("staff"); 63 {
62 if (crown_arch == NULL) 64 free_treasurestruct (tl->items);
63 crown_arch = archetype::find ("crown"); 65 tl->items = 0;
64 warn_archetypes = prev_warn; 66 }
65}
66 67
67/* 68 tl->total_chance = 0;
68 * Allocate and return the pointer to an empty treasurelist structure. 69}
69 */
70 70
71/*
72 * Searches for the given treasurelist
73 */
71static treasurelist * 74treasurelist *
72get_empty_treasurelist (void) 75treasurelist::find (const char *name)
73{ 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 {
74 return new treasurelist; 99 tl = new treasurelist;
75}
76 100
77/* 101 tl->name = name;
78 * Allocate and return the pointer to an empty treasure structure. 102 tl->next = first_treasurelist;
79 */ 103 first_treasurelist = tl;
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85 104
86 t->chance = 100; 105 tl_map.insert (std::make_pair (tl->name, tl));
106 }
87 107
88 return t; 108 return tl;
89} 109}
110
111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out
114 */
115static void
116check_treasurelist (const treasure *t, const treasurelist * tl)
117{
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
129}
130#endif
90 131
91/* 132/*
92 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
94 */ 135 */
95
96static treasure * 136static treasure *
97load_treasure (FILE * fp, int *line) 137read_treasure (object_thawer &f)
98{ 138{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
101 int value;
102 140
103 nroftreasures++; 141 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 142
108 if (*buf == '#') 143 for (;;)
109 continue; 144 {
110 if ((cp = strchr (buf, '\n')) != NULL) 145 coroapi::cede_to_tick ();
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 146
116 if (sscanf (cp, "arch %s", variable)) 147 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 148 {
121 else if (sscanf (cp, "list %s", variable)) 149 case KW_arch:
122 t->name = variable; 150 t->item = archetype::find (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 151
124 t->change_arch.name = variable; 152 if (!t->item)
125 else if (sscanf (cp, "change_title %s", variable))
126 t->change_arch.title = variable;
127 else if (sscanf (cp, "change_slaying %s", variable))
128 t->change_arch.slaying = variable;
129 else if (sscanf (cp, "chance %d", &value))
130 t->chance = (uint8) value;
131 else if (sscanf (cp, "nrof %d", &value))
132 t->nrof = (uint16) value;
133 else if (sscanf (cp, "magic %d", &value))
134 t->magic = (uint8) value;
135 else if (!strcmp (cp, "yes"))
136 t->next_yes = load_treasure (fp, line);
137 else if (!strcmp (cp, "no"))
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 { 153 {
143 t->next = load_treasure (fp, line); 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 ();
144 return t; 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;
145 } 184 }
146 else 185
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 186 f.next ();
148 } 187 }
149 LOG (llevError, "treasure lacks 'end'.\n"); 188
189 // not reached
190
191error:
192 delete t;
150 return t; 193 return 0;
151} 194}
152 195
153#ifdef TREASURE_DEBUG
154
155/* recursived checks the linked list. Treasurelist is passed only
156 * so that the treasure name can be printed out
157 */
158static void
159check_treasurelist (const treasure *t, const treasurelist * tl)
160{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name)
167 (void) find_treasurelist (t->name);
168 if (t->next)
169 check_treasurelist (t->next, tl);
170 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl);
172 if (t->next_no)
173 check_treasurelist (t->next_no, tl);
174}
175#endif
176
177/* 196/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 197 * Each treasure is parsed with the help of load_treasure().
180 */ 198 */
181 199treasurelist *
182void 200treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 201{
185 FILE *fp; 202 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
186 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187 treasurelist *previous = NULL;
188 treasure *t;
189 int comp, line = 0;
190 203
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 204 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 205 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 206 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 207 tl->items = read_treasure (f);
208 if (!tl->items)
195 return; 209 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 210
203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 {
205 treasurelist *tl = get_empty_treasurelist ();
206
207 tl->name = name;
208 if (previous == NULL)
209 first_treasurelist = tl;
210 else
211 previous->next = tl;
212 previous = tl;
213 tl->items = load_treasure (fp, &line);
214
215 /* This is a one of the many items on the list should be generated. 211 /* This is a one of the many items on the list should be generated.
216 * Add up the chance total, and check to make sure the yes & no 212 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 213 * fields of the treasures are not being used.
218 */ 214 */
219 if (!strncmp (buf, "treasureone", 11)) 215 if (one)
216 {
217 for (treasure *t = tl->items; t; t = t->next)
218 {
219 if (t->next_yes || t->next_no)
220 { 220 {
221 for (t = tl->items; t != NULL; t = t->next)
222 {
223#ifdef TREASURE_DEBUG
224 if (t->next_yes || t->next_no)
225 {
226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 221 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
227 LOG (llevError, " the next_yes or next_no field is set\n"); 222 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 223 }
233 }
234 else
235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
236 }
237 close_and_delete (fp, comp);
238 224
239#ifdef TREASURE_DEBUG 225 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 226 }
241 * verify that list transitions work (ie, the list that it is supposed 227 }
242 * to transition to exists). Also, verify that at least the name
243 * or archetype is set for each treasure element.
244 */
245 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
246 check_treasurelist (previous->items, previous);
247#endif
248}
249 228
250/*
251 * Searches for the given treasurelist in the globally linked list
252 * of treasurelists which has been built by load_treasures().
253 */
254
255treasurelist *
256find_treasurelist (const char *name)
257{
258 shstr_cmp name_ (name);
259
260 if (!name_)
261 return 0;
262
263 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name)
265 return tl;
266
267 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
270 return 0; 229 return tl;
271} 230}
272
273 231
274/* 232/*
275 * Generates the objects specified by the given treasure. 233 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 234 * It goes recursively through the rest of the linked list.
277 * 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,
283 * start with equipment, but only their abilities). 241 * start with equipment, but only their abilities).
284 */ 242 */
285static void 243static void
286put_treasure (object *op, object *creator, int flags) 244put_treasure (object *op, object *creator, int flags)
287{ 245{
288 object *tmp; 246 if (flags & GT_ENVIRONMENT)
289 247 {
290 /* 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
291 * 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
292 * 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
293 * by another object. 251 * by another object.
294 */ 252 */
295 if (flags & GT_ENVIRONMENT && op->type != SPELL) 253 //TODO: flag such as objects... as such (no drop, anybody?)
296 { 254 if (op->type == SPELL)
297 op->x = creator->x; 255 {
298 op->y = creator->y; 256 op->destroy ();
299 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;
300 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 }
301 } 270 }
302 else 271 else
303 { 272 {
304 op = insert_ob_in_ob (op, creator); 273 op = creator->insert (op);
305 274
306 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 275 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
307 monster_check_apply (creator, op); 276 monster_check_apply (creator, op);
308
309 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
310 esrv_send_item (tmp, op);
311 } 277 }
312} 278}
313 279
314/* 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
315 * in the generated object 281 * in the generated object
329 295
330 if (t->change_arch.slaying) 296 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 297 op->slaying = t->change_arch.slaying;
332} 298}
333 299
334void 300static void
335create_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)
336{ 302{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 303 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 304 {
341 if (t->name) 305 if (t->name)
342 { 306 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 307 if (difficulty >= t->magic)
308 if (treasurelist *tl = treasurelist::find (t->name))
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 }
313 else
314 {
315 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
344 { 316 {
345 treasurelist *tl = find_treasurelist (t->name); 317 object *tmp = t->item->instance ();
346 if (tl) 318
347 create_treasure (tl, op, flag, difficulty, tries);
348 }
349 }
350 else
351 {
352 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
353 {
354 tmp = arch_to_object (t->item);
355 if (t->nrof && tmp->nrof <= 1) 319 if (t->nrof && tmp->nrof <= 1)
356 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 320 tmp->nrof = rndm (t->nrof) + 1;
321
357 fix_generated_item (tmp, op, difficulty, t->magic, flag); 322 fix_generated_item (tmp, op, difficulty, t->magic, flag);
358 change_treasure (t, tmp); 323 change_treasure (t, tmp);
359 put_treasure (tmp, op, flag); 324 put_treasure (tmp, op, flag);
360 } 325 }
361 } 326 }
362 327
363 if (t->next_yes != NULL) 328 if (t->next_yes)
364 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 329 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
365 } 330 }
366 else if (t->next_no != NULL) 331 else if (t->next_no)
367 create_all_treasures (t->next_no, op, flag, difficulty, tries); 332 create_all_treasures (t->next_no, op, flag, difficulty, tries);
368 333
369 if (t->next != NULL) 334 if (t->next)
370 create_all_treasures (t->next, op, flag, difficulty, tries); 335 create_all_treasures (t->next, op, flag, difficulty, tries);
371} 336}
372 337
373void 338static void
374create_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)
375{ 340{
376 int value = RANDOM () % tl->total_chance; 341 int value = rndm (tl->total_chance);
377 treasure *t; 342 treasure *t;
378 343
379 if (tries++ > 100) 344 if (tries++ > 100)
380 { 345 {
381 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");
382 return; 347 return;
383 } 348 }
384 349
385 for (t = tl->items; t != NULL; t = t->next) 350 for (t = tl->items; t; t = t->next)
386 { 351 {
387 value -= t->chance; 352 value -= t->chance;
388 353
389 if (value < 0) 354 if (value < 0)
390 break; 355 break;
391 } 356 }
392 357
393 if (!t || value >= 0) 358 if (!t || value >= 0)
394 {
395 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);
396 abort ();
397 return;
398 }
399 360
400 if (t->name) 361 if (t->name)
401 { 362 {
402 if (!strcmp (t->name, "NONE"))
403 return;
404
405 if (difficulty >= t->magic) 363 if (difficulty >= t->magic)
406 { 364 {
407 treasurelist *tl = find_treasurelist (t->name); 365 treasurelist *tl = treasurelist::find (t->name);
408 if (tl) 366 if (tl)
409 create_treasure (tl, op, flag, difficulty, tries); 367 create_treasure (tl, op, flag, difficulty, tries);
410 } 368 }
411 else if (t->nrof) 369 else if (t->nrof)
412 create_one_treasure (tl, op, flag, difficulty, tries); 370 create_one_treasure (tl, op, flag, difficulty, tries);
413
414 return;
415 } 371 }
416
417 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 372 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
418 { 373 {
419 object *tmp = arch_to_object (t->item); 374 if (object *tmp = t->item->instance ())
420 375 {
421 if (!tmp)
422 return;
423
424 if (t->nrof && tmp->nrof <= 1) 376 if (t->nrof && tmp->nrof <= 1)
425 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 377 tmp->nrof = rndm (t->nrof) + 1;
426 378
427 fix_generated_item (tmp, op, difficulty, t->magic, flag); 379 fix_generated_item (tmp, op, difficulty, t->magic, flag);
428 change_treasure (t, tmp); 380 change_treasure (t, tmp);
429 put_treasure (tmp, op, flag); 381 put_treasure (tmp, op, flag);
382 }
430 } 383 }
384}
385
386void
387object::create_treasure (treasurelist *tl, int flags)
388{
389 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
431} 390}
432 391
433/* This calls the appropriate treasure creation function. tries is passed 392/* This calls the appropriate treasure creation function. tries is passed
434 * to determine how many list transitions or attempts to create treasure 393 * to determine how many list transitions or attempts to create treasure
435 * have been made. It is really in place to prevent infinite loops with 394 * have been made. It is really in place to prevent infinite loops with
436 * list transitions, or so that excessively good treasure will not be 395 * list transitions, or so that excessively good treasure will not be
437 * created on weak maps, because it will exceed the number of allowed tries 396 * created on weak maps, because it will exceed the number of allowed tries
438 * to do that. 397 * to do that.
439 */ 398 */
440void 399void
441create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 400create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
442{ 401{
402 // empty treasurelists are legal
403 if (!tl->items)
404 return;
443 405
444 if (tries++ > 100) 406 if (tries++ > 100)
445 { 407 {
446 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 408 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
447 return; 409 return;
448 } 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
449 if (t->total_chance) 421 if (tl->total_chance)
450 create_one_treasure (t, op, flag, difficulty, tries); 422 create_one_treasure (tl, op, flag, difficulty, tries);
451 else 423 else
452 create_all_treasures (t->items, op, flag, difficulty, tries); 424 create_all_treasures (tl->items, op, flag, difficulty, tries);
453} 425}
454 426
455/* This is similar to the old generate treasure function. However, 427/* This is similar to the old generate treasure function. However,
456 * 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
457 * create_treasure. We create a dummy object that the treasure gets 429 * create_treasure. We create a dummy object that the treasure gets
458 * inserted into, and then return that treausre 430 * inserted into, and then return that treausre
459 */ 431 */
460object * 432object *
461generate_treasure (treasurelist *t, int difficulty) 433generate_treasure (treasurelist *tl, int difficulty)
462{ 434{
463 difficulty = clamp (difficulty, 1, settings.max_level); 435 difficulty = clamp (difficulty, 1, settings.max_level);
464 436
465 object *ob = object::create (), *tmp; 437 object *ob = object::create ();
466 438
467 create_treasure (t, ob, 0, difficulty, 0); 439 create_treasure (tl, ob, 0, difficulty, 0);
468 440
469 /* 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 */
470 tmp = ob->inv; 442 object *tmp = ob->inv;
471 if (tmp != NULL) 443 if (tmp)
472 tmp->remove (); 444 tmp->remove ();
473 445
474 if (ob->inv) 446 if (ob->inv)
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 447 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 448
477 ob->destroy (); 449 ob->destroy ();
450
478 return tmp; 451 return tmp;
479} 452}
480 453
481/* 454/*
482 * 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
484 * 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
485 * magical bonus "wanted". 458 * magical bonus "wanted".
486 */ 459 */
487 460
488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 461static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490/*chance of magic difficulty*/ 462// chance of magic difficulty
491
492/* +0 +1 +2 +3 +4 */ 463// +0 +1 +2 +3 +4
493 {95, 2, 2, 1, 0}, /*1 */ 464 {95, 2, 2, 1, 0}, // 1
494 {92, 5, 2, 1, 0}, /*2 */ 465 {92, 5, 2, 1, 0}, // 2
495 {85, 10, 4, 1, 0}, /*3 */ 466 {85, 10, 4, 1, 0}, // 3
496 {80, 14, 4, 2, 0}, /*4 */ 467 {80, 14, 4, 2, 0}, // 4
497 {75, 17, 5, 2, 1}, /*5 */ 468 {75, 17, 5, 2, 1}, // 5
498 {70, 18, 8, 3, 1}, /*6 */ 469 {70, 18, 8, 3, 1}, // 6
499 {65, 21, 10, 3, 1}, /*7 */ 470 {65, 21, 10, 3, 1}, // 7
500 {60, 22, 12, 4, 2}, /*8 */ 471 {60, 22, 12, 4, 2}, // 8
501 {55, 25, 14, 4, 2}, /*9 */ 472 {55, 25, 14, 4, 2}, // 9
502 {50, 27, 16, 5, 2}, /*10 */ 473 {50, 27, 16, 5, 2}, // 10
503 {45, 28, 18, 6, 3}, /*11 */ 474 {45, 28, 18, 6, 3}, // 11
504 {42, 28, 20, 7, 3}, /*12 */ 475 {42, 28, 20, 7, 3}, // 12
505 {40, 27, 21, 8, 4}, /*13 */ 476 {40, 27, 21, 8, 4}, // 13
506 {38, 25, 22, 10, 5}, /*14 */ 477 {38, 25, 22, 10, 5}, // 14
507 {36, 23, 23, 12, 6}, /*15 */ 478 {36, 23, 23, 12, 6}, // 15
508 {33, 21, 24, 14, 8}, /*16 */ 479 {33, 21, 24, 14, 8}, // 16
509 {31, 19, 25, 16, 9}, /*17 */ 480 {31, 19, 25, 16, 9}, // 17
510 {27, 15, 30, 18, 10}, /*18 */ 481 {27, 15, 30, 18, 10}, // 18
511 {20, 12, 30, 25, 13}, /*19 */ 482 {20, 12, 30, 25, 13}, // 19
512 {15, 10, 28, 30, 17}, /*20 */ 483 {15, 10, 28, 30, 17}, // 20
513 {13, 9, 27, 28, 23}, /*21 */ 484 {13, 9, 27, 28, 23}, // 21
514 {10, 8, 25, 28, 29}, /*22 */ 485 {10, 8, 25, 28, 29}, // 22
515 {8, 7, 23, 26, 36}, /*23 */ 486 { 8, 7, 23, 26, 36}, // 23
516 {6, 6, 20, 22, 46}, /*24 */ 487 { 6, 6, 20, 22, 46}, // 24
517 {4, 5, 17, 18, 56}, /*25 */ 488 { 4, 5, 17, 18, 56}, // 25
518 {2, 4, 12, 14, 68}, /*26 */ 489 { 2, 4, 12, 14, 68}, // 26
519 {0, 3, 7, 10, 80}, /*27 */ 490 { 0, 3, 7, 10, 80}, // 27
520 {0, 0, 3, 7, 90}, /*28 */ 491 { 0, 0, 3, 7, 90}, // 28
521 {0, 0, 0, 3, 97}, /*29 */ 492 { 0, 0, 0, 3, 97}, // 29
522 {0, 0, 0, 0, 100}, /*30 */ 493 { 0, 0, 0, 0, 100}, // 30
523 {0, 0, 0, 0, 100}, /*31 */ 494 { 0, 0, 0, 0, 100}, // 31
524}; 495};
525 496
526
527/* calculate the appropriate level for wands staves and scrolls. 497/* calculate the appropriate level for wands staves and scrolls.
528 * 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)
529 * 499 *
530 * elmex Wed Aug 9 17:44:59 CEST 2006: 500 * elmex Wed Aug 9 17:44:59 CEST 2006:
531 * 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.
532 */ 502 */
533 503static int
534int
535level_for_item (const object *op, int difficulty) 504level_for_item (const object *op, int difficulty)
536{ 505{
537 int olevel = 0;
538
539 if (!op->inv) 506 if (!op->inv)
540 { 507 {
541 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);
542 return 0; 509 return 0;
543 } 510 }
544 511
545 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 512 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
546 513
547 if (olevel <= 0) 514 if (olevel <= 0)
548 olevel = rndm (1, MIN (op->inv->level, 1)); 515 olevel = rndm (1, op->inv->level);
549 516
550 if (olevel > MAXLEVEL) 517 return min (olevel, MAXLEVEL_TREASURE);
551 olevel = MAXLEVEL;
552
553 return olevel;
554} 518}
555 519
556/* 520/*
557 * Based upon the specified difficulty and upon the difftomagic_list array, 521 * Based upon the specified difficulty and upon the difftomagic_list array,
558 * a random magical bonus is returned. This is used when determine 522 * a random magical bonus is returned. This is used when determine
561 * elmex Thu Aug 10 18:45:44 CEST 2006: 525 * elmex Thu Aug 10 18:45:44 CEST 2006:
562 * 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
563 * weird integer between 1-31. 527 * weird integer between 1-31.
564 * 528 *
565 */ 529 */
566 530static int
567int
568magic_from_difficulty (int difficulty) 531magic_from_difficulty (int difficulty)
569{ 532{
570 int percent = 0, magic = 0;
571 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);
572 535
573 scaled_diff--; 536 int percent = rndm (100);
537 int magic;
574 538
575 if (scaled_diff < 0)
576 scaled_diff = 0;
577
578 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1;
580
581 percent = RANDOM () % 100;
582
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 539 for (magic = 0; magic <= MAXMAGIC; magic++)
584 { 540 {
585 percent -= difftomagic_list[scaled_diff][magic]; 541 percent -= difftomagic_list[scaled_diff][magic];
586 542
587 if (percent < 0) 543 if (percent < 0)
588 break; 544 break;
589 } 545 }
590 546
591 if (magic == (MAXMAGIC + 1)) 547 if (magic > MAXMAGIC)
592 { 548 {
593 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);
594 magic = 0; 550 magic = 0;
595 } 551 }
596 552
597 magic = (RANDOM () % 3) ? magic : -magic; 553 magic = (rndm (3)) ? magic : -magic;
598 /* 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); */
599 555
600 return magic; 556 return magic;
601} 557}
602 558
604 * Sets magical bonus in an object, and recalculates the effect on 560 * Sets magical bonus in an object, and recalculates the effect on
605 * the armour variable, and the effect on speed of armour. 561 * the armour variable, and the effect on speed of armour.
606 * This function doesn't work properly, should add use of archetypes 562 * This function doesn't work properly, should add use of archetypes
607 * to make it truly absolute. 563 * to make it truly absolute.
608 */ 564 */
609
610void 565void
611set_abs_magic (object *op, int magic) 566set_abs_magic (object *op, int magic)
612{ 567{
613 if (!magic) 568 if (!magic)
614 return; 569 return;
615 570
616 op->magic = magic; 571 op->magic = magic;
617 if (op->arch) 572 if (op->arch)
618 { 573 {
619 if (op->type == ARMOUR) 574 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 575 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
621 576
622 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 */
623 magic = (-magic); 578 magic = (-magic);
579
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
625 } 581 }
626 else 582 else
627 { 583 {
628 if (op->type == ARMOUR) 584 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
586
630 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 */
631 magic = (-magic); 588 magic = (-magic);
589
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 590 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 591 }
634} 592}
635 593
636/* 594/*
639 */ 597 */
640 598
641static void 599static void
642set_magic (int difficulty, object *op, int max_magic, int flags) 600set_magic (int difficulty, object *op, int max_magic, int flags)
643{ 601{
644 int i;
645
646 i = magic_from_difficulty (difficulty); 602 int i = magic_from_difficulty (difficulty);
603
647 if ((flags & GT_ONLY_GOOD) && i < 0) 604 if ((flags & GT_ONLY_GOOD) && i < 0)
648 i = -i; 605 i = -i;
606
649 if (i > max_magic) 607 i = min (i, max_magic);
650 i = max_magic; 608
651 set_abs_magic (op, i); 609 set_abs_magic (op, i);
652 if (i < 0) 610 if (i < 0)
653 SET_FLAG (op, FLAG_CURSED); 611 op->set_flag (FLAG_CURSED);
654} 612}
655 613
656/* 614/*
657 * Randomly adds one magical ability to the given object. 615 * Randomly adds one magical ability to the given object.
658 * Modified for Partial Resistance in many ways: 616 * Modified for Partial Resistance in many ways:
659 * 1) Since rings can have multiple bonuses, if the same bonus 617 * 1) Since rings can have multiple bonuses, if the same bonus
660 * is rolled again, increase it - the bonuses now stack with 618 * is rolled again, increase it - the bonuses now stack with
661 * other bonuses previously rolled and ones the item might natively have. 619 * other bonuses previously rolled and ones the item might natively have.
662 * 2) Add code to deal with new PR method. 620 * 2) Add code to deal with new PR method.
663 */ 621 */
664 622static void
665void
666set_ring_bonus (object *op, int bonus) 623set_ring_bonus (object *op, int bonus)
667{ 624{
668
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 625 int r = rndm (bonus > 0 ? 25 : 11);
670 626
671 if (op->type == AMULET) 627 if (op->type == AMULET)
672 { 628 if (!rndm (21))
673 if (!(RANDOM () % 21)) 629 r = 20 + rndm (2);
674 r = 20 + RANDOM () % 2; 630 else if (rndm (2))
631 r = 10;
675 else 632 else
676 { 633 r = 11 + rndm (9);
677 if (RANDOM () & 2)
678 r = 10;
679 else
680 r = 11 + RANDOM () % 9;
681 }
682 }
683 634
684 switch (r) 635 switch (r)
685 { 636 {
686 /* 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,
687 * bonuses and penalties will stack and add to existing values. 638 * bonuses and penalties will stack and add to existing values.
688 * of the item. 639 * of the item.
689 */ 640 */
690 case 0: 641 case 0:
691 case 1: 642 case 1:
692 case 2: 643 case 2:
693 case 3: 644 case 3:
694 case 4: 645 case 4:
695 case 5: 646 case 5:
696 case 6: 647 case 6:
697 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 648 op->stats.stat (r) += bonus;
698 break; 649 break;
699 650
700 case 7: 651 case 7:
701 op->stats.dam += bonus; 652 op->stats.dam += bonus;
702 break; 653 break;
722 case 16: 673 case 16:
723 case 17: 674 case 17:
724 case 18: 675 case 18:
725 case 19: 676 case 19:
726 { 677 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 678 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
728 679
729 /* 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) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 681 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
731 682
732 /* 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
733 * positive values for how protections work out. Put another 684 * positive values for how protections work out. Put another
734 * 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
735 * even values. 686 * even values.
736 */ 687 */
737 if (bonus < 0) 688 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b; 689 val = 2 * -val - rndm (b);
739 if (val > 35) 690
740 val = 35; /* Upper limit */ 691 val = min (35, val); /* Upper limit */
692
741 b = 0; 693 b = 0;
694
742 while (op->resist[resist_table[resist]] != 0 && b < 4) 695 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table; 696 resist = rndm (num_resist_table);
745 } 697
746 if (b == 4) 698 if (b == 4)
747 return; /* Not able to find a free resistance */ 699 return; /* Not able to find a free resistance */
700
748 op->resist[resist_table[resist]] = val; 701 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value 702 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave. 703 * based on how good a resistance we gave.
751 */ 704 */
752 break; 705 break;
753 } 706 }
754 case 20: 707 case 20:
755 if (op->type == AMULET) 708 if (op->type == AMULET)
756 { 709 {
757 SET_FLAG (op, FLAG_REFL_SPELL); 710 op->set_flag (FLAG_REFL_SPELL);
758 op->value *= 11; 711 op->value *= 11;
759 } 712 }
760 else 713 else
761 { 714 {
762 op->stats.hp = 1; /* regenerate hit points */ 715 op->stats.hp = 1; /* regenerate hit points */
765 break; 718 break;
766 719
767 case 21: 720 case 21:
768 if (op->type == AMULET) 721 if (op->type == AMULET)
769 { 722 {
770 SET_FLAG (op, FLAG_REFL_MISSILE); 723 op->set_flag (FLAG_REFL_MISSILE);
771 op->value *= 9; 724 op->value *= 9;
772 } 725 }
773 else 726 else
774 { 727 {
775 op->stats.sp = 1; /* regenerate spell points */ 728 op->stats.sp = 1; /* regenerate spell points */
777 } 730 }
778 break; 731 break;
779 732
780 case 22: 733 case 22:
781 op->stats.exp += bonus; /* Speed! */ 734 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3; 735 op->value = op->value * 2 / 3;
783 break; 736 break;
784 } 737 }
738
785 if (bonus > 0) 739 if (bonus > 0)
786 op->value *= 2 * bonus; 740 op->value = 2 * op->value * bonus;
787 else 741 else
788 op->value = -(op->value * 2 * bonus) / 3; 742 op->value = -2 * op->value * bonus / 3;
789} 743}
790 744
791/* 745/*
792 * 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.
793 * 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
794 * higher is the chance of returning a low number. 748 * higher is the chance of returning a low number.
795 * 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
796 * rings and amulets. 750 * rings and amulets.
797 * 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.
798 */ 752 */
799 753static int
800int
801get_magic (int diff) 754get_magic (int diff)
802{ 755{
803 int i; 756 diff = min (3, diff);
804 757
805 if (diff < 3)
806 diff = 3;
807 for (i = 0; i < 4; i++) 758 for (int i = 0; i < 4; i++)
808 if (RANDOM () % diff) 759 if (rndm (diff))
809 return i; 760 return i;
761
810 return 4; 762 return 4;
811} 763}
812 764
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
813#define DICE2 (get_magic(2)==2?2:1) 805#define DICE2 (get_magic(2) == 2 ? 2 : 1)
814#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))
815 807
816/* 808/*
817 * 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
818 * 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
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 811 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
820 */ 812 */
821 813
822/* 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
823 * 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
824 * 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
825 * way to do this? b.t. */ 817 * way to do this? b.t. */
826 818
827/* 819/*
828 * ! (flags & GT_ENVIRONMENT): 820 * ! (flags & GT_ENVIRONMENT):
829 * Automatically calls fix_flesh_item(). 821 * Automatically calls fix_flesh_item().
833 * value. 825 * value.
834 * 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
835 * 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
836 * 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
837 */ 829 */
838
839void 830void
840fix_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)
841{ 832{
842 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;
843 834
848 save_item_power = op->item_power; 839 save_item_power = op->item_power;
849 op->item_power = 0; 840 op->item_power = 0;
850 841
851 if (op->randomitems && op->type != SPELL) 842 if (op->randomitems && op->type != SPELL)
852 { 843 {
853 create_treasure (op->randomitems, op, flags, difficulty, 0); 844 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
854 if (!op->inv)
855 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
856
857 /* So the treasure doesn't get created again */ 845 /* So the treasure doesn't get created again */
858 op->randomitems = NULL; 846 op->randomitems = 0;
859 } 847 }
860 848
861 if (difficulty < 1) 849 max_it (difficulty, 1);
862 difficulty = 1;
863 850
864 if (INVOKE_OBJECT (ADD_BONUS, op, 851 if (INVOKE_OBJECT (ADD_BONUS, op,
865 ARG_OBJECT (creator != op ? creator : 0), 852 ARG_OBJECT (creator != op ? creator : 0),
866 ARG_INT (difficulty), ARG_INT (max_magic), 853 ARG_INT (difficulty), ARG_INT (max_magic),
867 ARG_INT (flags))) 854 ARG_INT (flags)))
868 return; 855 return;
869 856
870 if (!(flags & GT_MINIMAL)) 857 if (!(flags & GT_MINIMAL))
871 { 858 {
872 if (op->arch == crown_arch) 859 if (IS_ARCH (op->arch, crown))
873 { 860 {
874 set_magic (difficulty, op, max_magic, flags); 861 set_magic (difficulty, op, max_magic, flags);
875 num_enchantments = calc_item_power (op, 1); 862 num_enchantments = calc_item_power (op, 1);
876 generate_artifact (op, difficulty); 863 generate_artifact (op, difficulty);
877 } 864 }
880 if (!op->magic && max_magic) 867 if (!op->magic && max_magic)
881 set_magic (difficulty, op, max_magic, flags); 868 set_magic (difficulty, op, max_magic, flags);
882 869
883 num_enchantments = calc_item_power (op, 1); 870 num_enchantments = calc_item_power (op, 1);
884 871
885 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))
886 * 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 */
887 generate_artifact (op, difficulty); 875 generate_artifact (op, difficulty);
888 } 876 }
889 877
890 /* Object was made an artifact. Calculate its item_power rating. 878 /* Object was made an artifact. Calculate its item_power rating.
891 * the item_power in the object is what the artfiact adds. 879 * the item_power in the object is what the artfiact adds.
925 * again below */ 913 * again below */
926 } 914 }
927 } 915 }
928 916
929 /* materialtype modifications. Note we allow this on artifacts. */ 917 /* materialtype modifications. Note we allow this on artifacts. */
930 set_materialname (op, difficulty, NULL); 918 select_material (op, difficulty);
931 919
932 if (flags & GT_MINIMAL) 920 if (flags & GT_MINIMAL)
933 { 921 {
934 if (op->type == POTION) 922 if (op->type == POTION)
935 /* Handle healing and magic power potions */ 923 /* Handle healing and magic power potions */
936 if (op->stats.sp && !op->randomitems) 924 if (op->stats.sp && !op->randomitems)
937 { 925 {
938 object *tmp;
939
940 tmp = get_archetype (spell_mapping[op->stats.sp]); 926 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
941 insert_ob_in_ob (tmp, op); 927 insert_ob_in_ob (tmp, op);
942 op->stats.sp = 0; 928 op->stats.sp = 0;
943 } 929 }
944 } 930 }
945 else if (!op->title) /* Only modify object if not special */ 931 else if (!op->title) /* Only modify object if not special */
948 case WEAPON: 934 case WEAPON:
949 case ARMOUR: 935 case ARMOUR:
950 case SHIELD: 936 case SHIELD:
951 case HELMET: 937 case HELMET:
952 case CLOAK: 938 case CLOAK:
953 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 939 if (op->flag [FLAG_CURSED] && !(rndm (4)))
954 set_ring_bonus (op, -DICE2); 940 set_ring_bonus (op, -DICE2);
955 break; 941 break;
956 942
957 case BRACERS: 943 case BRACERS:
958 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 944 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
959 { 945 {
960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 946 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
961 if (!QUERY_FLAG (op, FLAG_CURSED)) 947 if (!op->flag [FLAG_CURSED])
962 op->value *= 3; 948 op->value *= 3;
963 } 949 }
964 break; 950 break;
965 951
966 case POTION: 952 case POTION:
967 { 953 {
968 int too_many_tries = 0, is_special = 0; 954 int too_many_tries = 0;
969 955
970 /* Handle healing and magic power potions */ 956 /* Handle healing and magic power potions */
971 if (op->stats.sp && !op->randomitems) 957 if (op->stats.sp && !op->randomitems)
972 { 958 {
973 object *tmp;
974
975 tmp = get_archetype (spell_mapping[op->stats.sp]); 959 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
976 insert_ob_in_ob (tmp, op); 960 insert_ob_in_ob (tmp, op);
977 op->stats.sp = 0; 961 op->stats.sp = 0;
978 } 962 }
979 963
980 while (!(is_special = special_potion (op)) && !op->inv) 964 while (!special_potion (op) && !op->inv)
981 { 965 {
982 generate_artifact (op, difficulty); 966 generate_artifact (op, difficulty);
983 if (too_many_tries++ > 10) 967 if (too_many_tries++ > 10)
984 break; 968 break;
985 } 969 }
988 * since the value set on those is already correct. 972 * since the value set on those is already correct.
989 */ 973 */
990 if (op->inv && op->randomitems) 974 if (op->inv && op->randomitems)
991 { 975 {
992 /* value multiplier is same as for scrolls */ 976 /* value multiplier is same as for scrolls */
993 op->value = (op->value * op->inv->value); 977 op->value *= op->inv->value;
994 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 978 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
995 } 979 }
996 else 980 else
997 { 981 {
998 op->name = "potion"; 982 op->name = shstr_potion;
999 op->name_pl = "potions"; 983 op->name_pl = shstr_potions;
1000 } 984 }
1001 985
1002 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 986 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1003 SET_FLAG (op, FLAG_CURSED); 987 op->set_flag (FLAG_CURSED);
988
1004 break; 989 break;
1005 } 990 }
1006 991
1007 case AMULET: 992 case AMULET:
1008 if (op->arch == amulet_arch) 993 if (IS_ARCH (op->arch, amulet))
1009 op->value *= 5; /* Since it's not just decoration */ 994 op->value *= 5; /* Since it's not just decoration */
1010 995
1011 case RING: 996 case RING:
1012 if (op->arch == NULL)
1013 {
1014 op->destroy ();
1015 op = 0;
1016 break;
1017 }
1018
1019 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 997 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1020 break; 998 break;
1021 999
1022 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1000 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1023 SET_FLAG (op, FLAG_CURSED); 1001 op->set_flag (FLAG_CURSED);
1024 1002
1025 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1003 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1026 1004
1027 if (op->type != RING) /* Amulets have only one ability */ 1005 if (op->type != RING) /* Amulets have only one ability */
1028 break; 1006 break;
1029 1007
1030 if (!(RANDOM () % 4)) 1008 if (!rndm (4))
1031 { 1009 {
1032 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1010 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1033 1011
1034 if (d > 0) 1012 if (d > 0)
1035 op->value *= 3; 1013 op->value *= 3;
1036 1014
1037 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
1038 1016
1039 if (!(RANDOM () % 4)) 1017 if (!rndm (4))
1040 { 1018 {
1041 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1019 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1042 1020
1043 if (d > 0) 1021 if (d > 0)
1044 op->value *= 5; 1022 op->value *= 5;
1023
1045 set_ring_bonus (op, d); 1024 set_ring_bonus (op, d);
1046 } 1025 }
1047 } 1026 }
1048 1027
1049 if (GET_ANIM_ID (op)) 1028 if (op->animation_id)
1050 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1029 op->set_anim_frame (rndm (op->anim_frames ()));
1051 1030
1052 break; 1031 break;
1053 1032
1054 case BOOK: 1033 case BOOK:
1055 /* Is it an empty book?, if yes lets make a special· 1034 /* Is it an empty book?, if yes lets make a special·
1056 * msg for it, and tailor its properties based on the· 1035 * msg for it, and tailor its properties based on the·
1057 * creator and/or map level we found it on. 1036 * creator and/or map level we found it on.
1058 */ 1037 */
1059 if (!op->msg && RANDOM () % 10) 1038 if (!op->msg && rndm (10))
1060 { 1039 {
1061 /* set the book level properly */ 1040 /* set the book level properly */
1062 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1041 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1063 { 1042 {
1064 if (op->map && op->map->difficulty) 1043 if (op->map && op->map->difficulty)
1065 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1044 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1066 else 1045 else
1067 op->level = RANDOM () % 20 + 1; 1046 op->level = rndm (20) + 1;
1068 } 1047 }
1069 else 1048 else
1070 op->level = RANDOM () % creator->level; 1049 op->level = rndm (creator->level);
1071 1050
1072 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);
1073 /* books w/ info are worth more! */ 1052 /* books w/ info are worth more! */
1074 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));
1075 /* creator related stuff */
1076
1077 /* for library, chained books. Note that some monsters have no_pick
1078 * set - we don't want to set no pick in that case.
1079 */
1080 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1081 SET_FLAG (op, FLAG_NO_PICK);
1082 if (creator->slaying && !op->slaying) /* for check_inv floors */
1083 op->slaying = creator->slaying;
1084 1054
1085 /* add exp so reading it gives xp (once) */ 1055 /* add exp so reading it gives xp (once) */
1086 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1056 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1087 } 1057 }
1058
1059 /* creator related stuff */
1060
1061 /* for library, chained books. Note that some monsters have no_pick
1062 * set - we don't want to set no pick in that case.
1063 */
1064 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1065 op->set_flag (FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying;
1088 break; 1068 break;
1089 1069
1090 case SPELLBOOK: 1070 case SPELLBOOK:
1091 op->value = op->value * op->inv->value; 1071 op->value *= value_factor_from_spell_item (op->inv, 0);
1072
1092 /* add exp so learning gives xp */ 1073 /* add exp so learning gives xp */
1093 op->level = op->inv->level; 1074 op->level = op->inv->level;
1094 op->stats.exp = op->value; 1075 op->stats.exp = op->value;
1095 break; 1076 break;
1096 1077
1100 * and reset nrof. 1081 * and reset nrof.
1101 */ 1082 */
1102 op->stats.food = op->inv->nrof; 1083 op->stats.food = op->inv->nrof;
1103 op->nrof = 1; 1084 op->nrof = 1;
1104 /* If the spell changes by level, choose a random level 1085 /* If the spell changes by level, choose a random level
1105 * for it, and adjust price. If the spell doesn't 1086 * for it.
1106 * change by level, just set the wand to the level of
1107 * the spell, and value calculation is simpler.
1108 */ 1087 */
1109 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1088 if (op->inv->duration_modifier
1110 { 1089 || op->inv->dam_modifier
1090 || op->inv->range_modifier)
1111 op->level = level_for_item (op, difficulty); 1091 op->level = level_for_item (op, difficulty);
1112 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1113 }
1114 else 1092 else
1115 {
1116 op->level = op->inv->level; 1093 op->level = op->inv->level;
1117 op->value = op->value * op->inv->value; 1094
1118 } 1095 op->value *= value_factor_from_spell_item (op->inv, op);
1119 break; 1096 break;
1120 1097
1121 case ROD: 1098 case ROD:
1122 op->level = level_for_item (op, difficulty); 1099 op->level = level_for_item (op, difficulty);
1123 /* Add 50 to both level an divisor to keep prices a little more 1100 op->value *= value_factor_from_spell_item (op->inv, op);
1124 * reasonable. Otherwise, a high level version of a low level 1101
1125 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1126 * 10 time multiplier). This way, the value are a bit more reasonable.
1127 */
1128 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1129 /* maxhp is used to denote how many 'charges' the rod holds before */ 1102 /* maxhp is used to denote how many 'charges' the rod holds before */
1130 if (op->stats.maxhp) 1103 if (op->stats.maxhp)
1131 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);
1132 else 1105 else
1133 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);
1134 1107
1135 op->stats.hp = op->stats.maxhp; 1108 op->stats.hp = op->stats.maxhp;
1136 break; 1109 break;
1137 1110
1138 case SCROLL: 1111 case SCROLL:
1139 op->level = level_for_item (op, difficulty); 1112 op->level = level_for_item (op, difficulty);
1140 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);
1141 1114
1142 /* add exp so reading them properly gives xp */ 1115 /* add exp so reading them properly gives xp */
1143 op->stats.exp = op->value / 5; 1116 op->stats.exp = op->value / 5;
1144 op->nrof = op->inv->nrof; 1117 op->nrof = op->inv->nrof;
1145 break; 1118 break;
1153 break; 1126 break;
1154 } /* switch type */ 1127 } /* switch type */
1155 1128
1156 if (flags & GT_STARTEQUIP) 1129 if (flags & GT_STARTEQUIP)
1157 { 1130 {
1158 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])
1159 SET_FLAG (op, FLAG_STARTEQUIP); 1132 op->set_flag (FLAG_STARTEQUIP);
1160 else if (op->type != MONEY) 1133 else if (op->type != MONEY)
1161 op->value = 0; 1134 op->value = 0;
1162 } 1135 }
1163 1136
1164 if (!(flags & GT_ENVIRONMENT)) 1137 if (!(flags & GT_ENVIRONMENT))
1174 */ 1147 */
1175 1148
1176/* 1149/*
1177 * Allocate and return the pointer to an empty artifactlist structure. 1150 * Allocate and return the pointer to an empty artifactlist structure.
1178 */ 1151 */
1179
1180static artifactlist * 1152static artifactlist *
1181get_empty_artifactlist (void) 1153get_empty_artifactlist ()
1182{ 1154{
1183 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1155 return salloc0<artifactlist> ();
1184
1185 if (tl == NULL)
1186 fatal (OUT_OF_MEMORY);
1187 tl->next = NULL;
1188 tl->items = NULL;
1189 tl->total_chance = 0;
1190 return tl;
1191} 1156}
1192 1157
1193/* 1158/*
1194 * Allocate and return the pointer to an empty artifact structure. 1159 * Allocate and return the pointer to an empty artifact structure.
1195 */ 1160 */
1196
1197static artifact * 1161static artifact *
1198get_empty_artifact (void) 1162get_empty_artifact ()
1199{ 1163{
1200 artifact *t = (artifact *) malloc (sizeof (artifact)); 1164 return salloc0<artifact> ();
1201
1202 if (t == NULL)
1203 fatal (OUT_OF_MEMORY);
1204 t->item = NULL;
1205 t->next = NULL;
1206 t->chance = 0;
1207 t->difficulty = 0;
1208 t->allowed = NULL;
1209 return t;
1210} 1165}
1211 1166
1212/* 1167/*
1213 * 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
1214 * of objects on it. 1169 * of objects on it.
1215 */ 1170 */
1216
1217artifactlist * 1171artifactlist *
1218find_artifactlist (int type) 1172find_artifactlist (int type)
1219{ 1173{
1220 artifactlist *al;
1221
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1174 for (artifactlist *al = first_artifactlist; al; al = al->next)
1223 if (al->type == type) 1175 if (al->type == type)
1224 return al; 1176 return al;
1177
1225 return NULL; 1178 return 0;
1226} 1179}
1227 1180
1228/* 1181/*
1229 * For debugging purposes. Dumps all tables. 1182 * Builds up the lists of artifacts from the file in the libdir.
1230 */ 1183 */
1231
1232void 1184void
1233dump_artifacts (void)
1234{
1235 artifactlist *al;
1236 artifact *art;
1237 linked_char *next;
1238
1239 fprintf (logfile, "\n");
1240 for (al = first_artifactlist; al != NULL; al = al->next)
1241 {
1242 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1243 for (art = al->items; art != NULL; art = art->next)
1244 {
1245 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1246 if (art->allowed != NULL)
1247 {
1248 fprintf (logfile, "\tAllowed combinations:");
1249 for (next = art->allowed; next != NULL; next = next->next)
1250 fprintf (logfile, "%s,", &next->name);
1251 fprintf (logfile, "\n");
1252 }
1253 }
1254 }
1255 fprintf (logfile, "\n");
1256}
1257
1258/*
1259 * For debugging purposes. Dumps all treasures recursively (see below).
1260 */
1261void
1262dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1263{
1264 treasurelist *tl;
1265 int i;
1266
1267 if (depth > 100)
1268 return;
1269 while (t != NULL)
1270 {
1271 if (t->name != NULL)
1272 {
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, "{ (list: %s)\n", &t->name);
1276 tl = find_treasurelist (t->name);
1277 if (tl)
1278 dump_monster_treasure_rec (name, tl->items, depth + 2);
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1282 }
1283 else
1284 {
1285 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " ");
1287 if (t->item->clone.type == FLESH)
1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1289 else
1290 fprintf (logfile, "%s\n", &t->item->clone.name);
1291 }
1292 if (t->next_yes != NULL)
1293 {
1294 for (i = 0; i < depth; i++)
1295 fprintf (logfile, " ");
1296 fprintf (logfile, " (if yes)\n");
1297 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1298 }
1299 if (t->next_no != NULL)
1300 {
1301 for (i = 0; i < depth; i++)
1302 fprintf (logfile, " ");
1303 fprintf (logfile, " (if no)\n");
1304 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1305 }
1306 t = t->next;
1307 }
1308}
1309
1310/*
1311 * For debugging purposes. Dumps all treasures for a given monster.
1312 * Created originally by Raphael Quinet for debugging the alchemy code.
1313 */
1314
1315void
1316dump_monster_treasure (const char *name)
1317{
1318 archetype *at;
1319 int found;
1320
1321 found = 0;
1322 fprintf (logfile, "\n");
1323 for (at = first_archetype; at != NULL; at = at->next)
1324 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1325 {
1326 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1327 if (at->clone.randomitems != NULL)
1328 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1329 else
1330 fprintf (logfile, "(nothing)\n");
1331 fprintf (logfile, "\n");
1332 found++;
1333 }
1334 if (found == 0)
1335 fprintf (logfile, "No objects have the name %s!\n\n", name);
1336}
1337
1338/*
1339 * Builds up the lists of artifacts from the file in the libdir.
1340 */
1341
1342void
1343init_artifacts (void) 1185init_artifacts ()
1344{ 1186{
1345 static int has_been_inited = 0; 1187 static int has_been_inited = 0;
1346 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1347 artifact *art = NULL; 1188 artifact *art = NULL;
1348 linked_char *tmp;
1349 int value;
1350 artifactlist *al; 1189 artifactlist *al;
1351 1190
1352 if (has_been_inited) 1191 if (has_been_inited)
1353 return; 1192 return;
1354 else 1193 else
1355 has_been_inited = 1; 1194 has_been_inited = 1;
1356 1195
1357 sprintf (filename, "%s/artifacts", settings.datadir); 1196 object_thawer f (settings.datadir, "artifacts");
1358 object_thawer thawer (filename);
1359 1197
1360 if (!thawer) 1198 if (!f)
1361 return; 1199 return;
1362 1200
1363 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1201 for (;;)
1364 { 1202 {
1365 if (*buf == '#') 1203 switch (f.kw)
1366 continue;
1367 if ((cp = strchr (buf, '\n')) != NULL)
1368 *cp = '\0';
1369 cp = buf;
1370 while (*cp == ' ') /* Skip blanks */
1371 cp++;
1372 if (*cp == '\0')
1373 continue;
1374
1375 if (!strncmp (cp, "Allowed", 7))
1376 { 1204 {
1205 case KW_allowed:
1377 if (art == NULL) 1206 if (!art)
1207 art = get_empty_artifact ();
1208
1378 { 1209 {
1379 art = get_empty_artifact (); 1210 if (!strcmp (f.get_str (), "all"))
1380 nrofartifacts++; 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));
1381 } 1227 }
1382 cp = strchr (cp, ' ') + 1; 1228 break;
1383 if (!strcmp (cp, "all")) 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 }
1384 continue; 1261 continue;
1385 1262
1386 do 1263 case KW_EOF:
1264 goto done;
1265
1266 default:
1267 if (!f.parse_error ("artifacts file"))
1268 cleanup ("artifacts file required");
1387 { 1269 break;
1388 nrofallowedstr++;
1389 if ((next = strchr (cp, ',')) != NULL)
1390 *(next++) = '\0';
1391 tmp = new linked_char;
1392
1393 tmp->name = cp;
1394 tmp->next = art->allowed;
1395 art->allowed = tmp;
1396 }
1397 while ((cp = next) != NULL);
1398 }
1399 else if (sscanf (cp, "chance %d", &value))
1400 art->chance = (uint16) value;
1401 else if (sscanf (cp, "difficulty %d", &value))
1402 art->difficulty = (uint8) value;
1403 else if (!strncmp (cp, "Object", 6))
1404 { 1270 }
1405 art->item = object::create ();
1406 1271
1407 if (!load_object (thawer, art->item, 0)) 1272 f.next ();
1408 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1409
1410 art->item->name = strchr (cp, ' ') + 1;
1411 al = find_artifactlist (art->item->type);
1412 if (al == NULL)
1413 {
1414 al = get_empty_artifactlist ();
1415 al->type = art->item->type;
1416 al->next = first_artifactlist;
1417 first_artifactlist = al;
1418 }
1419 art->next = al->items;
1420 al->items = art;
1421 art = NULL;
1422 }
1423 else
1424 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1425 } 1273 }
1426 1274
1275done:
1427 for (al = first_artifactlist; al != NULL; al = al->next) 1276 for (al = first_artifactlist; al; al = al->next)
1428 { 1277 {
1278 al->total_chance = 0;
1279
1429 for (art = al->items; art != NULL; art = art->next) 1280 for (art = al->items; art; art = art->next)
1430 { 1281 {
1431 if (!art->chance) 1282 if (!art->chance)
1432 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);
1433 else 1284 else
1434 al->total_chance += art->chance; 1285 al->total_chance += art->chance;
1435 } 1286 }
1436#if 0 1287#if 0
1437 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);
1438#endif 1289#endif
1439 } 1290 }
1440
1441 LOG (llevDebug, "done.\n");
1442} 1291}
1443
1444 1292
1445/* 1293/*
1446 * Used in artifact generation. The bonuses of the first object 1294 * Used in artifact generation. The bonuses of the first object
1447 * is modified by the bonuses of the second object. 1295 * is modified by the bonuses of the second object.
1448 */ 1296 */
1449
1450void 1297void
1451add_abilities (object *op, object *change) 1298add_abilities (object *op, object *change)
1452{ 1299{
1453 int i, tmp;
1454
1455 if (change->face != blank_face) 1300 if (change->face != blank_face)
1456 {
1457#ifdef TREASURE_VERBOSE
1458 LOG (llevDebug, "FACE: %d\n", change->face->number);
1459#endif
1460 op->face = change->face; 1301 op->face = change->face;
1461 }
1462 1302
1463 for (i = 0; i < NUM_STATS; i++) 1303 for (int i = 0; i < NUM_STATS; i++)
1464 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1304 change_attr_value (&(op->stats), i, change->stats.stat (i));
1465 1305
1466 op->attacktype |= change->attacktype; 1306 op->attacktype |= change->attacktype;
1467 op->path_attuned |= change->path_attuned; 1307 op->path_attuned |= change->path_attuned;
1468 op->path_repelled |= change->path_repelled; 1308 op->path_repelled |= change->path_repelled;
1469 op->path_denied |= change->path_denied; 1309 op->path_denied |= change->path_denied;
1470 op->move_type |= change->move_type; 1310 op->move_type |= change->move_type;
1471 op->stats.luck += change->stats.luck; 1311 op->stats.luck += change->stats.luck;
1472 1312
1473 if (QUERY_FLAG (change, FLAG_CURSED)) 1313 static const struct copyflags : object::flags_t
1474 SET_FLAG (op, FLAG_CURSED); 1314 {
1475 if (QUERY_FLAG (change, FLAG_DAMNED)) 1315 copyflags ()
1476 SET_FLAG (op, FLAG_DAMNED); 1316 {
1477 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)
1478 set_abs_magic (op, -op->magic); 1334 set_abs_magic (op, -op->magic);
1479 1335
1480 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1336 if (change->flag [FLAG_STAND_STILL])
1481 SET_FLAG (op, FLAG_LIFESAVE);
1482 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1483 SET_FLAG (op, FLAG_REFL_SPELL);
1484 if (QUERY_FLAG (change, FLAG_STEALTH))
1485 SET_FLAG (op, FLAG_STEALTH);
1486 if (QUERY_FLAG (change, FLAG_XRAYS))
1487 SET_FLAG (op, FLAG_XRAYS);
1488 if (QUERY_FLAG (change, FLAG_BLIND))
1489 SET_FLAG (op, FLAG_BLIND);
1490 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1491 SET_FLAG (op, FLAG_SEE_IN_DARK);
1492 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1493 SET_FLAG (op, FLAG_REFL_MISSILE);
1494 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1495 SET_FLAG (op, FLAG_MAKE_INVIS);
1496
1497 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1498 { 1337 {
1499 CLEAR_FLAG (op, FLAG_ANIMATE); 1338 op->clr_flag (FLAG_ANIMATE);
1339
1500 /* so artifacts will join */ 1340 /* so artifacts will join */
1501 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1341 if (!op->flag [FLAG_ALIVE])
1502 op->speed = 0.0; 1342 op->speed = 0.;
1503 1343
1504 op->set_speed (op->speed); 1344 op->set_speed (op->speed);
1505 } 1345 }
1506 1346
1507 if (change->nrof) 1347 if (change->nrof)
1508 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1348 op->nrof = rndm (change->nrof) + 1;
1509 1349
1510 op->stats.exp += change->stats.exp; /* Speed modifier */ 1350 op->stats.exp += change->stats.exp; /* Speed modifier */
1511 op->stats.wc += change->stats.wc; 1351 op->stats.wc += change->stats.wc;
1512 op->stats.ac += change->stats.ac; 1352 op->stats.ac += change->stats.ac;
1513 1353
1514 if (change->other_arch) 1354 if (change->other_arch)
1515 { 1355 {
1516 /* Basically, for horns & potions, the other_arch field is the spell 1356 /* Basically, for horns & potions, the other_arch field is the spell
1517 * to cast. So convert that to into a spell and put it into 1357 * to cast. So convert that to into a spell and put it into
1518 * this object. 1358 * this object.
1519 */ 1359 */
1520 if (op->type == HORN || op->type == POTION) 1360 if (op->type == HORN || op->type == POTION)
1521 { 1361 {
1522 object *tmp_obj;
1523
1524 /* Remove any spells this object currently has in it */ 1362 /* Remove any spells this object currently has in it */
1525 while (op->inv)
1526 op->inv->destroy (); 1363 op->destroy_inv (false);
1527 1364
1528 tmp_obj = arch_to_object (change->other_arch); 1365 object *tmp = change->other_arch->instance ();
1529 insert_ob_in_ob (tmp_obj, op); 1366 insert_ob_in_ob (tmp, op);
1530 } 1367 }
1368
1531 /* No harm setting this for potions/horns */ 1369 /* No harm setting this for potions/horns */
1532 op->other_arch = change->other_arch; 1370 op->other_arch = change->other_arch;
1533 } 1371 }
1534 1372
1535 if (change->stats.hp < 0) 1373 if (change->stats.hp < 0)
1551 op->stats.maxsp = -change->stats.maxsp; 1389 op->stats.maxsp = -change->stats.maxsp;
1552 else 1390 else
1553 op->stats.maxsp += change->stats.maxsp; 1391 op->stats.maxsp += change->stats.maxsp;
1554 1392
1555 if (change->stats.food < 0) 1393 if (change->stats.food < 0)
1556 op->stats.food = -(change->stats.food); 1394 op->stats.food = -change->stats.food;
1557 else 1395 else
1558 op->stats.food += change->stats.food; 1396 op->stats.food += change->stats.food;
1559 1397
1560 if (change->level < 0) 1398 if (change->level < 0)
1561 op->level = -(change->level); 1399 op->level = -change->level;
1562 else 1400 else
1563 op->level += change->level; 1401 op->level += change->level;
1564 1402
1565 if (change->gen_sp_armour < 0) 1403 if (change->gen_sp_armour < 0)
1566 op->gen_sp_armour = -(change->gen_sp_armour); 1404 op->gen_sp_armour = -change->gen_sp_armour;
1567 else 1405 else
1568 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;
1569 1407
1570 op->item_power = change->item_power; 1408 op->item_power = change->item_power;
1571 1409
1572 for (i = 0; i < NROFATTACKS; i++) 1410 for (int i = 0; i < NROFATTACKS; i++)
1573 if (change->resist[i])
1574 op->resist[i] += change->resist[i]; 1411 op->resist[i] += change->resist[i];
1575 1412
1576 if (change->stats.dam) 1413 if (change->stats.dam)
1577 { 1414 {
1578 if (change->stats.dam < 0) 1415 if (change->stats.dam < 0)
1579 op->stats.dam = (-change->stats.dam); 1416 op->stats.dam = -change->stats.dam;
1580 else if (op->stats.dam) 1417 else if (op->stats.dam)
1581 { 1418 {
1582 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1419 int tmp = op->stats.dam * change->stats.dam / 10;
1420
1583 if (tmp == op->stats.dam) 1421 if (tmp == op->stats.dam)
1584 { 1422 {
1585 if (change->stats.dam < 10) 1423 if (change->stats.dam < 10)
1586 op->stats.dam--; 1424 op->stats.dam--;
1587 else 1425 else
1593 } 1431 }
1594 1432
1595 if (change->weight) 1433 if (change->weight)
1596 { 1434 {
1597 if (change->weight < 0) 1435 if (change->weight < 0)
1598 op->weight = (-change->weight); 1436 op->weight = -change->weight;
1599 else 1437 else
1600 op->weight = (op->weight * (change->weight)) / 100; 1438 op->weight = op->weight * change->weight / 100;
1601 } 1439 }
1602 1440
1603 if (change->last_sp) 1441 if (change->last_sp)
1604 { 1442 {
1605 if (change->last_sp < 0) 1443 if (change->last_sp < 0)
1606 op->last_sp = (-change->last_sp); 1444 op->last_sp = -change->last_sp;
1607 else 1445 else
1608 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;
1609 } 1447 }
1610 1448
1611 if (change->gen_sp_armour) 1449 if (change->gen_sp_armour)
1612 { 1450 {
1613 if (change->gen_sp_armour < 0) 1451 if (change->gen_sp_armour < 0)
1614 op->gen_sp_armour = (-change->gen_sp_armour); 1452 op->gen_sp_armour = -change->gen_sp_armour;
1615 else 1453 else
1616 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;
1617 } 1455 }
1618 1456
1619 op->value *= change->value; 1457 op->value *= change->value;
1620 1458
1621 if (change->material) 1459 if (change->materials)
1460 op->materials = change->materials;
1461
1462 if (change->material != MATERIAL_NULL)
1622 op->material = change->material; 1463 op->material = change->material;
1623
1624 if (change->materialname)
1625 op->materialname = change->materialname;
1626 1464
1627 if (change->slaying) 1465 if (change->slaying)
1628 op->slaying = change->slaying; 1466 op->slaying = change->slaying;
1629 1467
1630 if (change->race) 1468 if (change->race)
1633 if (change->msg) 1471 if (change->msg)
1634 op->msg = change->msg; 1472 op->msg = change->msg;
1635} 1473}
1636 1474
1637static int 1475static int
1638legal_artifact_combination (object *op, artifact * art) 1476legal_artifact_combination (object *op, artifact *art)
1639{ 1477{
1640 int neg, success = 0; 1478 int neg, success = 0;
1641 linked_char *tmp; 1479 linked_char *tmp;
1642 const char *name; 1480 const char *name;
1643 1481
1644 if (art->allowed == (linked_char *) NULL) 1482 if (!art->allowed)
1645 return 1; /* Ie, "all" */ 1483 return 1; /* Ie, "all" */
1484
1646 for (tmp = art->allowed; tmp; tmp = tmp->next) 1485 for (tmp = art->allowed; tmp; tmp = tmp->next)
1647 { 1486 {
1648#ifdef TREASURE_VERBOSE 1487#ifdef TREASURE_VERBOSE
1649 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1488 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1650#endif 1489#endif
1651 if (*tmp->name == '!') 1490 if (*tmp->name == '!')
1652 name = tmp->name + 1, neg = 1; 1491 name = tmp->name + 1, neg = 1;
1653 else 1492 else
1654 name = tmp->name, neg = 0; 1493 name = tmp->name, neg = 0;
1655 1494
1656 /* If we match name, then return the opposite of 'neg' */ 1495 /* If we match name, then return the opposite of 'neg' */
1657 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1496 if (!strcmp (name, op->arch->archname))
1658 return !neg; 1497 return !neg;
1659 1498
1660 /* 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
1661 * everything is allowed except what we match 1500 * everything is allowed except what we match
1662 */ 1501 */
1663 else if (neg) 1502 else if (neg)
1664 success = 1; 1503 success = 1;
1665 } 1504 }
1505
1666 return success; 1506 return success;
1667} 1507}
1668 1508
1669/* 1509/*
1670 * Fixes the given object, giving it the abilities and titles 1510 * Fixes the given object, giving it the abilities and titles
1672 */ 1512 */
1673 1513
1674void 1514void
1675give_artifact_abilities (object *op, object *artifct) 1515give_artifact_abilities (object *op, object *artifct)
1676{ 1516{
1677 char new_name[MAX_BUF]; 1517 op->title = format ("of %s", &artifct->name);
1678 1518
1679 sprintf (new_name, "of %s", &artifct->name);
1680 op->title = new_name;
1681 add_abilities (op, artifct); /* Give out the bonuses */ 1519 add_abilities (op, artifct); /* Give out the bonuses */
1682 1520
1683#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... */
1684 { 1522 {
1685 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1523 char identified = op->flag [FLAG_IDENTIFIED];
1686 1524
1687 SET_FLAG (op, FLAG_IDENTIFIED); 1525 op->set_flag (FLAG_IDENTIFIED);
1688 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));
1689 if (!identified) 1527 if (!identified)
1690 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1528 op->clr_flag (FLAG_IDENTIFIED);
1691 } 1529 }
1692#endif 1530#endif
1693 return; 1531 return;
1694} 1532}
1695 1533
1705#define ARTIFACT_TRIES 2 1543#define ARTIFACT_TRIES 2
1706 1544
1707void 1545void
1708generate_artifact (object *op, int difficulty) 1546generate_artifact (object *op, int difficulty)
1709{ 1547{
1710 artifactlist *al;
1711 artifact *art; 1548 artifact *art;
1712 int i;
1713 1549
1714 al = find_artifactlist (op->type); 1550 artifactlist *al = find_artifactlist (op->type);
1715 1551
1716 if (al == NULL) 1552 if (al == NULL)
1717 { 1553 {
1718#if 0 /* This is too verbose, usually */ 1554#if 0 /* This is too verbose, usually */
1719 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);
1720#endif 1556#endif
1721 return; 1557 return;
1722 } 1558 }
1723 1559
1724 for (i = 0; i < ARTIFACT_TRIES; i++) 1560 for (int i = 0; i < ARTIFACT_TRIES; i++)
1725 { 1561 {
1726 int roll = RANDOM () % al->total_chance; 1562 int roll = rndm (al->total_chance);
1727 1563
1728 for (art = al->items; art != NULL; art = art->next) 1564 for (art = al->items; art; art = art->next)
1729 { 1565 {
1730 roll -= art->chance; 1566 roll -= art->chance;
1731 if (roll < 0) 1567 if (roll < 0)
1732 break; 1568 break;
1733 } 1569 }
1737#if 1 1573#if 1
1738 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);
1739#endif 1575#endif
1740 return; 1576 return;
1741 } 1577 }
1742 if (!strcmp (art->item->name, "NONE")) 1578
1579 if (art->item->name == shstr_NONE)
1743 return; 1580 return;
1581
1744 if (FABS (op->magic) < art->item->magic) 1582 if (fabs (op->magic) < art->item->magic)
1745 continue; /* Not magic enough to be this item */ 1583 continue; /* Not magic enough to be this item */
1746 1584
1747 /* Map difficulty not high enough */ 1585 /* Map difficulty not high enough */
1748 if (difficulty < art->difficulty) 1586 if (difficulty < art->difficulty)
1749 continue; 1587 continue;
1750 1588
1751 if (!legal_artifact_combination (op, art)) 1589 if (!legal_artifact_combination (op, art))
1752 { 1590 {
1753#ifdef TREASURE_VERBOSE 1591#ifdef TREASURE_VERBOSE
1754 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);
1755#endif 1593#endif
1756 continue; 1594 continue;
1757 } 1595 }
1596
1758 give_artifact_abilities (op, art->item); 1597 give_artifact_abilities (op, art->item);
1759 return; 1598 return;
1760 } 1599 }
1761} 1600}
1762 1601
1766 */ 1605 */
1767 1606
1768void 1607void
1769fix_flesh_item (object *item, object *donor) 1608fix_flesh_item (object *item, object *donor)
1770{ 1609{
1771 char tmpbuf[MAX_BUF];
1772 int i;
1773
1774 if (item->type == FLESH && donor) 1610 if (item->type == FLESH && donor)
1775 { 1611 {
1776 /* change the name */ 1612 /* change the name */
1777 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1613 item->name = format ("%s's %s", &donor->name, &item->name);
1778 item->name = tmpbuf;
1779 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1614 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1780 item->name_pl = tmpbuf;
1781 1615
1782 /* weight is FLESH weight/100 * donor */ 1616 /* weight is FLESH weight/100 * donor */
1783 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);
1784 item->weight = 1;
1785 1618
1786 /* value is multiplied by level of donor */ 1619 /* value is multiplied by level of donor */
1787 item->value *= isqrt (donor->level * 2); 1620 item->value *= isqrt (donor->level * 2);
1788 1621
1789 /* food value */ 1622 /* food value */
1790 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1623 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1791 1624
1792 /* flesh items inherit some abilities of donor, but not 1625 /* flesh items inherit some abilities of donor, but not
1793 * full effect. 1626 * full effect.
1794 */ 1627 */
1795 for (i = 0; i < NROFATTACKS; i++) 1628 for (int i = 0; i < NROFATTACKS; i++)
1796 item->resist[i] = donor->resist[i] / 2; 1629 item->resist[i] = donor->resist[i] / 2;
1797 1630
1798 /* item inherits donor's level (important for quezals) */ 1631 /* item inherits donor's level (important for quezals) */
1799 item->level = donor->level; 1632 item->level = donor->level;
1800 1633
1801 /* if donor has some attacktypes, the flesh is poisonous */ 1634 /* if donor has some attacktypes, the flesh is poisonous */
1802 if (donor->attacktype & AT_POISON) 1635 if (donor->attacktype & AT_POISON)
1803 item->type = POISON; 1636 item->type = POISON;
1637
1804 if (donor->attacktype & AT_ACID) 1638 if (donor->attacktype & AT_ACID)
1805 item->stats.hp = -1 * item->stats.food; 1639 item->stats.hp = -item->stats.food;
1806 SET_FLAG (item, FLAG_NO_STEAL);
1807 }
1808}
1809 1640
1810/* special_potion() - so that old potion code is still done right. */ 1641 item->set_flag (FLAG_NO_STEAL);
1811 1642 }
1812int
1813special_potion (object *op)
1814{
1815
1816 int i;
1817
1818 if (op->attacktype)
1819 return 1;
1820
1821 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1822 return 1;
1823
1824 for (i = 0; i < NROFATTACKS; i++)
1825 if (op->resist[i])
1826 return 1;
1827
1828 return 0;
1829} 1643}
1830 1644
1831void 1645static void
1832free_treasurestruct (treasure *t) 1646free_treasurestruct (treasure *t)
1833{ 1647{
1834 if (t->next)
1835 free_treasurestruct (t->next); 1648 if (t->next) free_treasurestruct (t->next);
1836 if (t->next_yes)
1837 free_treasurestruct (t->next_yes); 1649 if (t->next_yes) free_treasurestruct (t->next_yes);
1838 if (t->next_no)
1839 free_treasurestruct (t->next_no); 1650 if (t->next_no) free_treasurestruct (t->next_no);
1840 1651
1841 delete t; 1652 delete t;
1842} 1653}
1843 1654
1844void 1655static void
1845free_charlinks (linked_char *lc) 1656free_charlinks (linked_char *lc)
1846{ 1657{
1847 if (lc->next) 1658 if (lc->next)
1848 free_charlinks (lc->next); 1659 free_charlinks (lc->next);
1849 1660
1850 delete lc; 1661 delete lc;
1851} 1662}
1852 1663
1853void 1664static void
1854free_artifact (artifact * at) 1665free_artifact (artifact *at)
1855{ 1666{
1856 if (at->next)
1857 free_artifact (at->next); 1667 if (at->next) free_artifact (at->next);
1858
1859 if (at->allowed)
1860 free_charlinks (at->allowed); 1668 if (at->allowed) free_charlinks (at->allowed);
1861 1669
1862 at->item->destroy (1); 1670 at->item->destroy ();
1863 1671
1864 delete at;
1865}
1866
1867void
1868free_artifactlist (artifactlist * al)
1869{
1870 artifactlist *nextal;
1871
1872 for (al = first_artifactlist; al; al = nextal)
1873 {
1874 nextal = al->next;
1875
1876 if (al->items)
1877 free_artifact (al->items);
1878
1879 free (al); 1672 sfree (at);
1880 }
1881} 1673}
1882 1674
1883void
1884free_all_treasures (void)
1885{
1886 treasurelist *tl, *next;
1887
1888
1889 for (tl = first_treasurelist; tl != NULL; tl = next)
1890 {
1891 next = tl->next;
1892 if (tl->items)
1893 free_treasurestruct (tl->items);
1894 delete tl;
1895 }
1896 free_artifactlist (first_artifactlist);
1897}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines