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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.43 by root, Mon Apr 16 11:09:30 2007 UTC vs.
Revision 1.122 by root, Sun Nov 18 15:19:48 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 27 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 28 * slows the startup some (and not actual game play), it is by default
33 34
34//#define TREASURE_VERBOSE 35//#define TREASURE_VERBOSE
35 36
36#include <global.h> 37#include <global.h>
37#include <treasure.h> 38#include <treasure.h>
38#include <funcpoint.h> 39
39#include <loader.h> 40#include <flat_hash_map.hpp>
41
42// used only by treasure.C, does not handle null arch ptrs
43#define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name)
40 44
41extern char *spell_mapping[]; 45extern char *spell_mapping[];
42 46
43static treasurelist *first_treasurelist; 47static treasurelist *first_treasurelist;
44 48
45static void change_treasure (treasure *t, object *op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
46 50
47typedef std::tr1::unordered_map< 51typedef ska::flat_hash_map<
48 const char *, 52 const char *,
49 treasurelist *, 53 treasurelist *,
50 str_hash, 54 str_hash,
51 str_equal, 55 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 56 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 57> tl_map_t;
55 58
56static tl_map_t tl_map; 59static tl_map_t tl_map;
57 60
58/* 61//TODO: class method
59 * Initialize global archtype pointers: 62static void free_treasurestruct (treasure *t); // bleh desu
60 */ 63static void
61void 64clear (treasurelist *tl)
62init_archetype_pointers ()
63{ 65{
64 int prev_warn = warn_archetypes; 66 if (tl->items)
67 {
68 free_treasurestruct (tl->items);
69 tl->items = 0;
70 }
65 71
66 warn_archetypes = 1; 72 tl->total_chance = 0;
67
68 if (ring_arch == NULL)
69 ring_arch = archetype::find ("ring");
70 if (amulet_arch == NULL)
71 amulet_arch = archetype::find ("amulet");
72 if (staff_arch == NULL)
73 staff_arch = archetype::find ("staff");
74 if (crown_arch == NULL)
75 crown_arch = archetype::find ("crown");
76
77 warn_archetypes = prev_warn;
78} 73}
79 74
80/* 75/*
81 * Searches for the given treasurelist in the globally linked list 76 * Searches for the given treasurelist
82 * of treasurelists which has been built by load_treasures().
83 */ 77 */
84treasurelist * 78treasurelist *
85treasurelist::find (const char *name) 79treasurelist::find (const char *name)
86{ 80{
87 if (!name) 81 if (!name)
88 return 0; 82 return 0;
89 83
90 AUTODECL (i, tl_map.find (name)); 84 auto (i, tl_map.find (name));
91 85
92 if (i == tl_map.end ()) 86 if (i == tl_map.end ())
93 return 0; 87 return 0;
94 88
95 return i->second; 89 return i->second;
116 } 110 }
117 111
118 return tl; 112 return tl;
119} 113}
120 114
121//TODO: class method 115#ifdef TREASURE_DEBUG
122void 116/* recursived checks the linked list. Treasurelist is passed only
123clear (treasurelist *tl) 117 * so that the treasure name can be printed out
118 */
119static void
120check_treasurelist (const treasure *t, const treasurelist * tl)
124{ 121{
122 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
123 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
124
125 if (t->next)
126 check_treasurelist (t->next, tl);
127
125 if (tl->items) 128 if (t->next_yes)
126 { 129 check_treasurelist (t->next_yes, tl);
127 free_treasurestruct (tl->items); 130
128 tl->items = 0; 131 if (t->next_no)
129 } 132 check_treasurelist (t->next_no, tl);
130} 133}
134#endif
131 135
132/* 136/*
133 * Reads the lib/treasure file from disk, and parses the contents 137 * Reads the lib/treasure file from disk, and parses the contents
134 * into an internal treasure structure (very linked lists) 138 * into an internal treasure structure (very linked lists)
135 */ 139 */
136static treasure * 140static treasure *
137load_treasure (object_thawer &f) 141read_treasure (object_thawer &f)
138{ 142{
139 treasure *t = new treasure; 143 treasure *t = new treasure;
140 int value;
141 144
142 nroftreasures++; 145 f.next ();
143 146
144 for (;;) 147 for (;;)
145 { 148 {
146 coroapi::cede_every (10); 149 coroapi::cede_to_tick ();
147
148 f.next ();
149 150
150 switch (f.kw) 151 switch (f.kw)
151 { 152 {
152 case KW_arch: 153 case KW_arch:
153 if (!(t->item = archetype::find (f.get_str ()))) 154 t->item = archetype::find (f.get_str ());
154 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ()); 155
156 if (!t->item)
157 {
158 f.parse_warn ("treasure references unknown archetype");
159 t->item = archetype::empty;
160 }
161
155 break; 162 break;
156 163
157 case KW_list: f.get (t->name); break; 164 case KW_list: f.get (t->name); break;
158 case KW_change_name: f.get (t->change_arch.name); break; 165 case KW_change_name: f.get (t->change_arch.name); break;
159 case KW_change_title: f.get (t->change_arch.title); break; 166 case KW_change_title: f.get (t->change_arch.title); break;
160 case KW_change_slaying: f.get (t->change_arch.slaying); break; 167 case KW_change_slaying: f.get (t->change_arch.slaying); break;
161 case KW_chance: f.get (t->chance); break; 168 case KW_chance: f.get (t->chance); break;
162 case KW_nrof: f.get (t->nrof); break; 169 case KW_nrof: f.get (t->nrof); break;
163 case KW_magic: f.get (t->magic); break; 170 case KW_magic: f.get (t->magic); break;
164 171
165 case KW_yes: t->next_yes = load_treasure (f); break; 172 case KW_yes: t->next_yes = read_treasure (f); continue;
166 case KW_no: t->next_no = load_treasure (f); break; 173 case KW_no: t->next_no = read_treasure (f); continue;
167 174
168 case KW_end: 175 case KW_end:
176 f.next ();
169 return t; 177 return t;
170 178
171 case KW_more: 179 case KW_more:
172 t->next = load_treasure (f); 180 t->next = read_treasure (f);
173 return t; 181 return t;
174 182
175 default: 183 default:
176 if (!f.parse_error ("treasure list")) 184 if (!f.parse_error ("treasurelist", t->name))
177 return t; // error 185 goto error;
178 186
179 return t; 187 return t;
180 } 188 }
181 }
182}
183 189
184#ifdef TREASURE_DEBUG 190 f.next ();
185/* recursived checks the linked list. Treasurelist is passed only 191 }
186 * so that the treasure name can be printed out
187 */
188static void
189check_treasurelist (const treasure *t, const treasurelist * tl)
190{
191 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
192 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
193 192
194 if (t->next) 193 // not reached
195 check_treasurelist (t->next, tl);
196 194
197 if (t->next_yes) 195error:
198 check_treasurelist (t->next_yes, tl); 196 delete t;
199 197 return 0;
200 if (t->next_no)
201 check_treasurelist (t->next_no, tl);
202} 198}
203#endif
204 199
205/* 200/*
206 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
207 * Each treasure is parsed with the help of load_treasure(). 201 * Each treasure is parsed with the help of load_treasure().
208 */ 202 */
209bool 203treasurelist *
210load_treasure_file (const char *filename) 204treasurelist::read (object_thawer &f)
211{ 205{
212 treasure *t; 206 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
213 int comp, line = 0;
214 207
215 object_thawer f (filename); 208 bool one = f.kw == KW_treasureone;
216 209 treasurelist *tl = treasurelist::get (f.get_str ());
217 if (!f) 210 clear (tl);
218 { 211 tl->items = read_treasure (f);
219 LOG (llevError, "Can't open treasure file.\n"); 212 if (!tl->items)
220 return false; 213 return 0;
214
215 /* 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
217 * fields of the treasures are not being used.
218 */
219 if (one)
221 } 220 {
222 221 for (treasure *t = tl->items; t; t = t->next)
223 f.next ();
224
225 for (;;)
226 {
227 switch (f.kw)
228 { 222 {
229 case KW_treasure: 223 if (t->next_yes || t->next_no)
230 case KW_treasureone:
231 { 224 {
232 bool one = f.kw == KW_treasureone;
233 treasurelist *tl = treasurelist::get (f.get_str ());
234
235 clear (tl);
236 tl->items = load_treasure (f);
237
238 if (!tl->items)
239 return false;
240
241 /* This is a one of the many items on the list should be generated.
242 * Add up the chance total, and check to make sure the yes & no
243 * fields of the treasures are not being used.
244 */
245 if (one)
246 {
247 for (t = tl->items; t; t = t->next)
248 {
249#ifdef TREASURE_DEBUG
250 if (t->next_yes || t->next_no)
251 {
252 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
253 LOG (llevError, " the next_yes or next_no field is set\n"); 226 LOG (llevError, " the next_yes or next_no field is set\n");
254 }
255#endif
256 tl->total_chance += t->chance;
257 }
258 }
259 } 227 }
260 break;
261 228
262 case KW_EOF: 229 tl->total_chance += t->chance;
263#ifdef TREASURE_DEBUG
264 /* Perform some checks on how valid the treasure data actually is.
265 * verify that list transitions work (ie, the list that it is supposed
266 * to transition to exists). Also, verify that at least the name
267 * or archetype is set for each treasure element.
268 */
269 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
270 check_treasurelist (tl->items, tl);
271#endif
272 return true;
273
274 default:
275 if (!f.parse_error ("treasure lists"))
276 return false;
277
278 break;
279 } 230 }
280
281 f.next ();
282 } 231 }
232
233 return tl;
283} 234}
284 235
285/* 236/*
286 * Generates the objects specified by the given treasure. 237 * Generates the objects specified by the given treasure.
287 * It goes recursively through the rest of the linked list. 238 * It goes recursively through the rest of the linked list.
294 * start with equipment, but only their abilities). 245 * start with equipment, but only their abilities).
295 */ 246 */
296static void 247static void
297put_treasure (object *op, object *creator, int flags) 248put_treasure (object *op, object *creator, int flags)
298{ 249{
299 object *tmp; 250 if (flags & GT_ENVIRONMENT)
300 251 {
301 /* Bit of a hack - spells should never be put onto the map. The entire 252 /* Bit of a hack - spells should never be put onto the map. The entire
302 * treasure stuff is a problem - there is no clear idea of knowing 253 * treasure stuff is a problem - there is no clear idea of knowing
303 * this is the original object, or if this is an object that should be created 254 * this is the original object, or if this is an object that should be created
304 * by another object. 255 * by another object.
305 */ 256 */
306 if (flags & GT_ENVIRONMENT && op->type != SPELL) 257 //TODO: flag such as objects... as such (no drop, anybody?)
307 { 258 if (op->type == SPELL)
308 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 259 {
260 op->destroy ();
261 return;
262 }
263
264 op->expand_tail ();
265
266 if (!creator->is_on_map ()
267 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
268 op->destroy ();
269 else
270 {
271 op->flag [FLAG_OBJ_ORIGINAL] = true;
309 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 272 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
273 }
310 } 274 }
311 else 275 else
312 { 276 {
313 op = creator->insert (op); 277 op = creator->insert (op);
314 278
315 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 279 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
316 monster_check_apply (creator, op); 280 monster_check_apply (creator, op);
317
318 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
319 esrv_send_item (tmp, op);
320 } 281 }
321} 282}
322 283
323/* if there are change_xxx commands in the treasure, we include the changes 284/* if there are change_xxx commands in the treasure, we include the changes
324 * in the generated object 285 * in the generated object
346 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 307 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
347 { 308 {
348 if (t->name) 309 if (t->name)
349 { 310 {
350 if (difficulty >= t->magic) 311 if (difficulty >= t->magic)
312 if (treasurelist *tl = treasurelist::find (t->name))
351 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries); 313 create_treasure (tl, op, flag, difficulty, tries);
314 else
315 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
352 } 316 }
353 else 317 else
354 { 318 {
355 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 319 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
356 { 320 {
357 object *tmp = arch_to_object (t->item); 321 object *tmp = t->item->instance ();
358 322
359 if (t->nrof && tmp->nrof <= 1) 323 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = rndm (t->nrof) + 1; 324 tmp->nrof = rndm (t->nrof) + 1;
361 325
362 fix_generated_item (tmp, op, difficulty, t->magic, flag); 326 fix_generated_item (tmp, op, difficulty, t->magic, flag);
407 create_treasure (tl, op, flag, difficulty, tries); 371 create_treasure (tl, op, flag, difficulty, tries);
408 } 372 }
409 else if (t->nrof) 373 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 374 create_one_treasure (tl, op, flag, difficulty, tries);
411 } 375 }
412 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 376 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
413 { 377 {
414 if (object *tmp = arch_to_object (t->item)) 378 if (object *tmp = t->item->instance ())
415 { 379 {
416 if (t->nrof && tmp->nrof <= 1) 380 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = rndm (t->nrof) + 1; 381 tmp->nrof = rndm (t->nrof) + 1;
418 382
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 383 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 384 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 385 put_treasure (tmp, op, flag);
422 } 386 }
423 } 387 }
388}
389
390void
391object::create_treasure (treasurelist *tl, int flags)
392{
393 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
424} 394}
425 395
426/* This calls the appropriate treasure creation function. tries is passed 396/* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure 397 * 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 398 * have been made. It is really in place to prevent infinite loops with
441 { 411 {
442 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 412 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
443 return; 413 return;
444 } 414 }
445 415
416 if (op->flag [FLAG_TREASURE_ENV])
417 {
418 // do not generate items when there already is something above the object
419 if (op->flag [FLAG_IS_FLOOR] && op->above)
420 return;
421
422 flag |= GT_ENVIRONMENT;
423 }
424
446 if (tl->total_chance) 425 if (tl->total_chance)
447 create_one_treasure (tl, op, flag, difficulty, tries); 426 create_one_treasure (tl, op, flag, difficulty, tries);
448 else 427 else
449 create_all_treasures (tl->items, op, flag, difficulty, tries); 428 create_all_treasures (tl->items, op, flag, difficulty, tries);
450} 429}
457object * 436object *
458generate_treasure (treasurelist *tl, int difficulty) 437generate_treasure (treasurelist *tl, int difficulty)
459{ 438{
460 difficulty = clamp (difficulty, 1, settings.max_level); 439 difficulty = clamp (difficulty, 1, settings.max_level);
461 440
462 object *ob = object::create (), *tmp; 441 object *ob = object::create ();
463 442
464 create_treasure (tl, ob, 0, difficulty, 0); 443 create_treasure (tl, ob, 0, difficulty, 0);
465 444
466 /* Don't want to free the object we are about to return */ 445 /* Don't want to free the object we are about to return */
467 tmp = ob->inv; 446 object *tmp = ob->inv;
468 if (tmp != NULL) 447 if (tmp)
469 tmp->remove (); 448 tmp->remove ();
470 449
471 if (ob->inv) 450 if (ob->inv)
472 LOG (llevError, "In generate treasure, created multiple objects.\n"); 451 LOG (llevError, "In generate treasure, created multiple objects.\n");
473 452
474 ob->destroy (); 453 ob->destroy ();
454
475 return tmp; 455 return tmp;
476} 456}
477 457
478/* 458/*
479 * This is a new way of calculating the chance for an item to have 459 * This is a new way of calculating the chance for an item to have
481 * The array has two arguments, the difficulty of the level, and the 461 * The array has two arguments, the difficulty of the level, and the
482 * magical bonus "wanted". 462 * magical bonus "wanted".
483 */ 463 */
484 464
485static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 465static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
486
487// chance of magic difficulty 466// chance of magic difficulty
488// +0 +1 +2 +3 +4 467// +0 +1 +2 +3 +4
489 {95, 2, 2, 1, 0}, // 1 468 {95, 2, 2, 1, 0}, // 1
490 {92, 5, 2, 1, 0}, // 2 469 {92, 5, 2, 1, 0}, // 2
491 {85, 10, 4, 1, 0}, // 3 470 {85, 10, 4, 1, 0}, // 3
517 { 0, 0, 0, 3, 97}, // 29 496 { 0, 0, 0, 3, 97}, // 29
518 { 0, 0, 0, 0, 100}, // 30 497 { 0, 0, 0, 0, 100}, // 30
519 { 0, 0, 0, 0, 100}, // 31 498 { 0, 0, 0, 0, 100}, // 31
520}; 499};
521 500
522
523/* calculate the appropriate level for wands staves and scrolls. 501/* calculate the appropriate level for wands staves and scrolls.
524 * This code presumes that op has had its spell object created (in op->inv) 502 * This code presumes that op has had its spell object created (in op->inv)
525 * 503 *
526 * elmex Wed Aug 9 17:44:59 CEST 2006: 504 * elmex Wed Aug 9 17:44:59 CEST 2006:
527 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 505 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
528 */ 506 */
529 507static int
530int
531level_for_item (const object *op, int difficulty) 508level_for_item (const object *op, int difficulty)
532{ 509{
533 int olevel = 0;
534
535 if (!op->inv) 510 if (!op->inv)
536 { 511 {
537 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 512 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
538 return 0; 513 return 0;
539 } 514 }
540 515
541 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 516 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
542 517
543 if (olevel <= 0) 518 if (olevel <= 0)
544 olevel = rndm (1, MIN (op->inv->level, 1)); 519 olevel = rndm (1, op->inv->level);
545 520
546 if (olevel > MAXLEVEL) 521 return min (olevel, MAXLEVEL_TREASURE);
547 olevel = MAXLEVEL;
548
549 return olevel;
550} 522}
551 523
552/* 524/*
553 * Based upon the specified difficulty and upon the difftomagic_list array, 525 * Based upon the specified difficulty and upon the difftomagic_list array,
554 * a random magical bonus is returned. This is used when determine 526 * a random magical bonus is returned. This is used when determine
557 * elmex Thu Aug 10 18:45:44 CEST 2006: 529 * elmex Thu Aug 10 18:45:44 CEST 2006:
558 * Scaling difficulty by max_level, as difficulty is a level and not some 530 * Scaling difficulty by max_level, as difficulty is a level and not some
559 * weird integer between 1-31. 531 * weird integer between 1-31.
560 * 532 *
561 */ 533 */
562int 534static int
563magic_from_difficulty (int difficulty) 535magic_from_difficulty (int difficulty)
564{ 536{
565 int percent = 0, magic = 0;
566 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 537 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
538 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
567 539
568 scaled_diff--;
569
570 if (scaled_diff < 0)
571 scaled_diff = 0;
572
573 if (scaled_diff >= DIFFLEVELS)
574 scaled_diff = DIFFLEVELS - 1;
575
576 percent = rndm (100); 540 int percent = rndm (100);
541 int magic;
577 542
578 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 543 for (magic = 0; magic <= MAXMAGIC; magic++)
579 { 544 {
580 percent -= difftomagic_list[scaled_diff][magic]; 545 percent -= difftomagic_list[scaled_diff][magic];
581 546
582 if (percent < 0) 547 if (percent < 0)
583 break; 548 break;
584 } 549 }
585 550
586 if (magic == (MAXMAGIC + 1)) 551 if (magic > MAXMAGIC)
587 { 552 {
588 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 553 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
589 magic = 0; 554 magic = 0;
590 } 555 }
591 556
599 * Sets magical bonus in an object, and recalculates the effect on 564 * Sets magical bonus in an object, and recalculates the effect on
600 * the armour variable, and the effect on speed of armour. 565 * the armour variable, and the effect on speed of armour.
601 * This function doesn't work properly, should add use of archetypes 566 * This function doesn't work properly, should add use of archetypes
602 * to make it truly absolute. 567 * to make it truly absolute.
603 */ 568 */
604
605void 569void
606set_abs_magic (object *op, int magic) 570set_abs_magic (object *op, int magic)
607{ 571{
608 if (!magic) 572 if (!magic)
609 return; 573 return;
610 574
611 op->magic = magic; 575 op->magic = magic;
612 if (op->arch) 576 if (op->arch)
613 { 577 {
614 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
615 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
616 580
617 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
618 magic = (-magic); 582 magic = (-magic);
583
619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 584 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
620 } 585 }
621 else 586 else
622 { 587 {
623 if (op->type == ARMOUR) 588 if (op->type == ARMOUR)
624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 589 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590
625 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 591 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
626 magic = (-magic); 592 magic = (-magic);
593
627 op->weight = (op->weight * (100 - magic * 10)) / 100; 594 op->weight = (op->weight * (100 - magic * 10)) / 100;
628 } 595 }
629} 596}
630 597
631/* 598/*
634 */ 601 */
635 602
636static void 603static void
637set_magic (int difficulty, object *op, int max_magic, int flags) 604set_magic (int difficulty, object *op, int max_magic, int flags)
638{ 605{
639 int i;
640
641 i = magic_from_difficulty (difficulty); 606 int i = magic_from_difficulty (difficulty);
607
642 if ((flags & GT_ONLY_GOOD) && i < 0) 608 if ((flags & GT_ONLY_GOOD) && i < 0)
643 i = -i; 609 i = -i;
610
644 if (i > max_magic) 611 i = min (i, max_magic);
645 i = max_magic; 612
646 set_abs_magic (op, i); 613 set_abs_magic (op, i);
647 if (i < 0) 614 if (i < 0)
648 SET_FLAG (op, FLAG_CURSED); 615 op->set_flag (FLAG_CURSED);
649} 616}
650 617
651/* 618/*
652 * Randomly adds one magical ability to the given object. 619 * Randomly adds one magical ability to the given object.
653 * Modified for Partial Resistance in many ways: 620 * Modified for Partial Resistance in many ways:
654 * 1) Since rings can have multiple bonuses, if the same bonus 621 * 1) Since rings can have multiple bonuses, if the same bonus
655 * is rolled again, increase it - the bonuses now stack with 622 * is rolled again, increase it - the bonuses now stack with
656 * other bonuses previously rolled and ones the item might natively have. 623 * other bonuses previously rolled and ones the item might natively have.
657 * 2) Add code to deal with new PR method. 624 * 2) Add code to deal with new PR method.
658 */ 625 */
659void 626static void
660set_ring_bonus (object *op, int bonus) 627set_ring_bonus (object *op, int bonus)
661{ 628{
662
663 int r = rndm (bonus > 0 ? 25 : 11); 629 int r = rndm (bonus > 0 ? 25 : 11);
664 630
665 if (op->type == AMULET) 631 if (op->type == AMULET)
666 {
667 if (!(rndm (21))) 632 if (!rndm (21))
668 r = 20 + rndm (2); 633 r = 20 + rndm (2);
634 else if (rndm (2))
635 r = 10;
669 else 636 else
670 {
671 if (rndm (2))
672 r = 10;
673 else
674 r = 11 + rndm (9); 637 r = 11 + rndm (9);
675 }
676 }
677 638
678 switch (r) 639 switch (r)
679 { 640 {
680 /* Redone by MSW 2000-11-26 to have much less code. Also, 641 /* Redone by MSW 2000-11-26 to have much less code. Also,
681 * bonuses and penalties will stack and add to existing values. 642 * bonuses and penalties will stack and add to existing values.
682 * of the item. 643 * of the item.
683 */ 644 */
684 case 0: 645 case 0:
685 case 1: 646 case 1:
686 case 2: 647 case 2:
687 case 3: 648 case 3:
688 case 4: 649 case 4:
689 case 5: 650 case 5:
690 case 6: 651 case 6:
691 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 652 op->stats.stat (r) += bonus;
692 break; 653 break;
693 654
694 case 7: 655 case 7:
695 op->stats.dam += bonus; 656 op->stats.dam += bonus;
696 break; 657 break;
728 * little random element in since that they don't always end up with 689 * little random element in since that they don't always end up with
729 * even values. 690 * even values.
730 */ 691 */
731 if (bonus < 0) 692 if (bonus < 0)
732 val = 2 * -val - rndm (b); 693 val = 2 * -val - rndm (b);
733 if (val > 35) 694
734 val = 35; /* Upper limit */ 695 val = min (35, val); /* Upper limit */
696
735 b = 0; 697 b = 0;
736 698
737 while (op->resist[resist_table[resist]] != 0 && b < 4) 699 while (op->resist[resist_table[resist]] != 0 && b < 4)
738 resist = rndm (num_resist_table); 700 resist = rndm (num_resist_table);
739 701
747 break; 709 break;
748 } 710 }
749 case 20: 711 case 20:
750 if (op->type == AMULET) 712 if (op->type == AMULET)
751 { 713 {
752 SET_FLAG (op, FLAG_REFL_SPELL); 714 op->set_flag (FLAG_REFL_SPELL);
753 op->value *= 11; 715 op->value *= 11;
754 } 716 }
755 else 717 else
756 { 718 {
757 op->stats.hp = 1; /* regenerate hit points */ 719 op->stats.hp = 1; /* regenerate hit points */
760 break; 722 break;
761 723
762 case 21: 724 case 21:
763 if (op->type == AMULET) 725 if (op->type == AMULET)
764 { 726 {
765 SET_FLAG (op, FLAG_REFL_MISSILE); 727 op->set_flag (FLAG_REFL_MISSILE);
766 op->value *= 9; 728 op->value *= 9;
767 } 729 }
768 else 730 else
769 { 731 {
770 op->stats.sp = 1; /* regenerate spell points */ 732 op->stats.sp = 1; /* regenerate spell points */
772 } 734 }
773 break; 735 break;
774 736
775 case 22: 737 case 22:
776 op->stats.exp += bonus; /* Speed! */ 738 op->stats.exp += bonus; /* Speed! */
777 op->value = (op->value * 2) / 3; 739 op->value = op->value * 2 / 3;
778 break; 740 break;
779 } 741 }
780 742
781 if (bonus > 0) 743 if (bonus > 0)
782 op->value *= 2 * bonus; 744 op->value = 2 * op->value * bonus;
783 else 745 else
784 op->value = -(op->value * 2 * bonus) / 3; 746 op->value = -2 * op->value * bonus / 3;
785} 747}
786 748
787/* 749/*
788 * get_magic(diff) will return a random number between 0 and 4. 750 * get_magic(diff) will return a random number between 0 and 4.
789 * diff can be any value above 2. The higher the diff-variable, the 751 * diff can be any value above 2. The higher the diff-variable, the
790 * higher is the chance of returning a low number. 752 * higher is the chance of returning a low number.
791 * It is only used in fix_generated_treasure() to set bonuses on 753 * It is only used in fix_generated_treasure() to set bonuses on
792 * rings and amulets. 754 * rings and amulets.
793 * Another scheme is used to calculate the magic of weapons and armours. 755 * Another scheme is used to calculate the magic of weapons and armours.
794 */ 756 */
795int 757static int
796get_magic (int diff) 758get_magic (int diff)
797{ 759{
798 int i; 760 diff = min (3, diff);
799 761
800 if (diff < 3)
801 diff = 3;
802
803 for (i = 0; i < 4; i++) 762 for (int i = 0; i < 4; i++)
804 if (rndm (diff)) 763 if (rndm (diff))
805 return i; 764 return i;
806 765
807 return 4; 766 return 4;
808} 767}
809 768
769/* special_potion() - so that old potion code is still done right. */
770static int
771special_potion (object *op)
772{
773 if (op->attacktype)
774 return 1;
775
776 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
777 return 1;
778
779 for (int i = 0; i < NROFATTACKS; i++)
780 if (op->resist[i])
781 return 1;
782
783 return 0;
784}
785
786static double
787value_factor_from_spell_item (object *spell, object *item)
788{
789 double factor =
790 pow ((spell->value > 0 ? spell->value : 1)
791 * spell->level, 1.5);
792
793 if (item) // this if for: wands/staffs/rods:
794 {
795 /* Old crossfire comment ahead:
796 * Add 50 to both level an divisor to keep prices a little more
797 * reasonable. Otherwise, a high level version of a low level
798 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
799 * 10 time multiplier). This way, the value are a bit more reasonable.
800 */
801
802 factor *= item->level + 50;
803 factor /= item->inv->level + 50;
804 }
805
806 return factor;
807}
808
810#define DICE2 (get_magic(2)==2?2:1) 809#define DICE2 (get_magic(2) == 2 ? 2 : 1)
811#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 810#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
812 811
813/* 812/*
814 * fix_generated_item(): This is called after an item is generated, in 813 * fix_generated_item(): This is called after an item is generated, in
815 * order to set it up right. This produced magical bonuses, puts spells 814 * order to set it up right. This produced magical bonuses, puts spells
816 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 815 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
817 */ 816 */
818 817
819/* 4/28/96 added creator object from which op may now inherit properties based on 818/* 4/28/96 added creator object from which op may now inherit properties based on
820 * op->type. Right now, which stuff the creator passes on is object type 819 * op->type. Right now, which stuff the creator passes on is object type
821 * dependant. I know this is a spagetti manuever, but is there a cleaner 820 * dependant. I know this is a spagetti manuever, but is there a cleaner
822 * way to do this? b.t. */ 821 * way to do this? b.t. */
823 822
824/* 823/*
825 * ! (flags & GT_ENVIRONMENT): 824 * ! (flags & GT_ENVIRONMENT):
826 * Automatically calls fix_flesh_item(). 825 * Automatically calls fix_flesh_item().
844 save_item_power = op->item_power; 843 save_item_power = op->item_power;
845 op->item_power = 0; 844 op->item_power = 0;
846 845
847 if (op->randomitems && op->type != SPELL) 846 if (op->randomitems && op->type != SPELL)
848 { 847 {
849 create_treasure (op->randomitems, op, flags, difficulty, 0); 848 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
850 if (!op->inv)
851 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
852
853 /* So the treasure doesn't get created again */ 849 /* So the treasure doesn't get created again */
854 op->randomitems = 0; 850 op->randomitems = 0;
855 } 851 }
856 852
857 if (difficulty < 1) 853 max_it (difficulty, 1);
858 difficulty = 1;
859 854
860 if (INVOKE_OBJECT (ADD_BONUS, op, 855 if (INVOKE_OBJECT (ADD_BONUS, op,
861 ARG_OBJECT (creator != op ? creator : 0), 856 ARG_OBJECT (creator != op ? creator : 0),
862 ARG_INT (difficulty), ARG_INT (max_magic), 857 ARG_INT (difficulty), ARG_INT (max_magic),
863 ARG_INT (flags))) 858 ARG_INT (flags)))
864 return; 859 return;
865 860
866 if (!(flags & GT_MINIMAL)) 861 if (!(flags & GT_MINIMAL))
867 { 862 {
868 if (op->arch == crown_arch) 863 if (IS_ARCH (op->arch, crown))
869 { 864 {
870 set_magic (difficulty, op, max_magic, flags); 865 set_magic (difficulty, op, max_magic, flags);
871 num_enchantments = calc_item_power (op, 1); 866 num_enchantments = calc_item_power (op, 1);
872 generate_artifact (op, difficulty); 867 generate_artifact (op, difficulty);
873 } 868 }
878 873
879 num_enchantments = calc_item_power (op, 1); 874 num_enchantments = calc_item_power (op, 1);
880 875
881 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 876 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
882 || op->type == HORN 877 || op->type == HORN
883 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 878 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
884 * used for shop_floors or treasures */
885 generate_artifact (op, difficulty); 879 generate_artifact (op, difficulty);
886 } 880 }
887 881
888 /* Object was made an artifact. Calculate its item_power rating. 882 /* Object was made an artifact. Calculate its item_power rating.
889 * the item_power in the object is what the artfiact adds. 883 * the item_power in the object is what the artfiact adds.
923 * again below */ 917 * again below */
924 } 918 }
925 } 919 }
926 920
927 /* materialtype modifications. Note we allow this on artifacts. */ 921 /* materialtype modifications. Note we allow this on artifacts. */
928 set_materialname (op, difficulty, NULL); 922 select_material (op, difficulty);
929 923
930 if (flags & GT_MINIMAL) 924 if (flags & GT_MINIMAL)
931 { 925 {
932 if (op->type == POTION) 926 if (op->type == POTION)
933 /* Handle healing and magic power potions */ 927 /* Handle healing and magic power potions */
934 if (op->stats.sp && !op->randomitems) 928 if (op->stats.sp && !op->randomitems)
935 { 929 {
936 object *tmp;
937
938 tmp = get_archetype (spell_mapping[op->stats.sp]); 930 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
939 insert_ob_in_ob (tmp, op); 931 insert_ob_in_ob (tmp, op);
940 op->stats.sp = 0; 932 op->stats.sp = 0;
941 } 933 }
942 } 934 }
943 else if (!op->title) /* Only modify object if not special */ 935 else if (!op->title) /* Only modify object if not special */
946 case WEAPON: 938 case WEAPON:
947 case ARMOUR: 939 case ARMOUR:
948 case SHIELD: 940 case SHIELD:
949 case HELMET: 941 case HELMET:
950 case CLOAK: 942 case CLOAK:
951 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 943 if (op->flag [FLAG_CURSED] && !(rndm (4)))
952 set_ring_bonus (op, -DICE2); 944 set_ring_bonus (op, -DICE2);
953 break; 945 break;
954 946
955 case BRACERS: 947 case BRACERS:
956 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 948 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
957 { 949 {
958 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 950 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
959 if (!QUERY_FLAG (op, FLAG_CURSED)) 951 if (!op->flag [FLAG_CURSED])
960 op->value *= 3; 952 op->value *= 3;
961 } 953 }
962 break; 954 break;
963 955
964 case POTION: 956 case POTION:
965 { 957 {
966 int too_many_tries = 0, is_special = 0; 958 int too_many_tries = 0;
967 959
968 /* Handle healing and magic power potions */ 960 /* Handle healing and magic power potions */
969 if (op->stats.sp && !op->randomitems) 961 if (op->stats.sp && !op->randomitems)
970 { 962 {
971 object *tmp;
972
973 tmp = get_archetype (spell_mapping[op->stats.sp]); 963 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
974 insert_ob_in_ob (tmp, op); 964 insert_ob_in_ob (tmp, op);
975 op->stats.sp = 0; 965 op->stats.sp = 0;
976 } 966 }
977 967
978 while (!(is_special = special_potion (op)) && !op->inv) 968 while (!special_potion (op) && !op->inv)
979 { 969 {
980 generate_artifact (op, difficulty); 970 generate_artifact (op, difficulty);
981 if (too_many_tries++ > 10) 971 if (too_many_tries++ > 10)
982 break; 972 break;
983 } 973 }
986 * since the value set on those is already correct. 976 * since the value set on those is already correct.
987 */ 977 */
988 if (op->inv && op->randomitems) 978 if (op->inv && op->randomitems)
989 { 979 {
990 /* value multiplier is same as for scrolls */ 980 /* value multiplier is same as for scrolls */
991 op->value = (op->value * op->inv->value); 981 op->value *= op->inv->value;
992 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 982 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
993 } 983 }
994 else 984 else
995 { 985 {
996 op->name = "potion"; 986 op->name = shstr_potion;
997 op->name_pl = "potions"; 987 op->name_pl = shstr_potions;
998 } 988 }
999 989
1000 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 990 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1001 SET_FLAG (op, FLAG_CURSED); 991 op->set_flag (FLAG_CURSED);
992
1002 break; 993 break;
1003 } 994 }
1004 995
1005 case AMULET: 996 case AMULET:
1006 if (op->arch == amulet_arch) 997 if (IS_ARCH (op->arch, amulet))
1007 op->value *= 5; /* Since it's not just decoration */ 998 op->value *= 5; /* Since it's not just decoration */
1008 999
1009 case RING: 1000 case RING:
1010 if (op->arch == NULL)
1011 {
1012 op->destroy ();
1013 op = 0;
1014 break;
1015 }
1016
1017 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1001 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1018 break; 1002 break;
1019 1003
1020 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1004 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1021 SET_FLAG (op, FLAG_CURSED); 1005 op->set_flag (FLAG_CURSED);
1022 1006
1023 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1007 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1024 1008
1025 if (op->type != RING) /* Amulets have only one ability */ 1009 if (op->type != RING) /* Amulets have only one ability */
1026 break; 1010 break;
1027 1011
1028 if (!(rndm (4))) 1012 if (!rndm (4))
1029 { 1013 {
1030 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1014 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1031 1015
1032 if (d > 0) 1016 if (d > 0)
1033 op->value *= 3; 1017 op->value *= 3;
1034 1018
1035 set_ring_bonus (op, d); 1019 set_ring_bonus (op, d);
1036 1020
1037 if (!(rndm (4))) 1021 if (!rndm (4))
1038 { 1022 {
1039 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1023 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1040 1024
1041 if (d > 0) 1025 if (d > 0)
1042 op->value *= 5; 1026 op->value *= 5;
1027
1043 set_ring_bonus (op, d); 1028 set_ring_bonus (op, d);
1044 } 1029 }
1045 } 1030 }
1046 1031
1047 if (GET_ANIM_ID (op)) 1032 if (op->animation_id)
1048 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1033 op->set_anim_frame (rndm (op->anim_frames ()));
1049 1034
1050 break; 1035 break;
1051 1036
1052 case BOOK: 1037 case BOOK:
1053 /* Is it an empty book?, if yes lets make a special· 1038 /* Is it an empty book?, if yes lets make a special·
1055 * creator and/or map level we found it on. 1040 * creator and/or map level we found it on.
1056 */ 1041 */
1057 if (!op->msg && rndm (10)) 1042 if (!op->msg && rndm (10))
1058 { 1043 {
1059 /* set the book level properly */ 1044 /* set the book level properly */
1060 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1045 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1061 { 1046 {
1062 if (op->map && op->map->difficulty) 1047 if (op->map && op->map->difficulty)
1063 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1048 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1064 else 1049 else
1065 op->level = rndm (20) + 1; 1050 op->level = rndm (20) + 1;
1068 op->level = rndm (creator->level); 1053 op->level = rndm (creator->level);
1069 1054
1070 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1055 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1071 /* books w/ info are worth more! */ 1056 /* books w/ info are worth more! */
1072 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1057 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1073 /* creator related stuff */
1074
1075 /* for library, chained books. Note that some monsters have no_pick
1076 * set - we don't want to set no pick in that case.
1077 */
1078 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1079 SET_FLAG (op, FLAG_NO_PICK);
1080 if (creator->slaying && !op->slaying) /* for check_inv floors */
1081 op->slaying = creator->slaying;
1082 1058
1083 /* add exp so reading it gives xp (once) */ 1059 /* add exp so reading it gives xp (once) */
1084 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1060 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1085 } 1061 }
1062
1063 /* creator related stuff */
1064
1065 /* for library, chained books. Note that some monsters have no_pick
1066 * set - we don't want to set no pick in that case.
1067 */
1068 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1069 op->set_flag (FLAG_NO_PICK);
1070 if (creator->slaying && !op->slaying) /* for check_inv floors */
1071 op->slaying = creator->slaying;
1086 break; 1072 break;
1087 1073
1088 case SPELLBOOK: 1074 case SPELLBOOK:
1089 op->value = op->value * op->inv->value; 1075 op->value *= value_factor_from_spell_item (op->inv, 0);
1076
1090 /* add exp so learning gives xp */ 1077 /* add exp so learning gives xp */
1091 op->level = op->inv->level; 1078 op->level = op->inv->level;
1092 op->stats.exp = op->value; 1079 op->stats.exp = op->value;
1093 break; 1080 break;
1094 1081
1098 * and reset nrof. 1085 * and reset nrof.
1099 */ 1086 */
1100 op->stats.food = op->inv->nrof; 1087 op->stats.food = op->inv->nrof;
1101 op->nrof = 1; 1088 op->nrof = 1;
1102 /* If the spell changes by level, choose a random level 1089 /* If the spell changes by level, choose a random level
1103 * for it, and adjust price. If the spell doesn't 1090 * for it.
1104 * change by level, just set the wand to the level of
1105 * the spell, and value calculation is simpler.
1106 */ 1091 */
1107 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1092 if (op->inv->duration_modifier
1108 { 1093 || op->inv->dam_modifier
1094 || op->inv->range_modifier)
1109 op->level = level_for_item (op, difficulty); 1095 op->level = level_for_item (op, difficulty);
1110 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1111 }
1112 else 1096 else
1113 {
1114 op->level = op->inv->level; 1097 op->level = op->inv->level;
1115 op->value = op->value * op->inv->value; 1098
1116 } 1099 op->value *= value_factor_from_spell_item (op->inv, op);
1117 break; 1100 break;
1118 1101
1119 case ROD: 1102 case ROD:
1120 op->level = level_for_item (op, difficulty); 1103 op->level = level_for_item (op, difficulty);
1121 /* Add 50 to both level an divisor to keep prices a little more 1104 op->value *= value_factor_from_spell_item (op->inv, op);
1122 * reasonable. Otherwise, a high level version of a low level 1105
1123 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1124 * 10 time multiplier). This way, the value are a bit more reasonable.
1125 */
1126 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1127 /* maxhp is used to denote how many 'charges' the rod holds before */ 1106 /* maxhp is used to denote how many 'charges' the rod holds before */
1128 if (op->stats.maxhp) 1107 if (op->stats.maxhp)
1129 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1108 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1130 else 1109 else
1131 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1110 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1132 1111
1133 op->stats.hp = op->stats.maxhp; 1112 op->stats.hp = op->stats.maxhp;
1134 break; 1113 break;
1135 1114
1136 case SCROLL: 1115 case SCROLL:
1137 op->level = level_for_item (op, difficulty); 1116 op->level = level_for_item (op, difficulty);
1138 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1117 op->value *= value_factor_from_spell_item (op->inv, op);
1139 1118
1140 /* add exp so reading them properly gives xp */ 1119 /* add exp so reading them properly gives xp */
1141 op->stats.exp = op->value / 5; 1120 op->stats.exp = op->value / 5;
1142 op->nrof = op->inv->nrof; 1121 op->nrof = op->inv->nrof;
1143 break; 1122 break;
1151 break; 1130 break;
1152 } /* switch type */ 1131 } /* switch type */
1153 1132
1154 if (flags & GT_STARTEQUIP) 1133 if (flags & GT_STARTEQUIP)
1155 { 1134 {
1156 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1135 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1157 SET_FLAG (op, FLAG_STARTEQUIP); 1136 op->set_flag (FLAG_STARTEQUIP);
1158 else if (op->type != MONEY) 1137 else if (op->type != MONEY)
1159 op->value = 0; 1138 op->value = 0;
1160 } 1139 }
1161 1140
1162 if (!(flags & GT_ENVIRONMENT)) 1141 if (!(flags & GT_ENVIRONMENT))
1173 1152
1174/* 1153/*
1175 * Allocate and return the pointer to an empty artifactlist structure. 1154 * Allocate and return the pointer to an empty artifactlist structure.
1176 */ 1155 */
1177static artifactlist * 1156static artifactlist *
1178get_empty_artifactlist (void) 1157get_empty_artifactlist ()
1179{ 1158{
1180 return salloc0 <artifactlist> (); 1159 return salloc0<artifactlist> ();
1181} 1160}
1182 1161
1183/* 1162/*
1184 * Allocate and return the pointer to an empty artifact structure. 1163 * Allocate and return the pointer to an empty artifact structure.
1185 */ 1164 */
1186static artifact * 1165static artifact *
1187get_empty_artifact (void) 1166get_empty_artifact ()
1188{ 1167{
1189 return salloc0 <artifact> (); 1168 return salloc0<artifact> ();
1190} 1169}
1191 1170
1192/* 1171/*
1193 * Searches the artifact lists and returns one that has the same type 1172 * Searches the artifact lists and returns one that has the same type
1194 * of objects on it. 1173 * of objects on it.
1202 1181
1203 return 0; 1182 return 0;
1204} 1183}
1205 1184
1206/* 1185/*
1207 * For debugging purposes. Dumps all tables. 1186 * Builds up the lists of artifacts from the file in the libdir.
1208 */ 1187 */
1209void 1188void
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
1247 while (t)
1248 {
1249 if (t->name)
1250 {
1251 for (i = 0; i < depth; i++)
1252 fprintf (logfile, " ");
1253
1254 fprintf (logfile, "{ (list: %s)\n", &t->name);
1255
1256 tl = treasurelist::find (t->name);
1257 if (tl)
1258 dump_monster_treasure_rec (name, tl->items, depth + 2);
1259
1260 for (i = 0; i < depth; i++)
1261 fprintf (logfile, " ");
1262
1263 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1264 }
1265 else
1266 {
1267 for (i = 0; i < depth; i++)
1268 fprintf (logfile, " ");
1269
1270 if (t->item && t->item->clone.type == FLESH)
1271 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1272 else
1273 fprintf (logfile, "%s\n", &t->item->clone.name);
1274 }
1275
1276 if (t->next_yes)
1277 {
1278 for (i = 0; i < depth; i++)
1279 fprintf (logfile, " ");
1280
1281 fprintf (logfile, " (if yes)\n");
1282 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1283 }
1284
1285 if (t->next_no)
1286 {
1287 for (i = 0; i < depth; i++)
1288 fprintf (logfile, " ");
1289
1290 fprintf (logfile, " (if no)\n");
1291 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1292 }
1293
1294 t = t->next;
1295 }
1296}
1297
1298/*
1299 * For debugging purposes. Dumps all treasures for a given monster.
1300 * Created originally by Raphael Quinet for debugging the alchemy code.
1301 */
1302void
1303dump_monster_treasure (const char *name)
1304{
1305 archetype *at;
1306 int found;
1307
1308 found = 0;
1309 fprintf (logfile, "\n");
1310
1311 for (at = first_archetype; at != NULL; at = at->next)
1312 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1313 {
1314 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1315 if (at->clone.randomitems != NULL)
1316 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1317 else
1318 fprintf (logfile, "(nothing)\n");
1319
1320 fprintf (logfile, "\n");
1321 found++;
1322 }
1323
1324 if (found == 0)
1325 fprintf (logfile, "No objects have the name %s!\n\n", name);
1326}
1327
1328/*
1329 * Builds up the lists of artifacts from the file in the libdir.
1330 */
1331void
1332init_artifacts (void) 1189init_artifacts ()
1333{ 1190{
1334 static int has_been_inited = 0; 1191 static int has_been_inited = 0;
1335 char filename[MAX_BUF];
1336 artifact *art = NULL; 1192 artifact *art = NULL;
1337 artifactlist *al; 1193 artifactlist *al;
1338 1194
1339 if (has_been_inited) 1195 if (has_been_inited)
1340 return; 1196 return;
1341 else 1197 else
1342 has_been_inited = 1; 1198 has_been_inited = 1;
1343 1199
1344 sprintf (filename, "%s/artifacts", settings.datadir); 1200 object_thawer f (settings.datadir, "artifacts");
1345 object_thawer f (filename);
1346 1201
1347 if (!f) 1202 if (!f)
1348 return; 1203 return;
1349 1204
1350 f.next ();
1351
1352 for (;;) 1205 for (;;)
1353 { 1206 {
1354 switch (f.kw) 1207 switch (f.kw)
1355 { 1208 {
1356 case KW_allowed: 1209 case KW_allowed:
1357 if (!art) 1210 if (!art)
1358 {
1359 art = get_empty_artifact (); 1211 art = get_empty_artifact ();
1360 nrofartifacts++;
1361 }
1362 1212
1363 { 1213 {
1364 if (!strcmp (f.get_str (), "all")) 1214 if (!strcmp (f.get_str (), "all"))
1365 break; 1215 break;
1366 1216
1367 char *next, *cp = f.get_str (); 1217 const char *cp = f.get_str ();
1368 1218 char *next;
1369 do 1219 do
1370 { 1220 {
1371 nrofallowedstr++;
1372
1373 if ((next = strchr (cp, ','))) 1221 if ((next = (char *)strchr (cp, ',')))
1374 *next++ = '\0'; 1222 *next++ = '\0';
1375 1223
1376 linked_char *tmp = new linked_char; 1224 linked_char *tmp = new linked_char;
1377 1225
1378 tmp->name = cp; 1226 tmp->name = cp;
1392 break; 1240 break;
1393 1241
1394 case KW_object: 1242 case KW_object:
1395 { 1243 {
1396 art->item = object::create (); 1244 art->item = object::create ();
1245 f.get (art->item->name);
1246 f.next ();
1397 1247
1398 if (!art->item->parse_kv (f)) 1248 if (!art->item->parse_kv (f))
1399 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1249 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1400 1250
1401 al = find_artifactlist (art->item->type); 1251 al = find_artifactlist (art->item->type);
1427 } 1277 }
1428 1278
1429done: 1279done:
1430 for (al = first_artifactlist; al; al = al->next) 1280 for (al = first_artifactlist; al; al = al->next)
1431 { 1281 {
1282 al->total_chance = 0;
1283
1432 for (art = al->items; art; art = art->next) 1284 for (art = al->items; art; art = art->next)
1433 { 1285 {
1434 if (!art->chance) 1286 if (!art->chance)
1435 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1287 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1436 else 1288 else
1438 } 1290 }
1439#if 0 1291#if 0
1440 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1292 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1441#endif 1293#endif
1442 } 1294 }
1443
1444 LOG (llevDebug, "done.\n");
1445} 1295}
1446
1447 1296
1448/* 1297/*
1449 * Used in artifact generation. The bonuses of the first object 1298 * Used in artifact generation. The bonuses of the first object
1450 * is modified by the bonuses of the second object. 1299 * is modified by the bonuses of the second object.
1451 */ 1300 */
1452
1453void 1301void
1454add_abilities (object *op, object *change) 1302add_abilities (object *op, object *change)
1455{ 1303{
1456 int i, tmp;
1457
1458 if (change->face != blank_face) 1304 if (change->face != blank_face)
1459 {
1460#ifdef TREASURE_VERBOSE
1461 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1462#endif
1463 op->face = change->face; 1305 op->face = change->face;
1464 }
1465 1306
1466 for (i = 0; i < NUM_STATS; i++) 1307 for (int i = 0; i < NUM_STATS; i++)
1467 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1308 change_attr_value (&(op->stats), i, change->stats.stat (i));
1468 1309
1469 op->attacktype |= change->attacktype; 1310 op->attacktype |= change->attacktype;
1470 op->path_attuned |= change->path_attuned; 1311 op->path_attuned |= change->path_attuned;
1471 op->path_repelled |= change->path_repelled; 1312 op->path_repelled |= change->path_repelled;
1472 op->path_denied |= change->path_denied; 1313 op->path_denied |= change->path_denied;
1473 op->move_type |= change->move_type; 1314 op->move_type |= change->move_type;
1474 op->stats.luck += change->stats.luck; 1315 op->stats.luck += change->stats.luck;
1475 1316
1476 if (QUERY_FLAG (change, FLAG_CURSED)) 1317 static const struct copyflags : object::flags_t
1477 SET_FLAG (op, FLAG_CURSED); 1318 {
1478 if (QUERY_FLAG (change, FLAG_DAMNED)) 1319 copyflags ()
1479 SET_FLAG (op, FLAG_DAMNED); 1320 {
1480 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1321 set (FLAG_CURSED);
1322 set (FLAG_DAMNED);
1323 set (FLAG_LIFESAVE);
1324 set (FLAG_REFL_SPELL);
1325 set (FLAG_STEALTH);
1326 set (FLAG_XRAYS);
1327 set (FLAG_BLIND);
1328 set (FLAG_SEE_IN_DARK);
1329 set (FLAG_REFL_MISSILE);
1330 set (FLAG_MAKE_INVIS);
1331 }
1332 } copyflags;
1333
1334 // we might want to just copy, but or'ing is what the original code did
1335 op->flag |= change->flag & copyflags;
1336
1337 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1481 set_abs_magic (op, -op->magic); 1338 set_abs_magic (op, -op->magic);
1482 1339
1483 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1340 if (change->flag [FLAG_STAND_STILL])
1484 SET_FLAG (op, FLAG_LIFESAVE);
1485 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1486 SET_FLAG (op, FLAG_REFL_SPELL);
1487 if (QUERY_FLAG (change, FLAG_STEALTH))
1488 SET_FLAG (op, FLAG_STEALTH);
1489 if (QUERY_FLAG (change, FLAG_XRAYS))
1490 SET_FLAG (op, FLAG_XRAYS);
1491 if (QUERY_FLAG (change, FLAG_BLIND))
1492 SET_FLAG (op, FLAG_BLIND);
1493 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1494 SET_FLAG (op, FLAG_SEE_IN_DARK);
1495 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1496 SET_FLAG (op, FLAG_REFL_MISSILE);
1497 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1498 SET_FLAG (op, FLAG_MAKE_INVIS);
1499
1500 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1501 { 1341 {
1502 CLEAR_FLAG (op, FLAG_ANIMATE); 1342 op->clr_flag (FLAG_ANIMATE);
1343
1503 /* so artifacts will join */ 1344 /* so artifacts will join */
1504 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1345 if (!op->flag [FLAG_ALIVE])
1505 op->speed = 0.0; 1346 op->speed = 0.;
1506 1347
1507 op->set_speed (op->speed); 1348 op->set_speed (op->speed);
1508 } 1349 }
1509 1350
1510 if (change->nrof) 1351 if (change->nrof)
1511 op->nrof = rndm (change->nrof) + 1; 1352 op->nrof = rndm (change->nrof) + 1;
1512 1353
1513 op->stats.exp += change->stats.exp; /* Speed modifier */ 1354 op->stats.exp += change->stats.exp; /* Speed modifier */
1514 op->stats.wc += change->stats.wc; 1355 op->stats.wc += change->stats.wc;
1515 op->stats.ac += change->stats.ac; 1356 op->stats.ac += change->stats.ac;
1516 1357
1517 if (change->other_arch) 1358 if (change->other_arch)
1518 { 1359 {
1519 /* Basically, for horns & potions, the other_arch field is the spell 1360 /* Basically, for horns & potions, the other_arch field is the spell
1520 * to cast. So convert that to into a spell and put it into 1361 * to cast. So convert that to into a spell and put it into
1521 * this object. 1362 * this object.
1522 */ 1363 */
1523 if (op->type == HORN || op->type == POTION) 1364 if (op->type == HORN || op->type == POTION)
1524 { 1365 {
1525 object *tmp_obj;
1526
1527 /* Remove any spells this object currently has in it */ 1366 /* Remove any spells this object currently has in it */
1528 while (op->inv)
1529 op->inv->destroy (); 1367 op->destroy_inv (false);
1530 1368
1531 tmp_obj = arch_to_object (change->other_arch); 1369 object *tmp = change->other_arch->instance ();
1532 insert_ob_in_ob (tmp_obj, op); 1370 insert_ob_in_ob (tmp, op);
1533 } 1371 }
1372
1534 /* No harm setting this for potions/horns */ 1373 /* No harm setting this for potions/horns */
1535 op->other_arch = change->other_arch; 1374 op->other_arch = change->other_arch;
1536 } 1375 }
1537 1376
1538 if (change->stats.hp < 0) 1377 if (change->stats.hp < 0)
1554 op->stats.maxsp = -change->stats.maxsp; 1393 op->stats.maxsp = -change->stats.maxsp;
1555 else 1394 else
1556 op->stats.maxsp += change->stats.maxsp; 1395 op->stats.maxsp += change->stats.maxsp;
1557 1396
1558 if (change->stats.food < 0) 1397 if (change->stats.food < 0)
1559 op->stats.food = -(change->stats.food); 1398 op->stats.food = -change->stats.food;
1560 else 1399 else
1561 op->stats.food += change->stats.food; 1400 op->stats.food += change->stats.food;
1562 1401
1563 if (change->level < 0) 1402 if (change->level < 0)
1564 op->level = -(change->level); 1403 op->level = -change->level;
1565 else 1404 else
1566 op->level += change->level; 1405 op->level += change->level;
1567 1406
1568 if (change->gen_sp_armour < 0) 1407 if (change->gen_sp_armour < 0)
1569 op->gen_sp_armour = -(change->gen_sp_armour); 1408 op->gen_sp_armour = -change->gen_sp_armour;
1570 else 1409 else
1571 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1410 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1572 1411
1573 op->item_power = change->item_power; 1412 op->item_power = change->item_power;
1574 1413
1575 for (i = 0; i < NROFATTACKS; i++) 1414 for (int i = 0; i < NROFATTACKS; i++)
1576 if (change->resist[i])
1577 op->resist[i] += change->resist[i]; 1415 op->resist[i] += change->resist[i];
1578 1416
1579 if (change->stats.dam) 1417 if (change->stats.dam)
1580 { 1418 {
1581 if (change->stats.dam < 0) 1419 if (change->stats.dam < 0)
1582 op->stats.dam = (-change->stats.dam); 1420 op->stats.dam = -change->stats.dam;
1583 else if (op->stats.dam) 1421 else if (op->stats.dam)
1584 { 1422 {
1585 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1423 int tmp = op->stats.dam * change->stats.dam / 10;
1424
1586 if (tmp == op->stats.dam) 1425 if (tmp == op->stats.dam)
1587 { 1426 {
1588 if (change->stats.dam < 10) 1427 if (change->stats.dam < 10)
1589 op->stats.dam--; 1428 op->stats.dam--;
1590 else 1429 else
1596 } 1435 }
1597 1436
1598 if (change->weight) 1437 if (change->weight)
1599 { 1438 {
1600 if (change->weight < 0) 1439 if (change->weight < 0)
1601 op->weight = (-change->weight); 1440 op->weight = -change->weight;
1602 else 1441 else
1603 op->weight = (op->weight * (change->weight)) / 100; 1442 op->weight = op->weight * change->weight / 100;
1604 } 1443 }
1605 1444
1606 if (change->last_sp) 1445 if (change->last_sp)
1607 { 1446 {
1608 if (change->last_sp < 0) 1447 if (change->last_sp < 0)
1609 op->last_sp = (-change->last_sp); 1448 op->last_sp = -change->last_sp;
1610 else 1449 else
1611 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1450 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1612 } 1451 }
1613 1452
1614 if (change->gen_sp_armour) 1453 if (change->gen_sp_armour)
1615 { 1454 {
1616 if (change->gen_sp_armour < 0) 1455 if (change->gen_sp_armour < 0)
1617 op->gen_sp_armour = (-change->gen_sp_armour); 1456 op->gen_sp_armour = -change->gen_sp_armour;
1618 else 1457 else
1619 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1458 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1620 } 1459 }
1621 1460
1622 op->value *= change->value; 1461 op->value *= change->value;
1623 1462
1624 if (change->materials) 1463 if (change->materials)
1625 op->materials = change->materials; 1464 op->materials = change->materials;
1626 1465
1627 if (change->materialname) 1466 if (change->material != MATERIAL_NULL)
1628 op->materialname = change->materialname; 1467 op->material = change->material;
1629 1468
1630 if (change->slaying) 1469 if (change->slaying)
1631 op->slaying = change->slaying; 1470 op->slaying = change->slaying;
1632 1471
1633 if (change->race) 1472 if (change->race)
1636 if (change->msg) 1475 if (change->msg)
1637 op->msg = change->msg; 1476 op->msg = change->msg;
1638} 1477}
1639 1478
1640static int 1479static int
1641legal_artifact_combination (object *op, artifact * art) 1480legal_artifact_combination (object *op, artifact *art)
1642{ 1481{
1643 int neg, success = 0; 1482 int neg, success = 0;
1644 linked_char *tmp; 1483 linked_char *tmp;
1645 const char *name; 1484 const char *name;
1646 1485
1647 if (art->allowed == (linked_char *) NULL) 1486 if (!art->allowed)
1648 return 1; /* Ie, "all" */ 1487 return 1; /* Ie, "all" */
1488
1649 for (tmp = art->allowed; tmp; tmp = tmp->next) 1489 for (tmp = art->allowed; tmp; tmp = tmp->next)
1650 { 1490 {
1651#ifdef TREASURE_VERBOSE 1491#ifdef TREASURE_VERBOSE
1652 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1492 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1653#endif 1493#endif
1655 name = tmp->name + 1, neg = 1; 1495 name = tmp->name + 1, neg = 1;
1656 else 1496 else
1657 name = tmp->name, neg = 0; 1497 name = tmp->name, neg = 0;
1658 1498
1659 /* If we match name, then return the opposite of 'neg' */ 1499 /* If we match name, then return the opposite of 'neg' */
1660 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1500 if (!strcmp (name, op->arch->archname))
1661 return !neg; 1501 return !neg;
1662 1502
1663 /* Set success as true, since if the match was an inverse, it means 1503 /* Set success as true, since if the match was an inverse, it means
1664 * everything is allowed except what we match 1504 * everything is allowed except what we match
1665 */ 1505 */
1666 else if (neg) 1506 else if (neg)
1667 success = 1; 1507 success = 1;
1668 } 1508 }
1509
1669 return success; 1510 return success;
1670} 1511}
1671 1512
1672/* 1513/*
1673 * Fixes the given object, giving it the abilities and titles 1514 * Fixes the given object, giving it the abilities and titles
1675 */ 1516 */
1676 1517
1677void 1518void
1678give_artifact_abilities (object *op, object *artifct) 1519give_artifact_abilities (object *op, object *artifct)
1679{ 1520{
1680 char new_name[MAX_BUF]; 1521 op->title = format ("of %s", &artifct->name);
1681 1522
1682 sprintf (new_name, "of %s", &artifct->name);
1683 op->title = new_name;
1684 add_abilities (op, artifct); /* Give out the bonuses */ 1523 add_abilities (op, artifct); /* Give out the bonuses */
1685 1524
1686#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1525#if 0 /* Bit verbose, but keep it here until next time I need it... */
1687 { 1526 {
1688 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1527 char identified = op->flag [FLAG_IDENTIFIED];
1689 1528
1690 SET_FLAG (op, FLAG_IDENTIFIED); 1529 op->set_flag (FLAG_IDENTIFIED);
1691 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1530 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1692 if (!identified) 1531 if (!identified)
1693 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1532 op->clr_flag (FLAG_IDENTIFIED);
1694 } 1533 }
1695#endif 1534#endif
1696 return; 1535 return;
1697} 1536}
1698 1537
1708#define ARTIFACT_TRIES 2 1547#define ARTIFACT_TRIES 2
1709 1548
1710void 1549void
1711generate_artifact (object *op, int difficulty) 1550generate_artifact (object *op, int difficulty)
1712{ 1551{
1713 artifactlist *al;
1714 artifact *art; 1552 artifact *art;
1715 int i;
1716 1553
1717 al = find_artifactlist (op->type); 1554 artifactlist *al = find_artifactlist (op->type);
1718 1555
1719 if (al == NULL) 1556 if (al == NULL)
1720 { 1557 {
1721#if 0 /* This is too verbose, usually */ 1558#if 0 /* This is too verbose, usually */
1722 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1559 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1723#endif 1560#endif
1724 return; 1561 return;
1725 } 1562 }
1726 1563
1727 for (i = 0; i < ARTIFACT_TRIES; i++) 1564 for (int i = 0; i < ARTIFACT_TRIES; i++)
1728 { 1565 {
1729 int roll = rndm (al->total_chance); 1566 int roll = rndm (al->total_chance);
1730 1567
1731 for (art = al->items; art; art = art->next) 1568 for (art = al->items; art; art = art->next)
1732 { 1569 {
1740#if 1 1577#if 1
1741 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1578 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1742#endif 1579#endif
1743 return; 1580 return;
1744 } 1581 }
1745 if (!strcmp (art->item->name, "NONE")) 1582
1583 if (art->item->name == shstr_NONE)
1746 return; 1584 return;
1585
1747 if (FABS (op->magic) < art->item->magic) 1586 if (fabs (op->magic) < art->item->magic)
1748 continue; /* Not magic enough to be this item */ 1587 continue; /* Not magic enough to be this item */
1749 1588
1750 /* Map difficulty not high enough */ 1589 /* Map difficulty not high enough */
1751 if (difficulty < art->difficulty) 1590 if (difficulty < art->difficulty)
1752 continue; 1591 continue;
1770 */ 1609 */
1771 1610
1772void 1611void
1773fix_flesh_item (object *item, object *donor) 1612fix_flesh_item (object *item, object *donor)
1774{ 1613{
1775 char tmpbuf[MAX_BUF];
1776 int i;
1777
1778 if (item->type == FLESH && donor) 1614 if (item->type == FLESH && donor)
1779 { 1615 {
1780 /* change the name */ 1616 /* change the name */
1781 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1617 item->name = format ("%s's %s", &donor->name, &item->name);
1782 item->name = tmpbuf;
1783 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1618 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1784 item->name_pl = tmpbuf;
1785 1619
1786 /* weight is FLESH weight/100 * donor */ 1620 /* weight is FLESH weight/100 * donor */
1787 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1621 item->weight = max (1, item->weight * donor->weight / 100);
1788 item->weight = 1;
1789 1622
1790 /* value is multiplied by level of donor */ 1623 /* value is multiplied by level of donor */
1791 item->value *= isqrt (donor->level * 2); 1624 item->value *= isqrt (donor->level * 2);
1792 1625
1793 /* food value */ 1626 /* food value */
1794 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1627 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1795 1628
1796 /* flesh items inherit some abilities of donor, but not 1629 /* flesh items inherit some abilities of donor, but not
1797 * full effect. 1630 * full effect.
1798 */ 1631 */
1799 for (i = 0; i < NROFATTACKS; i++) 1632 for (int i = 0; i < NROFATTACKS; i++)
1800 item->resist[i] = donor->resist[i] / 2; 1633 item->resist[i] = donor->resist[i] / 2;
1801 1634
1802 /* item inherits donor's level (important for quezals) */ 1635 /* item inherits donor's level (important for quezals) */
1803 item->level = donor->level; 1636 item->level = donor->level;
1804 1637
1805 /* if donor has some attacktypes, the flesh is poisonous */ 1638 /* if donor has some attacktypes, the flesh is poisonous */
1806 if (donor->attacktype & AT_POISON) 1639 if (donor->attacktype & AT_POISON)
1807 item->type = POISON; 1640 item->type = POISON;
1641
1808 if (donor->attacktype & AT_ACID) 1642 if (donor->attacktype & AT_ACID)
1809 item->stats.hp = -1 * item->stats.food; 1643 item->stats.hp = -item->stats.food;
1810 SET_FLAG (item, FLAG_NO_STEAL);
1811 }
1812}
1813 1644
1814/* special_potion() - so that old potion code is still done right. */ 1645 item->set_flag (FLAG_NO_STEAL);
1815 1646 }
1816int
1817special_potion (object *op)
1818{
1819 if (op->attacktype)
1820 return 1;
1821
1822 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1823 return 1;
1824
1825 for (int i = 0; i < NROFATTACKS; i++)
1826 if (op->resist[i])
1827 return 1;
1828
1829 return 0;
1830} 1647}
1831 1648
1832void 1649static void
1833free_treasurestruct (treasure *t) 1650free_treasurestruct (treasure *t)
1834{ 1651{
1835 if (t->next) free_treasurestruct (t->next); 1652 if (t->next) free_treasurestruct (t->next);
1836 if (t->next_yes) free_treasurestruct (t->next_yes); 1653 if (t->next_yes) free_treasurestruct (t->next_yes);
1837 if (t->next_no) free_treasurestruct (t->next_no); 1654 if (t->next_no) free_treasurestruct (t->next_no);
1838 1655
1839 delete t; 1656 delete t;
1840} 1657}
1841 1658
1842void 1659static void
1843free_charlinks (linked_char *lc) 1660free_charlinks (linked_char *lc)
1844{ 1661{
1845 if (lc->next) 1662 if (lc->next)
1846 free_charlinks (lc->next); 1663 free_charlinks (lc->next);
1847 1664
1848 delete lc; 1665 delete lc;
1849} 1666}
1850 1667
1851void 1668static void
1852free_artifact (artifact *at) 1669free_artifact (artifact *at)
1853{ 1670{
1854 if (at->next) free_artifact (at->next); 1671 if (at->next) free_artifact (at->next);
1855 if (at->allowed) free_charlinks (at->allowed); 1672 if (at->allowed) free_charlinks (at->allowed);
1856 1673
1857 at->item->destroy (1); 1674 at->item->destroy ();
1858 1675
1859 sfree (at); 1676 sfree (at);
1860} 1677}
1861 1678
1862void
1863free_artifactlist (artifactlist *al)
1864{
1865 artifactlist *nextal;
1866
1867 for (al = first_artifactlist; al; al = nextal)
1868 {
1869 nextal = al->next;
1870
1871 if (al->items)
1872 free_artifact (al->items);
1873
1874 sfree (al);
1875 }
1876}
1877
1878void
1879free_all_treasures (void)
1880{
1881 treasurelist *tl, *next;
1882
1883 for (tl = first_treasurelist; tl; tl = next)
1884 {
1885 clear (tl);
1886
1887 next = tl->next;
1888 delete tl;
1889 }
1890
1891 free_artifactlist (first_artifactlist);
1892}

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