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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.24 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.124 by root, Sat Dec 1 20:22:12 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 (©) 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
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 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>
22*/ 24 */
23
24#define ALLOWED_COMBINATION
25 25
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * 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
28 * 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
29 * left on 29 * left on
30 */ 30 */
31#define TREASURE_DEBUG 31#define TREASURE_DEBUG
32 32
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 33/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 34
35/* #define TREASURE_VERBOSE */ 35//#define TREASURE_VERBOSE
36 36
37#include <global.h> 37#include <global.h>
38#include <treasure.h> 38#include <treasure.h>
39#include <funcpoint.h>
40#include <loader.h>
41 39
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)
44
45extern char *spell_mapping[];
46
47static treasurelist *first_treasurelist;
42 48
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 50
46/* 51typedef ska::flat_hash_map
47 * Initialize global archtype pointers: 52 <
48 */ 53 const char *,
54 treasurelist *,
55 str_hash,
56 str_equal,
57 slice_allocator< std::pair<const char *const, treasurelist *> >
58 > tl_map_t;
49 59
50void 60static tl_map_t tl_map;
51init_archetype_pointers ()
52{
53 int prev_warn = warn_archetypes;
54 61
55 warn_archetypes = 1; 62//TODO: class method
56 if (ring_arch == NULL) 63static void free_treasurestruct (treasure *t); // bleh desu
57 ring_arch = archetype::find ("ring"); 64static void
58 if (amulet_arch == NULL) 65clear (treasurelist *tl)
59 amulet_arch = archetype::find ("amulet"); 66{
60 if (staff_arch == NULL) 67 if (tl->items)
61 staff_arch = archetype::find ("staff"); 68 {
62 if (crown_arch == NULL) 69 free_treasurestruct (tl->items);
63 crown_arch = archetype::find ("crown"); 70 tl->items = 0;
64 warn_archetypes = prev_warn; 71 }
65}
66 72
67/* 73 tl->total_chance = 0;
68 * Allocate and return the pointer to an empty treasurelist structure. 74}
69 */
70 75
76/*
77 * Searches for the given treasurelist
78 */
71static treasurelist * 79treasurelist *
72get_empty_treasurelist (void) 80treasurelist::find (const char *name)
73{ 81{
82 if (!name)
83 return 0;
84
85 auto i = tl_map.find (name);
86
87 if (i == tl_map.end ())
88 return 0;
89
90 return i->second;
91}
92
93/*
94 * Searches for the given treasurelist in the globally linked list
95 * of treasurelists which has been built by load_treasures().
96 */
97treasurelist *
98treasurelist::get (const char *name)
99{
100 treasurelist *tl = find (name);
101
102 if (!tl)
103 {
74 return new treasurelist; 104 tl = new treasurelist;
75}
76 105
77/* 106 tl->name = name;
78 * Allocate and return the pointer to an empty treasure structure. 107 tl->next = first_treasurelist;
79 */ 108 first_treasurelist = tl;
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85 109
86 t->chance = 100; 110 tl_map.insert (std::make_pair (tl->name, tl));
111 }
87 112
88 return t; 113 return tl;
89} 114}
115
116#ifdef TREASURE_DEBUG
117/* recursived checks the linked list. Treasurelist is passed only
118 * so that the treasure name can be printed out
119 */
120static void
121check_treasurelist (const treasure *t, const treasurelist * tl)
122{
123 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
124 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
125
126 if (t->next)
127 check_treasurelist (t->next, tl);
128
129 if (t->next_yes)
130 check_treasurelist (t->next_yes, tl);
131
132 if (t->next_no)
133 check_treasurelist (t->next_no, tl);
134}
135#endif
90 136
91/* 137/*
92 * Reads the lib/treasure file from disk, and parses the contents 138 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 139 * into an internal treasure structure (very linked lists)
94 */ 140 */
95
96static treasure * 141static treasure *
97load_treasure (FILE * fp, int *line) 142read_treasure (object_thawer &f)
98{ 143{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 144 treasure *t = new treasure;
101 int value;
102 145
103 nroftreasures++; 146 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 147
108 if (*buf == '#') 148 for (;;)
109 continue; 149 {
110 if ((cp = strchr (buf, '\n')) != NULL) 150 coroapi::cede_to_tick ();
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 151
116 if (sscanf (cp, "arch %s", variable)) 152 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 153 {
121 else if (sscanf (cp, "list %s", variable)) 154 case KW_arch:
122 t->name = variable; 155 t->item = archetype::find (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 156
124 t->change_arch.name = variable; 157 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 { 158 {
143 t->next = load_treasure (fp, line); 159 f.parse_warn ("treasure references unknown archetype");
160 t->item = archetype::empty;
161 }
162
163 break;
164
165 case KW_list: f.get (t->name); break;
166 case KW_change_name: f.get (t->change_arch.name); break;
167 case KW_change_title: f.get (t->change_arch.title); break;
168 case KW_change_slaying: f.get (t->change_arch.slaying); break;
169 case KW_chance: f.get (t->chance); break;
170 case KW_nrof: f.get (t->nrof); break;
171 case KW_magic: f.get (t->magic); break;
172
173 case KW_yes: t->next_yes = read_treasure (f); continue;
174 case KW_no: t->next_no = read_treasure (f); continue;
175
176 case KW_end:
177 f.next ();
144 return t; 178 return t;
179
180 case KW_more:
181 t->next = read_treasure (f);
182 return t;
183
184 default:
185 if (!f.parse_error ("treasurelist", t->name))
186 goto error;
187
188 return t;
145 } 189 }
146 else 190
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 191 f.next ();
148 } 192 }
149 LOG (llevError, "treasure lacks 'end'.\n"); 193
194 // not reached
195
196error:
197 delete t;
150 return t; 198 return 0;
151} 199}
152 200
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/* 201/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 202 * Each treasure is parsed with the help of load_treasure().
180 */ 203 */
181 204treasurelist *
182void 205treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 206{
185 FILE *fp; 207 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;
190 208
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 209 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 210 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 211 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 212 tl->items = read_treasure (f);
213 if (!tl->items)
195 return; 214 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 215
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. 216 /* 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 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 218 * fields of the treasures are not being used.
218 */ 219 */
219 if (!strncmp (buf, "treasureone", 11)) 220 if (one)
221 {
222 for (treasure *t = tl->items; t; t = t->next)
223 {
224 if (t->next_yes || t->next_no)
220 { 225 {
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); 226 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"); 227 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 228 }
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);
238 229
239#ifdef TREASURE_DEBUG 230 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 231 }
241 * verify that list transitions work (ie, the list that it is supposed 232 }
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}
249 233
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; 234 return tl;
271} 235}
272
273 236
274/* 237/*
275 * Generates the objects specified by the given treasure. 238 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 239 * It goes recursively through the rest of the linked list.
277 * If there is a certain percental chance for a treasure to be generated, 240 * If there is a certain percental chance for a treasure to be generated,
280 * being generated. 243 * being generated.
281 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 244 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
282 * abilities. This is used by summon spells, thus no summoned monsters 245 * abilities. This is used by summon spells, thus no summoned monsters
283 * start with equipment, but only their abilities). 246 * start with equipment, but only their abilities).
284 */ 247 */
285
286
287static void 248static void
288put_treasure (object *op, object *creator, int flags) 249put_treasure (object *op, object *creator, int flags)
289{ 250{
290 object *tmp; 251 if (flags & GT_ENVIRONMENT)
291 252 {
292 /* Bit of a hack - spells should never be put onto the map. The entire 253 /* Bit of a hack - spells should never be put onto the map. The entire
293 * treasure stuff is a problem - there is no clear idea of knowing 254 * treasure stuff is a problem - there is no clear idea of knowing
294 * this is the original object, or if this is an object that should be created 255 * this is the original object, or if this is an object that should be created
295 * by another object. 256 * by another object.
296 */ 257 */
297 if (flags & GT_ENVIRONMENT && op->type != SPELL) 258 //TODO: flag such as objects... as such (no drop, anybody?)
298 { 259 if (op->type == SPELL)
299 op->x = creator->x; 260 {
300 op->y = creator->y; 261 op->destroy ();
301 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 262 return;
263 }
264
265 op->expand_tail ();
266
267 if (!creator->is_on_map ()
268 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
269 op->destroy ();
270 else
271 {
272 op->flag [FLAG_OBJ_ORIGINAL] = true;
302 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 273 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
274 }
303 } 275 }
304 else 276 else
305 { 277 {
306 op = insert_ob_in_ob (op, creator); 278 op = creator->insert (op);
279
307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 280 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
308 monster_check_apply (creator, op); 281 monster_check_apply (creator, op);
309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
310 esrv_send_item (tmp, op);
311 } 282 }
312} 283}
313 284
314/* if there are change_xxx commands in the treasure, we include the changes 285/* if there are change_xxx commands in the treasure, we include the changes
315 * in the generated object 286 * in the generated object
329 300
330 if (t->change_arch.slaying) 301 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 302 op->slaying = t->change_arch.slaying;
332} 303}
333 304
334void 305static void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 306create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 307{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 308 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 309 {
341 if (t->name) 310 if (t->name)
342 { 311 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 312 if (difficulty >= t->magic)
313 if (treasurelist *tl = treasurelist::find (t->name))
344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 314 create_treasure (tl, op, flag, difficulty, tries);
315 else
316 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
345 } 317 }
346 else 318 else
347 { 319 {
348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 320 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 321 {
350 tmp = arch_to_object (t->item); 322 object *tmp = t->item->instance ();
323
351 if (t->nrof && tmp->nrof <= 1) 324 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 325 tmp->nrof = rndm (t->nrof) + 1;
326
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 327 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 328 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 329 put_treasure (tmp, op, flag);
356 } 330 }
357 } 331 }
358 332
359 if (t->next_yes != NULL) 333 if (t->next_yes)
360 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 334 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 } 335 }
362 else if (t->next_no != NULL) 336 else if (t->next_no)
363 create_all_treasures (t->next_no, op, flag, difficulty, tries); 337 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 338
365 if (t->next != NULL) 339 if (t->next)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 340 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 341}
368 342
369void 343static void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 344create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 345{
372 int value = RANDOM () % tl->total_chance; 346 int value = rndm (tl->total_chance);
373 treasure *t; 347 treasure *t;
374 348
375 if (tries++ > 100) 349 if (tries++ > 100)
376 { 350 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 351 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378 return; 352 return;
379 } 353 }
380 354
381 for (t = tl->items; t != NULL; t = t->next) 355 for (t = tl->items; t; t = t->next)
382 { 356 {
383 value -= t->chance; 357 value -= t->chance;
384 358
385 if (value < 0) 359 if (value < 0)
386 break; 360 break;
387 } 361 }
388 362
389 if (!t || value >= 0) 363 if (!t || value >= 0)
390 {
391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 364 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
392 abort ();
393 return;
394 }
395 365
396 if (t->name) 366 if (t->name)
397 { 367 {
398 if (!strcmp (t->name, "NONE"))
399 return;
400
401 if (difficulty >= t->magic) 368 if (difficulty >= t->magic)
369 {
370 treasurelist *tl = treasurelist::find (t->name);
371 if (tl)
402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 372 create_treasure (tl, op, flag, difficulty, tries);
373 }
403 else if (t->nrof) 374 else if (t->nrof)
404 create_one_treasure (tl, op, flag, difficulty, tries); 375 create_one_treasure (tl, op, flag, difficulty, tries);
405
406 return;
407 } 376 }
408
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 377 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
410 { 378 {
411 object *tmp = arch_to_object (t->item); 379 if (object *tmp = t->item->instance ())
412 380 {
413 if (!tmp)
414 return;
415
416 if (t->nrof && tmp->nrof <= 1) 381 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 382 tmp->nrof = rndm (t->nrof) + 1;
418 383
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 384 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 385 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 386 put_treasure (tmp, op, flag);
387 }
422 } 388 }
389}
390
391void
392object::create_treasure (treasurelist *tl, int flags)
393{
394 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
423} 395}
424 396
425/* This calls the appropriate treasure creation function. tries is passed 397/* This calls the appropriate treasure creation function. tries is passed
426 * to determine how many list transitions or attempts to create treasure 398 * to determine how many list transitions or attempts to create treasure
427 * have been made. It is really in place to prevent infinite loops with 399 * have been made. It is really in place to prevent infinite loops with
428 * list transitions, or so that excessively good treasure will not be 400 * list transitions, or so that excessively good treasure will not be
429 * created on weak maps, because it will exceed the number of allowed tries 401 * created on weak maps, because it will exceed the number of allowed tries
430 * to do that. 402 * to do that.
431 */ 403 */
432void 404void
433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 405create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
434{ 406{
407 // empty treasurelists are legal
408 if (!tl->items)
409 return;
435 410
436 if (tries++ > 100) 411 if (tries++ > 100)
437 { 412 {
438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 413 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
439 return; 414 return;
440 } 415 }
416
417 if (op->flag [FLAG_TREASURE_ENV])
418 {
419 // do not generate items when there already is something above the object
420 if (op->flag [FLAG_IS_FLOOR] && op->above)
421 return;
422
423 flag |= GT_ENVIRONMENT;
424 }
425
441 if (t->total_chance) 426 if (tl->total_chance)
442 create_one_treasure (t, op, flag, difficulty, tries); 427 create_one_treasure (tl, op, flag, difficulty, tries);
443 else 428 else
444 create_all_treasures (t->items, op, flag, difficulty, tries); 429 create_all_treasures (tl->items, op, flag, difficulty, tries);
445} 430}
446 431
447/* This is similar to the old generate treasure function. However, 432/* This is similar to the old generate treasure function. However,
448 * it instead takes a treasurelist. It is really just a wrapper around 433 * it instead takes a treasurelist. It is really just a wrapper around
449 * create_treasure. We create a dummy object that the treasure gets 434 * create_treasure. We create a dummy object that the treasure gets
450 * inserted into, and then return that treausre 435 * inserted into, and then return that treausre
451 */ 436 */
452object * 437object *
453generate_treasure (treasurelist * t, int difficulty) 438generate_treasure (treasurelist *tl, int difficulty)
454{ 439{
440 difficulty = clamp (difficulty, 1, settings.max_level);
441
455 object *ob = object::create (), *tmp; 442 object *ob = object::create ();
456 443
457 create_treasure (t, ob, 0, difficulty, 0); 444 create_treasure (tl, ob, 0, difficulty, 0);
458 445
459 /* Don't want to free the object we are about to return */ 446 /* Don't want to free the object we are about to return */
460 tmp = ob->inv; 447 object *tmp = ob->inv;
461 if (tmp != NULL) 448 if (tmp)
462 tmp->remove (); 449 tmp->remove ();
463 450
464 if (ob->inv) 451 if (ob->inv)
465 LOG (llevError, "In generate treasure, created multiple objects.\n"); 452 LOG (llevError, "In generate treasure, created multiple objects.\n");
466 453
467 ob->destroy (); 454 ob->destroy ();
455
468 return tmp; 456 return tmp;
469} 457}
470 458
471/* 459/*
472 * This is a new way of calculating the chance for an item to have 460 * This is a new way of calculating the chance for an item to have
474 * The array has two arguments, the difficulty of the level, and the 462 * The array has two arguments, the difficulty of the level, and the
475 * magical bonus "wanted". 463 * magical bonus "wanted".
476 */ 464 */
477 465
478static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 466static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
479
480/*chance of magic difficulty*/ 467// chance of magic difficulty
481
482/* +0 +1 +2 +3 +4 */ 468// +0 +1 +2 +3 +4
483 {95, 2, 2, 1, 0}, /*1 */ 469 {95, 2, 2, 1, 0}, // 1
484 {92, 5, 2, 1, 0}, /*2 */ 470 {92, 5, 2, 1, 0}, // 2
485 {85, 10, 4, 1, 0}, /*3 */ 471 {85, 10, 4, 1, 0}, // 3
486 {80, 14, 4, 2, 0}, /*4 */ 472 {80, 14, 4, 2, 0}, // 4
487 {75, 17, 5, 2, 1}, /*5 */ 473 {75, 17, 5, 2, 1}, // 5
488 {70, 18, 8, 3, 1}, /*6 */ 474 {70, 18, 8, 3, 1}, // 6
489 {65, 21, 10, 3, 1}, /*7 */ 475 {65, 21, 10, 3, 1}, // 7
490 {60, 22, 12, 4, 2}, /*8 */ 476 {60, 22, 12, 4, 2}, // 8
491 {55, 25, 14, 4, 2}, /*9 */ 477 {55, 25, 14, 4, 2}, // 9
492 {50, 27, 16, 5, 2}, /*10 */ 478 {50, 27, 16, 5, 2}, // 10
493 {45, 28, 18, 6, 3}, /*11 */ 479 {45, 28, 18, 6, 3}, // 11
494 {42, 28, 20, 7, 3}, /*12 */ 480 {42, 28, 20, 7, 3}, // 12
495 {40, 27, 21, 8, 4}, /*13 */ 481 {40, 27, 21, 8, 4}, // 13
496 {38, 25, 22, 10, 5}, /*14 */ 482 {38, 25, 22, 10, 5}, // 14
497 {36, 23, 23, 12, 6}, /*15 */ 483 {36, 23, 23, 12, 6}, // 15
498 {33, 21, 24, 14, 8}, /*16 */ 484 {33, 21, 24, 14, 8}, // 16
499 {31, 19, 25, 16, 9}, /*17 */ 485 {31, 19, 25, 16, 9}, // 17
500 {27, 15, 30, 18, 10}, /*18 */ 486 {27, 15, 30, 18, 10}, // 18
501 {20, 12, 30, 25, 13}, /*19 */ 487 {20, 12, 30, 25, 13}, // 19
502 {15, 10, 28, 30, 17}, /*20 */ 488 {15, 10, 28, 30, 17}, // 20
503 {13, 9, 27, 28, 23}, /*21 */ 489 {13, 9, 27, 28, 23}, // 21
504 {10, 8, 25, 28, 29}, /*22 */ 490 {10, 8, 25, 28, 29}, // 22
505 {8, 7, 23, 26, 36}, /*23 */ 491 { 8, 7, 23, 26, 36}, // 23
506 {6, 6, 20, 22, 46}, /*24 */ 492 { 6, 6, 20, 22, 46}, // 24
507 {4, 5, 17, 18, 56}, /*25 */ 493 { 4, 5, 17, 18, 56}, // 25
508 {2, 4, 12, 14, 68}, /*26 */ 494 { 2, 4, 12, 14, 68}, // 26
509 {0, 3, 7, 10, 80}, /*27 */ 495 { 0, 3, 7, 10, 80}, // 27
510 {0, 0, 3, 7, 90}, /*28 */ 496 { 0, 0, 3, 7, 90}, // 28
511 {0, 0, 0, 3, 97}, /*29 */ 497 { 0, 0, 0, 3, 97}, // 29
512 {0, 0, 0, 0, 100}, /*30 */ 498 { 0, 0, 0, 0, 100}, // 30
513 {0, 0, 0, 0, 100}, /*31 */ 499 { 0, 0, 0, 0, 100}, // 31
514}; 500};
515 501
516
517/* calculate the appropriate level for wands staves and scrolls. 502/* calculate the appropriate level for wands staves and scrolls.
518 * This code presumes that op has had its spell object created (in op->inv) 503 * This code presumes that op has had its spell object created (in op->inv)
519 * 504 *
520 * elmex Wed Aug 9 17:44:59 CEST 2006: 505 * elmex Wed Aug 9 17:44:59 CEST 2006:
521 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 506 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
522 */ 507 */
523 508static int
524int
525level_for_item (const object *op, int difficulty) 509level_for_item (const object *op, int difficulty)
526{ 510{
527 int olevel = 0;
528
529 if (!op->inv) 511 if (!op->inv)
530 { 512 {
531 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 513 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
532 return 0; 514 return 0;
533 } 515 }
534 516
535 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 517 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
536 518
537 if (olevel <= 0) 519 if (olevel <= 0)
538 olevel = rndm (1, MIN (op->inv->level, 1)); 520 olevel = rndm (1, op->inv->level);
539 521
540 if (olevel > MAXLEVEL) 522 return min (olevel, MAXLEVEL_TREASURE);
541 olevel = MAXLEVEL;
542
543 return olevel;
544} 523}
545 524
546/* 525/*
547 * Based upon the specified difficulty and upon the difftomagic_list array, 526 * Based upon the specified difficulty and upon the difftomagic_list array,
548 * a random magical bonus is returned. This is used when determine 527 * a random magical bonus is returned. This is used when determine
551 * elmex Thu Aug 10 18:45:44 CEST 2006: 530 * elmex Thu Aug 10 18:45:44 CEST 2006:
552 * Scaling difficulty by max_level, as difficulty is a level and not some 531 * Scaling difficulty by max_level, as difficulty is a level and not some
553 * weird integer between 1-31. 532 * weird integer between 1-31.
554 * 533 *
555 */ 534 */
556 535static int
557int
558magic_from_difficulty (int difficulty) 536magic_from_difficulty (int difficulty)
559{ 537{
560 int percent = 0, magic = 0;
561 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 538 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
539 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
562 540
563 scaled_diff--; 541 int percent = rndm (100);
542 int magic;
564 543
565 if (scaled_diff < 0)
566 scaled_diff = 0;
567
568 if (scaled_diff >= DIFFLEVELS)
569 scaled_diff = DIFFLEVELS - 1;
570
571 percent = RANDOM () % 100;
572
573 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 544 for (magic = 0; magic <= MAXMAGIC; magic++)
574 { 545 {
575 percent -= difftomagic_list[scaled_diff][magic]; 546 percent -= difftomagic_list[scaled_diff][magic];
576 547
577 if (percent < 0) 548 if (percent < 0)
578 break; 549 break;
579 } 550 }
580 551
581 if (magic == (MAXMAGIC + 1)) 552 if (magic > MAXMAGIC)
582 { 553 {
583 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 554 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
584 magic = 0; 555 magic = 0;
585 } 556 }
586 557
587 magic = (RANDOM () % 3) ? magic : -magic; 558 magic = (rndm (3)) ? magic : -magic;
588 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 559 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
589 560
590 return magic; 561 return magic;
591} 562}
592 563
594 * Sets magical bonus in an object, and recalculates the effect on 565 * Sets magical bonus in an object, and recalculates the effect on
595 * the armour variable, and the effect on speed of armour. 566 * the armour variable, and the effect on speed of armour.
596 * This function doesn't work properly, should add use of archetypes 567 * This function doesn't work properly, should add use of archetypes
597 * to make it truly absolute. 568 * to make it truly absolute.
598 */ 569 */
599
600void 570void
601set_abs_magic (object *op, int magic) 571set_abs_magic (object *op, int magic)
602{ 572{
603 if (!magic) 573 if (!magic)
604 return; 574 return;
605 575
606 op->magic = magic; 576 op->magic = magic;
607 if (op->arch) 577 if (op->arch)
608 { 578 {
609 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
610 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
611 581
612 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 582 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
613 magic = (-magic); 583 magic = (-magic);
584
614 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
615 } 586 }
616 else 587 else
617 { 588 {
618 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
619 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
620 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 592 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
621 magic = (-magic); 593 magic = (-magic);
594
622 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
623 } 596 }
624} 597}
625 598
626/* 599/*
629 */ 602 */
630 603
631static void 604static void
632set_magic (int difficulty, object *op, int max_magic, int flags) 605set_magic (int difficulty, object *op, int max_magic, int flags)
633{ 606{
634 int i;
635
636 i = magic_from_difficulty (difficulty); 607 int i = magic_from_difficulty (difficulty);
608
637 if ((flags & GT_ONLY_GOOD) && i < 0) 609 if ((flags & GT_ONLY_GOOD) && i < 0)
638 i = -i; 610 i = -i;
611
639 if (i > max_magic) 612 i = min (i, max_magic);
640 i = max_magic; 613
641 set_abs_magic (op, i); 614 set_abs_magic (op, i);
642 if (i < 0) 615 if (i < 0)
643 SET_FLAG (op, FLAG_CURSED); 616 op->set_flag (FLAG_CURSED);
644} 617}
645 618
646/* 619/*
647 * Randomly adds one magical ability to the given object. 620 * Randomly adds one magical ability to the given object.
648 * Modified for Partial Resistance in many ways: 621 * Modified for Partial Resistance in many ways:
649 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
650 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
651 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
652 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
653 */ 626 */
654 627static void
655void
656set_ring_bonus (object *op, int bonus) 628set_ring_bonus (object *op, int bonus)
657{ 629{
658
659 int r = RANDOM () % (bonus > 0 ? 25 : 11); 630 int r = rndm (bonus > 0 ? 25 : 11);
660 631
661 if (op->type == AMULET) 632 if (op->type == AMULET)
662 { 633 if (!rndm (21))
663 if (!(RANDOM () % 21)) 634 r = 20 + rndm (2);
664 r = 20 + RANDOM () % 2; 635 else if (rndm (2))
636 r = 10;
665 else 637 else
666 { 638 r = 11 + rndm (9);
667 if (RANDOM () & 2)
668 r = 10;
669 else
670 r = 11 + RANDOM () % 9;
671 }
672 }
673 639
674 switch (r) 640 switch (r)
675 { 641 {
676 /* Redone by MSW 2000-11-26 to have much less code. Also, 642 /* Redone by MSW 2000-11-26 to have much less code. Also,
677 * bonuses and penalties will stack and add to existing values. 643 * bonuses and penalties will stack and add to existing values.
678 * of the item. 644 * of the item.
679 */ 645 */
680 case 0: 646 case 0:
681 case 1: 647 case 1:
682 case 2: 648 case 2:
683 case 3: 649 case 3:
684 case 4: 650 case 4:
685 case 5: 651 case 5:
686 case 6: 652 case 6:
687 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 653 op->stats.stat (r) += bonus;
688 break; 654 break;
689 655
690 case 7: 656 case 7:
691 op->stats.dam += bonus; 657 op->stats.dam += bonus;
692 break; 658 break;
712 case 16: 678 case 16:
713 case 17: 679 case 17:
714 case 18: 680 case 18:
715 case 19: 681 case 19:
716 { 682 {
717 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 683 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
718 684
719 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 685 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
720 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 686 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
721 687
722 /* Cursed items need to have higher negative values to equal out with 688 /* Cursed items need to have higher negative values to equal out with
723 * positive values for how protections work out. Put another 689 * positive values for how protections work out. Put another
724 * little random element in since that they don't always end up with 690 * little random element in since that they don't always end up with
725 * even values. 691 * even values.
726 */ 692 */
727 if (bonus < 0) 693 if (bonus < 0)
728 val = 2 * -val - RANDOM () % b; 694 val = 2 * -val - rndm (b);
729 if (val > 35) 695
730 val = 35; /* Upper limit */ 696 val = min (35, val); /* Upper limit */
697
731 b = 0; 698 b = 0;
699
732 while (op->resist[resist_table[resist]] != 0 && b < 4) 700 while (op->resist[resist_table[resist]] != 0 && b < 4)
733 {
734 resist = RANDOM () % num_resist_table; 701 resist = rndm (num_resist_table);
735 } 702
736 if (b == 4) 703 if (b == 4)
737 return; /* Not able to find a free resistance */ 704 return; /* Not able to find a free resistance */
705
738 op->resist[resist_table[resist]] = val; 706 op->resist[resist_table[resist]] = val;
739 /* We should probably do something more clever here to adjust value 707 /* We should probably do something more clever here to adjust value
740 * based on how good a resistance we gave. 708 * based on how good a resistance we gave.
741 */ 709 */
742 break; 710 break;
743 } 711 }
744 case 20: 712 case 20:
745 if (op->type == AMULET) 713 if (op->type == AMULET)
746 { 714 {
747 SET_FLAG (op, FLAG_REFL_SPELL); 715 op->set_flag (FLAG_REFL_SPELL);
748 op->value *= 11; 716 op->value *= 11;
749 } 717 }
750 else 718 else
751 { 719 {
752 op->stats.hp = 1; /* regenerate hit points */ 720 op->stats.hp = 1; /* regenerate hit points */
755 break; 723 break;
756 724
757 case 21: 725 case 21:
758 if (op->type == AMULET) 726 if (op->type == AMULET)
759 { 727 {
760 SET_FLAG (op, FLAG_REFL_MISSILE); 728 op->set_flag (FLAG_REFL_MISSILE);
761 op->value *= 9; 729 op->value *= 9;
762 } 730 }
763 else 731 else
764 { 732 {
765 op->stats.sp = 1; /* regenerate spell points */ 733 op->stats.sp = 1; /* regenerate spell points */
767 } 735 }
768 break; 736 break;
769 737
770 case 22: 738 case 22:
771 op->stats.exp += bonus; /* Speed! */ 739 op->stats.exp += bonus; /* Speed! */
772 op->value = (op->value * 2) / 3; 740 op->value = op->value * 2 / 3;
773 break; 741 break;
774 } 742 }
743
775 if (bonus > 0) 744 if (bonus > 0)
776 op->value *= 2 * bonus; 745 op->value = 2 * op->value * bonus;
777 else 746 else
778 op->value = -(op->value * 2 * bonus) / 3; 747 op->value = -2 * op->value * bonus / 3;
779} 748}
780 749
781/* 750/*
782 * get_magic(diff) will return a random number between 0 and 4. 751 * get_magic(diff) will return a random number between 0 and 4.
783 * diff can be any value above 2. The higher the diff-variable, the 752 * diff can be any value above 2. The higher the diff-variable, the
784 * higher is the chance of returning a low number. 753 * higher is the chance of returning a low number.
785 * It is only used in fix_generated_treasure() to set bonuses on 754 * It is only used in fix_generated_treasure() to set bonuses on
786 * rings and amulets. 755 * rings and amulets.
787 * Another scheme is used to calculate the magic of weapons and armours. 756 * Another scheme is used to calculate the magic of weapons and armours.
788 */ 757 */
789 758static int
790int
791get_magic (int diff) 759get_magic (int diff)
792{ 760{
793 int i; 761 diff = min (3, diff);
794 762
795 if (diff < 3)
796 diff = 3;
797 for (i = 0; i < 4; i++) 763 for (int i = 0; i < 4; i++)
798 if (RANDOM () % diff) 764 if (rndm (diff))
799 return i; 765 return i;
766
800 return 4; 767 return 4;
801} 768}
802 769
770/* special_potion() - so that old potion code is still done right. */
771static int
772special_potion (object *op)
773{
774 if (op->attacktype)
775 return 1;
776
777 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
778 return 1;
779
780 for (int i = 0; i < NROFATTACKS; i++)
781 if (op->resist[i])
782 return 1;
783
784 return 0;
785}
786
787static double
788value_factor_from_spell_item (object *spell, object *item)
789{
790 double factor =
791 pow ((spell->value > 0 ? spell->value : 1)
792 * spell->level, 1.5);
793
794 if (item) // this if for: wands/staffs/rods:
795 {
796 /* Old crossfire comment ahead:
797 * Add 50 to both level an divisor to keep prices a little more
798 * reasonable. Otherwise, a high level version of a low level
799 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
800 * 10 time multiplier). This way, the value are a bit more reasonable.
801 */
802
803 factor *= item->level + 50;
804 factor /= item->inv->level + 50;
805 }
806
807 return factor;
808}
809
803#define DICE2 (get_magic(2)==2?2:1) 810#define DICE2 (get_magic(2) == 2 ? 2 : 1)
804#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 811#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
805 812
806/* 813/*
807 * fix_generated_item(): This is called after an item is generated, in 814 * fix_generated_item(): This is called after an item is generated, in
808 * order to set it up right. This produced magical bonuses, puts spells 815 * order to set it up right. This produced magical bonuses, puts spells
809 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 816 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
810 */ 817 */
811 818
812/* 4/28/96 added creator object from which op may now inherit properties based on 819/* 4/28/96 added creator object from which op may now inherit properties based on
813 * op->type. Right now, which stuff the creator passes on is object type 820 * op->type. Right now, which stuff the creator passes on is object type
814 * dependant. I know this is a spagetti manuever, but is there a cleaner 821 * dependant. I know this is a spagetti manuever, but is there a cleaner
815 * way to do this? b.t. */ 822 * way to do this? b.t. */
816 823
817/* 824/*
818 * ! (flags & GT_ENVIRONMENT): 825 * ! (flags & GT_ENVIRONMENT):
819 * Automatically calls fix_flesh_item(). 826 * Automatically calls fix_flesh_item().
823 * value. 830 * value.
824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 831 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
825 * a working object - don't change magic, value, etc, but set it material 832 * a working object - don't change magic, value, etc, but set it material
826 * type as appropriate, for objects that need spell objects, set those, etc 833 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 834 */
828
829void 835void
830fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 836fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 837{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 839
838 save_item_power = op->item_power; 844 save_item_power = op->item_power;
839 op->item_power = 0; 845 op->item_power = 0;
840 846
841 if (op->randomitems && op->type != SPELL) 847 if (op->randomitems && op->type != SPELL)
842 { 848 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 849 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
844 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846
847 /* So the treasure doesn't get created again */ 850 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 851 op->randomitems = 0;
849 } 852 }
850 853
851 if (difficulty < 1) 854 max_it (difficulty, 1);
852 difficulty = 1;
853 855
854 if (INVOKE_OBJECT (ADD_BONUS, op, 856 if (INVOKE_OBJECT (ADD_BONUS, op,
855 ARG_OBJECT (creator != op ? creator : 0), 857 ARG_OBJECT (creator != op ? creator : 0),
856 ARG_INT (difficulty), ARG_INT (max_magic), 858 ARG_INT (difficulty), ARG_INT (max_magic),
857 ARG_INT (flags))) 859 ARG_INT (flags)))
858 return; 860 return;
859 861
860 if (!(flags & GT_MINIMAL)) 862 if (!(flags & GT_MINIMAL))
861 { 863 {
862 if (op->arch == crown_arch) 864 if (IS_ARCH (op->arch, crown))
863 { 865 {
864 set_magic (difficulty, op, max_magic, flags); 866 set_magic (difficulty, op, max_magic, flags);
865 num_enchantments = calc_item_power (op, 1); 867 num_enchantments = calc_item_power (op, 1);
866 generate_artifact (op, difficulty); 868 generate_artifact (op, difficulty);
867 } 869 }
870 if (!op->magic && max_magic) 872 if (!op->magic && max_magic)
871 set_magic (difficulty, op, max_magic, flags); 873 set_magic (difficulty, op, max_magic, flags);
872 874
873 num_enchantments = calc_item_power (op, 1); 875 num_enchantments = calc_item_power (op, 1);
874 876
875 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 877 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
876 * used for shop_floors or treasures */ 878 || op->type == HORN
879 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
877 generate_artifact (op, difficulty); 880 generate_artifact (op, difficulty);
878 } 881 }
879 882
880 /* Object was made an artifact. Calculate its item_power rating. 883 /* Object was made an artifact. Calculate its item_power rating.
881 * the item_power in the object is what the artfiact adds. 884 * the item_power in the object is what the artfiact adds.
915 * again below */ 918 * again below */
916 } 919 }
917 } 920 }
918 921
919 /* materialtype modifications. Note we allow this on artifacts. */ 922 /* materialtype modifications. Note we allow this on artifacts. */
920 set_materialname (op, difficulty, NULL); 923 select_material (op, difficulty);
921 924
922 if (flags & GT_MINIMAL) 925 if (flags & GT_MINIMAL)
923 { 926 {
924 if (op->type == POTION) 927 if (op->type == POTION)
925 /* Handle healing and magic power potions */ 928 /* Handle healing and magic power potions */
926 if (op->stats.sp && !op->randomitems) 929 if (op->stats.sp && !op->randomitems)
927 { 930 {
928 object *tmp;
929
930 tmp = get_archetype (spell_mapping[op->stats.sp]); 931 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
931 insert_ob_in_ob (tmp, op); 932 insert_ob_in_ob (tmp, op);
932 op->stats.sp = 0; 933 op->stats.sp = 0;
933 } 934 }
934 } 935 }
935 else if (!op->title) /* Only modify object if not special */ 936 else if (!op->title) /* Only modify object if not special */
938 case WEAPON: 939 case WEAPON:
939 case ARMOUR: 940 case ARMOUR:
940 case SHIELD: 941 case SHIELD:
941 case HELMET: 942 case HELMET:
942 case CLOAK: 943 case CLOAK:
943 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 944 if (op->flag [FLAG_CURSED] && !(rndm (4)))
944 set_ring_bonus (op, -DICE2); 945 set_ring_bonus (op, -DICE2);
945 break; 946 break;
946 947
947 case BRACERS: 948 case BRACERS:
948 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 949 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
949 { 950 {
950 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 951 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
951 if (!QUERY_FLAG (op, FLAG_CURSED)) 952 if (!op->flag [FLAG_CURSED])
952 op->value *= 3; 953 op->value *= 3;
953 } 954 }
954 break; 955 break;
955 956
956 case POTION: 957 case POTION:
957 { 958 {
958 int too_many_tries = 0, is_special = 0; 959 int too_many_tries = 0;
959 960
960 /* Handle healing and magic power potions */ 961 /* Handle healing and magic power potions */
961 if (op->stats.sp && !op->randomitems) 962 if (op->stats.sp && !op->randomitems)
962 { 963 {
963 object *tmp;
964
965 tmp = get_archetype (spell_mapping[op->stats.sp]); 964 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
966 insert_ob_in_ob (tmp, op); 965 insert_ob_in_ob (tmp, op);
967 op->stats.sp = 0; 966 op->stats.sp = 0;
968 } 967 }
969 968
970 while (!(is_special = special_potion (op)) && !op->inv) 969 while (!special_potion (op) && !op->inv)
971 { 970 {
972 generate_artifact (op, difficulty); 971 generate_artifact (op, difficulty);
973 if (too_many_tries++ > 10) 972 if (too_many_tries++ > 10)
974 break; 973 break;
975 } 974 }
978 * since the value set on those is already correct. 977 * since the value set on those is already correct.
979 */ 978 */
980 if (op->inv && op->randomitems) 979 if (op->inv && op->randomitems)
981 { 980 {
982 /* value multiplier is same as for scrolls */ 981 /* value multiplier is same as for scrolls */
983 op->value = (op->value * op->inv->value); 982 op->value *= op->inv->value;
984 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 983 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
985 } 984 }
986 else 985 else
987 { 986 {
988 op->name = "potion"; 987 op->name = shstr_potion;
989 op->name_pl = "potions"; 988 op->name_pl = shstr_potions;
990 } 989 }
991 990
992 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 991 if (!(flags & GT_ONLY_GOOD) && rndm (2))
993 SET_FLAG (op, FLAG_CURSED); 992 op->set_flag (FLAG_CURSED);
993
994 break; 994 break;
995 } 995 }
996 996
997 case AMULET: 997 case AMULET:
998 if (op->arch == amulet_arch) 998 if (IS_ARCH (op->arch, amulet))
999 op->value *= 5; /* Since it's not just decoration */ 999 op->value *= 5; /* Since it's not just decoration */
1000 1000
1001 case RING: 1001 case RING:
1002 if (op->arch == NULL)
1003 {
1004 op->destroy ();
1005 op = 0;
1006 break;
1007 }
1008
1009 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1002 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1010 break; 1003 break;
1011 1004
1012 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1005 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1013 SET_FLAG (op, FLAG_CURSED); 1006 op->set_flag (FLAG_CURSED);
1014 1007
1015 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1008 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1016 1009
1017 if (op->type != RING) /* Amulets have only one ability */ 1010 if (op->type != RING) /* Amulets have only one ability */
1018 break; 1011 break;
1019 1012
1020 if (!(RANDOM () % 4)) 1013 if (!rndm (4))
1021 { 1014 {
1022 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1015 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1023 1016
1024 if (d > 0) 1017 if (d > 0)
1025 op->value *= 3; 1018 op->value *= 3;
1026 1019
1027 set_ring_bonus (op, d); 1020 set_ring_bonus (op, d);
1028 1021
1029 if (!(RANDOM () % 4)) 1022 if (!rndm (4))
1030 { 1023 {
1031 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1024 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1032 1025
1033 if (d > 0) 1026 if (d > 0)
1034 op->value *= 5; 1027 op->value *= 5;
1028
1035 set_ring_bonus (op, d); 1029 set_ring_bonus (op, d);
1036 } 1030 }
1037 } 1031 }
1038 1032
1039 if (GET_ANIM_ID (op)) 1033 if (op->animation_id)
1040 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1034 op->set_anim_frame (rndm (op->anim_frames ()));
1041 1035
1042 break; 1036 break;
1043 1037
1044 case BOOK: 1038 case BOOK:
1045 /* Is it an empty book?, if yes lets make a special· 1039 /* Is it an empty book?, if yes lets make a special·
1046 * msg for it, and tailor its properties based on the· 1040 * msg for it, and tailor its properties based on the·
1047 * creator and/or map level we found it on. 1041 * creator and/or map level we found it on.
1048 */ 1042 */
1049 if (!op->msg && RANDOM () % 10) 1043 if (!op->msg && rndm (10))
1050 { 1044 {
1051 /* set the book level properly */ 1045 /* set the book level properly */
1052 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1046 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1053 { 1047 {
1054 if (op->map && op->map->difficulty) 1048 if (op->map && op->map->difficulty)
1055 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1049 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1056 else 1050 else
1057 op->level = RANDOM () % 20 + 1; 1051 op->level = rndm (20) + 1;
1058 } 1052 }
1059 else 1053 else
1060 op->level = RANDOM () % creator->level; 1054 op->level = rndm (creator->level);
1061 1055
1062 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1063 /* books w/ info are worth more! */ 1057 /* books w/ info are worth more! */
1064 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1058 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1065 /* creator related stuff */
1066
1067 /* for library, chained books. Note that some monsters have no_pick
1068 * set - we don't want to set no pick in that case.
1069 */
1070 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1071 SET_FLAG (op, FLAG_NO_PICK);
1072 if (creator->slaying && !op->slaying) /* for check_inv floors */
1073 op->slaying = creator->slaying;
1074 1059
1075 /* add exp so reading it gives xp (once) */ 1060 /* add exp so reading it gives xp (once) */
1076 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1077 } 1062 }
1063
1064 /* creator related stuff */
1065
1066 /* for library, chained books. Note that some monsters have no_pick
1067 * set - we don't want to set no pick in that case.
1068 */
1069 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1070 op->set_flag (FLAG_NO_PICK);
1071 if (creator->slaying && !op->slaying) /* for check_inv floors */
1072 op->slaying = creator->slaying;
1078 break; 1073 break;
1079 1074
1080 case SPELLBOOK: 1075 case SPELLBOOK:
1081 op->value = op->value * op->inv->value; 1076 op->value *= value_factor_from_spell_item (op->inv, 0);
1077
1082 /* add exp so learning gives xp */ 1078 /* add exp so learning gives xp */
1083 op->level = op->inv->level; 1079 op->level = op->inv->level;
1084 op->stats.exp = op->value; 1080 op->stats.exp = op->value;
1085 break; 1081 break;
1086 1082
1090 * and reset nrof. 1086 * and reset nrof.
1091 */ 1087 */
1092 op->stats.food = op->inv->nrof; 1088 op->stats.food = op->inv->nrof;
1093 op->nrof = 1; 1089 op->nrof = 1;
1094 /* If the spell changes by level, choose a random level 1090 /* If the spell changes by level, choose a random level
1095 * for it, and adjust price. If the spell doesn't 1091 * for it.
1096 * change by level, just set the wand to the level of
1097 * the spell, and value calculation is simpler.
1098 */ 1092 */
1099 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1093 if (op->inv->duration_modifier
1100 { 1094 || op->inv->dam_modifier
1095 || op->inv->range_modifier)
1101 op->level = level_for_item (op, difficulty); 1096 op->level = level_for_item (op, difficulty);
1102 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1103 }
1104 else 1097 else
1105 {
1106 op->level = op->inv->level; 1098 op->level = op->inv->level;
1107 op->value = op->value * op->inv->value; 1099
1108 } 1100 op->value *= value_factor_from_spell_item (op->inv, op);
1109 break; 1101 break;
1110 1102
1111 case ROD: 1103 case ROD:
1112 op->level = level_for_item (op, difficulty); 1104 op->level = level_for_item (op, difficulty);
1113 /* Add 50 to both level an divisor to keep prices a little more 1105 op->value *= value_factor_from_spell_item (op->inv, op);
1114 * reasonable. Otherwise, a high level version of a low level 1106
1115 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1116 * 10 time multiplier). This way, the value are a bit more reasonable.
1117 */
1118 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1119 /* maxhp is used to denote how many 'charges' the rod holds before */ 1107 /* maxhp is used to denote how many 'charges' the rod holds before */
1120 if (op->stats.maxhp) 1108 if (op->stats.maxhp)
1121 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1109 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1122 else 1110 else
1123 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1111 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1124 1112
1125 op->stats.hp = op->stats.maxhp; 1113 op->stats.hp = op->stats.maxhp;
1126 break; 1114 break;
1127 1115
1128 case SCROLL: 1116 case SCROLL:
1129 op->level = level_for_item (op, difficulty); 1117 op->level = level_for_item (op, difficulty);
1130 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1118 op->value *= value_factor_from_spell_item (op->inv, op);
1131 1119
1132 /* add exp so reading them properly gives xp */ 1120 /* add exp so reading them properly gives xp */
1133 op->stats.exp = op->value / 5; 1121 op->stats.exp = op->value / 5;
1134 op->nrof = op->inv->nrof; 1122 op->nrof = op->inv->nrof;
1135 break; 1123 break;
1143 break; 1131 break;
1144 } /* switch type */ 1132 } /* switch type */
1145 1133
1146 if (flags & GT_STARTEQUIP) 1134 if (flags & GT_STARTEQUIP)
1147 { 1135 {
1148 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1136 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1149 SET_FLAG (op, FLAG_STARTEQUIP); 1137 op->set_flag (FLAG_STARTEQUIP);
1150 else if (op->type != MONEY) 1138 else if (op->type != MONEY)
1151 op->value = 0; 1139 op->value = 0;
1152 } 1140 }
1153 1141
1154 if (!(flags & GT_ENVIRONMENT)) 1142 if (!(flags & GT_ENVIRONMENT))
1164 */ 1152 */
1165 1153
1166/* 1154/*
1167 * Allocate and return the pointer to an empty artifactlist structure. 1155 * Allocate and return the pointer to an empty artifactlist structure.
1168 */ 1156 */
1169
1170static artifactlist * 1157static artifactlist *
1171get_empty_artifactlist (void) 1158get_empty_artifactlist ()
1172{ 1159{
1173 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1160 return salloc0<artifactlist> ();
1174
1175 if (tl == NULL)
1176 fatal (OUT_OF_MEMORY);
1177 tl->next = NULL;
1178 tl->items = NULL;
1179 tl->total_chance = 0;
1180 return tl;
1181} 1161}
1182 1162
1183/* 1163/*
1184 * Allocate and return the pointer to an empty artifact structure. 1164 * Allocate and return the pointer to an empty artifact structure.
1185 */ 1165 */
1186
1187static artifact * 1166static artifact *
1188get_empty_artifact (void) 1167get_empty_artifact ()
1189{ 1168{
1190 artifact *t = (artifact *) malloc (sizeof (artifact)); 1169 return salloc0<artifact> ();
1191
1192 if (t == NULL)
1193 fatal (OUT_OF_MEMORY);
1194 t->item = NULL;
1195 t->next = NULL;
1196 t->chance = 0;
1197 t->difficulty = 0;
1198 t->allowed = NULL;
1199 return t;
1200} 1170}
1201 1171
1202/* 1172/*
1203 * Searches the artifact lists and returns one that has the same type 1173 * Searches the artifact lists and returns one that has the same type
1204 * of objects on it. 1174 * of objects on it.
1205 */ 1175 */
1206
1207artifactlist * 1176artifactlist *
1208find_artifactlist (int type) 1177find_artifactlist (int type)
1209{ 1178{
1210 artifactlist *al;
1211
1212 for (al = first_artifactlist; al != NULL; al = al->next) 1179 for (artifactlist *al = first_artifactlist; al; al = al->next)
1213 if (al->type == type) 1180 if (al->type == type)
1214 return al; 1181 return al;
1182
1215 return NULL; 1183 return 0;
1216} 1184}
1217 1185
1218/* 1186/*
1219 * For debugging purposes. Dumps all tables. 1187 * Builds up the lists of artifacts from the file in the libdir.
1220 */ 1188 */
1221
1222void 1189void
1223dump_artifacts (void)
1224{
1225 artifactlist *al;
1226 artifact *art;
1227 linked_char *next;
1228
1229 fprintf (logfile, "\n");
1230 for (al = first_artifactlist; al != NULL; al = al->next)
1231 {
1232 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1233 for (art = al->items; art != NULL; art = art->next)
1234 {
1235 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1236 if (art->allowed != NULL)
1237 {
1238 fprintf (logfile, "\tAllowed combinations:");
1239 for (next = art->allowed; next != NULL; next = next->next)
1240 fprintf (logfile, "%s,", &next->name);
1241 fprintf (logfile, "\n");
1242 }
1243 }
1244 }
1245 fprintf (logfile, "\n");
1246}
1247
1248/*
1249 * For debugging purposes. Dumps all treasures recursively (see below).
1250 */
1251void
1252dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1253{
1254 treasurelist *tl;
1255 int i;
1256
1257 if (depth > 100)
1258 return;
1259 while (t != NULL)
1260 {
1261 if (t->name != NULL)
1262 {
1263 for (i = 0; i < depth; i++)
1264 fprintf (logfile, " ");
1265 fprintf (logfile, "{ (list: %s)\n", &t->name);
1266 tl = find_treasurelist (t->name);
1267 dump_monster_treasure_rec (name, tl->items, depth + 2);
1268 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " ");
1270 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1271 }
1272 else
1273 {
1274 for (i = 0; i < depth; i++)
1275 fprintf (logfile, " ");
1276 if (t->item->clone.type == FLESH)
1277 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1278 else
1279 fprintf (logfile, "%s\n", &t->item->clone.name);
1280 }
1281 if (t->next_yes != NULL)
1282 {
1283 for (i = 0; i < depth; i++)
1284 fprintf (logfile, " ");
1285 fprintf (logfile, " (if yes)\n");
1286 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1287 }
1288 if (t->next_no != NULL)
1289 {
1290 for (i = 0; i < depth; i++)
1291 fprintf (logfile, " ");
1292 fprintf (logfile, " (if no)\n");
1293 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1294 }
1295 t = t->next;
1296 }
1297}
1298
1299/*
1300 * For debugging purposes. Dumps all treasures for a given monster.
1301 * Created originally by Raphael Quinet for debugging the alchemy code.
1302 */
1303
1304void
1305dump_monster_treasure (const char *name)
1306{
1307 archetype *at;
1308 int found;
1309
1310 found = 0;
1311 fprintf (logfile, "\n");
1312 for (at = first_archetype; at != NULL; at = at->next)
1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1314 {
1315 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1316 if (at->clone.randomitems != NULL)
1317 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1318 else
1319 fprintf (logfile, "(nothing)\n");
1320 fprintf (logfile, "\n");
1321 found++;
1322 }
1323 if (found == 0)
1324 fprintf (logfile, "No objects have the name %s!\n\n", name);
1325}
1326
1327/*
1328 * Builds up the lists of artifacts from the file in the libdir.
1329 */
1330
1331void
1332init_artifacts (void) 1190init_artifacts ()
1333{ 1191{
1334 static int has_been_inited = 0; 1192 static int has_been_inited = 0;
1335 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1336 artifact *art = NULL; 1193 artifact *art = NULL;
1337 linked_char *tmp;
1338 int value;
1339 artifactlist *al; 1194 artifactlist *al;
1340 1195
1341 if (has_been_inited) 1196 if (has_been_inited)
1342 return; 1197 return;
1343 else 1198 else
1344 has_been_inited = 1; 1199 has_been_inited = 1;
1345 1200
1346 sprintf (filename, "%s/artifacts", settings.datadir); 1201 object_thawer f (settings.datadir, "artifacts");
1347 object_thawer thawer (filename);
1348 1202
1349 if (!thawer) 1203 if (!f)
1350 return; 1204 return;
1351 1205
1352 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1206 for (;;)
1353 { 1207 {
1354 if (*buf == '#') 1208 switch (f.kw)
1355 continue;
1356 if ((cp = strchr (buf, '\n')) != NULL)
1357 *cp = '\0';
1358 cp = buf;
1359 while (*cp == ' ') /* Skip blanks */
1360 cp++;
1361 if (*cp == '\0')
1362 continue;
1363
1364 if (!strncmp (cp, "Allowed", 7))
1365 { 1209 {
1210 case KW_allowed:
1366 if (art == NULL) 1211 if (!art)
1212 art = get_empty_artifact ();
1213
1367 { 1214 {
1368 art = get_empty_artifact (); 1215 if (!strcmp (f.get_str (), "all"))
1369 nrofartifacts++; 1216 break;
1217
1218 const char *cp = f.get_str ();
1219 char *next;
1220 do
1221 {
1222 if ((next = (char *)strchr (cp, ',')))
1223 *next++ = '\0';
1224
1225 linked_char *tmp = new linked_char;
1226
1227 tmp->name = cp;
1228 tmp->next = art->allowed;
1229 art->allowed = tmp;
1230 }
1231 while ((cp = next));
1370 } 1232 }
1371 cp = strchr (cp, ' ') + 1; 1233 break;
1372 if (!strcmp (cp, "all")) 1234
1235 case KW_chance:
1236 f.get (art->chance);
1237 break;
1238
1239 case KW_difficulty:
1240 f.get (art->difficulty);
1241 break;
1242
1243 case KW_object:
1244 {
1245 art->item = object::create ();
1246 f.get (art->item->name);
1247 f.next ();
1248
1249 if (!art->item->parse_kv (f))
1250 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1251
1252 al = find_artifactlist (art->item->type);
1253
1254 if (!al)
1255 {
1256 al = get_empty_artifactlist ();
1257 al->type = art->item->type;
1258 al->next = first_artifactlist;
1259 first_artifactlist = al;
1260 }
1261
1262 art->next = al->items;
1263 al->items = art;
1264 art = 0;
1265 }
1373 continue; 1266 continue;
1374 1267
1375 do 1268 case KW_EOF:
1269 goto done;
1270
1271 default:
1272 if (!f.parse_error ("artifacts file"))
1273 cleanup ("artifacts file required");
1376 { 1274 break;
1377 nrofallowedstr++;
1378 if ((next = strchr (cp, ',')) != NULL)
1379 *(next++) = '\0';
1380 tmp = new linked_char;
1381
1382 tmp->name = cp;
1383 tmp->next = art->allowed;
1384 art->allowed = tmp;
1385 }
1386 while ((cp = next) != NULL);
1387 }
1388 else if (sscanf (cp, "chance %d", &value))
1389 art->chance = (uint16) value;
1390 else if (sscanf (cp, "difficulty %d", &value))
1391 art->difficulty = (uint8) value;
1392 else if (!strncmp (cp, "Object", 6))
1393 { 1275 }
1394 art->item = object::create ();
1395 1276
1396 if (!load_object (thawer, art->item, 0)) 1277 f.next ();
1397 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1398
1399 art->item->name = strchr (cp, ' ') + 1;
1400 al = find_artifactlist (art->item->type);
1401 if (al == NULL)
1402 {
1403 al = get_empty_artifactlist ();
1404 al->type = art->item->type;
1405 al->next = first_artifactlist;
1406 first_artifactlist = al;
1407 }
1408 art->next = al->items;
1409 al->items = art;
1410 art = NULL;
1411 }
1412 else
1413 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1414 } 1278 }
1415 1279
1280done:
1416 for (al = first_artifactlist; al != NULL; al = al->next) 1281 for (al = first_artifactlist; al; al = al->next)
1417 { 1282 {
1283 al->total_chance = 0;
1284
1418 for (art = al->items; art != NULL; art = art->next) 1285 for (art = al->items; art; art = art->next)
1419 { 1286 {
1420 if (!art->chance) 1287 if (!art->chance)
1421 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1288 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1422 else 1289 else
1423 al->total_chance += art->chance; 1290 al->total_chance += art->chance;
1424 } 1291 }
1425#if 0 1292#if 0
1426 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1293 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1427#endif 1294#endif
1428 } 1295 }
1429
1430 LOG (llevDebug, "done.\n");
1431} 1296}
1432
1433 1297
1434/* 1298/*
1435 * Used in artifact generation. The bonuses of the first object 1299 * Used in artifact generation. The bonuses of the first object
1436 * is modified by the bonuses of the second object. 1300 * is modified by the bonuses of the second object.
1437 */ 1301 */
1438
1439void 1302void
1440add_abilities (object *op, object *change) 1303add_abilities (object *op, object *change)
1441{ 1304{
1442 int i, tmp;
1443
1444 if (change->face != blank_face) 1305 if (change->face != blank_face)
1445 {
1446#ifdef TREASURE_VERBOSE
1447 LOG (llevDebug, "FACE: %d\n", change->face->number);
1448#endif
1449 op->face = change->face; 1306 op->face = change->face;
1450 }
1451 1307
1452 for (i = 0; i < NUM_STATS; i++) 1308 for (int i = 0; i < NUM_STATS; i++)
1453 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1309 change_attr_value (&(op->stats), i, change->stats.stat (i));
1454 1310
1455 op->attacktype |= change->attacktype; 1311 op->attacktype |= change->attacktype;
1456 op->path_attuned |= change->path_attuned; 1312 op->path_attuned |= change->path_attuned;
1457 op->path_repelled |= change->path_repelled; 1313 op->path_repelled |= change->path_repelled;
1458 op->path_denied |= change->path_denied; 1314 op->path_denied |= change->path_denied;
1459 op->move_type |= change->move_type; 1315 op->move_type |= change->move_type;
1460 op->stats.luck += change->stats.luck; 1316 op->stats.luck += change->stats.luck;
1461 1317
1462 if (QUERY_FLAG (change, FLAG_CURSED)) 1318 static const struct copyflags : object::flags_t
1463 SET_FLAG (op, FLAG_CURSED); 1319 {
1464 if (QUERY_FLAG (change, FLAG_DAMNED)) 1320 copyflags ()
1465 SET_FLAG (op, FLAG_DAMNED); 1321 {
1466 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1322 set (FLAG_CURSED);
1323 set (FLAG_DAMNED);
1324 set (FLAG_LIFESAVE);
1325 set (FLAG_REFL_SPELL);
1326 set (FLAG_STEALTH);
1327 set (FLAG_XRAYS);
1328 set (FLAG_BLIND);
1329 set (FLAG_SEE_IN_DARK);
1330 set (FLAG_REFL_MISSILE);
1331 set (FLAG_MAKE_INVIS);
1332 }
1333 } copyflags;
1334
1335 // we might want to just copy, but or'ing is what the original code did
1336 op->flag |= change->flag & copyflags;
1337
1338 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1467 set_abs_magic (op, -op->magic); 1339 set_abs_magic (op, -op->magic);
1468 1340
1469 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1341 if (change->flag [FLAG_STAND_STILL])
1470 SET_FLAG (op, FLAG_LIFESAVE);
1471 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1472 SET_FLAG (op, FLAG_REFL_SPELL);
1473 if (QUERY_FLAG (change, FLAG_STEALTH))
1474 SET_FLAG (op, FLAG_STEALTH);
1475 if (QUERY_FLAG (change, FLAG_XRAYS))
1476 SET_FLAG (op, FLAG_XRAYS);
1477 if (QUERY_FLAG (change, FLAG_BLIND))
1478 SET_FLAG (op, FLAG_BLIND);
1479 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1480 SET_FLAG (op, FLAG_SEE_IN_DARK);
1481 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1482 SET_FLAG (op, FLAG_REFL_MISSILE);
1483 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1484 SET_FLAG (op, FLAG_MAKE_INVIS);
1485
1486 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1487 { 1342 {
1488 CLEAR_FLAG (op, FLAG_ANIMATE); 1343 op->clr_flag (FLAG_ANIMATE);
1344
1489 /* so artifacts will join */ 1345 /* so artifacts will join */
1490 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1346 if (!op->flag [FLAG_ALIVE])
1491 op->speed = 0.0; 1347 op->speed = 0.;
1492 1348
1493 update_ob_speed (op); 1349 op->set_speed (op->speed);
1494 } 1350 }
1495 1351
1496 if (change->nrof) 1352 if (change->nrof)
1497 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1353 op->nrof = rndm (change->nrof) + 1;
1498 1354
1499 op->stats.exp += change->stats.exp; /* Speed modifier */ 1355 op->stats.exp += change->stats.exp; /* Speed modifier */
1500 op->stats.wc += change->stats.wc; 1356 op->stats.wc += change->stats.wc;
1501 op->stats.ac += change->stats.ac; 1357 op->stats.ac += change->stats.ac;
1502 1358
1503 if (change->other_arch) 1359 if (change->other_arch)
1504 { 1360 {
1505 /* Basically, for horns & potions, the other_arch field is the spell 1361 /* Basically, for horns & potions, the other_arch field is the spell
1506 * to cast. So convert that to into a spell and put it into 1362 * to cast. So convert that to into a spell and put it into
1507 * this object. 1363 * this object.
1508 */ 1364 */
1509 if (op->type == HORN || op->type == POTION) 1365 if (op->type == HORN || op->type == POTION)
1510 { 1366 {
1511 object *tmp_obj;
1512
1513 /* Remove any spells this object currently has in it */ 1367 /* Remove any spells this object currently has in it */
1514 while (op->inv)
1515 op->inv->destroy (); 1368 op->destroy_inv (false);
1516 1369
1517 tmp_obj = arch_to_object (change->other_arch); 1370 object *tmp = change->other_arch->instance ();
1518 insert_ob_in_ob (tmp_obj, op); 1371 insert_ob_in_ob (tmp, op);
1519 } 1372 }
1373
1520 /* No harm setting this for potions/horns */ 1374 /* No harm setting this for potions/horns */
1521 op->other_arch = change->other_arch; 1375 op->other_arch = change->other_arch;
1522 } 1376 }
1523 1377
1524 if (change->stats.hp < 0) 1378 if (change->stats.hp < 0)
1540 op->stats.maxsp = -change->stats.maxsp; 1394 op->stats.maxsp = -change->stats.maxsp;
1541 else 1395 else
1542 op->stats.maxsp += change->stats.maxsp; 1396 op->stats.maxsp += change->stats.maxsp;
1543 1397
1544 if (change->stats.food < 0) 1398 if (change->stats.food < 0)
1545 op->stats.food = -(change->stats.food); 1399 op->stats.food = -change->stats.food;
1546 else 1400 else
1547 op->stats.food += change->stats.food; 1401 op->stats.food += change->stats.food;
1548 1402
1549 if (change->level < 0) 1403 if (change->level < 0)
1550 op->level = -(change->level); 1404 op->level = -change->level;
1551 else 1405 else
1552 op->level += change->level; 1406 op->level += change->level;
1553 1407
1554 if (change->gen_sp_armour < 0) 1408 if (change->gen_sp_armour < 0)
1555 op->gen_sp_armour = -(change->gen_sp_armour); 1409 op->gen_sp_armour = -change->gen_sp_armour;
1556 else 1410 else
1557 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1411 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1558 1412
1559 op->item_power = change->item_power; 1413 op->item_power = change->item_power;
1560 1414
1561 for (i = 0; i < NROFATTACKS; i++) 1415 for (int i = 0; i < NROFATTACKS; i++)
1562 if (change->resist[i])
1563 op->resist[i] += change->resist[i]; 1416 op->resist[i] += change->resist[i];
1564 1417
1565 if (change->stats.dam) 1418 if (change->stats.dam)
1566 { 1419 {
1567 if (change->stats.dam < 0) 1420 if (change->stats.dam < 0)
1568 op->stats.dam = (-change->stats.dam); 1421 op->stats.dam = -change->stats.dam;
1569 else if (op->stats.dam) 1422 else if (op->stats.dam)
1570 { 1423 {
1571 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1424 int tmp = op->stats.dam * change->stats.dam / 10;
1425
1572 if (tmp == op->stats.dam) 1426 if (tmp == op->stats.dam)
1573 { 1427 {
1574 if (change->stats.dam < 10) 1428 if (change->stats.dam < 10)
1575 op->stats.dam--; 1429 op->stats.dam--;
1576 else 1430 else
1582 } 1436 }
1583 1437
1584 if (change->weight) 1438 if (change->weight)
1585 { 1439 {
1586 if (change->weight < 0) 1440 if (change->weight < 0)
1587 op->weight = (-change->weight); 1441 op->weight = -change->weight;
1588 else 1442 else
1589 op->weight = (op->weight * (change->weight)) / 100; 1443 op->weight = op->weight * change->weight / 100;
1590 } 1444 }
1591 1445
1592 if (change->last_sp) 1446 if (change->last_sp)
1593 { 1447 {
1594 if (change->last_sp < 0) 1448 if (change->last_sp < 0)
1595 op->last_sp = (-change->last_sp); 1449 op->last_sp = -change->last_sp;
1596 else 1450 else
1597 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1451 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1598 } 1452 }
1599 1453
1600 if (change->gen_sp_armour) 1454 if (change->gen_sp_armour)
1601 { 1455 {
1602 if (change->gen_sp_armour < 0) 1456 if (change->gen_sp_armour < 0)
1603 op->gen_sp_armour = (-change->gen_sp_armour); 1457 op->gen_sp_armour = -change->gen_sp_armour;
1604 else 1458 else
1605 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1459 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1606 } 1460 }
1607 1461
1608 op->value *= change->value; 1462 op->value *= change->value;
1609 1463
1610 if (change->material) 1464 if (change->materials)
1465 op->materials = change->materials;
1466
1467 if (change->material != MATERIAL_NULL)
1611 op->material = change->material; 1468 op->material = change->material;
1612
1613 if (change->materialname)
1614 op->materialname = change->materialname;
1615 1469
1616 if (change->slaying) 1470 if (change->slaying)
1617 op->slaying = change->slaying; 1471 op->slaying = change->slaying;
1618 1472
1619 if (change->race) 1473 if (change->race)
1622 if (change->msg) 1476 if (change->msg)
1623 op->msg = change->msg; 1477 op->msg = change->msg;
1624} 1478}
1625 1479
1626static int 1480static int
1627legal_artifact_combination (object *op, artifact * art) 1481legal_artifact_combination (object *op, artifact *art)
1628{ 1482{
1629 int neg, success = 0; 1483 int neg, success = 0;
1630 linked_char *tmp; 1484 linked_char *tmp;
1631 const char *name; 1485 const char *name;
1632 1486
1633 if (art->allowed == (linked_char *) NULL) 1487 if (!art->allowed)
1634 return 1; /* Ie, "all" */ 1488 return 1; /* Ie, "all" */
1489
1635 for (tmp = art->allowed; tmp; tmp = tmp->next) 1490 for (tmp = art->allowed; tmp; tmp = tmp->next)
1636 { 1491 {
1637#ifdef TREASURE_VERBOSE 1492#ifdef TREASURE_VERBOSE
1638 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1493 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1639#endif 1494#endif
1640 if (*tmp->name == '!') 1495 if (*tmp->name == '!')
1641 name = tmp->name + 1, neg = 1; 1496 name = tmp->name + 1, neg = 1;
1642 else 1497 else
1643 name = tmp->name, neg = 0; 1498 name = tmp->name, neg = 0;
1644 1499
1645 /* If we match name, then return the opposite of 'neg' */ 1500 /* If we match name, then return the opposite of 'neg' */
1646 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1501 if (!strcmp (name, op->arch->archname))
1647 return !neg; 1502 return !neg;
1648 1503
1649 /* Set success as true, since if the match was an inverse, it means 1504 /* Set success as true, since if the match was an inverse, it means
1650 * everything is allowed except what we match 1505 * everything is allowed except what we match
1651 */ 1506 */
1652 else if (neg) 1507 else if (neg)
1653 success = 1; 1508 success = 1;
1654 } 1509 }
1510
1655 return success; 1511 return success;
1656} 1512}
1657 1513
1658/* 1514/*
1659 * Fixes the given object, giving it the abilities and titles 1515 * Fixes the given object, giving it the abilities and titles
1661 */ 1517 */
1662 1518
1663void 1519void
1664give_artifact_abilities (object *op, object *artifct) 1520give_artifact_abilities (object *op, object *artifct)
1665{ 1521{
1666 char new_name[MAX_BUF]; 1522 op->title = format ("of %s", &artifct->name);
1667 1523
1668 sprintf (new_name, "of %s", &artifct->name);
1669 op->title = new_name;
1670 add_abilities (op, artifct); /* Give out the bonuses */ 1524 add_abilities (op, artifct); /* Give out the bonuses */
1671 1525
1672#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1526#if 0 /* Bit verbose, but keep it here until next time I need it... */
1673 { 1527 {
1674 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1528 char identified = op->flag [FLAG_IDENTIFIED];
1675 1529
1676 SET_FLAG (op, FLAG_IDENTIFIED); 1530 op->set_flag (FLAG_IDENTIFIED);
1677 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1531 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1678 if (!identified) 1532 if (!identified)
1679 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1533 op->clr_flag (FLAG_IDENTIFIED);
1680 } 1534 }
1681#endif 1535#endif
1682 return; 1536 return;
1683} 1537}
1684 1538
1694#define ARTIFACT_TRIES 2 1548#define ARTIFACT_TRIES 2
1695 1549
1696void 1550void
1697generate_artifact (object *op, int difficulty) 1551generate_artifact (object *op, int difficulty)
1698{ 1552{
1699 artifactlist *al;
1700 artifact *art; 1553 artifact *art;
1701 int i;
1702 1554
1703 al = find_artifactlist (op->type); 1555 artifactlist *al = find_artifactlist (op->type);
1704 1556
1705 if (al == NULL) 1557 if (al == NULL)
1706 { 1558 {
1707#if 0 /* This is too verbose, usually */ 1559#if 0 /* This is too verbose, usually */
1708 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1560 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1709#endif 1561#endif
1710 return; 1562 return;
1711 } 1563 }
1712 1564
1713 for (i = 0; i < ARTIFACT_TRIES; i++) 1565 for (int i = 0; i < ARTIFACT_TRIES; i++)
1714 { 1566 {
1715 int roll = RANDOM () % al->total_chance; 1567 int roll = rndm (al->total_chance);
1716 1568
1717 for (art = al->items; art != NULL; art = art->next) 1569 for (art = al->items; art; art = art->next)
1718 { 1570 {
1719 roll -= art->chance; 1571 roll -= art->chance;
1720 if (roll < 0) 1572 if (roll < 0)
1721 break; 1573 break;
1722 } 1574 }
1726#if 1 1578#if 1
1727 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1579 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1728#endif 1580#endif
1729 return; 1581 return;
1730 } 1582 }
1731 if (!strcmp (art->item->name, "NONE")) 1583
1584 if (art->item->name == shstr_NONE)
1732 return; 1585 return;
1586
1733 if (FABS (op->magic) < art->item->magic) 1587 if (fabs (op->magic) < art->item->magic)
1734 continue; /* Not magic enough to be this item */ 1588 continue; /* Not magic enough to be this item */
1735 1589
1736 /* Map difficulty not high enough */ 1590 /* Map difficulty not high enough */
1737 if (difficulty < art->difficulty) 1591 if (difficulty < art->difficulty)
1738 continue; 1592 continue;
1739 1593
1740 if (!legal_artifact_combination (op, art)) 1594 if (!legal_artifact_combination (op, art))
1741 { 1595 {
1742#ifdef TREASURE_VERBOSE 1596#ifdef TREASURE_VERBOSE
1743 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1597 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1744#endif 1598#endif
1745 continue; 1599 continue;
1746 } 1600 }
1601
1747 give_artifact_abilities (op, art->item); 1602 give_artifact_abilities (op, art->item);
1748 return; 1603 return;
1749 } 1604 }
1750} 1605}
1751 1606
1755 */ 1610 */
1756 1611
1757void 1612void
1758fix_flesh_item (object *item, object *donor) 1613fix_flesh_item (object *item, object *donor)
1759{ 1614{
1760 char tmpbuf[MAX_BUF];
1761 int i;
1762
1763 if (item->type == FLESH && donor) 1615 if (item->type == FLESH && donor)
1764 { 1616 {
1765 /* change the name */ 1617 /* change the name */
1766 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1618 item->name = format ("%s's %s", &donor->name, &item->name);
1767 item->name = tmpbuf;
1768 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1619 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1769 item->name_pl = tmpbuf;
1770 1620
1771 /* weight is FLESH weight/100 * donor */ 1621 /* weight is FLESH weight/100 * donor */
1772 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1622 item->weight = max (1, item->weight * donor->weight / 100);
1773 item->weight = 1;
1774 1623
1775 /* value is multiplied by level of donor */ 1624 /* value is multiplied by level of donor */
1776 item->value *= isqrt (donor->level * 2); 1625 item->value *= isqrt (donor->level * 2);
1777 1626
1778 /* food value */ 1627 /* food value */
1779 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1628 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1780 1629
1781 /* flesh items inherit some abilities of donor, but not 1630 /* flesh items inherit some abilities of donor, but not
1782 * full effect. 1631 * full effect.
1783 */ 1632 */
1784 for (i = 0; i < NROFATTACKS; i++) 1633 for (int i = 0; i < NROFATTACKS; i++)
1785 item->resist[i] = donor->resist[i] / 2; 1634 item->resist[i] = donor->resist[i] / 2;
1786 1635
1787 /* item inherits donor's level (important for quezals) */ 1636 /* item inherits donor's level (important for quezals) */
1788 item->level = donor->level; 1637 item->level = donor->level;
1789 1638
1790 /* if donor has some attacktypes, the flesh is poisonous */ 1639 /* if donor has some attacktypes, the flesh is poisonous */
1791 if (donor->attacktype & AT_POISON) 1640 if (donor->attacktype & AT_POISON)
1792 item->type = POISON; 1641 item->type = POISON;
1642
1793 if (donor->attacktype & AT_ACID) 1643 if (donor->attacktype & AT_ACID)
1794 item->stats.hp = -1 * item->stats.food; 1644 item->stats.hp = -item->stats.food;
1795 SET_FLAG (item, FLAG_NO_STEAL);
1796 }
1797}
1798 1645
1799/* special_potion() - so that old potion code is still done right. */ 1646 item->set_flag (FLAG_NO_STEAL);
1800 1647 }
1801int
1802special_potion (object *op)
1803{
1804
1805 int i;
1806
1807 if (op->attacktype)
1808 return 1;
1809
1810 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1811 return 1;
1812
1813 for (i = 0; i < NROFATTACKS; i++)
1814 if (op->resist[i])
1815 return 1;
1816
1817 return 0;
1818} 1648}
1819 1649
1820void 1650static void
1821free_treasurestruct (treasure *t) 1651free_treasurestruct (treasure *t)
1822{ 1652{
1823 if (t->next)
1824 free_treasurestruct (t->next); 1653 if (t->next) free_treasurestruct (t->next);
1825 if (t->next_yes)
1826 free_treasurestruct (t->next_yes); 1654 if (t->next_yes) free_treasurestruct (t->next_yes);
1827 if (t->next_no)
1828 free_treasurestruct (t->next_no); 1655 if (t->next_no) free_treasurestruct (t->next_no);
1829 1656
1830 delete t; 1657 delete t;
1831} 1658}
1832 1659
1833void 1660static void
1834free_charlinks (linked_char *lc) 1661free_charlinks (linked_char *lc)
1835{ 1662{
1836 if (lc->next) 1663 if (lc->next)
1837 free_charlinks (lc->next); 1664 free_charlinks (lc->next);
1838 1665
1839 delete lc; 1666 delete lc;
1840} 1667}
1841 1668
1842void 1669static void
1843free_artifact (artifact * at) 1670free_artifact (artifact *at)
1844{ 1671{
1845 if (at->next)
1846 free_artifact (at->next); 1672 if (at->next) free_artifact (at->next);
1847
1848 if (at->allowed)
1849 free_charlinks (at->allowed); 1673 if (at->allowed) free_charlinks (at->allowed);
1850 1674
1851 at->item->destroy (1); 1675 at->item->destroy ();
1852 1676
1853 delete at;
1854}
1855
1856void
1857free_artifactlist (artifactlist * al)
1858{
1859 artifactlist *nextal;
1860
1861 for (al = first_artifactlist; al; al = nextal)
1862 {
1863 nextal = al->next;
1864
1865 if (al->items)
1866 free_artifact (al->items);
1867
1868 free (al); 1677 sfree (at);
1869 }
1870} 1678}
1871 1679
1872void
1873free_all_treasures (void)
1874{
1875 treasurelist *tl, *next;
1876
1877
1878 for (tl = first_treasurelist; tl != NULL; tl = next)
1879 {
1880 next = tl->next;
1881 if (tl->items)
1882 free_treasurestruct (tl->items);
1883 delete tl;
1884 }
1885 free_artifactlist (first_artifactlist);
1886}

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