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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.8 by root, Sun Sep 3 08:05:39 2006 UTC vs.
Revision 1.124 by root, Sat Dec 1 20:22:12 2018 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.8 2006/09/03 08:05:39 root Exp $";
5 */ 3 *
6 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
7/* 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
12 8 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 12 * option) any later version.
17 13 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 17 * GNU General Public License for more details.
22 18 *
23 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
24 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
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
26 22 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 24 */
29
30#define ALLOWED_COMBINATION
31 25
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * 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
34 * 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
35 * left on 29 * left on
36 */ 30 */
37#define TREASURE_DEBUG 31#define TREASURE_DEBUG
38 32
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 33/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34
40/* #define TREASURE_VERBOSE */ 35//#define TREASURE_VERBOSE
41 36
42#include <global.h> 37#include <global.h>
43#include <treasure.h> 38#include <treasure.h>
44#include <funcpoint.h>
45#include <loader.h>
46 39
40#include <flat_hash_map.hpp>
47 41
48static void change_treasure (treasure * t, object * op); /* overrule default values */ 42// used only by treasure.C, does not handle null arch ptrs
43#define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name)
44
49extern char *spell_mapping[]; 45extern char *spell_mapping[];
50 46
51/* 47static treasurelist *first_treasurelist;
52 * Initialize global archtype pointers:
53 */
54 48
55void 49static void change_treasure (treasure *t, object *op); /* overrule default values */
56init_archetype_pointers ()
57{
58 int prev_warn = warn_archetypes;
59 warn_archetypes = 1;
60 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring");
62 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet");
64 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff");
66 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown");
68 warn_archetypes = prev_warn;
69}
70 50
71/* 51typedef ska::flat_hash_map
72 * Allocate and return the pointer to an empty treasurelist structure. 52 <
73 */ 53 const char *,
54 treasurelist *,
55 str_hash,
56 str_equal,
57 slice_allocator< std::pair<const char *const, treasurelist *> >
58 > tl_map_t;
74 59
60static tl_map_t tl_map;
61
62//TODO: class method
63static void free_treasurestruct (treasure *t); // bleh desu
64static void
65clear (treasurelist *tl)
66{
67 if (tl->items)
68 {
69 free_treasurestruct (tl->items);
70 tl->items = 0;
71 }
72
73 tl->total_chance = 0;
74}
75
76/*
77 * Searches for the given treasurelist
78 */
75static treasurelist * 79treasurelist *
76get_empty_treasurelist (void) 80treasurelist::find (const char *name)
77{ 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 {
78 return new treasurelist; 104 tl = new treasurelist;
79}
80 105
81/* 106 tl->name = name;
82 * Allocate and return the pointer to an empty treasure structure. 107 tl->next = first_treasurelist;
83 */ 108 first_treasurelist = tl;
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89 109
90 t->chance = 100; 110 tl_map.insert (std::make_pair (tl->name, tl));
111 }
91 112
92 return t; 113 return tl;
93}
94
95/*
96 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists)
98 */
99
100static treasure *
101load_treasure (FILE * fp, int *line)
102{
103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure ();
105 int value;
106
107 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
110 (*line)++;
111
112 if (*buf == '#')
113 continue;
114 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0';
116 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */
118 cp++;
119
120 if (sscanf (cp, "arch %s", variable))
121 {
122 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 else if (sscanf (cp, "list %s", variable))
126 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end"))
144 return t;
145 else if (!strcmp (cp, "more"))
146 {
147 t->next = load_treasure (fp, line);
148 return t;
149 }
150 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 }
153 LOG (llevError, "treasure lacks 'end'.\n");
154 return t;
155} 114}
156 115
157#ifdef TREASURE_DEBUG 116#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 117/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 118 * so that the treasure name can be printed out
160 */ 119 */
161static void 120static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 121check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 122{
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 123 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 124 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */ 125
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 126 if (t->next)
172 check_treasurelist (t->next, tl); 127 check_treasurelist (t->next, tl);
128
173 if (t->next_yes) 129 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 130 check_treasurelist (t->next_yes, tl);
131
175 if (t->next_no) 132 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 133 check_treasurelist (t->next_no, tl);
177} 134}
178#endif 135#endif
179 136
180/* 137/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 138 * Reads the lib/treasure file from disk, and parses the contents
139 * into an internal treasure structure (very linked lists)
140 */
141static treasure *
142read_treasure (object_thawer &f)
143{
144 treasure *t = new treasure;
145
146 f.next ();
147
148 for (;;)
149 {
150 coroapi::cede_to_tick ();
151
152 switch (f.kw)
153 {
154 case KW_arch:
155 t->item = archetype::find (f.get_str ());
156
157 if (!t->item)
158 {
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 ();
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;
189 }
190
191 f.next ();
192 }
193
194 // not reached
195
196error:
197 delete t;
198 return 0;
199}
200
201/*
182 * Each treasure is parsed with the help of load_treasure(). 202 * Each treasure is parsed with the help of load_treasure().
183 */ 203 */
184 204treasurelist *
185void 205treasurelist::read (object_thawer &f)
186load_treasures (void)
187{ 206{
188 FILE *fp; 207 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t;
192 int comp, line = 0;
193 208
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 209 bool one = f.kw == KW_treasureone;
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 210 treasurelist *tl = treasurelist::get (f.get_str ());
196 { 211 clear (tl);
197 LOG (llevError, "Can't open treasure file.\n"); 212 tl->items = read_treasure (f);
213 if (!tl->items)
198 return; 214 return 0;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205 215
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 {
208 treasurelist *tl = get_empty_treasurelist ();
209 tl->name = name;
210 if (previous == NULL)
211 first_treasurelist = tl;
212 else
213 previous->next = tl;
214 previous = tl;
215 tl->items = load_treasure (fp, &line);
216
217 /* This is a one of the many items on the list should be generated. 216 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no 217 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 218 * fields of the treasures are not being used.
220 */
221 if (!strncmp (buf, "treasureone", 11))
222 {
223 for (t = tl->items; t != NULL; t = t->next)
224 {
225#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no)
227 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n");
230 }
231#endif
232 tl->total_chance += t->chance;
233 }
234 }
235 }
236 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 }
239 close_and_delete (fp, comp);
240
241#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element.
246 */ 219 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 220 if (one)
248 check_treasurelist (previous->items, previous); 221 {
249#endif 222 for (treasure *t = tl->items; t; t = t->next)
250} 223 {
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->archname : &t->name);
227 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
251 229
252/* 230 tl->total_chance += t->chance;
253 * Searches for the given treasurelist in the globally linked list 231 }
254 * of treasurelists which has been built by load_treasures(). 232 }
255 */
256 233
257treasurelist *
258find_treasurelist (const char *name)
259{
260 const char *tmp = shstr::find (name);
261 treasurelist *tl;
262
263 /* Special cases - randomitems of none is to override default. If
264 * first_treasurelist is null, it means we are on the first pass of
265 * of loading archetyps, so for now, just return - second pass will
266 * init these values.
267 */
268 if (!name || !*name)
269 return NULL;
270
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next)
273 if (tmp == tl->name)
274 return tl; 234 return tl;
275
276 LOG (llevError, "Couldn't find treasurelist %s\n", name);
277 return NULL;
278} 235}
279
280 236
281/* 237/*
282 * Generates the objects specified by the given treasure. 238 * Generates the objects specified by the given treasure.
283 * It goes recursively through the rest of the linked list. 239 * It goes recursively through the rest of the linked list.
284 * 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,
287 * being generated. 243 * being generated.
288 * 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
289 * abilities. This is used by summon spells, thus no summoned monsters 245 * abilities. This is used by summon spells, thus no summoned monsters
290 * start with equipment, but only their abilities). 246 * start with equipment, but only their abilities).
291 */ 247 */
292
293
294static void 248static void
295put_treasure (object * op, object * creator, int flags) 249put_treasure (object *op, object *creator, int flags)
296{ 250{
297 object *tmp; 251 if (flags & GT_ENVIRONMENT)
298 252 {
299 /* 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
300 * 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
301 * 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
302 * by another object. 256 * by another object.
303 */ 257 */
304 if (flags & GT_ENVIRONMENT && op->type != SPELL) 258 //TODO: flag such as objects... as such (no drop, anybody?)
305 { 259 if (op->type == SPELL)
306 op->x = creator->x; 260 {
307 op->y = creator->y; 261 op->destroy ();
308 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;
309 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 }
310 } 275 }
311 else 276 else
312 { 277 {
313 op = insert_ob_in_ob (op, creator); 278 op = creator->insert (op);
279
314 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 280 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
315 monster_check_apply (creator, op); 281 monster_check_apply (creator, op);
316 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
317 esrv_send_item (tmp, op);
318 } 282 }
319} 283}
320 284
321/* 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
322 * in the generated object 286 * in the generated object
323 */ 287 */
324static void 288static void
325change_treasure (treasure * t, object * op) 289change_treasure (treasure *t, object *op)
326{ 290{
327 /* CMD: change_name xxxx */ 291 /* CMD: change_name xxxx */
328 if (t->change_arch.name) 292 if (t->change_arch.name)
329 { 293 {
330 op->name = t->change_arch.name; 294 op->name = t->change_arch.name;
336 300
337 if (t->change_arch.slaying) 301 if (t->change_arch.slaying)
338 op->slaying = t->change_arch.slaying; 302 op->slaying = t->change_arch.slaying;
339} 303}
340 304
341void 305static void
342create_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)
343{ 307{
344 object *tmp;
345
346
347 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 308 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
348 { 309 {
349 if (t->name) 310 if (t->name)
350 { 311 {
351 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 312 if (difficulty >= t->magic)
352 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 313 if (treasurelist *tl = treasurelist::find (t->name))
353 } 314 create_treasure (tl, op, flag, difficulty, tries);
315 else
316 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
317 }
354 else 318 else
355 { 319 {
356 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 320 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
357 { 321 {
358 tmp = arch_to_object (t->item); 322 object *tmp = t->item->instance ();
323
359 if (t->nrof && tmp->nrof <= 1) 324 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 325 tmp->nrof = rndm (t->nrof) + 1;
326
361 fix_generated_item (tmp, op, difficulty, t->magic, flag); 327 fix_generated_item (tmp, op, difficulty, t->magic, flag);
362 change_treasure (t, tmp); 328 change_treasure (t, tmp);
363 put_treasure (tmp, op, flag); 329 put_treasure (tmp, op, flag);
364 } 330 }
365 } 331 }
332
366 if (t->next_yes != NULL) 333 if (t->next_yes)
367 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 334 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
368 } 335 }
369 else if (t->next_no != NULL) 336 else if (t->next_no)
370 create_all_treasures (t->next_no, op, flag, difficulty, tries); 337 create_all_treasures (t->next_no, op, flag, difficulty, tries);
338
371 if (t->next != NULL) 339 if (t->next)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 340 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 341}
374 342
375void 343static void
376create_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)
377{ 345{
378 int value = RANDOM () % tl->total_chance; 346 int value = rndm (tl->total_chance);
379 treasure *t; 347 treasure *t;
380 348
381 if (tries++ > 100) 349 if (tries++ > 100)
382 { 350 {
383 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");
384 return; 352 return;
385 } 353 }
354
386 for (t = tl->items; t != NULL; t = t->next) 355 for (t = tl->items; t; t = t->next)
387 { 356 {
388 value -= t->chance; 357 value -= t->chance;
358
389 if (value < 0) 359 if (value < 0)
390 break; 360 break;
391 } 361 }
392 362
393 if (!t || value >= 0) 363 if (!t || value >= 0)
394 {
395 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);
396 abort (); 365
397 return;
398 }
399 if (t->name) 366 if (t->name)
400 { 367 {
401 if (!strcmp (t->name, "NONE"))
402 return;
403 if (difficulty >= t->magic) 368 if (difficulty >= t->magic)
404 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 369 {
370 treasurelist *tl = treasurelist::find (t->name);
371 if (tl)
372 create_treasure (tl, op, flag, difficulty, tries);
373 }
405 else if (t->nrof) 374 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 375 create_one_treasure (tl, op, flag, difficulty, tries);
407 return;
408 } 376 }
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 if (!tmp) 380 {
413 return;
414 if (t->nrof && tmp->nrof <= 1) 381 if (t->nrof && tmp->nrof <= 1)
415 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 382 tmp->nrof = rndm (t->nrof) + 1;
383
416 fix_generated_item (tmp, op, difficulty, t->magic, flag); 384 fix_generated_item (tmp, op, difficulty, t->magic, flag);
417 change_treasure (t, tmp); 385 change_treasure (t, tmp);
418 put_treasure (tmp, op, flag); 386 put_treasure (tmp, op, flag);
387 }
419 } 388 }
389}
390
391void
392object::create_treasure (treasurelist *tl, int flags)
393{
394 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
420} 395}
421 396
422/* This calls the appropriate treasure creation function. tries is passed 397/* This calls the appropriate treasure creation function. tries is passed
423 * to determine how many list transitions or attempts to create treasure 398 * to determine how many list transitions or attempts to create treasure
424 * 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
425 * list transitions, or so that excessively good treasure will not be 400 * list transitions, or so that excessively good treasure will not be
426 * 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
427 * to do that. 402 * to do that.
428 */ 403 */
429void 404void
430create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 405create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
431{ 406{
407 // empty treasurelists are legal
408 if (!tl->items)
409 return;
432 410
433 if (tries++ > 100) 411 if (tries++ > 100)
434 { 412 {
435 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 413 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
436 return; 414 return;
437 } 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
438 if (t->total_chance) 426 if (tl->total_chance)
439 create_one_treasure (t, op, flag, difficulty, tries); 427 create_one_treasure (tl, op, flag, difficulty, tries);
440 else 428 else
441 create_all_treasures (t->items, op, flag, difficulty, tries); 429 create_all_treasures (tl->items, op, flag, difficulty, tries);
442} 430}
443 431
444/* This is similar to the old generate treasure function. However, 432/* This is similar to the old generate treasure function. However,
445 * 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
446 * create_treasure. We create a dummy object that the treasure gets 434 * create_treasure. We create a dummy object that the treasure gets
447 * inserted into, and then return that treausre 435 * inserted into, and then return that treausre
448 */ 436 */
449object * 437object *
450generate_treasure (treasurelist * t, int difficulty) 438generate_treasure (treasurelist *tl, int difficulty)
451{ 439{
452 object *ob = get_object (), *tmp; 440 difficulty = clamp (difficulty, 1, settings.max_level);
453 441
442 object *ob = object::create ();
443
454 create_treasure (t, ob, 0, difficulty, 0); 444 create_treasure (tl, ob, 0, difficulty, 0);
455 445
456 /* 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 */
457 tmp = ob->inv; 447 object *tmp = ob->inv;
458 if (tmp != NULL) 448 if (tmp)
459 remove_ob (tmp); 449 tmp->remove ();
450
460 if (ob->inv) 451 if (ob->inv)
461 {
462 LOG (llevError, "In generate treasure, created multiple objects.\n"); 452 LOG (llevError, "In generate treasure, created multiple objects.\n");
463 } 453
464 free_object (ob); 454 ob->destroy ();
455
465 return tmp; 456 return tmp;
466} 457}
467 458
468/* 459/*
469 * 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
471 * 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
472 * magical bonus "wanted". 463 * magical bonus "wanted".
473 */ 464 */
474 465
475static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 466static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
476/*chance of magic difficulty*/ 467// chance of magic difficulty
477/* +0 +1 +2 +3 +4 */ 468// +0 +1 +2 +3 +4
478 {95, 2, 2, 1, 0}, /*1 */ 469 {95, 2, 2, 1, 0}, // 1
479 {92, 5, 2, 1, 0}, /*2 */ 470 {92, 5, 2, 1, 0}, // 2
480 {85, 10, 4, 1, 0}, /*3 */ 471 {85, 10, 4, 1, 0}, // 3
481 {80, 14, 4, 2, 0}, /*4 */ 472 {80, 14, 4, 2, 0}, // 4
482 {75, 17, 5, 2, 1}, /*5 */ 473 {75, 17, 5, 2, 1}, // 5
483 {70, 18, 8, 3, 1}, /*6 */ 474 {70, 18, 8, 3, 1}, // 6
484 {65, 21, 10, 3, 1}, /*7 */ 475 {65, 21, 10, 3, 1}, // 7
485 {60, 22, 12, 4, 2}, /*8 */ 476 {60, 22, 12, 4, 2}, // 8
486 {55, 25, 14, 4, 2}, /*9 */ 477 {55, 25, 14, 4, 2}, // 9
487 {50, 27, 16, 5, 2}, /*10 */ 478 {50, 27, 16, 5, 2}, // 10
488 {45, 28, 18, 6, 3}, /*11 */ 479 {45, 28, 18, 6, 3}, // 11
489 {42, 28, 20, 7, 3}, /*12 */ 480 {42, 28, 20, 7, 3}, // 12
490 {40, 27, 21, 8, 4}, /*13 */ 481 {40, 27, 21, 8, 4}, // 13
491 {38, 25, 22, 10, 5}, /*14 */ 482 {38, 25, 22, 10, 5}, // 14
492 {36, 23, 23, 12, 6}, /*15 */ 483 {36, 23, 23, 12, 6}, // 15
493 {33, 21, 24, 14, 8}, /*16 */ 484 {33, 21, 24, 14, 8}, // 16
494 {31, 19, 25, 16, 9}, /*17 */ 485 {31, 19, 25, 16, 9}, // 17
495 {27, 15, 30, 18, 10}, /*18 */ 486 {27, 15, 30, 18, 10}, // 18
496 {20, 12, 30, 25, 13}, /*19 */ 487 {20, 12, 30, 25, 13}, // 19
497 {15, 10, 28, 30, 17}, /*20 */ 488 {15, 10, 28, 30, 17}, // 20
498 {13, 9, 27, 28, 23}, /*21 */ 489 {13, 9, 27, 28, 23}, // 21
499 {10, 8, 25, 28, 29}, /*22 */ 490 {10, 8, 25, 28, 29}, // 22
500 {8, 7, 23, 26, 36}, /*23 */ 491 { 8, 7, 23, 26, 36}, // 23
501 {6, 6, 20, 22, 46}, /*24 */ 492 { 6, 6, 20, 22, 46}, // 24
502 {4, 5, 17, 18, 56}, /*25 */ 493 { 4, 5, 17, 18, 56}, // 25
503 {2, 4, 12, 14, 68}, /*26 */ 494 { 2, 4, 12, 14, 68}, // 26
504 {0, 3, 7, 10, 80}, /*27 */ 495 { 0, 3, 7, 10, 80}, // 27
505 {0, 0, 3, 7, 90}, /*28 */ 496 { 0, 0, 3, 7, 90}, // 28
506 {0, 0, 0, 3, 97}, /*29 */ 497 { 0, 0, 0, 3, 97}, // 29
507 {0, 0, 0, 0, 100}, /*30 */ 498 { 0, 0, 0, 0, 100}, // 30
508 {0, 0, 0, 0, 100}, /*31 */ 499 { 0, 0, 0, 0, 100}, // 31
509}; 500};
510 501
511
512/* calculate the appropriate level for wands staves and scrolls. 502/* calculate the appropriate level for wands staves and scrolls.
513 * 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)
514 * 504 *
515 * elmex Wed Aug 9 17:44:59 CEST 2006: 505 * elmex Wed Aug 9 17:44:59 CEST 2006:
516 * 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.
517 */ 507 */
518 508static int
519int
520level_for_item (const object * op, int difficulty) 509level_for_item (const object *op, int difficulty)
521{ 510{
522 int mult = 0, olevel = 0;
523
524 if (!op->inv) 511 if (!op->inv)
525 { 512 {
526 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);
527 return 0; 514 return 0;
528 } 515 }
529 516
530 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 517 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
531 518
532 if (olevel <= 0) 519 if (olevel <= 0)
533 olevel = rndm (1, MIN (op->inv->level, 1)); 520 olevel = rndm (1, op->inv->level);
534 521
535 if (olevel > MAXLEVEL) 522 return min (olevel, MAXLEVEL_TREASURE);
536 olevel = MAXLEVEL;
537
538 return olevel;
539} 523}
540 524
541/* 525/*
542 * Based upon the specified difficulty and upon the difftomagic_list array, 526 * Based upon the specified difficulty and upon the difftomagic_list array,
543 * a random magical bonus is returned. This is used when determine 527 * a random magical bonus is returned. This is used when determine
546 * elmex Thu Aug 10 18:45:44 CEST 2006: 530 * elmex Thu Aug 10 18:45:44 CEST 2006:
547 * 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
548 * weird integer between 1-31. 532 * weird integer between 1-31.
549 * 533 *
550 */ 534 */
551 535static int
552int
553magic_from_difficulty (int difficulty) 536magic_from_difficulty (int difficulty)
554{ 537{
555 int percent = 0, magic = 0;
556 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);
557 540
558 scaled_diff--; 541 int percent = rndm (100);
542 int magic;
559 543
560 if (scaled_diff < 0)
561 scaled_diff = 0;
562
563 if (scaled_diff >= DIFFLEVELS)
564 scaled_diff = DIFFLEVELS - 1;
565
566 percent = RANDOM () % 100;
567
568 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 544 for (magic = 0; magic <= MAXMAGIC; magic++)
569 { 545 {
570 percent -= difftomagic_list[scaled_diff][magic]; 546 percent -= difftomagic_list[scaled_diff][magic];
571 547
572 if (percent < 0) 548 if (percent < 0)
573 break; 549 break;
574 } 550 }
575 551
576 if (magic == (MAXMAGIC + 1)) 552 if (magic > MAXMAGIC)
577 { 553 {
578 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);
579 magic = 0; 555 magic = 0;
580 } 556 }
581 557
582 magic = (RANDOM () % 3) ? magic : -magic; 558 magic = (rndm (3)) ? magic : -magic;
583 /* 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); */
584 560
585 return magic; 561 return magic;
586} 562}
587 563
589 * Sets magical bonus in an object, and recalculates the effect on 565 * Sets magical bonus in an object, and recalculates the effect on
590 * the armour variable, and the effect on speed of armour. 566 * the armour variable, and the effect on speed of armour.
591 * This function doesn't work properly, should add use of archetypes 567 * This function doesn't work properly, should add use of archetypes
592 * to make it truly absolute. 568 * to make it truly absolute.
593 */ 569 */
594
595void 570void
596set_abs_magic (object * op, int magic) 571set_abs_magic (object *op, int magic)
597{ 572{
598 if (!magic) 573 if (!magic)
599 return; 574 return;
600 575
601 op->magic = magic; 576 op->magic = magic;
602 if (op->arch) 577 if (op->arch)
603 { 578 {
604 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
605 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
606 581
607 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 */
608 magic = (-magic); 583 magic = (-magic);
584
609 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
610 } 586 }
611 else 587 else
612 { 588 {
613 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
615 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 */
616 magic = (-magic); 593 magic = (-magic);
594
617 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
618 } 596 }
619} 597}
620 598
621/* 599/*
622 * Sets a random magical bonus in the given object based upon 600 * Sets a random magical bonus in the given object based upon
623 * the given difficulty, and the given max possible bonus. 601 * the given difficulty, and the given max possible bonus.
624 */ 602 */
625 603
626static void 604static void
627set_magic (int difficulty, object * op, int max_magic, int flags) 605set_magic (int difficulty, object *op, int max_magic, int flags)
628{ 606{
629 int i;
630 i = magic_from_difficulty (difficulty); 607 int i = magic_from_difficulty (difficulty);
608
631 if ((flags & GT_ONLY_GOOD) && i < 0) 609 if ((flags & GT_ONLY_GOOD) && i < 0)
632 i = -i; 610 i = -i;
611
633 if (i > max_magic) 612 i = min (i, max_magic);
634 i = max_magic; 613
635 set_abs_magic (op, i); 614 set_abs_magic (op, i);
636 if (i < 0) 615 if (i < 0)
637 SET_FLAG (op, FLAG_CURSED); 616 op->set_flag (FLAG_CURSED);
638} 617}
639 618
640/* 619/*
641 * Randomly adds one magical ability to the given object. 620 * Randomly adds one magical ability to the given object.
642 * Modified for Partial Resistance in many ways: 621 * Modified for Partial Resistance in many ways:
643 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
644 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
645 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
646 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
647 */ 626 */
648 627static void
649void
650set_ring_bonus (object * op, int bonus) 628set_ring_bonus (object *op, int bonus)
651{ 629{
652
653 int r = RANDOM () % (bonus > 0 ? 25 : 11); 630 int r = rndm (bonus > 0 ? 25 : 11);
654 631
655 if (op->type == AMULET) 632 if (op->type == AMULET)
656 { 633 if (!rndm (21))
657 if (!(RANDOM () % 21)) 634 r = 20 + rndm (2);
658 r = 20 + RANDOM () % 2; 635 else if (rndm (2))
636 r = 10;
659 else 637 else
660 { 638 r = 11 + rndm (9);
661 if (RANDOM () & 2)
662 r = 10;
663 else
664 r = 11 + RANDOM () % 9;
665 }
666 }
667 639
668 switch (r) 640 switch (r)
669 { 641 {
670 /* 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,
671 * bonuses and penalties will stack and add to existing values. 643 * bonuses and penalties will stack and add to existing values.
672 * of the item. 644 * of the item.
673 */ 645 */
674 case 0: 646 case 0:
675 case 1: 647 case 1:
676 case 2: 648 case 2:
677 case 3: 649 case 3:
678 case 4: 650 case 4:
679 case 5: 651 case 5:
680 case 6: 652 case 6:
681 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 653 op->stats.stat (r) += bonus;
682 break; 654 break;
683 655
684 case 7: 656 case 7:
685 op->stats.dam += bonus; 657 op->stats.dam += bonus;
686 break; 658 break;
687 659
688 case 8: 660 case 8:
689 op->stats.wc += bonus; 661 op->stats.wc += bonus;
690 break; 662 break;
691 663
692 case 9: 664 case 9:
693 op->stats.food += bonus; /* hunger/sustenance */ 665 op->stats.food += bonus; /* hunger/sustenance */
694 break; 666 break;
695 667
696 case 10: 668 case 10:
697 op->stats.ac += bonus; 669 op->stats.ac += bonus;
698 break; 670 break;
699 671
700 /* Item that gives protections/vulnerabilities */ 672 /* Item that gives protections/vulnerabilities */
701 case 11: 673 case 11:
702 case 12: 674 case 12:
703 case 13: 675 case 13:
704 case 14: 676 case 14:
705 case 15: 677 case 15:
706 case 16: 678 case 16:
707 case 17: 679 case 17:
708 case 18: 680 case 18:
709 case 19: 681 case 19:
710 { 682 {
711 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 683 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
712 684
713 /* 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) */
714 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 686 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
715 687
716 /* 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
717 * positive values for how protections work out. Put another 689 * positive values for how protections work out. Put another
718 * 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
719 * even values. 691 * even values.
720 */ 692 */
721 if (bonus < 0) 693 if (bonus < 0)
722 val = 2 * -val - RANDOM () % b; 694 val = 2 * -val - rndm (b);
723 if (val > 35) 695
724 val = 35; /* Upper limit */ 696 val = min (35, val); /* Upper limit */
725 b = 0; 697
698 b = 0;
699
726 while (op->resist[resist_table[resist]] != 0 && b < 4) 700 while (op->resist[resist_table[resist]] != 0 && b < 4)
727 { 701 resist = rndm (num_resist_table);
728 resist = RANDOM () % num_resist_table; 702
729 } 703 if (b == 4)
730 if (b == 4)
731 return; /* Not able to find a free resistance */ 704 return; /* Not able to find a free resistance */
705
732 op->resist[resist_table[resist]] = val; 706 op->resist[resist_table[resist]] = val;
733 /* We should probably do something more clever here to adjust value 707 /* We should probably do something more clever here to adjust value
734 * based on how good a resistance we gave. 708 * based on how good a resistance we gave.
735 */ 709 */
736 break; 710 break;
737 } 711 }
738 case 20: 712 case 20:
739 if (op->type == AMULET) 713 if (op->type == AMULET)
740 { 714 {
741 SET_FLAG (op, FLAG_REFL_SPELL); 715 op->set_flag (FLAG_REFL_SPELL);
742 op->value *= 11; 716 op->value *= 11;
743 } 717 }
744 else 718 else
745 { 719 {
746 op->stats.hp = 1; /* regenerate hit points */ 720 op->stats.hp = 1; /* regenerate hit points */
747 op->value *= 4; 721 op->value *= 4;
748 } 722 }
749 break; 723 break;
750 724
751 case 21: 725 case 21:
752 if (op->type == AMULET) 726 if (op->type == AMULET)
753 { 727 {
754 SET_FLAG (op, FLAG_REFL_MISSILE); 728 op->set_flag (FLAG_REFL_MISSILE);
755 op->value *= 9; 729 op->value *= 9;
756 } 730 }
757 else 731 else
758 { 732 {
759 op->stats.sp = 1; /* regenerate spell points */ 733 op->stats.sp = 1; /* regenerate spell points */
760 op->value *= 3; 734 op->value *= 3;
761 } 735 }
762 break; 736 break;
763 737
764 case 22: 738 case 22:
765 op->stats.exp += bonus; /* Speed! */ 739 op->stats.exp += bonus; /* Speed! */
766 op->value = (op->value * 2) / 3; 740 op->value = op->value * 2 / 3;
767 break; 741 break;
768 } 742 }
743
769 if (bonus > 0) 744 if (bonus > 0)
770 op->value *= 2 * bonus; 745 op->value = 2 * op->value * bonus;
771 else 746 else
772 op->value = -(op->value * 2 * bonus) / 3; 747 op->value = -2 * op->value * bonus / 3;
773} 748}
774 749
775/* 750/*
776 * 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.
777 * 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
778 * higher is the chance of returning a low number. 753 * higher is the chance of returning a low number.
779 * 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
780 * rings and amulets. 755 * rings and amulets.
781 * 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.
782 */ 757 */
783 758static int
784int
785get_magic (int diff) 759get_magic (int diff)
786{ 760{
787 int i; 761 diff = min (3, diff);
788 if (diff < 3) 762
789 diff = 3;
790 for (i = 0; i < 4; i++) 763 for (int i = 0; i < 4; i++)
791 if (RANDOM () % diff) 764 if (rndm (diff))
792 return i; 765 return i;
766
793 return 4; 767 return 4;
794} 768}
795 769
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
796#define DICE2 (get_magic(2)==2?2:1) 810#define DICE2 (get_magic(2) == 2 ? 2 : 1)
797#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))
798 812
799/* 813/*
800 * 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
801 * 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
802 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 816 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
803 */ 817 */
818
804/* 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
805 * 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
806 * 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
807 * way to do this? b.t. */ 822 * way to do this? b.t. */
823
808/* 824/*
809 * ! (flags & GT_ENVIRONMENT): 825 * ! (flags & GT_ENVIRONMENT):
810 * Automatically calls fix_flesh_item(). 826 * Automatically calls fix_flesh_item().
811 * 827 *
812 * flags: 828 * flags:
814 * value. 830 * value.
815 * 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
816 * 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
817 * 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
818 */ 834 */
819
820void 835void
821fix_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)
822{ 837{
823 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;
824 839
825 if (!creator || creator->type == op->type) 840 if (!creator || creator->type == op->type)
826 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 841 creator = op; /*safety & to prevent polymorphed objects giving attributes */
827 842
828 /* If we make an artifact, this information will be destroyed */ 843 /* If we make an artifact, this information will be destroyed */
829 save_item_power = op->item_power; 844 save_item_power = op->item_power;
830 op->item_power = 0; 845 op->item_power = 0;
831 846
832 if (op->randomitems && op->type != SPELL) 847 if (op->randomitems && op->type != SPELL)
833 { 848 {
834 create_treasure (op->randomitems, op, flags, difficulty, 0); 849 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
835 if (!op->inv)
836 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
837
838 /* So the treasure doesn't get created again */ 850 /* So the treasure doesn't get created again */
839 op->randomitems = NULL; 851 op->randomitems = 0;
840 } 852 }
841 853
842 if (difficulty < 1) 854 max_it (difficulty, 1);
843 difficulty = 1; 855
856 if (INVOKE_OBJECT (ADD_BONUS, op,
857 ARG_OBJECT (creator != op ? creator : 0),
858 ARG_INT (difficulty), ARG_INT (max_magic),
859 ARG_INT (flags)))
860 return;
844 861
845 if (!(flags & GT_MINIMAL)) 862 if (!(flags & GT_MINIMAL))
846 { 863 {
847 if (op->arch == crown_arch) 864 if (IS_ARCH (op->arch, crown))
848 { 865 {
849 set_magic (difficulty, op, max_magic, flags); 866 set_magic (difficulty, op, max_magic, flags);
850 num_enchantments = calc_item_power (op, 1); 867 num_enchantments = calc_item_power (op, 1);
851 generate_artifact (op, difficulty); 868 generate_artifact (op, difficulty);
852 } 869 }
853 else 870 else
854 { 871 {
855 if (!op->magic && max_magic) 872 if (!op->magic && max_magic)
856 set_magic (difficulty, op, max_magic, flags); 873 set_magic (difficulty, op, max_magic, flags);
857 874
858 num_enchantments = calc_item_power (op, 1); 875 num_enchantments = calc_item_power (op, 1);
859 876
860 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))
861 * 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 */
862 generate_artifact (op, difficulty); 880 generate_artifact (op, difficulty);
863 } 881 }
864 882
865 /* Object was made an artifact. Calculate its item_power rating. 883 /* Object was made an artifact. Calculate its item_power rating.
866 * the item_power in the object is what the artfiact adds. 884 * the item_power in the object is what the artfiact adds.
867 */ 885 */
868 if (op->title) 886 if (op->title)
869 { 887 {
870 /* if save_item_power is set, then most likely we started with an 888 /* if save_item_power is set, then most likely we started with an
871 * artifact and have added new abilities to it - this is rare, but 889 * artifact and have added new abilities to it - this is rare, but
872 * but I have seen things like 'strange rings of fire'. So just figure 890 * but I have seen things like 'strange rings of fire'. So just figure
873 * out the power from the base power plus what this one adds. Note 891 * out the power from the base power plus what this one adds. Note
874 * that since item_power is not quite linear, this actually ends up 892 * that since item_power is not quite linear, this actually ends up
875 * being somewhat of a bonus 893 * being somewhat of a bonus
876 */ 894 */
877 if (save_item_power) 895 if (save_item_power)
878 op->item_power = save_item_power + get_power_from_ench (op->item_power); 896 op->item_power = save_item_power + get_power_from_ench (op->item_power);
879 else 897 else
880 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 898 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
881 } 899 }
882 else if (save_item_power) 900 else if (save_item_power)
883 { 901 {
884 /* restore the item_power field to the object if we haven't changed it. 902 /* restore the item_power field to the object if we haven't changed it.
885 * we don't care about num_enchantments - that will basically just 903 * we don't care about num_enchantments - that will basically just
886 * have calculated some value from the base attributes of the archetype. 904 * have calculated some value from the base attributes of the archetype.
887 */ 905 */
888 op->item_power = save_item_power; 906 op->item_power = save_item_power;
889 } 907 }
890 else 908 else
891 { 909 {
892 /* item_power was zero. This is suspicious, as it may be because it 910 /* item_power was zero. This is suspicious, as it may be because it
893 * was never previously calculated. Let's compute a value and see if 911 * was never previously calculated. Let's compute a value and see if
894 * it is non-zero. If it indeed is, then assign it as the new 912 * it is non-zero. If it indeed is, then assign it as the new
895 * item_power value. 913 * item_power value.
896 * - gros, 21th of July 2006. 914 * - gros, 21th of July 2006.
897 */ 915 */
898 op->item_power = calc_item_power (op, 0); 916 op->item_power = calc_item_power (op, 0);
899 save_item_power = op->item_power; /* Just in case it would get used 917 save_item_power = op->item_power; /* Just in case it would get used
900 * again below */ 918 * again below */
901 } 919 }
902 } 920 }
903 921
904 /* materialtype modifications. Note we allow this on artifacts. */ 922 /* materialtype modifications. Note we allow this on artifacts. */
905 set_materialname (op, difficulty, NULL); 923 select_material (op, difficulty);
906 924
907 if (flags & GT_MINIMAL) 925 if (flags & GT_MINIMAL)
908 { 926 {
909 if (op->type == POTION) 927 if (op->type == POTION)
910 /* Handle healing and magic power potions */ 928 /* Handle healing and magic power potions */
911 if (op->stats.sp && !op->randomitems) 929 if (op->stats.sp && !op->randomitems)
912 { 930 {
913 object *tmp; 931 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
914
915 tmp = get_archetype (spell_mapping[op->stats.sp]);
916 insert_ob_in_ob (tmp, op); 932 insert_ob_in_ob (tmp, op);
917 op->stats.sp = 0; 933 op->stats.sp = 0;
918 } 934 }
919 } 935 }
920 else if (!op->title) /* Only modify object if not special */ 936 else if (!op->title) /* Only modify object if not special */
921 switch (op->type) 937 switch (op->type)
922 { 938 {
923 case WEAPON: 939 case WEAPON:
924 case ARMOUR: 940 case ARMOUR:
925 case SHIELD: 941 case SHIELD:
926 case HELMET: 942 case HELMET:
927 case CLOAK: 943 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 944 if (op->flag [FLAG_CURSED] && !(rndm (4)))
929 set_ring_bonus (op, -DICE2); 945 set_ring_bonus (op, -DICE2);
930 break; 946 break;
931 947
932 case BRACERS: 948 case BRACERS:
933 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 949 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
934 { 950 {
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 951 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
936 if (!QUERY_FLAG (op, FLAG_CURSED)) 952 if (!op->flag [FLAG_CURSED])
937 op->value *= 3; 953 op->value *= 3;
938 } 954 }
939 break; 955 break;
940 956
941 case POTION: 957 case POTION:
942 { 958 {
943 int too_many_tries = 0, is_special = 0; 959 int too_many_tries = 0;
944 960
945 /* Handle healing and magic power potions */ 961 /* Handle healing and magic power potions */
946 if (op->stats.sp && !op->randomitems) 962 if (op->stats.sp && !op->randomitems)
947 { 963 {
948 object *tmp; 964 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
949
950 tmp = get_archetype (spell_mapping[op->stats.sp]);
951 insert_ob_in_ob (tmp, op); 965 insert_ob_in_ob (tmp, op);
952 op->stats.sp = 0; 966 op->stats.sp = 0;
953 } 967 }
954 968
955 while (!(is_special = special_potion (op)) && !op->inv) 969 while (!special_potion (op) && !op->inv)
956 { 970 {
957 generate_artifact (op, difficulty); 971 generate_artifact (op, difficulty);
958 if (too_many_tries++ > 10) 972 if (too_many_tries++ > 10)
959 break; 973 break;
960 } 974 }
961 975
962 /* don't want to change value for healing/magic power potions, 976 /* don't want to change value for healing/magic power potions,
963 * since the value set on those is already correct. 977 * since the value set on those is already correct.
964 */ 978 */
965 if (op->inv && op->randomitems) 979 if (op->inv && op->randomitems)
966 { 980 {
967 /* value multiplier is same as for scrolls */ 981 /* value multiplier is same as for scrolls */
968 op->value = (op->value * op->inv->value); 982 op->value *= op->inv->value;
969 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 983 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
970 } 984 }
971 else 985 else
972 { 986 {
973 op->name = "potion"; 987 op->name = shstr_potion;
974 op->name_pl = "potions"; 988 op->name_pl = shstr_potions;
975 } 989 }
976 990
977 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 991 if (!(flags & GT_ONLY_GOOD) && rndm (2))
978 SET_FLAG (op, FLAG_CURSED); 992 op->set_flag (FLAG_CURSED);
979 break;
980 }
981 993
994 break;
995 }
996
982 case AMULET: 997 case AMULET:
983 if (op->arch == amulet_arch) 998 if (IS_ARCH (op->arch, amulet))
984 op->value *= 5; /* Since it's not just decoration */ 999 op->value *= 5; /* Since it's not just decoration */
985 1000
986 case RING: 1001 case RING:
987 if (op->arch == NULL) 1002 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
988 { 1003 break;
989 remove_ob (op);
990 free_object (op);
991 op = NULL;
992 break;
993 }
994 1004
995 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1005 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
996 break; 1006 op->set_flag (FLAG_CURSED);
997 1007
998 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1008 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
999 SET_FLAG (op, FLAG_CURSED);
1000 1009
1001 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1002
1003 if (op->type != RING) /* Amulets have only one ability */ 1010 if (op->type != RING) /* Amulets have only one ability */
1004 break; 1011 break;
1005 1012
1006 if (!(RANDOM () % 4)) 1013 if (!rndm (4))
1007 { 1014 {
1008 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1015 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1009 1016
1010 if (d > 0) 1017 if (d > 0)
1011 op->value *= 3; 1018 op->value *= 3;
1012 1019
1013 set_ring_bonus (op, d); 1020 set_ring_bonus (op, d);
1014 1021
1015 if (!(RANDOM () % 4)) 1022 if (!rndm (4))
1016 { 1023 {
1017 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1024 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1018 if (d > 0)
1019 op->value *= 5;
1020 set_ring_bonus (op, d);
1021 }
1022 }
1023 1025
1024 if (GET_ANIM_ID (op)) 1026 if (d > 0)
1025 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1027 op->value *= 5;
1026 1028
1027 break; 1029 set_ring_bonus (op, d);
1030 }
1031 }
1028 1032
1033 if (op->animation_id)
1034 op->set_anim_frame (rndm (op->anim_frames ()));
1035
1036 break;
1037
1029 case BOOK: 1038 case BOOK:
1030 /* Is it an empty book?, if yes lets make a special· 1039 /* Is it an empty book?, if yes lets make a special·
1031 * msg for it, and tailor its properties based on the· 1040 * msg for it, and tailor its properties based on the·
1032 * creator and/or map level we found it on. 1041 * creator and/or map level we found it on.
1033 */ 1042 */
1034 if (!op->msg && RANDOM () % 10) 1043 if (!op->msg && rndm (10))
1035 { 1044 {
1036 /* set the book level properly */ 1045 /* set the book level properly */
1037 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1046 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1038 { 1047 {
1039 if (op->map && op->map->difficulty) 1048 if (op->map && op->map->difficulty)
1040 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1049 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1041 else 1050 else
1042 op->level = RANDOM () % 20 + 1; 1051 op->level = rndm (20) + 1;
1043 } 1052 }
1044 else 1053 else
1045 op->level = RANDOM () % creator->level; 1054 op->level = rndm (creator->level);
1046 1055
1047 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);
1048 /* books w/ info are worth more! */ 1057 /* books w/ info are worth more! */
1049 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));
1059
1060 /* add exp so reading it gives xp (once) */
1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1062 }
1063
1050 /* creator related stuff */ 1064 /* creator related stuff */
1051 1065
1052 /* for library, chained books. Note that some monsters have no_pick 1066 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case. 1067 * set - we don't want to set no pick in that case.
1054 */ 1068 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1069 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1056 SET_FLAG (op, FLAG_NO_PICK); 1070 op->set_flag (FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1071 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying; 1072 op->slaying = creator->slaying;
1073 break;
1059 1074
1060 /* add exp so reading it gives xp (once) */
1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1062 }
1063 break;
1064
1065 case SPELLBOOK: 1075 case SPELLBOOK:
1066 op->value = op->value * op->inv->value; 1076 op->value *= value_factor_from_spell_item (op->inv, 0);
1077
1067 /* add exp so learning gives xp */ 1078 /* add exp so learning gives xp */
1068 op->level = op->inv->level; 1079 op->level = op->inv->level;
1069 op->stats.exp = op->value; 1080 op->stats.exp = op->value;
1070 break; 1081 break;
1071 1082
1072 case WAND: 1083 case WAND:
1073 /* nrof in the treasure list is number of charges, 1084 /* nrof in the treasure list is number of charges,
1074 * not number of wands. So copy that into food (charges), 1085 * not number of wands. So copy that into food (charges),
1075 * and reset nrof. 1086 * and reset nrof.
1076 */ 1087 */
1077 op->stats.food = op->inv->nrof; 1088 op->stats.food = op->inv->nrof;
1078 op->nrof = 1; 1089 op->nrof = 1;
1079 /* If the spell changes by level, choose a random level 1090 /* If the spell changes by level, choose a random level
1080 * for it, and adjust price. If the spell doesn't 1091 * for it.
1081 * change by level, just set the wand to the level of 1092 */
1082 * the spell, and value calculation is simpler. 1093 if (op->inv->duration_modifier
1083 */ 1094 || op->inv->dam_modifier
1084 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1095 || op->inv->range_modifier)
1085 { 1096 op->level = level_for_item (op, difficulty);
1097 else
1098 op->level = op->inv->level;
1099
1100 op->value *= value_factor_from_spell_item (op->inv, op);
1101 break;
1102
1103 case ROD:
1086 op->level = level_for_item (op, difficulty); 1104 op->level = level_for_item (op, difficulty);
1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1105 op->value *= value_factor_from_spell_item (op->inv, op);
1088 }
1089 else
1090 {
1091 op->level = op->inv->level;
1092 op->value = op->value * op->inv->value;
1093 }
1094 break;
1095 1106
1096 case ROD:
1097 op->level = level_for_item (op, difficulty);
1098 /* Add 50 to both level an divisor to keep prices a little more
1099 * reasonable. Otherwise, a high level version of a low level
1100 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1101 * 10 time multiplier). This way, the value are a bit more reasonable.
1102 */
1103 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1104 /* 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 */
1105 if (op->stats.maxhp) 1108 if (op->stats.maxhp)
1106 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);
1107 else 1110 else
1108 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);
1109 1112
1110 op->stats.hp = op->stats.maxhp; 1113 op->stats.hp = op->stats.maxhp;
1111 break; 1114 break;
1112 1115
1113 case SCROLL: 1116 case SCROLL:
1114 op->level = level_for_item (op, difficulty); 1117 op->level = level_for_item (op, difficulty);
1115 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);
1116 1119
1117 /* add exp so reading them properly gives xp */ 1120 /* add exp so reading them properly gives xp */
1118 op->stats.exp = op->value / 5; 1121 op->stats.exp = op->value / 5;
1119 op->nrof = op->inv->nrof; 1122 op->nrof = op->inv->nrof;
1120 break; 1123 break;
1121 1124
1122 case RUNE: 1125 case RUNE:
1123 trap_adjust (op, difficulty); 1126 trap_adjust (op, difficulty);
1124 break; 1127 break;
1125 1128
1126 case TRAP: 1129 case TRAP:
1127 trap_adjust (op, difficulty); 1130 trap_adjust (op, difficulty);
1128 break; 1131 break;
1129 } /* switch type */ 1132 } /* switch type */
1130 1133
1131 if (flags & GT_STARTEQUIP) 1134 if (flags & GT_STARTEQUIP)
1132 { 1135 {
1133 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])
1134 SET_FLAG (op, FLAG_STARTEQUIP); 1137 op->set_flag (FLAG_STARTEQUIP);
1135 else if (op->type != MONEY) 1138 else if (op->type != MONEY)
1136 op->value = 0; 1139 op->value = 0;
1137 } 1140 }
1138 1141
1139 if (!(flags & GT_ENVIRONMENT)) 1142 if (!(flags & GT_ENVIRONMENT))
1140 fix_flesh_item (op, creator); 1143 fix_flesh_item (op, creator);
1141} 1144}
1149 */ 1152 */
1150 1153
1151/* 1154/*
1152 * Allocate and return the pointer to an empty artifactlist structure. 1155 * Allocate and return the pointer to an empty artifactlist structure.
1153 */ 1156 */
1154
1155static artifactlist * 1157static artifactlist *
1156get_empty_artifactlist (void) 1158get_empty_artifactlist ()
1157{ 1159{
1158 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1160 return salloc0<artifactlist> ();
1159 if (tl == NULL)
1160 fatal (OUT_OF_MEMORY);
1161 tl->next = NULL;
1162 tl->items = NULL;
1163 tl->total_chance = 0;
1164 return tl;
1165} 1161}
1166 1162
1167/* 1163/*
1168 * Allocate and return the pointer to an empty artifact structure. 1164 * Allocate and return the pointer to an empty artifact structure.
1169 */ 1165 */
1170
1171static artifact * 1166static artifact *
1172get_empty_artifact (void) 1167get_empty_artifact ()
1173{ 1168{
1174 artifact *t = (artifact *) malloc (sizeof (artifact)); 1169 return salloc0<artifact> ();
1175 if (t == NULL)
1176 fatal (OUT_OF_MEMORY);
1177 t->item = NULL;
1178 t->next = NULL;
1179 t->chance = 0;
1180 t->difficulty = 0;
1181 t->allowed = NULL;
1182 return t;
1183} 1170}
1184 1171
1185/* 1172/*
1186 * 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
1187 * of objects on it. 1174 * of objects on it.
1188 */ 1175 */
1189
1190artifactlist * 1176artifactlist *
1191find_artifactlist (int type) 1177find_artifactlist (int type)
1192{ 1178{
1193 artifactlist *al;
1194
1195 for (al = first_artifactlist; al != NULL; al = al->next) 1179 for (artifactlist *al = first_artifactlist; al; al = al->next)
1196 if (al->type == type) 1180 if (al->type == type)
1197 return al; 1181 return al;
1182
1198 return NULL; 1183 return 0;
1199} 1184}
1200 1185
1201/* 1186/*
1202 * For debugging purposes. Dumps all tables. 1187 * Builds up the lists of artifacts from the file in the libdir.
1203 */ 1188 */
1204
1205void 1189void
1206dump_artifacts (void)
1207{
1208 artifactlist *al;
1209 artifact *art;
1210 linked_char *next;
1211
1212 fprintf (logfile, "\n");
1213 for (al = first_artifactlist; al != NULL; al = al->next)
1214 {
1215 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1216 for (art = al->items; art != NULL; art = art->next)
1217 {
1218 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1219 if (art->allowed != NULL)
1220 {
1221 fprintf (logfile, "\tAllowed combinations:");
1222 for (next = art->allowed; next != NULL; next = next->next)
1223 fprintf (logfile, "%s,", &next->name);
1224 fprintf (logfile, "\n");
1225 }
1226 }
1227 }
1228 fprintf (logfile, "\n");
1229}
1230
1231/*
1232 * For debugging purposes. Dumps all treasures recursively (see below).
1233 */
1234void
1235dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1236{
1237 treasurelist *tl;
1238 int i;
1239
1240 if (depth > 100)
1241 return;
1242 while (t != NULL)
1243 {
1244 if (t->name != NULL)
1245 {
1246 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " ");
1248 fprintf (logfile, "{ (list: %s)\n", &t->name);
1249 tl = find_treasurelist (t->name);
1250 dump_monster_treasure_rec (name, tl->items, depth + 2);
1251 for (i = 0; i < depth; i++)
1252 fprintf (logfile, " ");
1253 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1254 }
1255 else
1256 {
1257 for (i = 0; i < depth; i++)
1258 fprintf (logfile, " ");
1259 if (t->item->clone.type == FLESH)
1260 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1261 else
1262 fprintf (logfile, "%s\n", &t->item->clone.name);
1263 }
1264 if (t->next_yes != NULL)
1265 {
1266 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " ");
1268 fprintf (logfile, " (if yes)\n");
1269 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1270 }
1271 if (t->next_no != NULL)
1272 {
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, " (if no)\n");
1276 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1277 }
1278 t = t->next;
1279 }
1280}
1281
1282/*
1283 * For debugging purposes. Dumps all treasures for a given monster.
1284 * Created originally by Raphael Quinet for debugging the alchemy code.
1285 */
1286
1287void
1288dump_monster_treasure (const char *name)
1289{
1290 archetype *at;
1291 int found;
1292
1293 found = 0;
1294 fprintf (logfile, "\n");
1295 for (at = first_archetype; at != NULL; at = at->next)
1296 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1297 {
1298 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1299 if (at->clone.randomitems != NULL)
1300 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1301 else
1302 fprintf (logfile, "(nothing)\n");
1303 fprintf (logfile, "\n");
1304 found++;
1305 }
1306 if (found == 0)
1307 fprintf (logfile, "No objects have the name %s!\n\n", name);
1308}
1309
1310/*
1311 * Builds up the lists of artifacts from the file in the libdir.
1312 */
1313
1314void
1315init_artifacts (void) 1190init_artifacts ()
1316{ 1191{
1317 static int has_been_inited = 0; 1192 static int has_been_inited = 0;
1318 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1319 artifact *art = NULL; 1193 artifact *art = NULL;
1320 linked_char *tmp;
1321 int value, comp;
1322 artifactlist *al; 1194 artifactlist *al;
1323 1195
1324 if (has_been_inited) 1196 if (has_been_inited)
1325 return; 1197 return;
1326 else 1198 else
1327 has_been_inited = 1; 1199 has_been_inited = 1;
1328 1200
1329 sprintf (filename, "%s/artifacts", settings.datadir); 1201 object_thawer f (settings.datadir, "artifacts");
1330 object_thawer thawer (filename);
1331 1202
1332 if (!thawer) 1203 if (!f)
1333 return; 1204 return;
1334 1205
1335 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1206 for (;;)
1336 {
1337 if (*buf == '#')
1338 continue;
1339 if ((cp = strchr (buf, '\n')) != NULL)
1340 *cp = '\0';
1341 cp = buf;
1342 while (*cp == ' ') /* Skip blanks */
1343 cp++;
1344 if (*cp == '\0')
1345 continue;
1346
1347 if (!strncmp (cp, "Allowed", 7))
1348 {
1349 if (art == NULL)
1350 { 1207 {
1208 switch (f.kw)
1209 {
1210 case KW_allowed:
1211 if (!art)
1351 art = get_empty_artifact (); 1212 art = get_empty_artifact ();
1352 nrofartifacts++; 1213
1214 {
1215 if (!strcmp (f.get_str (), "all"))
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));
1232 }
1233 break;
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 }
1266 continue;
1267
1268 case KW_EOF:
1269 goto done;
1270
1271 default:
1272 if (!f.parse_error ("artifacts file"))
1273 cleanup ("artifacts file required");
1274 break;
1275 }
1276
1277 f.next ();
1353 } 1278 }
1354 cp = strchr (cp, ' ') + 1;
1355 if (!strcmp (cp, "all"))
1356 continue;
1357 1279
1358 do 1280done:
1359 {
1360 nrofallowedstr++;
1361 if ((next = strchr (cp, ',')) != NULL)
1362 *(next++) = '\0';
1363 tmp = new linked_char;
1364 tmp->name = cp;
1365 tmp->next = art->allowed;
1366 art->allowed = tmp;
1367 }
1368 while ((cp = next) != NULL);
1369 }
1370 else if (sscanf (cp, "chance %d", &value))
1371 art->chance = (uint16) value;
1372 else if (sscanf (cp, "difficulty %d", &value))
1373 art->difficulty = (uint8) value;
1374 else if (!strncmp (cp, "Object", 6))
1375 {
1376 art->item = (object *) calloc (1, sizeof (object));
1377 reset_object (art->item);
1378 if (!load_object (thawer, art->item, LO_LINEMODE, 0))
1379 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1380 art->item->name = strchr (cp, ' ') + 1;
1381 al = find_artifactlist (art->item->type);
1382 if (al == NULL)
1383 {
1384 al = get_empty_artifactlist ();
1385 al->type = art->item->type;
1386 al->next = first_artifactlist;
1387 first_artifactlist = al;
1388 }
1389 art->next = al->items;
1390 al->items = art;
1391 art = NULL;
1392 }
1393 else
1394 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1395 }
1396
1397 for (al = first_artifactlist; al != NULL; al = al->next) 1281 for (al = first_artifactlist; al; al = al->next)
1398 { 1282 {
1283 al->total_chance = 0;
1284
1399 for (art = al->items; art != NULL; art = art->next) 1285 for (art = al->items; art; art = art->next)
1400 { 1286 {
1401 if (!art->chance) 1287 if (!art->chance)
1402 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);
1403 else 1289 else
1404 al->total_chance += art->chance; 1290 al->total_chance += art->chance;
1405 } 1291 }
1406#if 0 1292#if 0
1407 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);
1408#endif 1294#endif
1409 } 1295 }
1410
1411 LOG (llevDebug, "done.\n");
1412} 1296}
1413
1414 1297
1415/* 1298/*
1416 * Used in artifact generation. The bonuses of the first object 1299 * Used in artifact generation. The bonuses of the first object
1417 * is modified by the bonuses of the second object. 1300 * is modified by the bonuses of the second object.
1418 */ 1301 */
1419
1420void 1302void
1421add_abilities (object * op, object * change) 1303add_abilities (object *op, object *change)
1422{ 1304{
1423 int i, j, tmp;
1424
1425 if (change->face != blank_face) 1305 if (change->face != blank_face)
1426 {
1427#ifdef TREASURE_VERBOSE
1428 LOG (llevDebug, "FACE: %d\n", change->face->number);
1429#endif
1430 op->face = change->face; 1306 op->face = change->face;
1431 }
1432 1307
1433 for (i = 0; i < NUM_STATS; i++) 1308 for (int i = 0; i < NUM_STATS; i++)
1434 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1309 change_attr_value (&(op->stats), i, change->stats.stat (i));
1435 1310
1436 op->attacktype |= change->attacktype; 1311 op->attacktype |= change->attacktype;
1437 op->path_attuned |= change->path_attuned; 1312 op->path_attuned |= change->path_attuned;
1438 op->path_repelled |= change->path_repelled; 1313 op->path_repelled |= change->path_repelled;
1439 op->path_denied |= change->path_denied; 1314 op->path_denied |= change->path_denied;
1440 op->move_type |= change->move_type; 1315 op->move_type |= change->move_type;
1441 op->stats.luck += change->stats.luck; 1316 op->stats.luck += change->stats.luck;
1442 1317
1443 if (QUERY_FLAG (change, FLAG_CURSED)) 1318 static const struct copyflags : object::flags_t
1444 SET_FLAG (op, FLAG_CURSED); 1319 {
1445 if (QUERY_FLAG (change, FLAG_DAMNED)) 1320 copyflags ()
1446 SET_FLAG (op, FLAG_DAMNED); 1321 {
1447 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)
1448 set_abs_magic (op, -op->magic); 1339 set_abs_magic (op, -op->magic);
1449 1340
1450 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1341 if (change->flag [FLAG_STAND_STILL])
1451 SET_FLAG (op, FLAG_LIFESAVE);
1452 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1453 SET_FLAG (op, FLAG_REFL_SPELL);
1454 if (QUERY_FLAG (change, FLAG_STEALTH))
1455 SET_FLAG (op, FLAG_STEALTH);
1456 if (QUERY_FLAG (change, FLAG_XRAYS))
1457 SET_FLAG (op, FLAG_XRAYS);
1458 if (QUERY_FLAG (change, FLAG_BLIND))
1459 SET_FLAG (op, FLAG_BLIND);
1460 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1461 SET_FLAG (op, FLAG_SEE_IN_DARK);
1462 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1463 SET_FLAG (op, FLAG_REFL_MISSILE);
1464 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1465 SET_FLAG (op, FLAG_MAKE_INVIS);
1466
1467 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1468 { 1342 {
1469 CLEAR_FLAG (op, FLAG_ANIMATE); 1343 op->clr_flag (FLAG_ANIMATE);
1344
1470 /* so artifacts will join */ 1345 /* so artifacts will join */
1471 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1346 if (!op->flag [FLAG_ALIVE])
1472 op->speed = 0.0; 1347 op->speed = 0.;
1473 update_ob_speed (op); 1348
1349 op->set_speed (op->speed);
1474 } 1350 }
1475 1351
1476 if (change->nrof) 1352 if (change->nrof)
1477 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1353 op->nrof = rndm (change->nrof) + 1;
1478 1354
1479 op->stats.exp += change->stats.exp; /* Speed modifier */ 1355 op->stats.exp += change->stats.exp; /* Speed modifier */
1480 op->stats.wc += change->stats.wc; 1356 op->stats.wc += change->stats.wc;
1481 op->stats.ac += change->stats.ac; 1357 op->stats.ac += change->stats.ac;
1482 1358
1483 if (change->other_arch) 1359 if (change->other_arch)
1484 { 1360 {
1485 /* Basically, for horns & potions, the other_arch field is the spell 1361 /* Basically, for horns & potions, the other_arch field is the spell
1486 * 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
1487 * this object. 1363 * this object.
1488 */ 1364 */
1489 if (op->type == HORN || op->type == POTION) 1365 if (op->type == HORN || op->type == POTION)
1490 { 1366 {
1491 object *tmp_obj;
1492 /* Remove any spells this object currently has in it */ 1367 /* Remove any spells this object currently has in it */
1493 while (op->inv) 1368 op->destroy_inv (false);
1494 {
1495 tmp_obj = op->inv;
1496 remove_ob (tmp_obj);
1497 free_object (tmp_obj);
1498 }
1499 1369
1500 tmp_obj = arch_to_object (change->other_arch); 1370 object *tmp = change->other_arch->instance ();
1501 insert_ob_in_ob (tmp_obj, op); 1371 insert_ob_in_ob (tmp, op);
1502 } 1372 }
1373
1503 /* No harm setting this for potions/horns */ 1374 /* No harm setting this for potions/horns */
1504 op->other_arch = change->other_arch; 1375 op->other_arch = change->other_arch;
1505 } 1376 }
1506 1377
1507 if (change->stats.hp < 0) 1378 if (change->stats.hp < 0)
1523 op->stats.maxsp = -change->stats.maxsp; 1394 op->stats.maxsp = -change->stats.maxsp;
1524 else 1395 else
1525 op->stats.maxsp += change->stats.maxsp; 1396 op->stats.maxsp += change->stats.maxsp;
1526 1397
1527 if (change->stats.food < 0) 1398 if (change->stats.food < 0)
1528 op->stats.food = -(change->stats.food); 1399 op->stats.food = -change->stats.food;
1529 else 1400 else
1530 op->stats.food += change->stats.food; 1401 op->stats.food += change->stats.food;
1531 1402
1532 if (change->level < 0) 1403 if (change->level < 0)
1533 op->level = -(change->level); 1404 op->level = -change->level;
1534 else 1405 else
1535 op->level += change->level; 1406 op->level += change->level;
1536 1407
1537 if (change->gen_sp_armour < 0) 1408 if (change->gen_sp_armour < 0)
1538 op->gen_sp_armour = -(change->gen_sp_armour); 1409 op->gen_sp_armour = -change->gen_sp_armour;
1539 else 1410 else
1540 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;
1541 1412
1542 op->item_power = change->item_power; 1413 op->item_power = change->item_power;
1543 1414
1544 for (i = 0; i < NROFATTACKS; i++) 1415 for (int i = 0; i < NROFATTACKS; i++)
1545 {
1546 if (change->resist[i])
1547 {
1548 op->resist[i] += change->resist[i]; 1416 op->resist[i] += change->resist[i];
1549 }
1550 }
1551 1417
1552 if (change->stats.dam) 1418 if (change->stats.dam)
1553 { 1419 {
1554 if (change->stats.dam < 0) 1420 if (change->stats.dam < 0)
1555 op->stats.dam = (-change->stats.dam); 1421 op->stats.dam = -change->stats.dam;
1556 else if (op->stats.dam) 1422 else if (op->stats.dam)
1557 { 1423 {
1558 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1424 int tmp = op->stats.dam * change->stats.dam / 10;
1425
1559 if (tmp == op->stats.dam) 1426 if (tmp == op->stats.dam)
1560 { 1427 {
1561 if (change->stats.dam < 10) 1428 if (change->stats.dam < 10)
1562 op->stats.dam--; 1429 op->stats.dam--;
1430 else
1431 op->stats.dam++;
1432 }
1563 else 1433 else
1564 op->stats.dam++;
1565 }
1566 else
1567 op->stats.dam = tmp; 1434 op->stats.dam = tmp;
1568 } 1435 }
1569 } 1436 }
1570 1437
1571 if (change->weight) 1438 if (change->weight)
1572 { 1439 {
1573 if (change->weight < 0) 1440 if (change->weight < 0)
1574 op->weight = (-change->weight); 1441 op->weight = -change->weight;
1575 else 1442 else
1576 op->weight = (op->weight * (change->weight)) / 100; 1443 op->weight = op->weight * change->weight / 100;
1577 } 1444 }
1578 1445
1579 if (change->last_sp) 1446 if (change->last_sp)
1580 { 1447 {
1581 if (change->last_sp < 0) 1448 if (change->last_sp < 0)
1582 op->last_sp = (-change->last_sp); 1449 op->last_sp = -change->last_sp;
1583 else 1450 else
1584 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;
1585 } 1452 }
1586 1453
1587 if (change->gen_sp_armour) 1454 if (change->gen_sp_armour)
1588 { 1455 {
1589 if (change->gen_sp_armour < 0) 1456 if (change->gen_sp_armour < 0)
1590 op->gen_sp_armour = (-change->gen_sp_armour); 1457 op->gen_sp_armour = -change->gen_sp_armour;
1591 else 1458 else
1592 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;
1593 } 1460 }
1594 1461
1595 op->value *= change->value; 1462 op->value *= change->value;
1596 1463
1597 if (change->material) 1464 if (change->materials)
1465 op->materials = change->materials;
1466
1467 if (change->material != MATERIAL_NULL)
1598 op->material = change->material; 1468 op->material = change->material;
1599
1600 if (change->materialname)
1601 op->materialname = change->materialname;
1602 1469
1603 if (change->slaying) 1470 if (change->slaying)
1604 op->slaying = change->slaying; 1471 op->slaying = change->slaying;
1605 1472
1606 if (change->race) 1473 if (change->race)
1609 if (change->msg) 1476 if (change->msg)
1610 op->msg = change->msg; 1477 op->msg = change->msg;
1611} 1478}
1612 1479
1613static int 1480static int
1614legal_artifact_combination (object * op, artifact * art) 1481legal_artifact_combination (object *op, artifact *art)
1615{ 1482{
1616 int neg, success = 0; 1483 int neg, success = 0;
1617 linked_char *tmp; 1484 linked_char *tmp;
1618 const char *name; 1485 const char *name;
1619 1486
1620 if (art->allowed == (linked_char *) NULL) 1487 if (!art->allowed)
1621 return 1; /* Ie, "all" */ 1488 return 1; /* Ie, "all" */
1489
1622 for (tmp = art->allowed; tmp; tmp = tmp->next) 1490 for (tmp = art->allowed; tmp; tmp = tmp->next)
1623 { 1491 {
1624#ifdef TREASURE_VERBOSE 1492#ifdef TREASURE_VERBOSE
1625 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1493 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1626#endif 1494#endif
1627 if (*tmp->name == '!') 1495 if (*tmp->name == '!')
1628 name = tmp->name + 1, neg = 1; 1496 name = tmp->name + 1, neg = 1;
1629 else 1497 else
1630 name = tmp->name, neg = 0; 1498 name = tmp->name, neg = 0;
1631 1499
1632 /* If we match name, then return the opposite of 'neg' */ 1500 /* If we match name, then return the opposite of 'neg' */
1633 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1501 if (!strcmp (name, op->arch->archname))
1634 return !neg; 1502 return !neg;
1635 1503
1636 /* 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
1637 * everything is allowed except what we match 1505 * everything is allowed except what we match
1638 */ 1506 */
1639 else if (neg) 1507 else if (neg)
1640 success = 1; 1508 success = 1;
1641 } 1509 }
1510
1642 return success; 1511 return success;
1643} 1512}
1644 1513
1645/* 1514/*
1646 * Fixes the given object, giving it the abilities and titles 1515 * Fixes the given object, giving it the abilities and titles
1647 * it should have due to the second artifact-template. 1516 * it should have due to the second artifact-template.
1648 */ 1517 */
1649 1518
1650void 1519void
1651give_artifact_abilities (object * op, object * artifct) 1520give_artifact_abilities (object *op, object *artifct)
1652{ 1521{
1653 char new_name[MAX_BUF]; 1522 op->title = format ("of %s", &artifct->name);
1654 1523
1655 sprintf (new_name, "of %s", &artifct->name);
1656 op->title = new_name;
1657 add_abilities (op, artifct); /* Give out the bonuses */ 1524 add_abilities (op, artifct); /* Give out the bonuses */
1658 1525
1659#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... */
1660 { 1527 {
1661 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1528 char identified = op->flag [FLAG_IDENTIFIED];
1662 SET_FLAG (op, FLAG_IDENTIFIED); 1529
1530 op->set_flag (FLAG_IDENTIFIED);
1663 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));
1664 if (!identified) 1532 if (!identified)
1665 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1533 op->clr_flag (FLAG_IDENTIFIED);
1666 } 1534 }
1667#endif 1535#endif
1668 return; 1536 return;
1669} 1537}
1670 1538
1678 1546
1679/* Give 1 re-roll attempt per artifact */ 1547/* Give 1 re-roll attempt per artifact */
1680#define ARTIFACT_TRIES 2 1548#define ARTIFACT_TRIES 2
1681 1549
1682void 1550void
1683generate_artifact (object * op, int difficulty) 1551generate_artifact (object *op, int difficulty)
1684{ 1552{
1685 artifactlist *al;
1686 artifact *art; 1553 artifact *art;
1687 int i;
1688 1554
1689 al = find_artifactlist (op->type); 1555 artifactlist *al = find_artifactlist (op->type);
1690 1556
1691 if (al == NULL) 1557 if (al == NULL)
1692 { 1558 {
1693#if 0 /* This is too verbose, usually */ 1559#if 0 /* This is too verbose, usually */
1694 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);
1695#endif 1561#endif
1696 return; 1562 return;
1697 } 1563 }
1698 1564
1699 for (i = 0; i < ARTIFACT_TRIES; i++) 1565 for (int i = 0; i < ARTIFACT_TRIES; i++)
1700 { 1566 {
1701 int roll = RANDOM () % al->total_chance; 1567 int roll = rndm (al->total_chance);
1702 1568
1703 for (art = al->items; art != NULL; art = art->next) 1569 for (art = al->items; art; art = art->next)
1704 { 1570 {
1705 roll -= art->chance; 1571 roll -= art->chance;
1706 if (roll < 0) 1572 if (roll < 0)
1707 break; 1573 break;
1708 } 1574 }
1709 1575
1710 if (art == NULL || roll >= 0) 1576 if (art == NULL || roll >= 0)
1711 { 1577 {
1712#if 1 1578#if 1
1713 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);
1714#endif 1580#endif
1715 return; 1581 return;
1716 } 1582 }
1717 if (!strcmp (art->item->name, "NONE")) 1583
1718 return; 1584 if (art->item->name == shstr_NONE)
1585 return;
1586
1719 if (FABS (op->magic) < art->item->magic) 1587 if (fabs (op->magic) < art->item->magic)
1720 continue; /* Not magic enough to be this item */ 1588 continue; /* Not magic enough to be this item */
1721 1589
1722 /* Map difficulty not high enough */ 1590 /* Map difficulty not high enough */
1723 if (difficulty < art->difficulty) 1591 if (difficulty < art->difficulty)
1724 continue; 1592 continue;
1725 1593
1726 if (!legal_artifact_combination (op, art)) 1594 if (!legal_artifact_combination (op, art))
1727 { 1595 {
1728#ifdef TREASURE_VERBOSE 1596#ifdef TREASURE_VERBOSE
1729 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);
1730#endif 1598#endif
1731 continue; 1599 continue;
1732 } 1600 }
1601
1733 give_artifact_abilities (op, art->item); 1602 give_artifact_abilities (op, art->item);
1734 return; 1603 return;
1735 } 1604 }
1736} 1605}
1737 1606
1739 * FOOD, except they inherit properties (name, food value, etc). 1608 * FOOD, except they inherit properties (name, food value, etc).
1740 * based on the original owner (or 'donor' if you like). -b.t. 1609 * based on the original owner (or 'donor' if you like). -b.t.
1741 */ 1610 */
1742 1611
1743void 1612void
1744fix_flesh_item (object * item, object * donor) 1613fix_flesh_item (object *item, object *donor)
1745{ 1614{
1746 char tmpbuf[MAX_BUF];
1747 int i;
1748
1749 if (item->type == FLESH && donor) 1615 if (item->type == FLESH && donor)
1750 { 1616 {
1751 /* change the name */ 1617 /* change the name */
1752 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1618 item->name = format ("%s's %s", &donor->name, &item->name);
1753 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1619 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1754 1620
1755 /* weight is FLESH weight/100 * donor */ 1621 /* weight is FLESH weight/100 * donor */
1756 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);
1757 item->weight = 1;
1758 1623
1759 /* value is multiplied by level of donor */ 1624 /* value is multiplied by level of donor */
1760 item->value *= isqrt (donor->level * 2); 1625 item->value *= isqrt (donor->level * 2);
1761 1626
1762 /* food value */ 1627 /* food value */
1763 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1628 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1764 1629
1765 /* flesh items inherit some abilities of donor, but not 1630 /* flesh items inherit some abilities of donor, but not
1766 * full effect. 1631 * full effect.
1767 */ 1632 */
1768 for (i = 0; i < NROFATTACKS; i++) 1633 for (int i = 0; i < NROFATTACKS; i++)
1769 item->resist[i] = donor->resist[i] / 2; 1634 item->resist[i] = donor->resist[i] / 2;
1770 1635
1771 /* item inherits donor's level (important for quezals) */ 1636 /* item inherits donor's level (important for quezals) */
1772 item->level = donor->level; 1637 item->level = donor->level;
1773 1638
1774 /* if donor has some attacktypes, the flesh is poisonous */ 1639 /* if donor has some attacktypes, the flesh is poisonous */
1775 if (donor->attacktype & AT_POISON) 1640 if (donor->attacktype & AT_POISON)
1776 item->type = POISON; 1641 item->type = POISON;
1642
1777 if (donor->attacktype & AT_ACID) 1643 if (donor->attacktype & AT_ACID)
1778 item->stats.hp = -1 * item->stats.food; 1644 item->stats.hp = -item->stats.food;
1779 SET_FLAG (item, FLAG_NO_STEAL);
1780 }
1781}
1782 1645
1783/* special_potion() - so that old potion code is still done right. */ 1646 item->set_flag (FLAG_NO_STEAL);
1784 1647 }
1785int
1786special_potion (object * op)
1787{
1788
1789 int i;
1790
1791 if (op->attacktype)
1792 return 1;
1793
1794 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1795 return 1;
1796
1797 for (i = 0; i < NROFATTACKS; i++)
1798 if (op->resist[i])
1799 return 1;
1800
1801 return 0;
1802} 1648}
1803 1649
1804void 1650static void
1805free_treasurestruct (treasure * t) 1651free_treasurestruct (treasure *t)
1806{ 1652{
1807 if (t->next)
1808 free_treasurestruct (t->next); 1653 if (t->next) free_treasurestruct (t->next);
1809 if (t->next_yes)
1810 free_treasurestruct (t->next_yes); 1654 if (t->next_yes) free_treasurestruct (t->next_yes);
1811 if (t->next_no)
1812 free_treasurestruct (t->next_no); 1655 if (t->next_no) free_treasurestruct (t->next_no);
1813 1656
1814 delete t; 1657 delete t;
1815} 1658}
1816 1659
1817void 1660static void
1818free_charlinks (linked_char * lc) 1661free_charlinks (linked_char *lc)
1819{ 1662{
1820 if (lc->next) 1663 if (lc->next)
1821 free_charlinks (lc->next); 1664 free_charlinks (lc->next);
1822 1665
1823 delete lc; 1666 delete lc;
1824} 1667}
1825 1668
1826void 1669static void
1827free_artifact (artifact * at) 1670free_artifact (artifact *at)
1828{ 1671{
1829
1830 if (at->next)
1831 free_artifact (at->next); 1672 if (at->next) free_artifact (at->next);
1832 if (at->allowed)
1833 free_charlinks (at->allowed); 1673 if (at->allowed) free_charlinks (at->allowed);
1834 1674
1835 delete at->item; 1675 at->item->destroy ();
1836 1676
1837 delete at;
1838}
1839
1840void
1841free_artifactlist (artifactlist * al)
1842{
1843 artifactlist *nextal;
1844 for (al = first_artifactlist; al != NULL; al = nextal)
1845 {
1846 nextal = al->next;
1847 if (al->items)
1848 {
1849 free_artifact (al->items);
1850 }
1851 free (al); 1677 sfree (at);
1852 }
1853} 1678}
1854 1679
1855void
1856free_all_treasures (void)
1857{
1858 treasurelist *tl, *next;
1859
1860
1861 for (tl = first_treasurelist; tl != NULL; tl = next)
1862 {
1863 next = tl->next;
1864 if (tl->items)
1865 free_treasurestruct (tl->items);
1866 delete tl;
1867 }
1868 free_artifactlist (first_artifactlist);
1869}

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