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

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.27 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.125 by root, Sat Oct 8 21:54:05 2022 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23
24#define ALLOWED_COMBINATION
25 25
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 27 * It is useful for finding bugs in the treasures file. Since it only
28 * slows the startup some (and not actual game play), it is by default 28 * slows the startup some (and not actual game play), it is by default
29 * left on 29 * left on
30 */ 30 */
31#define TREASURE_DEBUG 31#define TREASURE_DEBUG
32 32
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 33/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 34
35/* #define TREASURE_VERBOSE */ 35//#define TREASURE_VERBOSE
36 36
37#include <global.h> 37#include <global.h>
38#include <treasure.h> 38#include <treasure.h>
39#include <funcpoint.h>
40#include <loader.h>
41 39
40#include <flat_hash_map.hpp>
41
42// used only by treasure.C, does not handle null arch ptrs
43#define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name)
44
45extern char *spell_mapping[];
46
47static treasurelist *first_treasurelist;
42 48
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 50
46/* 51typedef ska::flat_hash_map
47 * Initialize global archtype pointers: 52 <
48 */ 53 const char *,
54 treasurelist *,
55 str_hash,
56 str_equal,
57 slice_allocator< std::pair<const char *const, treasurelist *> >
58 > tl_map_t;
49 59
50void 60static tl_map_t tl_map;
51init_archetype_pointers ()
52{
53 int prev_warn = warn_archetypes;
54 61
55 warn_archetypes = 1; 62//TODO: class method
56 if (ring_arch == NULL) 63static void free_treasurestruct (treasure *t); // bleh desu
57 ring_arch = archetype::find ("ring"); 64static void
58 if (amulet_arch == NULL) 65clear (treasurelist *tl)
59 amulet_arch = archetype::find ("amulet"); 66{
60 if (staff_arch == NULL) 67 if (tl->items)
61 staff_arch = archetype::find ("staff"); 68 {
62 if (crown_arch == NULL) 69 free_treasurestruct (tl->items);
63 crown_arch = archetype::find ("crown"); 70 tl->items = 0;
64 warn_archetypes = prev_warn; 71 }
65}
66 72
67/* 73 tl->total_chance = 0;
68 * Allocate and return the pointer to an empty treasurelist structure. 74}
69 */
70 75
76/*
77 * Searches for the given treasurelist
78 */
71static treasurelist * 79treasurelist *
72get_empty_treasurelist (void) 80treasurelist::find (const char *name)
73{ 81{
82 if (!name)
83 return 0;
84
85 auto i = tl_map.find (name);
86
87 if (i == tl_map.end ())
88 return 0;
89
90 return i->second;
91}
92
93/*
94 * Searches for the given treasurelist in the globally linked list
95 * of treasurelists which has been built by load_treasures().
96 */
97treasurelist *
98treasurelist::get (const char *name)
99{
100 treasurelist *tl = find (name);
101
102 if (!tl)
103 {
74 return new treasurelist; 104 tl = new treasurelist;
75}
76 105
77/* 106 tl->name = name;
78 * Allocate and return the pointer to an empty treasure structure. 107 tl->next = first_treasurelist;
79 */ 108 first_treasurelist = tl;
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85 109
86 t->chance = 100; 110 tl_map.insert (std::make_pair (tl->name, tl));
111 }
87 112
88 return t; 113 return tl;
89} 114}
115
116#ifdef TREASURE_DEBUG
117/* recursived checks the linked list. Treasurelist is passed only
118 * so that the treasure name can be printed out
119 */
120static void
121check_treasurelist (const treasure *t, const treasurelist * tl)
122{
123 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
124 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
125
126 if (t->next)
127 check_treasurelist (t->next, tl);
128
129 if (t->next_yes)
130 check_treasurelist (t->next_yes, tl);
131
132 if (t->next_no)
133 check_treasurelist (t->next_no, tl);
134}
135#endif
90 136
91/* 137/*
92 * Reads the lib/treasure file from disk, and parses the contents 138 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 139 * into an internal treasure structure (very linked lists)
94 */ 140 */
95
96static treasure * 141static treasure *
97load_treasure (FILE * fp, int *line) 142read_treasure (object_thawer &f)
98{ 143{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 144 treasure *t = new treasure;
101 int value;
102 145
103 nroftreasures++; 146 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 147
108 if (*buf == '#') 148 for (;;)
109 continue; 149 {
110 if ((cp = strchr (buf, '\n')) != NULL) 150 coroapi::cede_to_tick ();
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 151
116 if (sscanf (cp, "arch %s", variable)) 152 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 153 {
121 else if (sscanf (cp, "list %s", variable)) 154 case KW_arch:
122 t->name = variable; 155 t->item = archetype::find (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 156
124 t->change_arch.name = variable; 157 if (!t->item)
125 else if (sscanf (cp, "change_title %s", variable))
126 t->change_arch.title = variable;
127 else if (sscanf (cp, "change_slaying %s", variable))
128 t->change_arch.slaying = variable;
129 else if (sscanf (cp, "chance %d", &value))
130 t->chance = (uint8) value;
131 else if (sscanf (cp, "nrof %d", &value))
132 t->nrof = (uint16) value;
133 else if (sscanf (cp, "magic %d", &value))
134 t->magic = (uint8) value;
135 else if (!strcmp (cp, "yes"))
136 t->next_yes = load_treasure (fp, line);
137 else if (!strcmp (cp, "no"))
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 { 158 {
143 t->next = load_treasure (fp, line); 159 f.parse_warn ("treasure references unknown archetype");
160 t->item = archetype::empty;
161 }
162
163 break;
164
165 case KW_list: f.get (t->name); break;
166 case KW_change_name: f.get (t->change_arch.name); break;
167 case KW_change_title: f.get (t->change_arch.title); break;
168 case KW_change_slaying: f.get (t->change_arch.slaying); break;
169 case KW_chance: f.get (t->chance); break;
170 case KW_nrof: f.get (t->nrof); break;
171 case KW_magic: f.get (t->magic); break;
172
173 case KW_yes: t->next_yes = read_treasure (f); continue;
174 case KW_no: t->next_no = read_treasure (f); continue;
175
176 case KW_end:
177 f.next ();
144 return t; 178 return t;
179
180 case KW_more:
181 t->next = read_treasure (f);
182 return t;
183
184 default:
185 if (!f.parse_error ("treasurelist", t->name))
186 goto error;
187
188 return t;
145 } 189 }
146 else 190
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 191 f.next ();
148 } 192 }
149 LOG (llevError, "treasure lacks 'end'.\n"); 193
194 // not reached
195
196error:
197 delete t;
150 return t; 198 return 0;
151} 199}
152 200
153#ifdef TREASURE_DEBUG
154
155/* recursived checks the linked list. Treasurelist is passed only
156 * so that the treasure name can be printed out
157 */
158static void
159check_treasurelist (const treasure *t, const treasurelist * tl)
160{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name)
167 (void) find_treasurelist (t->name);
168 if (t->next)
169 check_treasurelist (t->next, tl);
170 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl);
172 if (t->next_no)
173 check_treasurelist (t->next_no, tl);
174}
175#endif
176
177/* 201/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 202 * Each treasure is parsed with the help of load_treasure().
180 */ 203 */
181 204treasurelist *
182void 205treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 206{
185 FILE *fp; 207 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
186 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187 treasurelist *previous = NULL;
188 treasure *t;
189 int comp, line = 0;
190 208
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 209 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 210 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 211 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 212 tl->items = read_treasure (f);
213 if (!tl->items)
195 return; 214 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 215
203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 {
205 treasurelist *tl = get_empty_treasurelist ();
206
207 tl->name = name;
208 if (previous == NULL)
209 first_treasurelist = tl;
210 else
211 previous->next = tl;
212 previous = tl;
213 tl->items = load_treasure (fp, &line);
214
215 /* This is a one of the many items on the list should be generated. 216 /* This is a one of the many items on the list should be generated.
216 * Add up the chance total, and check to make sure the yes & no 217 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 218 * fields of the treasures are not being used.
218 */ 219 */
219 if (!strncmp (buf, "treasureone", 11)) 220 if (one)
221 {
222 for (treasure *t = tl->items; t; t = t->next)
223 {
224 if (t->next_yes || t->next_no)
220 { 225 {
221 for (t = tl->items; t != NULL; t = t->next) 226 LOG (llevError, "Treasure %s is one item, but on treasure %s%s\n",
222 {
223#ifdef TREASURE_DEBUG
224 if (t->next_yes || t->next_no)
225 { 227 &tl->name,
226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 228 t->item ? "item " : "",
229 t->item ? &t->item->archname : &t->name);
227 LOG (llevError, " the next_yes or next_no field is set\n"); 230 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 231 }
233 }
234 else
235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
236 }
237 close_and_delete (fp, comp);
238 232
239#ifdef TREASURE_DEBUG 233 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 234 }
241 * verify that list transitions work (ie, the list that it is supposed 235 }
242 * to transition to exists). Also, verify that at least the name
243 * or archetype is set for each treasure element.
244 */
245 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
246 check_treasurelist (previous->items, previous);
247#endif
248}
249 236
250/*
251 * Searches for the given treasurelist in the globally linked list
252 * of treasurelists which has been built by load_treasures().
253 */
254
255treasurelist *
256find_treasurelist (const char *name)
257{
258 shstr_cmp name_ (name);
259
260 if (!name_)
261 return 0;
262
263 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name)
265 return tl;
266
267 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
270 return 0; 237 return tl;
271} 238}
272
273 239
274/* 240/*
275 * Generates the objects specified by the given treasure. 241 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 242 * It goes recursively through the rest of the linked list.
277 * If there is a certain percental chance for a treasure to be generated, 243 * If there is a certain percental chance for a treasure to be generated,
283 * start with equipment, but only their abilities). 249 * start with equipment, but only their abilities).
284 */ 250 */
285static void 251static void
286put_treasure (object *op, object *creator, int flags) 252put_treasure (object *op, object *creator, int flags)
287{ 253{
288 object *tmp; 254 if (flags & GT_ENVIRONMENT)
289 255 {
290 /* Bit of a hack - spells should never be put onto the map. The entire 256 /* Bit of a hack - spells should never be put onto the map. The entire
291 * treasure stuff is a problem - there is no clear idea of knowing 257 * treasure stuff is a problem - there is no clear idea of knowing
292 * this is the original object, or if this is an object that should be created 258 * this is the original object, or if this is an object that should be created
293 * by another object. 259 * by another object.
294 */ 260 */
295 if (flags & GT_ENVIRONMENT && op->type != SPELL) 261 //TODO: flag such as objects... as such (no drop, anybody?)
296 { 262 if (op->type == SPELL)
297 op->x = creator->x; 263 {
298 op->y = creator->y; 264 op->destroy ();
299 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 return;
266 }
267
268 op->expand_tail ();
269
270 if (!creator->is_on_map ()
271 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
272 op->destroy ();
273 else
274 {
275 op->flag [FLAG_OBJ_ORIGINAL] = true;
300 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 276 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
277 }
301 } 278 }
302 else 279 else
303 { 280 {
304 op = insert_ob_in_ob (op, creator); 281 op = creator->insert (op);
305 282
306 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 283 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
307 monster_check_apply (creator, op); 284 monster_check_apply (creator, op);
308
309 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
310 esrv_send_item (tmp, op);
311 } 285 }
312} 286}
313 287
314/* if there are change_xxx commands in the treasure, we include the changes 288/* if there are change_xxx commands in the treasure, we include the changes
315 * in the generated object 289 * in the generated object
329 303
330 if (t->change_arch.slaying) 304 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 305 op->slaying = t->change_arch.slaying;
332} 306}
333 307
334void 308static void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 309create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 310{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 311 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 312 {
341 if (t->name) 313 if (t->name)
342 { 314 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 315 if (difficulty >= t->magic)
316 if (treasurelist *tl = treasurelist::find (t->name))
317 create_treasure (tl, op, flag, difficulty, tries);
318 else
319 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
320 }
321 else
322 {
323 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
344 { 324 {
345 treasurelist *tl = find_treasurelist (t->name); 325 object *tmp = t->item->instance ();
346 if (tl) 326
347 create_treasure (tl, op, flag, difficulty, tries);
348 }
349 }
350 else
351 {
352 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
353 {
354 tmp = arch_to_object (t->item);
355 if (t->nrof && tmp->nrof <= 1) 327 if (t->nrof && tmp->nrof <= 1)
356 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 328 tmp->nrof = rndm (t->nrof) + 1;
329
357 fix_generated_item (tmp, op, difficulty, t->magic, flag); 330 fix_generated_item (tmp, op, difficulty, t->magic, flag);
358 change_treasure (t, tmp); 331 change_treasure (t, tmp);
359 put_treasure (tmp, op, flag); 332 put_treasure (tmp, op, flag);
360 } 333 }
361 } 334 }
362 335
363 if (t->next_yes != NULL) 336 if (t->next_yes)
364 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 337 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
365 } 338 }
366 else if (t->next_no != NULL) 339 else if (t->next_no)
367 create_all_treasures (t->next_no, op, flag, difficulty, tries); 340 create_all_treasures (t->next_no, op, flag, difficulty, tries);
368 341
369 if (t->next != NULL) 342 if (t->next)
370 create_all_treasures (t->next, op, flag, difficulty, tries); 343 create_all_treasures (t->next, op, flag, difficulty, tries);
371} 344}
372 345
373void 346static void
374create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 347create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
375{ 348{
376 int value = RANDOM () % tl->total_chance; 349 int value = rndm (tl->total_chance);
377 treasure *t; 350 treasure *t;
378 351
379 if (tries++ > 100) 352 if (tries++ > 100)
380 { 353 {
381 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 354 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
382 return; 355 return;
383 } 356 }
384 357
385 for (t = tl->items; t != NULL; t = t->next) 358 for (t = tl->items; t; t = t->next)
386 { 359 {
387 value -= t->chance; 360 value -= t->chance;
388 361
389 if (value < 0) 362 if (value < 0)
390 break; 363 break;
391 } 364 }
392 365
393 if (!t || value >= 0) 366 if (!t || value >= 0)
394 {
395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 367 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
396 abort ();
397 return;
398 }
399 368
400 if (t->name) 369 if (t->name)
401 { 370 {
402 if (!strcmp (t->name, "NONE"))
403 return;
404
405 if (difficulty >= t->magic) 371 if (difficulty >= t->magic)
406 { 372 {
407 treasurelist *tl = find_treasurelist (t->name); 373 treasurelist *tl = treasurelist::find (t->name);
408 if (tl) 374 if (tl)
409 create_treasure (tl, op, flag, difficulty, tries); 375 create_treasure (tl, op, flag, difficulty, tries);
410 } 376 }
411 else if (t->nrof) 377 else if (t->nrof)
412 create_one_treasure (tl, op, flag, difficulty, tries); 378 create_one_treasure (tl, op, flag, difficulty, tries);
413
414 return;
415 } 379 }
416
417 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 380 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
418 { 381 {
419 object *tmp = arch_to_object (t->item); 382 if (object *tmp = t->item->instance ())
420 383 {
421 if (!tmp)
422 return;
423
424 if (t->nrof && tmp->nrof <= 1) 384 if (t->nrof && tmp->nrof <= 1)
425 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 385 tmp->nrof = rndm (t->nrof) + 1;
426 386
427 fix_generated_item (tmp, op, difficulty, t->magic, flag); 387 fix_generated_item (tmp, op, difficulty, t->magic, flag);
428 change_treasure (t, tmp); 388 change_treasure (t, tmp);
429 put_treasure (tmp, op, flag); 389 put_treasure (tmp, op, flag);
390 }
430 } 391 }
392}
393
394void
395object::create_treasure (treasurelist *tl, int flags)
396{
397 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
431} 398}
432 399
433/* This calls the appropriate treasure creation function. tries is passed 400/* This calls the appropriate treasure creation function. tries is passed
434 * to determine how many list transitions or attempts to create treasure 401 * to determine how many list transitions or attempts to create treasure
435 * have been made. It is really in place to prevent infinite loops with 402 * have been made. It is really in place to prevent infinite loops with
436 * list transitions, or so that excessively good treasure will not be 403 * list transitions, or so that excessively good treasure will not be
437 * created on weak maps, because it will exceed the number of allowed tries 404 * created on weak maps, because it will exceed the number of allowed tries
438 * to do that. 405 * to do that.
439 */ 406 */
440void 407void
441create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 408create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
442{ 409{
410 // empty treasurelists are legal
411 if (!tl->items)
412 return;
443 413
444 if (tries++ > 100) 414 if (tries++ > 100)
445 { 415 {
446 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 416 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
447 return; 417 return;
448 } 418 }
419
420 if (op->flag [FLAG_TREASURE_ENV])
421 {
422 // do not generate items when there already is something above the object
423 if (op->flag [FLAG_IS_FLOOR] && op->above)
424 return;
425
426 flag |= GT_ENVIRONMENT;
427 }
428
449 if (t->total_chance) 429 if (tl->total_chance)
450 create_one_treasure (t, op, flag, difficulty, tries); 430 create_one_treasure (tl, op, flag, difficulty, tries);
451 else 431 else
452 create_all_treasures (t->items, op, flag, difficulty, tries); 432 create_all_treasures (tl->items, op, flag, difficulty, tries);
453} 433}
454 434
455/* This is similar to the old generate treasure function. However, 435/* This is similar to the old generate treasure function. However,
456 * it instead takes a treasurelist. It is really just a wrapper around 436 * it instead takes a treasurelist. It is really just a wrapper around
457 * create_treasure. We create a dummy object that the treasure gets 437 * create_treasure. We create a dummy object that the treasure gets
458 * inserted into, and then return that treausre 438 * inserted into, and then return that treausre
459 */ 439 */
460object * 440object *
461generate_treasure (treasurelist *t, int difficulty) 441generate_treasure (treasurelist *tl, int difficulty)
462{ 442{
463 difficulty = clamp (difficulty, 1, settings.max_level); 443 difficulty = clamp (difficulty, 1, settings.max_level);
464 444
465 object *ob = object::create (), *tmp; 445 object *ob = object::create ();
466 446
467 create_treasure (t, ob, 0, difficulty, 0); 447 create_treasure (tl, ob, 0, difficulty, 0);
468 448
469 /* Don't want to free the object we are about to return */ 449 /* Don't want to free the object we are about to return */
470 tmp = ob->inv; 450 object *tmp = ob->inv;
471 if (tmp != NULL) 451 if (tmp)
472 tmp->remove (); 452 tmp->remove ();
473 453
474 if (ob->inv) 454 if (ob->inv)
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 455 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 456
477 ob->destroy (); 457 ob->destroy ();
458
478 return tmp; 459 return tmp;
479} 460}
480 461
481/* 462/*
482 * This is a new way of calculating the chance for an item to have 463 * This is a new way of calculating the chance for an item to have
484 * The array has two arguments, the difficulty of the level, and the 465 * The array has two arguments, the difficulty of the level, and the
485 * magical bonus "wanted". 466 * magical bonus "wanted".
486 */ 467 */
487 468
488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 469static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490/*chance of magic difficulty*/ 470// chance of magic difficulty
491
492/* +0 +1 +2 +3 +4 */ 471// +0 +1 +2 +3 +4
493 {95, 2, 2, 1, 0}, /*1 */ 472 {95, 2, 2, 1, 0}, // 1
494 {92, 5, 2, 1, 0}, /*2 */ 473 {92, 5, 2, 1, 0}, // 2
495 {85, 10, 4, 1, 0}, /*3 */ 474 {85, 10, 4, 1, 0}, // 3
496 {80, 14, 4, 2, 0}, /*4 */ 475 {80, 14, 4, 2, 0}, // 4
497 {75, 17, 5, 2, 1}, /*5 */ 476 {75, 17, 5, 2, 1}, // 5
498 {70, 18, 8, 3, 1}, /*6 */ 477 {70, 18, 8, 3, 1}, // 6
499 {65, 21, 10, 3, 1}, /*7 */ 478 {65, 21, 10, 3, 1}, // 7
500 {60, 22, 12, 4, 2}, /*8 */ 479 {60, 22, 12, 4, 2}, // 8
501 {55, 25, 14, 4, 2}, /*9 */ 480 {55, 25, 14, 4, 2}, // 9
502 {50, 27, 16, 5, 2}, /*10 */ 481 {50, 27, 16, 5, 2}, // 10
503 {45, 28, 18, 6, 3}, /*11 */ 482 {45, 28, 18, 6, 3}, // 11
504 {42, 28, 20, 7, 3}, /*12 */ 483 {42, 28, 20, 7, 3}, // 12
505 {40, 27, 21, 8, 4}, /*13 */ 484 {40, 27, 21, 8, 4}, // 13
506 {38, 25, 22, 10, 5}, /*14 */ 485 {38, 25, 22, 10, 5}, // 14
507 {36, 23, 23, 12, 6}, /*15 */ 486 {36, 23, 23, 12, 6}, // 15
508 {33, 21, 24, 14, 8}, /*16 */ 487 {33, 21, 24, 14, 8}, // 16
509 {31, 19, 25, 16, 9}, /*17 */ 488 {31, 19, 25, 16, 9}, // 17
510 {27, 15, 30, 18, 10}, /*18 */ 489 {27, 15, 30, 18, 10}, // 18
511 {20, 12, 30, 25, 13}, /*19 */ 490 {20, 12, 30, 25, 13}, // 19
512 {15, 10, 28, 30, 17}, /*20 */ 491 {15, 10, 28, 30, 17}, // 20
513 {13, 9, 27, 28, 23}, /*21 */ 492 {13, 9, 27, 28, 23}, // 21
514 {10, 8, 25, 28, 29}, /*22 */ 493 {10, 8, 25, 28, 29}, // 22
515 {8, 7, 23, 26, 36}, /*23 */ 494 { 8, 7, 23, 26, 36}, // 23
516 {6, 6, 20, 22, 46}, /*24 */ 495 { 6, 6, 20, 22, 46}, // 24
517 {4, 5, 17, 18, 56}, /*25 */ 496 { 4, 5, 17, 18, 56}, // 25
518 {2, 4, 12, 14, 68}, /*26 */ 497 { 2, 4, 12, 14, 68}, // 26
519 {0, 3, 7, 10, 80}, /*27 */ 498 { 0, 3, 7, 10, 80}, // 27
520 {0, 0, 3, 7, 90}, /*28 */ 499 { 0, 0, 3, 7, 90}, // 28
521 {0, 0, 0, 3, 97}, /*29 */ 500 { 0, 0, 0, 3, 97}, // 29
522 {0, 0, 0, 0, 100}, /*30 */ 501 { 0, 0, 0, 0, 100}, // 30
523 {0, 0, 0, 0, 100}, /*31 */ 502 { 0, 0, 0, 0, 100}, // 31
524}; 503};
525 504
526
527/* calculate the appropriate level for wands staves and scrolls. 505/* calculate the appropriate level for wands staves and scrolls.
528 * This code presumes that op has had its spell object created (in op->inv) 506 * This code presumes that op has had its spell object created (in op->inv)
529 * 507 *
530 * elmex Wed Aug 9 17:44:59 CEST 2006: 508 * elmex Wed Aug 9 17:44:59 CEST 2006:
531 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 509 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
532 */ 510 */
533 511static int
534int
535level_for_item (const object *op, int difficulty) 512level_for_item (const object *op, int difficulty)
536{ 513{
537 int olevel = 0;
538
539 if (!op->inv) 514 if (!op->inv)
540 { 515 {
541 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 516 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
542 return 0; 517 return 0;
543 } 518 }
544 519
545 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 520 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
546 521
547 if (olevel <= 0) 522 if (olevel <= 0)
548 olevel = rndm (1, MIN (op->inv->level, 1)); 523 olevel = rndm (1, op->inv->level);
549 524
550 if (olevel > MAXLEVEL) 525 return min (olevel, MAXLEVEL_TREASURE);
551 olevel = MAXLEVEL;
552
553 return olevel;
554} 526}
555 527
556/* 528/*
557 * Based upon the specified difficulty and upon the difftomagic_list array, 529 * Based upon the specified difficulty and upon the difftomagic_list array,
558 * a random magical bonus is returned. This is used when determine 530 * a random magical bonus is returned. This is used when determine
561 * elmex Thu Aug 10 18:45:44 CEST 2006: 533 * elmex Thu Aug 10 18:45:44 CEST 2006:
562 * Scaling difficulty by max_level, as difficulty is a level and not some 534 * Scaling difficulty by max_level, as difficulty is a level and not some
563 * weird integer between 1-31. 535 * weird integer between 1-31.
564 * 536 *
565 */ 537 */
566 538static int
567int
568magic_from_difficulty (int difficulty) 539magic_from_difficulty (int difficulty)
569{ 540{
570 int percent = 0, magic = 0;
571 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 541 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
542 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
572 543
573 scaled_diff--; 544 int percent = rndm (100);
545 int magic;
574 546
575 if (scaled_diff < 0)
576 scaled_diff = 0;
577
578 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1;
580
581 percent = RANDOM () % 100;
582
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 547 for (magic = 0; magic <= MAXMAGIC; magic++)
584 { 548 {
585 percent -= difftomagic_list[scaled_diff][magic]; 549 percent -= difftomagic_list[scaled_diff][magic];
586 550
587 if (percent < 0) 551 if (percent < 0)
588 break; 552 break;
589 } 553 }
590 554
591 if (magic == (MAXMAGIC + 1)) 555 if (magic > MAXMAGIC)
592 { 556 {
593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 557 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
594 magic = 0; 558 magic = 0;
595 } 559 }
596 560
597 magic = (RANDOM () % 3) ? magic : -magic; 561 magic = (rndm (3)) ? magic : -magic;
598 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 562 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599 563
600 return magic; 564 return magic;
601} 565}
602 566
604 * Sets magical bonus in an object, and recalculates the effect on 568 * Sets magical bonus in an object, and recalculates the effect on
605 * the armour variable, and the effect on speed of armour. 569 * the armour variable, and the effect on speed of armour.
606 * This function doesn't work properly, should add use of archetypes 570 * This function doesn't work properly, should add use of archetypes
607 * to make it truly absolute. 571 * to make it truly absolute.
608 */ 572 */
609
610void 573void
611set_abs_magic (object *op, int magic) 574set_abs_magic (object *op, int magic)
612{ 575{
613 if (!magic) 576 if (!magic)
614 return; 577 return;
615 578
616 op->magic = magic; 579 op->magic = magic;
617 if (op->arch) 580 if (op->arch)
618 { 581 {
619 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
621 584
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 586 magic = (-magic);
587
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 588 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
625 } 589 }
626 else 590 else
627 { 591 {
628 if (op->type == ARMOUR) 592 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 593 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
594
630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 595 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
631 magic = (-magic); 596 magic = (-magic);
597
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 598 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 599 }
634} 600}
635 601
636/* 602/*
639 */ 605 */
640 606
641static void 607static void
642set_magic (int difficulty, object *op, int max_magic, int flags) 608set_magic (int difficulty, object *op, int max_magic, int flags)
643{ 609{
644 int i;
645
646 i = magic_from_difficulty (difficulty); 610 int i = magic_from_difficulty (difficulty);
611
647 if ((flags & GT_ONLY_GOOD) && i < 0) 612 if ((flags & GT_ONLY_GOOD) && i < 0)
648 i = -i; 613 i = -i;
614
649 if (i > max_magic) 615 i = min (i, max_magic);
650 i = max_magic; 616
651 set_abs_magic (op, i); 617 set_abs_magic (op, i);
652 if (i < 0) 618 if (i < 0)
653 SET_FLAG (op, FLAG_CURSED); 619 op->set_flag (FLAG_CURSED);
654} 620}
655 621
656/* 622/*
657 * Randomly adds one magical ability to the given object. 623 * Randomly adds one magical ability to the given object.
658 * Modified for Partial Resistance in many ways: 624 * Modified for Partial Resistance in many ways:
659 * 1) Since rings can have multiple bonuses, if the same bonus 625 * 1) Since rings can have multiple bonuses, if the same bonus
660 * is rolled again, increase it - the bonuses now stack with 626 * is rolled again, increase it - the bonuses now stack with
661 * other bonuses previously rolled and ones the item might natively have. 627 * other bonuses previously rolled and ones the item might natively have.
662 * 2) Add code to deal with new PR method. 628 * 2) Add code to deal with new PR method.
663 */ 629 */
664 630static void
665void
666set_ring_bonus (object *op, int bonus) 631set_ring_bonus (object *op, int bonus)
667{ 632{
668
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 633 int r = rndm (bonus > 0 ? 25 : 11);
670 634
671 if (op->type == AMULET) 635 if (op->type == AMULET)
672 { 636 if (!rndm (21))
673 if (!(RANDOM () % 21)) 637 r = 20 + rndm (2);
674 r = 20 + RANDOM () % 2; 638 else if (rndm (2))
639 r = 10;
675 else 640 else
676 { 641 r = 11 + rndm (9);
677 if (RANDOM () & 2)
678 r = 10;
679 else
680 r = 11 + RANDOM () % 9;
681 }
682 }
683 642
684 switch (r) 643 switch (r)
685 { 644 {
686 /* Redone by MSW 2000-11-26 to have much less code. Also, 645 /* Redone by MSW 2000-11-26 to have much less code. Also,
687 * bonuses and penalties will stack and add to existing values. 646 * bonuses and penalties will stack and add to existing values.
688 * of the item. 647 * of the item.
689 */ 648 */
690 case 0: 649 case 0:
691 case 1: 650 case 1:
692 case 2: 651 case 2:
693 case 3: 652 case 3:
694 case 4: 653 case 4:
695 case 5: 654 case 5:
696 case 6: 655 case 6:
697 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 656 op->stats.stat (r) += bonus;
698 break; 657 break;
699 658
700 case 7: 659 case 7:
701 op->stats.dam += bonus; 660 op->stats.dam += bonus;
702 break; 661 break;
722 case 16: 681 case 16:
723 case 17: 682 case 17:
724 case 18: 683 case 18:
725 case 19: 684 case 19:
726 { 685 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 686 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
728 687
729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 688 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 689 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
731 690
732 /* Cursed items need to have higher negative values to equal out with 691 /* Cursed items need to have higher negative values to equal out with
733 * positive values for how protections work out. Put another 692 * positive values for how protections work out. Put another
734 * little random element in since that they don't always end up with 693 * little random element in since that they don't always end up with
735 * even values. 694 * even values.
736 */ 695 */
737 if (bonus < 0) 696 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b; 697 val = 2 * -val - rndm (b);
739 if (val > 35) 698
740 val = 35; /* Upper limit */ 699 val = min (35, val); /* Upper limit */
700
741 b = 0; 701 b = 0;
702
742 while (op->resist[resist_table[resist]] != 0 && b < 4) 703 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table; 704 resist = rndm (num_resist_table);
745 } 705
746 if (b == 4) 706 if (b == 4)
747 return; /* Not able to find a free resistance */ 707 return; /* Not able to find a free resistance */
708
748 op->resist[resist_table[resist]] = val; 709 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value 710 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave. 711 * based on how good a resistance we gave.
751 */ 712 */
752 break; 713 break;
753 } 714 }
754 case 20: 715 case 20:
755 if (op->type == AMULET) 716 if (op->type == AMULET)
756 { 717 {
757 SET_FLAG (op, FLAG_REFL_SPELL); 718 op->set_flag (FLAG_REFL_SPELL);
758 op->value *= 11; 719 op->value *= 11;
759 } 720 }
760 else 721 else
761 { 722 {
762 op->stats.hp = 1; /* regenerate hit points */ 723 op->stats.hp = 1; /* regenerate hit points */
765 break; 726 break;
766 727
767 case 21: 728 case 21:
768 if (op->type == AMULET) 729 if (op->type == AMULET)
769 { 730 {
770 SET_FLAG (op, FLAG_REFL_MISSILE); 731 op->set_flag (FLAG_REFL_MISSILE);
771 op->value *= 9; 732 op->value *= 9;
772 } 733 }
773 else 734 else
774 { 735 {
775 op->stats.sp = 1; /* regenerate spell points */ 736 op->stats.sp = 1; /* regenerate spell points */
777 } 738 }
778 break; 739 break;
779 740
780 case 22: 741 case 22:
781 op->stats.exp += bonus; /* Speed! */ 742 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3; 743 op->value = op->value * 2 / 3;
783 break; 744 break;
784 } 745 }
746
785 if (bonus > 0) 747 if (bonus > 0)
786 op->value *= 2 * bonus; 748 op->value = 2 * op->value * bonus;
787 else 749 else
788 op->value = -(op->value * 2 * bonus) / 3; 750 op->value = -2 * op->value * bonus / 3;
789} 751}
790 752
791/* 753/*
792 * get_magic(diff) will return a random number between 0 and 4. 754 * get_magic(diff) will return a random number between 0 and 4.
793 * diff can be any value above 2. The higher the diff-variable, the 755 * diff can be any value above 2. The higher the diff-variable, the
794 * higher is the chance of returning a low number. 756 * higher is the chance of returning a low number.
795 * It is only used in fix_generated_treasure() to set bonuses on 757 * It is only used in fix_generated_treasure() to set bonuses on
796 * rings and amulets. 758 * rings and amulets.
797 * Another scheme is used to calculate the magic of weapons and armours. 759 * Another scheme is used to calculate the magic of weapons and armours.
798 */ 760 */
799 761static int
800int
801get_magic (int diff) 762get_magic (int diff)
802{ 763{
803 int i; 764 diff = min (3, diff);
804 765
805 if (diff < 3)
806 diff = 3;
807 for (i = 0; i < 4; i++) 766 for (int i = 0; i < 4; i++)
808 if (RANDOM () % diff) 767 if (rndm (diff))
809 return i; 768 return i;
769
810 return 4; 770 return 4;
811} 771}
812 772
773/* special_potion() - so that old potion code is still done right. */
774static int
775special_potion (object *op)
776{
777 if (op->attacktype)
778 return 1;
779
780 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
781 return 1;
782
783 for (int i = 0; i < NROFATTACKS; i++)
784 if (op->resist[i])
785 return 1;
786
787 return 0;
788}
789
790static double
791value_factor_from_spell_item (object *spell, object *item)
792{
793 double factor =
794 pow ((spell->value > 0 ? spell->value : 1)
795 * spell->level, 1.5);
796
797 if (item) // this if for: wands/staffs/rods:
798 {
799 /* Old crossfire comment ahead:
800 * Add 50 to both level an divisor to keep prices a little more
801 * reasonable. Otherwise, a high level version of a low level
802 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
803 * 10 time multiplier). This way, the value are a bit more reasonable.
804 */
805
806 factor *= item->level + 50;
807 factor /= item->inv->level + 50;
808 }
809
810 return factor;
811}
812
813#define DICE2 (get_magic(2)==2?2:1) 813#define DICE2 (get_magic(2) == 2 ? 2 : 1)
814#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 814#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
815 815
816/* 816/*
817 * fix_generated_item(): This is called after an item is generated, in 817 * fix_generated_item(): This is called after an item is generated, in
818 * order to set it up right. This produced magical bonuses, puts spells 818 * order to set it up right. This produced magical bonuses, puts spells
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 819 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
820 */ 820 */
821 821
822/* 4/28/96 added creator object from which op may now inherit properties based on 822/* 4/28/96 added creator object from which op may now inherit properties based on
823 * op->type. Right now, which stuff the creator passes on is object type 823 * op->type. Right now, which stuff the creator passes on is object type
824 * dependant. I know this is a spagetti manuever, but is there a cleaner 824 * dependant. I know this is a spagetti manuever, but is there a cleaner
825 * way to do this? b.t. */ 825 * way to do this? b.t. */
826 826
827/* 827/*
828 * ! (flags & GT_ENVIRONMENT): 828 * ! (flags & GT_ENVIRONMENT):
829 * Automatically calls fix_flesh_item(). 829 * Automatically calls fix_flesh_item().
833 * value. 833 * value.
834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
835 * a working object - don't change magic, value, etc, but set it material 835 * a working object - don't change magic, value, etc, but set it material
836 * type as appropriate, for objects that need spell objects, set those, etc 836 * type as appropriate, for objects that need spell objects, set those, etc
837 */ 837 */
838
839void 838void
840fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 839fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
841{ 840{
842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 841 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
843 842
848 save_item_power = op->item_power; 847 save_item_power = op->item_power;
849 op->item_power = 0; 848 op->item_power = 0;
850 849
851 if (op->randomitems && op->type != SPELL) 850 if (op->randomitems && op->type != SPELL)
852 { 851 {
853 create_treasure (op->randomitems, op, flags, difficulty, 0); 852 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
854 if (!op->inv)
855 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
856
857 /* So the treasure doesn't get created again */ 853 /* So the treasure doesn't get created again */
858 op->randomitems = NULL; 854 op->randomitems = 0;
859 } 855 }
860 856
861 if (difficulty < 1) 857 max_it (difficulty, 1);
862 difficulty = 1;
863 858
864 if (INVOKE_OBJECT (ADD_BONUS, op, 859 if (INVOKE_OBJECT (ADD_BONUS, op,
865 ARG_OBJECT (creator != op ? creator : 0), 860 ARG_OBJECT (creator != op ? creator : 0),
866 ARG_INT (difficulty), ARG_INT (max_magic), 861 ARG_INT (difficulty), ARG_INT (max_magic),
867 ARG_INT (flags))) 862 ARG_INT (flags)))
868 return; 863 return;
869 864
870 if (!(flags & GT_MINIMAL)) 865 if (!(flags & GT_MINIMAL))
871 { 866 {
872 if (op->arch == crown_arch) 867 if (IS_ARCH (op->arch, crown))
873 { 868 {
874 set_magic (difficulty, op, max_magic, flags); 869 set_magic (difficulty, op, max_magic, flags);
875 num_enchantments = calc_item_power (op, 1); 870 num_enchantments = calc_item_power (op, 1);
876 generate_artifact (op, difficulty); 871 generate_artifact (op, difficulty);
877 } 872 }
880 if (!op->magic && max_magic) 875 if (!op->magic && max_magic)
881 set_magic (difficulty, op, max_magic, flags); 876 set_magic (difficulty, op, max_magic, flags);
882 877
883 num_enchantments = calc_item_power (op, 1); 878 num_enchantments = calc_item_power (op, 1);
884 879
885 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 880 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
886 * used for shop_floors or treasures */ 881 || op->type == HORN
882 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
887 generate_artifact (op, difficulty); 883 generate_artifact (op, difficulty);
888 } 884 }
889 885
890 /* Object was made an artifact. Calculate its item_power rating. 886 /* Object was made an artifact. Calculate its item_power rating.
891 * the item_power in the object is what the artfiact adds. 887 * the item_power in the object is what the artfiact adds.
925 * again below */ 921 * again below */
926 } 922 }
927 } 923 }
928 924
929 /* materialtype modifications. Note we allow this on artifacts. */ 925 /* materialtype modifications. Note we allow this on artifacts. */
930 set_materialname (op, difficulty, NULL); 926 select_material (op, difficulty);
931 927
932 if (flags & GT_MINIMAL) 928 if (flags & GT_MINIMAL)
933 { 929 {
934 if (op->type == POTION) 930 if (op->type == POTION)
935 /* Handle healing and magic power potions */ 931 /* Handle healing and magic power potions */
936 if (op->stats.sp && !op->randomitems) 932 if (op->stats.sp && !op->randomitems)
937 { 933 {
938 object *tmp;
939
940 tmp = get_archetype (spell_mapping[op->stats.sp]); 934 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
941 insert_ob_in_ob (tmp, op); 935 insert_ob_in_ob (tmp, op);
942 op->stats.sp = 0; 936 op->stats.sp = 0;
943 } 937 }
944 } 938 }
945 else if (!op->title) /* Only modify object if not special */ 939 else if (!op->title) /* Only modify object if not special */
948 case WEAPON: 942 case WEAPON:
949 case ARMOUR: 943 case ARMOUR:
950 case SHIELD: 944 case SHIELD:
951 case HELMET: 945 case HELMET:
952 case CLOAK: 946 case CLOAK:
953 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 947 if (op->flag [FLAG_CURSED] && !(rndm (4)))
954 set_ring_bonus (op, -DICE2); 948 set_ring_bonus (op, -DICE2);
955 break; 949 break;
956 950
957 case BRACERS: 951 case BRACERS:
958 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 952 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
959 { 953 {
960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 954 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
961 if (!QUERY_FLAG (op, FLAG_CURSED)) 955 if (!op->flag [FLAG_CURSED])
962 op->value *= 3; 956 op->value *= 3;
963 } 957 }
964 break; 958 break;
965 959
966 case POTION: 960 case POTION:
967 { 961 {
968 int too_many_tries = 0, is_special = 0; 962 int too_many_tries = 0;
969 963
970 /* Handle healing and magic power potions */ 964 /* Handle healing and magic power potions */
971 if (op->stats.sp && !op->randomitems) 965 if (op->stats.sp && !op->randomitems)
972 { 966 {
973 object *tmp;
974
975 tmp = get_archetype (spell_mapping[op->stats.sp]); 967 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
976 insert_ob_in_ob (tmp, op); 968 insert_ob_in_ob (tmp, op);
977 op->stats.sp = 0; 969 op->stats.sp = 0;
978 } 970 }
979 971
980 while (!(is_special = special_potion (op)) && !op->inv) 972 while (!special_potion (op) && !op->inv)
981 { 973 {
982 generate_artifact (op, difficulty); 974 generate_artifact (op, difficulty);
983 if (too_many_tries++ > 10) 975 if (too_many_tries++ > 10)
984 break; 976 break;
985 } 977 }
988 * since the value set on those is already correct. 980 * since the value set on those is already correct.
989 */ 981 */
990 if (op->inv && op->randomitems) 982 if (op->inv && op->randomitems)
991 { 983 {
992 /* value multiplier is same as for scrolls */ 984 /* value multiplier is same as for scrolls */
993 op->value = (op->value * op->inv->value); 985 op->value *= op->inv->value;
994 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 986 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
995 } 987 }
996 else 988 else
997 { 989 {
998 op->name = "potion"; 990 op->name = shstr_potion;
999 op->name_pl = "potions"; 991 op->name_pl = shstr_potions;
1000 } 992 }
1001 993
1002 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 994 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1003 SET_FLAG (op, FLAG_CURSED); 995 op->set_flag (FLAG_CURSED);
996
1004 break; 997 break;
1005 } 998 }
1006 999
1007 case AMULET: 1000 case AMULET:
1008 if (op->arch == amulet_arch) 1001 if (IS_ARCH (op->arch, amulet))
1009 op->value *= 5; /* Since it's not just decoration */ 1002 op->value *= 5; /* Since it's not just decoration */
1010 1003
1011 case RING: 1004 case RING:
1012 if (op->arch == NULL)
1013 {
1014 op->destroy ();
1015 op = 0;
1016 break;
1017 }
1018
1019 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1005 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1020 break; 1006 break;
1021 1007
1022 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1008 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1023 SET_FLAG (op, FLAG_CURSED); 1009 op->set_flag (FLAG_CURSED);
1024 1010
1025 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1011 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1026 1012
1027 if (op->type != RING) /* Amulets have only one ability */ 1013 if (op->type != RING) /* Amulets have only one ability */
1028 break; 1014 break;
1029 1015
1030 if (!(RANDOM () % 4)) 1016 if (!rndm (4))
1031 { 1017 {
1032 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1018 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1033 1019
1034 if (d > 0) 1020 if (d > 0)
1035 op->value *= 3; 1021 op->value *= 3;
1036 1022
1037 set_ring_bonus (op, d); 1023 set_ring_bonus (op, d);
1038 1024
1039 if (!(RANDOM () % 4)) 1025 if (!rndm (4))
1040 { 1026 {
1041 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1027 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1042 1028
1043 if (d > 0) 1029 if (d > 0)
1044 op->value *= 5; 1030 op->value *= 5;
1031
1045 set_ring_bonus (op, d); 1032 set_ring_bonus (op, d);
1046 } 1033 }
1047 } 1034 }
1048 1035
1049 if (GET_ANIM_ID (op)) 1036 if (op->animation_id)
1050 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1037 op->set_anim_frame (rndm (op->anim_frames ()));
1051 1038
1052 break; 1039 break;
1053 1040
1054 case BOOK: 1041 case BOOK:
1055 /* Is it an empty book?, if yes lets make a special· 1042 /* Is it an empty book?, if yes lets make a special·
1056 * msg for it, and tailor its properties based on the· 1043 * msg for it, and tailor its properties based on the·
1057 * creator and/or map level we found it on. 1044 * creator and/or map level we found it on.
1058 */ 1045 */
1059 if (!op->msg && RANDOM () % 10) 1046 if (!op->msg && rndm (10))
1060 { 1047 {
1061 /* set the book level properly */ 1048 /* set the book level properly */
1062 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1049 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1063 { 1050 {
1064 if (op->map && op->map->difficulty) 1051 if (op->map && op->map->difficulty)
1065 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1052 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1066 else 1053 else
1067 op->level = RANDOM () % 20 + 1; 1054 op->level = rndm (20) + 1;
1068 } 1055 }
1069 else 1056 else
1070 op->level = RANDOM () % creator->level; 1057 op->level = rndm (creator->level);
1071 1058
1072 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1059 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1073 /* books w/ info are worth more! */ 1060 /* books w/ info are worth more! */
1074 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1061 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1075 /* creator related stuff */
1076
1077 /* for library, chained books. Note that some monsters have no_pick
1078 * set - we don't want to set no pick in that case.
1079 */
1080 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1081 SET_FLAG (op, FLAG_NO_PICK);
1082 if (creator->slaying && !op->slaying) /* for check_inv floors */
1083 op->slaying = creator->slaying;
1084 1062
1085 /* add exp so reading it gives xp (once) */ 1063 /* add exp so reading it gives xp (once) */
1086 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1064 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1087 } 1065 }
1066
1067 /* creator related stuff */
1068
1069 /* for library, chained books. Note that some monsters have no_pick
1070 * set - we don't want to set no pick in that case.
1071 */
1072 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1073 op->set_flag (FLAG_NO_PICK);
1074 if (creator->slaying && !op->slaying) /* for check_inv floors */
1075 op->slaying = creator->slaying;
1088 break; 1076 break;
1089 1077
1090 case SPELLBOOK: 1078 case SPELLBOOK:
1091 op->value = op->value * op->inv->value; 1079 op->value *= value_factor_from_spell_item (op->inv, 0);
1080
1092 /* add exp so learning gives xp */ 1081 /* add exp so learning gives xp */
1093 op->level = op->inv->level; 1082 op->level = op->inv->level;
1094 op->stats.exp = op->value; 1083 op->stats.exp = op->value;
1095 break; 1084 break;
1096 1085
1100 * and reset nrof. 1089 * and reset nrof.
1101 */ 1090 */
1102 op->stats.food = op->inv->nrof; 1091 op->stats.food = op->inv->nrof;
1103 op->nrof = 1; 1092 op->nrof = 1;
1104 /* If the spell changes by level, choose a random level 1093 /* If the spell changes by level, choose a random level
1105 * for it, and adjust price. If the spell doesn't 1094 * for it.
1106 * change by level, just set the wand to the level of
1107 * the spell, and value calculation is simpler.
1108 */ 1095 */
1109 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1096 if (op->inv->duration_modifier
1110 { 1097 || op->inv->dam_modifier
1098 || op->inv->range_modifier)
1111 op->level = level_for_item (op, difficulty); 1099 op->level = level_for_item (op, difficulty);
1112 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1113 }
1114 else 1100 else
1115 {
1116 op->level = op->inv->level; 1101 op->level = op->inv->level;
1117 op->value = op->value * op->inv->value; 1102
1118 } 1103 op->value *= value_factor_from_spell_item (op->inv, op);
1119 break; 1104 break;
1120 1105
1121 case ROD: 1106 case ROD:
1122 op->level = level_for_item (op, difficulty); 1107 op->level = level_for_item (op, difficulty);
1123 /* Add 50 to both level an divisor to keep prices a little more 1108 op->value *= value_factor_from_spell_item (op->inv, op);
1124 * reasonable. Otherwise, a high level version of a low level 1109
1125 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1126 * 10 time multiplier). This way, the value are a bit more reasonable.
1127 */
1128 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1129 /* maxhp is used to denote how many 'charges' the rod holds before */ 1110 /* maxhp is used to denote how many 'charges' the rod holds before */
1130 if (op->stats.maxhp) 1111 if (op->stats.maxhp)
1131 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1112 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1132 else 1113 else
1133 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1114 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1134 1115
1135 op->stats.hp = op->stats.maxhp; 1116 op->stats.hp = op->stats.maxhp;
1136 break; 1117 break;
1137 1118
1138 case SCROLL: 1119 case SCROLL:
1139 op->level = level_for_item (op, difficulty); 1120 op->level = level_for_item (op, difficulty);
1140 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1121 op->value *= value_factor_from_spell_item (op->inv, op);
1141 1122
1142 /* add exp so reading them properly gives xp */ 1123 /* add exp so reading them properly gives xp */
1143 op->stats.exp = op->value / 5; 1124 op->stats.exp = op->value / 5;
1144 op->nrof = op->inv->nrof; 1125 op->nrof = op->inv->nrof;
1145 break; 1126 break;
1153 break; 1134 break;
1154 } /* switch type */ 1135 } /* switch type */
1155 1136
1156 if (flags & GT_STARTEQUIP) 1137 if (flags & GT_STARTEQUIP)
1157 { 1138 {
1158 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1139 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1159 SET_FLAG (op, FLAG_STARTEQUIP); 1140 op->set_flag (FLAG_STARTEQUIP);
1160 else if (op->type != MONEY) 1141 else if (op->type != MONEY)
1161 op->value = 0; 1142 op->value = 0;
1162 } 1143 }
1163 1144
1164 if (!(flags & GT_ENVIRONMENT)) 1145 if (!(flags & GT_ENVIRONMENT))
1174 */ 1155 */
1175 1156
1176/* 1157/*
1177 * Allocate and return the pointer to an empty artifactlist structure. 1158 * Allocate and return the pointer to an empty artifactlist structure.
1178 */ 1159 */
1179
1180static artifactlist * 1160static artifactlist *
1181get_empty_artifactlist (void) 1161get_empty_artifactlist ()
1182{ 1162{
1183 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1163 return salloc0<artifactlist> ();
1184
1185 if (tl == NULL)
1186 fatal (OUT_OF_MEMORY);
1187 tl->next = NULL;
1188 tl->items = NULL;
1189 tl->total_chance = 0;
1190 return tl;
1191} 1164}
1192 1165
1193/* 1166/*
1194 * Allocate and return the pointer to an empty artifact structure. 1167 * Allocate and return the pointer to an empty artifact structure.
1195 */ 1168 */
1196
1197static artifact * 1169static artifact *
1198get_empty_artifact (void) 1170get_empty_artifact ()
1199{ 1171{
1200 artifact *t = (artifact *) malloc (sizeof (artifact)); 1172 return salloc0<artifact> ();
1201
1202 if (t == NULL)
1203 fatal (OUT_OF_MEMORY);
1204 t->item = NULL;
1205 t->next = NULL;
1206 t->chance = 0;
1207 t->difficulty = 0;
1208 t->allowed = NULL;
1209 return t;
1210} 1173}
1211 1174
1212/* 1175/*
1213 * Searches the artifact lists and returns one that has the same type 1176 * Searches the artifact lists and returns one that has the same type
1214 * of objects on it. 1177 * of objects on it.
1215 */ 1178 */
1216
1217artifactlist * 1179artifactlist *
1218find_artifactlist (int type) 1180find_artifactlist (int type)
1219{ 1181{
1220 artifactlist *al;
1221
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1182 for (artifactlist *al = first_artifactlist; al; al = al->next)
1223 if (al->type == type) 1183 if (al->type == type)
1224 return al; 1184 return al;
1185
1225 return NULL; 1186 return 0;
1226} 1187}
1227 1188
1228/* 1189/*
1229 * For debugging purposes. Dumps all tables. 1190 * Builds up the lists of artifacts from the file in the libdir.
1230 */ 1191 */
1231
1232void 1192void
1233dump_artifacts (void)
1234{
1235 artifactlist *al;
1236 artifact *art;
1237 linked_char *next;
1238
1239 fprintf (logfile, "\n");
1240 for (al = first_artifactlist; al != NULL; al = al->next)
1241 {
1242 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1243 for (art = al->items; art != NULL; art = art->next)
1244 {
1245 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1246 if (art->allowed != NULL)
1247 {
1248 fprintf (logfile, "\tAllowed combinations:");
1249 for (next = art->allowed; next != NULL; next = next->next)
1250 fprintf (logfile, "%s,", &next->name);
1251 fprintf (logfile, "\n");
1252 }
1253 }
1254 }
1255 fprintf (logfile, "\n");
1256}
1257
1258/*
1259 * For debugging purposes. Dumps all treasures recursively (see below).
1260 */
1261void
1262dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1263{
1264 treasurelist *tl;
1265 int i;
1266
1267 if (depth > 100)
1268 return;
1269 while (t != NULL)
1270 {
1271 if (t->name != NULL)
1272 {
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, "{ (list: %s)\n", &t->name);
1276 tl = find_treasurelist (t->name);
1277 if (tl)
1278 dump_monster_treasure_rec (name, tl->items, depth + 2);
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1282 }
1283 else
1284 {
1285 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " ");
1287 if (t->item->clone.type == FLESH)
1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1289 else
1290 fprintf (logfile, "%s\n", &t->item->clone.name);
1291 }
1292 if (t->next_yes != NULL)
1293 {
1294 for (i = 0; i < depth; i++)
1295 fprintf (logfile, " ");
1296 fprintf (logfile, " (if yes)\n");
1297 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1298 }
1299 if (t->next_no != NULL)
1300 {
1301 for (i = 0; i < depth; i++)
1302 fprintf (logfile, " ");
1303 fprintf (logfile, " (if no)\n");
1304 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1305 }
1306 t = t->next;
1307 }
1308}
1309
1310/*
1311 * For debugging purposes. Dumps all treasures for a given monster.
1312 * Created originally by Raphael Quinet for debugging the alchemy code.
1313 */
1314
1315void
1316dump_monster_treasure (const char *name)
1317{
1318 archetype *at;
1319 int found;
1320
1321 found = 0;
1322 fprintf (logfile, "\n");
1323 for (at = first_archetype; at != NULL; at = at->next)
1324 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1325 {
1326 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1327 if (at->clone.randomitems != NULL)
1328 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1329 else
1330 fprintf (logfile, "(nothing)\n");
1331 fprintf (logfile, "\n");
1332 found++;
1333 }
1334 if (found == 0)
1335 fprintf (logfile, "No objects have the name %s!\n\n", name);
1336}
1337
1338/*
1339 * Builds up the lists of artifacts from the file in the libdir.
1340 */
1341
1342void
1343init_artifacts (void) 1193init_artifacts ()
1344{ 1194{
1345 static int has_been_inited = 0; 1195 static int has_been_inited = 0;
1346 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1347 artifact *art = NULL; 1196 artifact *art = NULL;
1348 linked_char *tmp;
1349 int value;
1350 artifactlist *al; 1197 artifactlist *al;
1351 1198
1352 if (has_been_inited) 1199 if (has_been_inited)
1353 return; 1200 return;
1354 else 1201 else
1355 has_been_inited = 1; 1202 has_been_inited = 1;
1356 1203
1357 sprintf (filename, "%s/artifacts", settings.datadir); 1204 object_thawer f (settings.datadir, "artifacts");
1358 object_thawer thawer (filename);
1359 1205
1360 if (!thawer) 1206 if (!f)
1361 return; 1207 return;
1362 1208
1363 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1209 for (;;)
1364 { 1210 {
1365 if (*buf == '#') 1211 switch (f.kw)
1366 continue;
1367 if ((cp = strchr (buf, '\n')) != NULL)
1368 *cp = '\0';
1369 cp = buf;
1370 while (*cp == ' ') /* Skip blanks */
1371 cp++;
1372 if (*cp == '\0')
1373 continue;
1374
1375 if (!strncmp (cp, "Allowed", 7))
1376 { 1212 {
1213 case KW_allowed:
1377 if (art == NULL) 1214 if (!art)
1215 art = get_empty_artifact ();
1216
1378 { 1217 {
1379 art = get_empty_artifact (); 1218 if (!strcmp (f.get_str (), "all"))
1380 nrofartifacts++; 1219 break;
1220
1221 const char *cp = f.get_str ();
1222 char *next;
1223 do
1224 {
1225 if ((next = (char *)strchr (cp, ',')))
1226 *next++ = '\0';
1227
1228 linked_char *tmp = new linked_char;
1229
1230 tmp->name = cp;
1231 tmp->next = art->allowed;
1232 art->allowed = tmp;
1233 }
1234 while ((cp = next));
1381 } 1235 }
1382 cp = strchr (cp, ' ') + 1; 1236 break;
1383 if (!strcmp (cp, "all")) 1237
1238 case KW_chance:
1239 f.get (art->chance);
1240 break;
1241
1242 case KW_difficulty:
1243 f.get (art->difficulty);
1244 break;
1245
1246 case KW_object:
1247 {
1248 art->item = object::create ();
1249 f.get (art->item->name);
1250 f.next ();
1251
1252 if (!art->item->parse_kv (f))
1253 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1254
1255 al = find_artifactlist (art->item->type);
1256
1257 if (!al)
1258 {
1259 al = get_empty_artifactlist ();
1260 al->type = art->item->type;
1261 al->next = first_artifactlist;
1262 first_artifactlist = al;
1263 }
1264
1265 art->next = al->items;
1266 al->items = art;
1267 art = 0;
1268 }
1384 continue; 1269 continue;
1385 1270
1386 do 1271 case KW_EOF:
1272 goto done;
1273
1274 default:
1275 if (!f.parse_error ("artifacts file"))
1276 cleanup ("artifacts file required");
1387 { 1277 break;
1388 nrofallowedstr++;
1389 if ((next = strchr (cp, ',')) != NULL)
1390 *(next++) = '\0';
1391 tmp = new linked_char;
1392
1393 tmp->name = cp;
1394 tmp->next = art->allowed;
1395 art->allowed = tmp;
1396 }
1397 while ((cp = next) != NULL);
1398 }
1399 else if (sscanf (cp, "chance %d", &value))
1400 art->chance = (uint16) value;
1401 else if (sscanf (cp, "difficulty %d", &value))
1402 art->difficulty = (uint8) value;
1403 else if (!strncmp (cp, "Object", 6))
1404 { 1278 }
1405 art->item = object::create ();
1406 1279
1407 if (!load_object (thawer, art->item, 0)) 1280 f.next ();
1408 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1409
1410 art->item->name = strchr (cp, ' ') + 1;
1411 al = find_artifactlist (art->item->type);
1412 if (al == NULL)
1413 {
1414 al = get_empty_artifactlist ();
1415 al->type = art->item->type;
1416 al->next = first_artifactlist;
1417 first_artifactlist = al;
1418 }
1419 art->next = al->items;
1420 al->items = art;
1421 art = NULL;
1422 }
1423 else
1424 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1425 } 1281 }
1426 1282
1283done:
1427 for (al = first_artifactlist; al != NULL; al = al->next) 1284 for (al = first_artifactlist; al; al = al->next)
1428 { 1285 {
1286 al->total_chance = 0;
1287
1429 for (art = al->items; art != NULL; art = art->next) 1288 for (art = al->items; art; art = art->next)
1430 { 1289 {
1431 if (!art->chance) 1290 if (!art->chance)
1432 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1291 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1433 else 1292 else
1434 al->total_chance += art->chance; 1293 al->total_chance += art->chance;
1435 } 1294 }
1436#if 0 1295#if 0
1437 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1296 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1438#endif 1297#endif
1439 } 1298 }
1440
1441 LOG (llevDebug, "done.\n");
1442} 1299}
1443
1444 1300
1445/* 1301/*
1446 * Used in artifact generation. The bonuses of the first object 1302 * Used in artifact generation. The bonuses of the first object
1447 * is modified by the bonuses of the second object. 1303 * is modified by the bonuses of the second object.
1448 */ 1304 */
1449
1450void 1305void
1451add_abilities (object *op, object *change) 1306add_abilities (object *op, object *change)
1452{ 1307{
1453 int i, tmp;
1454
1455 if (change->face != blank_face) 1308 if (change->face != blank_face)
1456 {
1457#ifdef TREASURE_VERBOSE
1458 LOG (llevDebug, "FACE: %d\n", change->face->number);
1459#endif
1460 op->face = change->face; 1309 op->face = change->face;
1461 }
1462 1310
1463 for (i = 0; i < NUM_STATS; i++) 1311 for (int i = 0; i < NUM_STATS; i++)
1464 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1312 change_attr_value (&(op->stats), i, change->stats.stat (i));
1465 1313
1466 op->attacktype |= change->attacktype; 1314 op->attacktype |= change->attacktype;
1467 op->path_attuned |= change->path_attuned; 1315 op->path_attuned |= change->path_attuned;
1468 op->path_repelled |= change->path_repelled; 1316 op->path_repelled |= change->path_repelled;
1469 op->path_denied |= change->path_denied; 1317 op->path_denied |= change->path_denied;
1470 op->move_type |= change->move_type; 1318 op->move_type |= change->move_type;
1471 op->stats.luck += change->stats.luck; 1319 op->stats.luck += change->stats.luck;
1472 1320
1473 if (QUERY_FLAG (change, FLAG_CURSED)) 1321 static const struct copyflags : object::flags_t
1474 SET_FLAG (op, FLAG_CURSED); 1322 {
1475 if (QUERY_FLAG (change, FLAG_DAMNED)) 1323 copyflags ()
1476 SET_FLAG (op, FLAG_DAMNED); 1324 {
1477 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1325 set (FLAG_CURSED);
1326 set (FLAG_DAMNED);
1327 set (FLAG_LIFESAVE);
1328 set (FLAG_REFL_SPELL);
1329 set (FLAG_STEALTH);
1330 set (FLAG_XRAYS);
1331 set (FLAG_BLIND);
1332 set (FLAG_SEE_IN_DARK);
1333 set (FLAG_REFL_MISSILE);
1334 set (FLAG_MAKE_INVIS);
1335 }
1336 } copyflags;
1337
1338 // we might want to just copy, but or'ing is what the original code did
1339 op->flag |= change->flag & copyflags;
1340
1341 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1478 set_abs_magic (op, -op->magic); 1342 set_abs_magic (op, -op->magic);
1479 1343
1480 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1344 if (change->flag [FLAG_STAND_STILL])
1481 SET_FLAG (op, FLAG_LIFESAVE);
1482 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1483 SET_FLAG (op, FLAG_REFL_SPELL);
1484 if (QUERY_FLAG (change, FLAG_STEALTH))
1485 SET_FLAG (op, FLAG_STEALTH);
1486 if (QUERY_FLAG (change, FLAG_XRAYS))
1487 SET_FLAG (op, FLAG_XRAYS);
1488 if (QUERY_FLAG (change, FLAG_BLIND))
1489 SET_FLAG (op, FLAG_BLIND);
1490 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1491 SET_FLAG (op, FLAG_SEE_IN_DARK);
1492 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1493 SET_FLAG (op, FLAG_REFL_MISSILE);
1494 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1495 SET_FLAG (op, FLAG_MAKE_INVIS);
1496
1497 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1498 { 1345 {
1499 CLEAR_FLAG (op, FLAG_ANIMATE); 1346 op->clr_flag (FLAG_ANIMATE);
1347
1500 /* so artifacts will join */ 1348 /* so artifacts will join */
1501 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1349 if (!op->flag [FLAG_ALIVE])
1502 op->speed = 0.0; 1350 op->speed = 0.;
1503 1351
1504 update_ob_speed (op); 1352 op->set_speed (op->speed);
1505 } 1353 }
1506 1354
1507 if (change->nrof) 1355 if (change->nrof)
1508 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1356 op->nrof = rndm (change->nrof) + 1;
1509 1357
1510 op->stats.exp += change->stats.exp; /* Speed modifier */ 1358 op->stats.exp += change->stats.exp; /* Speed modifier */
1511 op->stats.wc += change->stats.wc; 1359 op->stats.wc += change->stats.wc;
1512 op->stats.ac += change->stats.ac; 1360 op->stats.ac += change->stats.ac;
1513 1361
1514 if (change->other_arch) 1362 if (change->other_arch)
1515 { 1363 {
1516 /* Basically, for horns & potions, the other_arch field is the spell 1364 /* Basically, for horns & potions, the other_arch field is the spell
1517 * to cast. So convert that to into a spell and put it into 1365 * to cast. So convert that to into a spell and put it into
1518 * this object. 1366 * this object.
1519 */ 1367 */
1520 if (op->type == HORN || op->type == POTION) 1368 if (op->type == HORN || op->type == POTION)
1521 { 1369 {
1522 object *tmp_obj;
1523
1524 /* Remove any spells this object currently has in it */ 1370 /* Remove any spells this object currently has in it */
1525 while (op->inv)
1526 op->inv->destroy (); 1371 op->destroy_inv (false);
1527 1372
1528 tmp_obj = arch_to_object (change->other_arch); 1373 object *tmp = change->other_arch->instance ();
1529 insert_ob_in_ob (tmp_obj, op); 1374 insert_ob_in_ob (tmp, op);
1530 } 1375 }
1376
1531 /* No harm setting this for potions/horns */ 1377 /* No harm setting this for potions/horns */
1532 op->other_arch = change->other_arch; 1378 op->other_arch = change->other_arch;
1533 } 1379 }
1534 1380
1535 if (change->stats.hp < 0) 1381 if (change->stats.hp < 0)
1551 op->stats.maxsp = -change->stats.maxsp; 1397 op->stats.maxsp = -change->stats.maxsp;
1552 else 1398 else
1553 op->stats.maxsp += change->stats.maxsp; 1399 op->stats.maxsp += change->stats.maxsp;
1554 1400
1555 if (change->stats.food < 0) 1401 if (change->stats.food < 0)
1556 op->stats.food = -(change->stats.food); 1402 op->stats.food = -change->stats.food;
1557 else 1403 else
1558 op->stats.food += change->stats.food; 1404 op->stats.food += change->stats.food;
1559 1405
1560 if (change->level < 0) 1406 if (change->level < 0)
1561 op->level = -(change->level); 1407 op->level = -change->level;
1562 else 1408 else
1563 op->level += change->level; 1409 op->level += change->level;
1564 1410
1565 if (change->gen_sp_armour < 0) 1411 if (change->gen_sp_armour < 0)
1566 op->gen_sp_armour = -(change->gen_sp_armour); 1412 op->gen_sp_armour = -change->gen_sp_armour;
1567 else 1413 else
1568 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1414 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1569 1415
1570 op->item_power = change->item_power; 1416 op->item_power = change->item_power;
1571 1417
1572 for (i = 0; i < NROFATTACKS; i++) 1418 for (int i = 0; i < NROFATTACKS; i++)
1573 if (change->resist[i])
1574 op->resist[i] += change->resist[i]; 1419 op->resist[i] += change->resist[i];
1575 1420
1576 if (change->stats.dam) 1421 if (change->stats.dam)
1577 { 1422 {
1578 if (change->stats.dam < 0) 1423 if (change->stats.dam < 0)
1579 op->stats.dam = (-change->stats.dam); 1424 op->stats.dam = -change->stats.dam;
1580 else if (op->stats.dam) 1425 else if (op->stats.dam)
1581 { 1426 {
1582 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1427 int tmp = op->stats.dam * change->stats.dam / 10;
1428
1583 if (tmp == op->stats.dam) 1429 if (tmp == op->stats.dam)
1584 { 1430 {
1585 if (change->stats.dam < 10) 1431 if (change->stats.dam < 10)
1586 op->stats.dam--; 1432 op->stats.dam--;
1587 else 1433 else
1593 } 1439 }
1594 1440
1595 if (change->weight) 1441 if (change->weight)
1596 { 1442 {
1597 if (change->weight < 0) 1443 if (change->weight < 0)
1598 op->weight = (-change->weight); 1444 op->weight = -change->weight;
1599 else 1445 else
1600 op->weight = (op->weight * (change->weight)) / 100; 1446 op->weight = op->weight * change->weight / 100;
1601 } 1447 }
1602 1448
1603 if (change->last_sp) 1449 if (change->last_sp)
1604 { 1450 {
1605 if (change->last_sp < 0) 1451 if (change->last_sp < 0)
1606 op->last_sp = (-change->last_sp); 1452 op->last_sp = -change->last_sp;
1607 else 1453 else
1608 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1454 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1609 } 1455 }
1610 1456
1611 if (change->gen_sp_armour) 1457 if (change->gen_sp_armour)
1612 { 1458 {
1613 if (change->gen_sp_armour < 0) 1459 if (change->gen_sp_armour < 0)
1614 op->gen_sp_armour = (-change->gen_sp_armour); 1460 op->gen_sp_armour = -change->gen_sp_armour;
1615 else 1461 else
1616 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1462 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1617 } 1463 }
1618 1464
1619 op->value *= change->value; 1465 op->value *= change->value;
1620 1466
1621 if (change->material) 1467 if (change->materials)
1468 op->materials = change->materials;
1469
1470 if (change->material != MATERIAL_NULL)
1622 op->material = change->material; 1471 op->material = change->material;
1623
1624 if (change->materialname)
1625 op->materialname = change->materialname;
1626 1472
1627 if (change->slaying) 1473 if (change->slaying)
1628 op->slaying = change->slaying; 1474 op->slaying = change->slaying;
1629 1475
1630 if (change->race) 1476 if (change->race)
1633 if (change->msg) 1479 if (change->msg)
1634 op->msg = change->msg; 1480 op->msg = change->msg;
1635} 1481}
1636 1482
1637static int 1483static int
1638legal_artifact_combination (object *op, artifact * art) 1484legal_artifact_combination (object *op, artifact *art)
1639{ 1485{
1640 int neg, success = 0; 1486 int neg, success = 0;
1641 linked_char *tmp; 1487 linked_char *tmp;
1642 const char *name; 1488 const char *name;
1643 1489
1644 if (art->allowed == (linked_char *) NULL) 1490 if (!art->allowed)
1645 return 1; /* Ie, "all" */ 1491 return 1; /* Ie, "all" */
1492
1646 for (tmp = art->allowed; tmp; tmp = tmp->next) 1493 for (tmp = art->allowed; tmp; tmp = tmp->next)
1647 { 1494 {
1648#ifdef TREASURE_VERBOSE 1495#ifdef TREASURE_VERBOSE
1649 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1496 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1650#endif 1497#endif
1651 if (*tmp->name == '!') 1498 if (*tmp->name == '!')
1652 name = tmp->name + 1, neg = 1; 1499 name = tmp->name + 1, neg = 1;
1653 else 1500 else
1654 name = tmp->name, neg = 0; 1501 name = tmp->name, neg = 0;
1655 1502
1656 /* If we match name, then return the opposite of 'neg' */ 1503 /* If we match name, then return the opposite of 'neg' */
1657 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1504 if (!strcmp (name, op->arch->archname))
1658 return !neg; 1505 return !neg;
1659 1506
1660 /* Set success as true, since if the match was an inverse, it means 1507 /* Set success as true, since if the match was an inverse, it means
1661 * everything is allowed except what we match 1508 * everything is allowed except what we match
1662 */ 1509 */
1663 else if (neg) 1510 else if (neg)
1664 success = 1; 1511 success = 1;
1665 } 1512 }
1513
1666 return success; 1514 return success;
1667} 1515}
1668 1516
1669/* 1517/*
1670 * Fixes the given object, giving it the abilities and titles 1518 * Fixes the given object, giving it the abilities and titles
1672 */ 1520 */
1673 1521
1674void 1522void
1675give_artifact_abilities (object *op, object *artifct) 1523give_artifact_abilities (object *op, object *artifct)
1676{ 1524{
1677 char new_name[MAX_BUF]; 1525 op->title = format ("of %s", &artifct->name);
1678 1526
1679 sprintf (new_name, "of %s", &artifct->name);
1680 op->title = new_name;
1681 add_abilities (op, artifct); /* Give out the bonuses */ 1527 add_abilities (op, artifct); /* Give out the bonuses */
1682 1528
1683#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1529#if 0 /* Bit verbose, but keep it here until next time I need it... */
1684 { 1530 {
1685 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1531 char identified = op->flag [FLAG_IDENTIFIED];
1686 1532
1687 SET_FLAG (op, FLAG_IDENTIFIED); 1533 op->set_flag (FLAG_IDENTIFIED);
1688 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1534 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1689 if (!identified) 1535 if (!identified)
1690 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1536 op->clr_flag (FLAG_IDENTIFIED);
1691 } 1537 }
1692#endif 1538#endif
1693 return; 1539 return;
1694} 1540}
1695 1541
1705#define ARTIFACT_TRIES 2 1551#define ARTIFACT_TRIES 2
1706 1552
1707void 1553void
1708generate_artifact (object *op, int difficulty) 1554generate_artifact (object *op, int difficulty)
1709{ 1555{
1710 artifactlist *al;
1711 artifact *art; 1556 artifact *art;
1712 int i;
1713 1557
1714 al = find_artifactlist (op->type); 1558 artifactlist *al = find_artifactlist (op->type);
1715 1559
1716 if (al == NULL) 1560 if (al == NULL)
1717 { 1561 {
1718#if 0 /* This is too verbose, usually */ 1562#if 0 /* This is too verbose, usually */
1719 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1563 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1720#endif 1564#endif
1721 return; 1565 return;
1722 } 1566 }
1723 1567
1724 for (i = 0; i < ARTIFACT_TRIES; i++) 1568 for (int i = 0; i < ARTIFACT_TRIES; i++)
1725 { 1569 {
1726 int roll = RANDOM () % al->total_chance; 1570 int roll = rndm (al->total_chance);
1727 1571
1728 for (art = al->items; art != NULL; art = art->next) 1572 for (art = al->items; art; art = art->next)
1729 { 1573 {
1730 roll -= art->chance; 1574 roll -= art->chance;
1731 if (roll < 0) 1575 if (roll < 0)
1732 break; 1576 break;
1733 } 1577 }
1737#if 1 1581#if 1
1738 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1582 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1739#endif 1583#endif
1740 return; 1584 return;
1741 } 1585 }
1742 if (!strcmp (art->item->name, "NONE")) 1586
1587 if (art->item->name == shstr_NONE)
1743 return; 1588 return;
1589
1744 if (FABS (op->magic) < art->item->magic) 1590 if (fabs (op->magic) < art->item->magic)
1745 continue; /* Not magic enough to be this item */ 1591 continue; /* Not magic enough to be this item */
1746 1592
1747 /* Map difficulty not high enough */ 1593 /* Map difficulty not high enough */
1748 if (difficulty < art->difficulty) 1594 if (difficulty < art->difficulty)
1749 continue; 1595 continue;
1750 1596
1751 if (!legal_artifact_combination (op, art)) 1597 if (!legal_artifact_combination (op, art))
1752 { 1598 {
1753#ifdef TREASURE_VERBOSE 1599#ifdef TREASURE_VERBOSE
1754 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1600 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1755#endif 1601#endif
1756 continue; 1602 continue;
1757 } 1603 }
1604
1758 give_artifact_abilities (op, art->item); 1605 give_artifact_abilities (op, art->item);
1759 return; 1606 return;
1760 } 1607 }
1761} 1608}
1762 1609
1766 */ 1613 */
1767 1614
1768void 1615void
1769fix_flesh_item (object *item, object *donor) 1616fix_flesh_item (object *item, object *donor)
1770{ 1617{
1771 char tmpbuf[MAX_BUF];
1772 int i;
1773
1774 if (item->type == FLESH && donor) 1618 if (item->type == FLESH && donor)
1775 { 1619 {
1776 /* change the name */ 1620 /* change the name */
1777 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1621 item->name = format ("%s's %s", &donor->name, &item->name);
1778 item->name = tmpbuf;
1779 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1622 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1780 item->name_pl = tmpbuf;
1781 1623
1782 /* weight is FLESH weight/100 * donor */ 1624 /* weight is FLESH weight/100 * donor */
1783 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1625 item->weight = max (1, item->weight * donor->weight / 100);
1784 item->weight = 1;
1785 1626
1786 /* value is multiplied by level of donor */ 1627 /* value is multiplied by level of donor */
1787 item->value *= isqrt (donor->level * 2); 1628 item->value *= isqrt (donor->level * 2);
1788 1629
1789 /* food value */ 1630 /* food value */
1790 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1631 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1791 1632
1792 /* flesh items inherit some abilities of donor, but not 1633 /* flesh items inherit some abilities of donor, but not
1793 * full effect. 1634 * full effect.
1794 */ 1635 */
1795 for (i = 0; i < NROFATTACKS; i++) 1636 for (int i = 0; i < NROFATTACKS; i++)
1796 item->resist[i] = donor->resist[i] / 2; 1637 item->resist[i] = donor->resist[i] / 2;
1797 1638
1798 /* item inherits donor's level (important for quezals) */ 1639 /* item inherits donor's level (important for quezals) */
1799 item->level = donor->level; 1640 item->level = donor->level;
1800 1641
1801 /* if donor has some attacktypes, the flesh is poisonous */ 1642 /* if donor has some attacktypes, the flesh is poisonous */
1802 if (donor->attacktype & AT_POISON) 1643 if (donor->attacktype & AT_POISON)
1803 item->type = POISON; 1644 item->type = POISON;
1645
1804 if (donor->attacktype & AT_ACID) 1646 if (donor->attacktype & AT_ACID)
1805 item->stats.hp = -1 * item->stats.food; 1647 item->stats.hp = -item->stats.food;
1806 SET_FLAG (item, FLAG_NO_STEAL);
1807 }
1808}
1809 1648
1810/* special_potion() - so that old potion code is still done right. */ 1649 item->set_flag (FLAG_NO_STEAL);
1811 1650 }
1812int
1813special_potion (object *op)
1814{
1815
1816 int i;
1817
1818 if (op->attacktype)
1819 return 1;
1820
1821 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1822 return 1;
1823
1824 for (i = 0; i < NROFATTACKS; i++)
1825 if (op->resist[i])
1826 return 1;
1827
1828 return 0;
1829} 1651}
1830 1652
1831void 1653static void
1832free_treasurestruct (treasure *t) 1654free_treasurestruct (treasure *t)
1833{ 1655{
1834 if (t->next)
1835 free_treasurestruct (t->next); 1656 if (t->next) free_treasurestruct (t->next);
1836 if (t->next_yes)
1837 free_treasurestruct (t->next_yes); 1657 if (t->next_yes) free_treasurestruct (t->next_yes);
1838 if (t->next_no)
1839 free_treasurestruct (t->next_no); 1658 if (t->next_no) free_treasurestruct (t->next_no);
1840 1659
1841 delete t; 1660 delete t;
1842} 1661}
1843 1662
1844void 1663static void
1845free_charlinks (linked_char *lc) 1664free_charlinks (linked_char *lc)
1846{ 1665{
1847 if (lc->next) 1666 if (lc->next)
1848 free_charlinks (lc->next); 1667 free_charlinks (lc->next);
1849 1668
1850 delete lc; 1669 delete lc;
1851} 1670}
1852 1671
1853void 1672static void
1854free_artifact (artifact * at) 1673free_artifact (artifact *at)
1855{ 1674{
1856 if (at->next)
1857 free_artifact (at->next); 1675 if (at->next) free_artifact (at->next);
1858
1859 if (at->allowed)
1860 free_charlinks (at->allowed); 1676 if (at->allowed) free_charlinks (at->allowed);
1861 1677
1862 at->item->destroy (1); 1678 at->item->destroy ();
1863 1679
1864 delete at;
1865}
1866
1867void
1868free_artifactlist (artifactlist * al)
1869{
1870 artifactlist *nextal;
1871
1872 for (al = first_artifactlist; al; al = nextal)
1873 {
1874 nextal = al->next;
1875
1876 if (al->items)
1877 free_artifact (al->items);
1878
1879 free (al); 1680 sfree (at);
1880 }
1881} 1681}
1882 1682
1883void
1884free_all_treasures (void)
1885{
1886 treasurelist *tl, *next;
1887
1888
1889 for (tl = first_treasurelist; tl != NULL; tl = next)
1890 {
1891 next = tl->next;
1892 if (tl->items)
1893 free_treasurestruct (tl->items);
1894 delete tl;
1895 }
1896 free_artifactlist (first_artifactlist);
1897}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines