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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.125 by root, Sat Oct 8 21:54:05 2022 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 1.7 2006/09/03 00:18:40 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%s\n",
227 &tl->name,
228 t->item ? "item " : "",
229 t->item ? &t->item->archname : &t->name);
230 LOG (llevError, " the next_yes or next_no field is set\n");
231 }
251 232
252/* 233 tl->total_chance += t->chance;
253 * Searches for the given treasurelist in the globally linked list 234 }
254 * of treasurelists which has been built by load_treasures(). 235 }
255 */
256 236
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; 237 return tl;
275
276 LOG (llevError, "Couldn't find treasurelist %s\n", name);
277 return NULL;
278} 238}
279
280 239
281/* 240/*
282 * Generates the objects specified by the given treasure. 241 * Generates the objects specified by the given treasure.
283 * It goes recursively through the rest of the linked list. 242 * It goes recursively through the rest of the linked list.
284 * 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,
287 * being generated. 246 * being generated.
288 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 247 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
289 * abilities. This is used by summon spells, thus no summoned monsters 248 * abilities. This is used by summon spells, thus no summoned monsters
290 * start with equipment, but only their abilities). 249 * start with equipment, but only their abilities).
291 */ 250 */
292
293
294static void 251static void
295put_treasure (object * op, object * creator, int flags) 252put_treasure (object *op, object *creator, int flags)
296{ 253{
297 object *tmp; 254 if (flags & GT_ENVIRONMENT)
298 255 {
299 /* 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
300 * 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
301 * 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
302 * by another object. 259 * by another object.
303 */ 260 */
304 if (flags & GT_ENVIRONMENT && op->type != SPELL) 261 //TODO: flag such as objects... as such (no drop, anybody?)
305 { 262 if (op->type == SPELL)
306 op->x = creator->x; 263 {
307 op->y = creator->y; 264 op->destroy ();
308 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;
309 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 }
310 } 278 }
311 else 279 else
312 { 280 {
313 op = insert_ob_in_ob (op, creator); 281 op = creator->insert (op);
282
314 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 283 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
315 monster_check_apply (creator, op); 284 monster_check_apply (creator, op);
316 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
317 esrv_send_item (tmp, op);
318 } 285 }
319} 286}
320 287
321/* 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
322 * in the generated object 289 * in the generated object
323 */ 290 */
324static void 291static void
325change_treasure (treasure * t, object * op) 292change_treasure (treasure *t, object *op)
326{ 293{
327 /* CMD: change_name xxxx */ 294 /* CMD: change_name xxxx */
328 if (t->change_arch.name) 295 if (t->change_arch.name)
329 { 296 {
330 op->name = t->change_arch.name; 297 op->name = t->change_arch.name;
336 303
337 if (t->change_arch.slaying) 304 if (t->change_arch.slaying)
338 op->slaying = t->change_arch.slaying; 305 op->slaying = t->change_arch.slaying;
339} 306}
340 307
341void 308static void
342create_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)
343{ 310{
344 object *tmp;
345
346
347 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 311 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
348 { 312 {
349 if (t->name) 313 if (t->name)
350 { 314 {
351 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 315 if (difficulty >= t->magic)
352 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 316 if (treasurelist *tl = treasurelist::find (t->name))
353 } 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 }
354 else 321 else
355 { 322 {
356 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 323 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
357 { 324 {
358 tmp = arch_to_object (t->item); 325 object *tmp = t->item->instance ();
326
359 if (t->nrof && tmp->nrof <= 1) 327 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 328 tmp->nrof = rndm (t->nrof) + 1;
329
361 fix_generated_item (tmp, op, difficulty, t->magic, flag); 330 fix_generated_item (tmp, op, difficulty, t->magic, flag);
362 change_treasure (t, tmp); 331 change_treasure (t, tmp);
363 put_treasure (tmp, op, flag); 332 put_treasure (tmp, op, flag);
364 } 333 }
365 } 334 }
335
366 if (t->next_yes != NULL) 336 if (t->next_yes)
367 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 337 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
368 } 338 }
369 else if (t->next_no != NULL) 339 else if (t->next_no)
370 create_all_treasures (t->next_no, op, flag, difficulty, tries); 340 create_all_treasures (t->next_no, op, flag, difficulty, tries);
341
371 if (t->next != NULL) 342 if (t->next)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 343 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 344}
374 345
375void 346static void
376create_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)
377{ 348{
378 int value = RANDOM () % tl->total_chance; 349 int value = rndm (tl->total_chance);
379 treasure *t; 350 treasure *t;
380 351
381 if (tries++ > 100) 352 if (tries++ > 100)
382 { 353 {
383 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");
384 return; 355 return;
385 } 356 }
357
386 for (t = tl->items; t != NULL; t = t->next) 358 for (t = tl->items; t; t = t->next)
387 { 359 {
388 value -= t->chance; 360 value -= t->chance;
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 (); 368
397 return;
398 }
399 if (t->name) 369 if (t->name)
400 { 370 {
401 if (!strcmp (t->name, "NONE"))
402 return;
403 if (difficulty >= t->magic) 371 if (difficulty >= t->magic)
404 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 372 {
373 treasurelist *tl = treasurelist::find (t->name);
374 if (tl)
375 create_treasure (tl, op, flag, difficulty, tries);
376 }
405 else if (t->nrof) 377 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 378 create_one_treasure (tl, op, flag, difficulty, tries);
407 return;
408 } 379 }
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 380 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
410 { 381 {
411 object *tmp = arch_to_object (t->item); 382 if (object *tmp = t->item->instance ())
412 if (!tmp) 383 {
413 return;
414 if (t->nrof && tmp->nrof <= 1) 384 if (t->nrof && tmp->nrof <= 1)
415 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 385 tmp->nrof = rndm (t->nrof) + 1;
386
416 fix_generated_item (tmp, op, difficulty, t->magic, flag); 387 fix_generated_item (tmp, op, difficulty, t->magic, flag);
417 change_treasure (t, tmp); 388 change_treasure (t, tmp);
418 put_treasure (tmp, op, flag); 389 put_treasure (tmp, op, flag);
390 }
419 } 391 }
392}
393
394void
395object::create_treasure (treasurelist *tl, int flags)
396{
397 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
420} 398}
421 399
422/* This calls the appropriate treasure creation function. tries is passed 400/* This calls the appropriate treasure creation function. tries is passed
423 * to determine how many list transitions or attempts to create treasure 401 * 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 402 * 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 403 * 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 404 * created on weak maps, because it will exceed the number of allowed tries
427 * to do that. 405 * to do that.
428 */ 406 */
429void 407void
430create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 408create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
431{ 409{
410 // empty treasurelists are legal
411 if (!tl->items)
412 return;
432 413
433 if (tries++ > 100) 414 if (tries++ > 100)
434 { 415 {
435 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 416 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
436 return; 417 return;
437 } 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
438 if (t->total_chance) 429 if (tl->total_chance)
439 create_one_treasure (t, op, flag, difficulty, tries); 430 create_one_treasure (tl, op, flag, difficulty, tries);
440 else 431 else
441 create_all_treasures (t->items, op, flag, difficulty, tries); 432 create_all_treasures (tl->items, op, flag, difficulty, tries);
442} 433}
443 434
444/* This is similar to the old generate treasure function. However, 435/* This is similar to the old generate treasure function. However,
445 * 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
446 * create_treasure. We create a dummy object that the treasure gets 437 * create_treasure. We create a dummy object that the treasure gets
447 * inserted into, and then return that treausre 438 * inserted into, and then return that treausre
448 */ 439 */
449object * 440object *
450generate_treasure (treasurelist * t, int difficulty) 441generate_treasure (treasurelist *tl, int difficulty)
451{ 442{
452 object *ob = get_object (), *tmp; 443 difficulty = clamp (difficulty, 1, settings.max_level);
453 444
445 object *ob = object::create ();
446
454 create_treasure (t, ob, 0, difficulty, 0); 447 create_treasure (tl, ob, 0, difficulty, 0);
455 448
456 /* 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 */
457 tmp = ob->inv; 450 object *tmp = ob->inv;
458 if (tmp != NULL) 451 if (tmp)
459 remove_ob (tmp); 452 tmp->remove ();
453
460 if (ob->inv) 454 if (ob->inv)
461 {
462 LOG (llevError, "In generate treasure, created multiple objects.\n"); 455 LOG (llevError, "In generate treasure, created multiple objects.\n");
463 } 456
464 free_object (ob); 457 ob->destroy ();
458
465 return tmp; 459 return tmp;
466} 460}
467 461
468/* 462/*
469 * 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
471 * 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
472 * magical bonus "wanted". 466 * magical bonus "wanted".
473 */ 467 */
474 468
475static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 469static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
476/*chance of magic difficulty*/ 470// chance of magic difficulty
477/* +0 +1 +2 +3 +4 */ 471// +0 +1 +2 +3 +4
478 {95, 2, 2, 1, 0}, /*1 */ 472 {95, 2, 2, 1, 0}, // 1
479 {92, 5, 2, 1, 0}, /*2 */ 473 {92, 5, 2, 1, 0}, // 2
480 {85, 10, 4, 1, 0}, /*3 */ 474 {85, 10, 4, 1, 0}, // 3
481 {80, 14, 4, 2, 0}, /*4 */ 475 {80, 14, 4, 2, 0}, // 4
482 {75, 17, 5, 2, 1}, /*5 */ 476 {75, 17, 5, 2, 1}, // 5
483 {70, 18, 8, 3, 1}, /*6 */ 477 {70, 18, 8, 3, 1}, // 6
484 {65, 21, 10, 3, 1}, /*7 */ 478 {65, 21, 10, 3, 1}, // 7
485 {60, 22, 12, 4, 2}, /*8 */ 479 {60, 22, 12, 4, 2}, // 8
486 {55, 25, 14, 4, 2}, /*9 */ 480 {55, 25, 14, 4, 2}, // 9
487 {50, 27, 16, 5, 2}, /*10 */ 481 {50, 27, 16, 5, 2}, // 10
488 {45, 28, 18, 6, 3}, /*11 */ 482 {45, 28, 18, 6, 3}, // 11
489 {42, 28, 20, 7, 3}, /*12 */ 483 {42, 28, 20, 7, 3}, // 12
490 {40, 27, 21, 8, 4}, /*13 */ 484 {40, 27, 21, 8, 4}, // 13
491 {38, 25, 22, 10, 5}, /*14 */ 485 {38, 25, 22, 10, 5}, // 14
492 {36, 23, 23, 12, 6}, /*15 */ 486 {36, 23, 23, 12, 6}, // 15
493 {33, 21, 24, 14, 8}, /*16 */ 487 {33, 21, 24, 14, 8}, // 16
494 {31, 19, 25, 16, 9}, /*17 */ 488 {31, 19, 25, 16, 9}, // 17
495 {27, 15, 30, 18, 10}, /*18 */ 489 {27, 15, 30, 18, 10}, // 18
496 {20, 12, 30, 25, 13}, /*19 */ 490 {20, 12, 30, 25, 13}, // 19
497 {15, 10, 28, 30, 17}, /*20 */ 491 {15, 10, 28, 30, 17}, // 20
498 {13, 9, 27, 28, 23}, /*21 */ 492 {13, 9, 27, 28, 23}, // 21
499 {10, 8, 25, 28, 29}, /*22 */ 493 {10, 8, 25, 28, 29}, // 22
500 {8, 7, 23, 26, 36}, /*23 */ 494 { 8, 7, 23, 26, 36}, // 23
501 {6, 6, 20, 22, 46}, /*24 */ 495 { 6, 6, 20, 22, 46}, // 24
502 {4, 5, 17, 18, 56}, /*25 */ 496 { 4, 5, 17, 18, 56}, // 25
503 {2, 4, 12, 14, 68}, /*26 */ 497 { 2, 4, 12, 14, 68}, // 26
504 {0, 3, 7, 10, 80}, /*27 */ 498 { 0, 3, 7, 10, 80}, // 27
505 {0, 0, 3, 7, 90}, /*28 */ 499 { 0, 0, 3, 7, 90}, // 28
506 {0, 0, 0, 3, 97}, /*29 */ 500 { 0, 0, 0, 3, 97}, // 29
507 {0, 0, 0, 0, 100}, /*30 */ 501 { 0, 0, 0, 0, 100}, // 30
508 {0, 0, 0, 0, 100}, /*31 */ 502 { 0, 0, 0, 0, 100}, // 31
509}; 503};
510 504
511
512/* calculate the appropriate level for wands staves and scrolls. 505/* calculate the appropriate level for wands staves and scrolls.
513 * 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)
514 * 507 *
515 * elmex Wed Aug 9 17:44:59 CEST 2006: 508 * elmex Wed Aug 9 17:44:59 CEST 2006:
516 * 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.
517 */ 510 */
518 511static int
519int
520level_for_item (const object * op, int difficulty) 512level_for_item (const object *op, int difficulty)
521{ 513{
522 int mult = 0, olevel = 0;
523
524 if (!op->inv) 514 if (!op->inv)
525 { 515 {
526 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);
527 return 0; 517 return 0;
528 } 518 }
529 519
530 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 520 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
531 521
532 if (olevel <= 0) 522 if (olevel <= 0)
533 olevel = rndm (1, MIN (op->inv->level, 1)); 523 olevel = rndm (1, op->inv->level);
534 524
535 if (olevel > MAXLEVEL) 525 return min (olevel, MAXLEVEL_TREASURE);
536 olevel = MAXLEVEL;
537
538 return olevel;
539} 526}
540 527
541/* 528/*
542 * Based upon the specified difficulty and upon the difftomagic_list array, 529 * Based upon the specified difficulty and upon the difftomagic_list array,
543 * a random magical bonus is returned. This is used when determine 530 * a random magical bonus is returned. This is used when determine
546 * elmex Thu Aug 10 18:45:44 CEST 2006: 533 * elmex Thu Aug 10 18:45:44 CEST 2006:
547 * 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
548 * weird integer between 1-31. 535 * weird integer between 1-31.
549 * 536 *
550 */ 537 */
551 538static int
552int
553magic_from_difficulty (int difficulty) 539magic_from_difficulty (int difficulty)
554{ 540{
555 int percent = 0, magic = 0;
556 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);
557 543
558 scaled_diff--; 544 int percent = rndm (100);
545 int magic;
559 546
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++) 547 for (magic = 0; magic <= MAXMAGIC; magic++)
569 { 548 {
570 percent -= difftomagic_list[scaled_diff][magic]; 549 percent -= difftomagic_list[scaled_diff][magic];
571 550
572 if (percent < 0) 551 if (percent < 0)
573 break; 552 break;
574 } 553 }
575 554
576 if (magic == (MAXMAGIC + 1)) 555 if (magic > MAXMAGIC)
577 { 556 {
578 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);
579 magic = 0; 558 magic = 0;
580 } 559 }
581 560
582 magic = (RANDOM () % 3) ? magic : -magic; 561 magic = (rndm (3)) ? magic : -magic;
583 /* 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); */
584 563
585 return magic; 564 return magic;
586} 565}
587 566
589 * Sets magical bonus in an object, and recalculates the effect on 568 * Sets magical bonus in an object, and recalculates the effect on
590 * the armour variable, and the effect on speed of armour. 569 * the armour variable, and the effect on speed of armour.
591 * This function doesn't work properly, should add use of archetypes 570 * This function doesn't work properly, should add use of archetypes
592 * to make it truly absolute. 571 * to make it truly absolute.
593 */ 572 */
594
595void 573void
596set_abs_magic (object * op, int magic) 574set_abs_magic (object *op, int magic)
597{ 575{
598 if (!magic) 576 if (!magic)
599 return; 577 return;
600 578
601 op->magic = magic; 579 op->magic = magic;
602 if (op->arch) 580 if (op->arch)
603 { 581 {
604 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
605 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
606 584
607 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 */
608 magic = (-magic); 586 magic = (-magic);
587
609 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 588 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
610 } 589 }
611 else 590 else
612 { 591 {
613 if (op->type == ARMOUR) 592 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 593 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
594
615 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 */
616 magic = (-magic); 596 magic = (-magic);
597
617 op->weight = (op->weight * (100 - magic * 10)) / 100; 598 op->weight = (op->weight * (100 - magic * 10)) / 100;
618 } 599 }
619} 600}
620 601
621/* 602/*
622 * Sets a random magical bonus in the given object based upon 603 * Sets a random magical bonus in the given object based upon
623 * the given difficulty, and the given max possible bonus. 604 * the given difficulty, and the given max possible bonus.
624 */ 605 */
625 606
626static void 607static void
627set_magic (int difficulty, object * op, int max_magic, int flags) 608set_magic (int difficulty, object *op, int max_magic, int flags)
628{ 609{
629 int i;
630 i = magic_from_difficulty (difficulty); 610 int i = magic_from_difficulty (difficulty);
611
631 if ((flags & GT_ONLY_GOOD) && i < 0) 612 if ((flags & GT_ONLY_GOOD) && i < 0)
632 i = -i; 613 i = -i;
614
633 if (i > max_magic) 615 i = min (i, max_magic);
634 i = max_magic; 616
635 set_abs_magic (op, i); 617 set_abs_magic (op, i);
636 if (i < 0) 618 if (i < 0)
637 SET_FLAG (op, FLAG_CURSED); 619 op->set_flag (FLAG_CURSED);
638} 620}
639 621
640/* 622/*
641 * Randomly adds one magical ability to the given object. 623 * Randomly adds one magical ability to the given object.
642 * Modified for Partial Resistance in many ways: 624 * Modified for Partial Resistance in many ways:
643 * 1) Since rings can have multiple bonuses, if the same bonus 625 * 1) Since rings can have multiple bonuses, if the same bonus
644 * is rolled again, increase it - the bonuses now stack with 626 * is rolled again, increase it - the bonuses now stack with
645 * other bonuses previously rolled and ones the item might natively have. 627 * other bonuses previously rolled and ones the item might natively have.
646 * 2) Add code to deal with new PR method. 628 * 2) Add code to deal with new PR method.
647 */ 629 */
648 630static void
649void
650set_ring_bonus (object * op, int bonus) 631set_ring_bonus (object *op, int bonus)
651{ 632{
652
653 int r = RANDOM () % (bonus > 0 ? 25 : 11); 633 int r = rndm (bonus > 0 ? 25 : 11);
654 634
655 if (op->type == AMULET) 635 if (op->type == AMULET)
656 { 636 if (!rndm (21))
657 if (!(RANDOM () % 21)) 637 r = 20 + rndm (2);
658 r = 20 + RANDOM () % 2; 638 else if (rndm (2))
639 r = 10;
659 else 640 else
660 { 641 r = 11 + rndm (9);
661 if (RANDOM () & 2)
662 r = 10;
663 else
664 r = 11 + RANDOM () % 9;
665 }
666 }
667 642
668 switch (r) 643 switch (r)
669 { 644 {
670 /* 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,
671 * bonuses and penalties will stack and add to existing values. 646 * bonuses and penalties will stack and add to existing values.
672 * of the item. 647 * of the item.
673 */ 648 */
674 case 0: 649 case 0:
675 case 1: 650 case 1:
676 case 2: 651 case 2:
677 case 3: 652 case 3:
678 case 4: 653 case 4:
679 case 5: 654 case 5:
680 case 6: 655 case 6:
681 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 656 op->stats.stat (r) += bonus;
682 break; 657 break;
683 658
684 case 7: 659 case 7:
685 op->stats.dam += bonus; 660 op->stats.dam += bonus;
686 break; 661 break;
687 662
688 case 8: 663 case 8:
689 op->stats.wc += bonus; 664 op->stats.wc += bonus;
690 break; 665 break;
691 666
692 case 9: 667 case 9:
693 op->stats.food += bonus; /* hunger/sustenance */ 668 op->stats.food += bonus; /* hunger/sustenance */
694 break; 669 break;
695 670
696 case 10: 671 case 10:
697 op->stats.ac += bonus; 672 op->stats.ac += bonus;
698 break; 673 break;
699 674
700 /* Item that gives protections/vulnerabilities */ 675 /* Item that gives protections/vulnerabilities */
701 case 11: 676 case 11:
702 case 12: 677 case 12:
703 case 13: 678 case 13:
704 case 14: 679 case 14:
705 case 15: 680 case 15:
706 case 16: 681 case 16:
707 case 17: 682 case 17:
708 case 18: 683 case 18:
709 case 19: 684 case 19:
710 { 685 {
711 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 686 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
712 687
713 /* 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) */
714 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 689 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
715 690
716 /* 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
717 * positive values for how protections work out. Put another 692 * positive values for how protections work out. Put another
718 * 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
719 * even values. 694 * even values.
720 */ 695 */
721 if (bonus < 0) 696 if (bonus < 0)
722 val = 2 * -val - RANDOM () % b; 697 val = 2 * -val - rndm (b);
723 if (val > 35) 698
724 val = 35; /* Upper limit */ 699 val = min (35, val); /* Upper limit */
725 b = 0; 700
701 b = 0;
702
726 while (op->resist[resist_table[resist]] != 0 && b < 4) 703 while (op->resist[resist_table[resist]] != 0 && b < 4)
727 { 704 resist = rndm (num_resist_table);
728 resist = RANDOM () % num_resist_table; 705
729 } 706 if (b == 4)
730 if (b == 4)
731 return; /* Not able to find a free resistance */ 707 return; /* Not able to find a free resistance */
708
732 op->resist[resist_table[resist]] = val; 709 op->resist[resist_table[resist]] = val;
733 /* We should probably do something more clever here to adjust value 710 /* We should probably do something more clever here to adjust value
734 * based on how good a resistance we gave. 711 * based on how good a resistance we gave.
735 */ 712 */
736 break; 713 break;
737 } 714 }
738 case 20: 715 case 20:
739 if (op->type == AMULET) 716 if (op->type == AMULET)
740 { 717 {
741 SET_FLAG (op, FLAG_REFL_SPELL); 718 op->set_flag (FLAG_REFL_SPELL);
742 op->value *= 11; 719 op->value *= 11;
743 } 720 }
744 else 721 else
745 { 722 {
746 op->stats.hp = 1; /* regenerate hit points */ 723 op->stats.hp = 1; /* regenerate hit points */
747 op->value *= 4; 724 op->value *= 4;
748 } 725 }
749 break; 726 break;
750 727
751 case 21: 728 case 21:
752 if (op->type == AMULET) 729 if (op->type == AMULET)
753 { 730 {
754 SET_FLAG (op, FLAG_REFL_MISSILE); 731 op->set_flag (FLAG_REFL_MISSILE);
755 op->value *= 9; 732 op->value *= 9;
756 } 733 }
757 else 734 else
758 { 735 {
759 op->stats.sp = 1; /* regenerate spell points */ 736 op->stats.sp = 1; /* regenerate spell points */
760 op->value *= 3; 737 op->value *= 3;
761 } 738 }
762 break; 739 break;
763 740
764 case 22: 741 case 22:
765 op->stats.exp += bonus; /* Speed! */ 742 op->stats.exp += bonus; /* Speed! */
766 op->value = (op->value * 2) / 3; 743 op->value = op->value * 2 / 3;
767 break; 744 break;
768 } 745 }
746
769 if (bonus > 0) 747 if (bonus > 0)
770 op->value *= 2 * bonus; 748 op->value = 2 * op->value * bonus;
771 else 749 else
772 op->value = -(op->value * 2 * bonus) / 3; 750 op->value = -2 * op->value * bonus / 3;
773} 751}
774 752
775/* 753/*
776 * 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.
777 * 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
778 * higher is the chance of returning a low number. 756 * higher is the chance of returning a low number.
779 * 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
780 * rings and amulets. 758 * rings and amulets.
781 * 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.
782 */ 760 */
783 761static int
784int
785get_magic (int diff) 762get_magic (int diff)
786{ 763{
787 int i; 764 diff = min (3, diff);
788 if (diff < 3) 765
789 diff = 3;
790 for (i = 0; i < 4; i++) 766 for (int i = 0; i < 4; i++)
791 if (RANDOM () % diff) 767 if (rndm (diff))
792 return i; 768 return i;
769
793 return 4; 770 return 4;
794} 771}
795 772
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
796#define DICE2 (get_magic(2)==2?2:1) 813#define DICE2 (get_magic(2) == 2 ? 2 : 1)
797#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))
798 815
799/* 816/*
800 * 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
801 * 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
802 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 819 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
803 */ 820 */
821
804/* 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
805 * 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
806 * 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
807 * way to do this? b.t. */ 825 * way to do this? b.t. */
826
808/* 827/*
809 * ! (flags & GT_ENVIRONMENT): 828 * ! (flags & GT_ENVIRONMENT):
810 * Automatically calls fix_flesh_item(). 829 * Automatically calls fix_flesh_item().
811 * 830 *
812 * flags: 831 * flags:
814 * value. 833 * value.
815 * 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
816 * 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
817 * 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
818 */ 837 */
819
820void 838void
821fix_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)
822{ 840{
823 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;
824 842
825 if (!creator || creator->type == op->type) 843 if (!creator || creator->type == op->type)
826 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 844 creator = op; /*safety & to prevent polymorphed objects giving attributes */
827 845
828 /* If we make an artifact, this information will be destroyed */ 846 /* If we make an artifact, this information will be destroyed */
829 save_item_power = op->item_power; 847 save_item_power = op->item_power;
830 op->item_power = 0; 848 op->item_power = 0;
831 849
832 if (op->randomitems && op->type != SPELL) 850 if (op->randomitems && op->type != SPELL)
833 { 851 {
834 create_treasure (op->randomitems, op, flags, difficulty, 0); 852 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 */ 853 /* So the treasure doesn't get created again */
839 op->randomitems = NULL; 854 op->randomitems = 0;
840 } 855 }
841 856
842 if (difficulty < 1) 857 max_it (difficulty, 1);
843 difficulty = 1; 858
859 if (INVOKE_OBJECT (ADD_BONUS, op,
860 ARG_OBJECT (creator != op ? creator : 0),
861 ARG_INT (difficulty), ARG_INT (max_magic),
862 ARG_INT (flags)))
863 return;
844 864
845 if (!(flags & GT_MINIMAL)) 865 if (!(flags & GT_MINIMAL))
846 { 866 {
847 if (op->arch == crown_arch) 867 if (IS_ARCH (op->arch, crown))
848 { 868 {
849 set_magic (difficulty, op, max_magic, flags); 869 set_magic (difficulty, op, max_magic, flags);
850 num_enchantments = calc_item_power (op, 1); 870 num_enchantments = calc_item_power (op, 1);
851 generate_artifact (op, difficulty); 871 generate_artifact (op, difficulty);
852 } 872 }
853 else 873 else
854 { 874 {
855 if (!op->magic && max_magic) 875 if (!op->magic && max_magic)
856 set_magic (difficulty, op, max_magic, flags); 876 set_magic (difficulty, op, max_magic, flags);
857 877
858 num_enchantments = calc_item_power (op, 1); 878 num_enchantments = calc_item_power (op, 1);
859 879
860 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))
861 * 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 */
862 generate_artifact (op, difficulty); 883 generate_artifact (op, difficulty);
863 } 884 }
864 885
865 /* Object was made an artifact. Calculate its item_power rating. 886 /* Object was made an artifact. Calculate its item_power rating.
866 * the item_power in the object is what the artfiact adds. 887 * the item_power in the object is what the artfiact adds.
867 */ 888 */
868 if (op->title) 889 if (op->title)
869 { 890 {
870 /* if save_item_power is set, then most likely we started with an 891 /* 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 892 * 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 893 * 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 894 * 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 895 * that since item_power is not quite linear, this actually ends up
875 * being somewhat of a bonus 896 * being somewhat of a bonus
876 */ 897 */
877 if (save_item_power) 898 if (save_item_power)
878 op->item_power = save_item_power + get_power_from_ench (op->item_power); 899 op->item_power = save_item_power + get_power_from_ench (op->item_power);
879 else 900 else
880 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 901 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
881 } 902 }
882 else if (save_item_power) 903 else if (save_item_power)
883 { 904 {
884 /* restore the item_power field to the object if we haven't changed it. 905 /* 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 906 * we don't care about num_enchantments - that will basically just
886 * have calculated some value from the base attributes of the archetype. 907 * have calculated some value from the base attributes of the archetype.
887 */ 908 */
888 op->item_power = save_item_power; 909 op->item_power = save_item_power;
889 } 910 }
890 else 911 else
891 { 912 {
892 /* item_power was zero. This is suspicious, as it may be because it 913 /* 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 914 * 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 915 * it is non-zero. If it indeed is, then assign it as the new
895 * item_power value. 916 * item_power value.
896 * - gros, 21th of July 2006. 917 * - gros, 21th of July 2006.
897 */ 918 */
898 op->item_power = calc_item_power (op, 0); 919 op->item_power = calc_item_power (op, 0);
899 save_item_power = op->item_power; /* Just in case it would get used 920 save_item_power = op->item_power; /* Just in case it would get used
900 * again below */ 921 * again below */
901 } 922 }
902 } 923 }
903 924
904 /* materialtype modifications. Note we allow this on artifacts. */ 925 /* materialtype modifications. Note we allow this on artifacts. */
905 set_materialname (op, difficulty, NULL); 926 select_material (op, difficulty);
906 927
907 if (flags & GT_MINIMAL) 928 if (flags & GT_MINIMAL)
908 { 929 {
909 if (op->type == POTION) 930 if (op->type == POTION)
910 /* Handle healing and magic power potions */ 931 /* Handle healing and magic power potions */
911 if (op->stats.sp && !op->randomitems) 932 if (op->stats.sp && !op->randomitems)
912 { 933 {
913 object *tmp; 934 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); 935 insert_ob_in_ob (tmp, op);
917 op->stats.sp = 0; 936 op->stats.sp = 0;
918 } 937 }
919 } 938 }
920 else if (!op->title) /* Only modify object if not special */ 939 else if (!op->title) /* Only modify object if not special */
921 switch (op->type) 940 switch (op->type)
922 { 941 {
923 case WEAPON: 942 case WEAPON:
924 case ARMOUR: 943 case ARMOUR:
925 case SHIELD: 944 case SHIELD:
926 case HELMET: 945 case HELMET:
927 case CLOAK: 946 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 947 if (op->flag [FLAG_CURSED] && !(rndm (4)))
929 set_ring_bonus (op, -DICE2); 948 set_ring_bonus (op, -DICE2);
930 break; 949 break;
931 950
932 case BRACERS: 951 case BRACERS:
933 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 952 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
934 { 953 {
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 954 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
936 if (!QUERY_FLAG (op, FLAG_CURSED)) 955 if (!op->flag [FLAG_CURSED])
937 op->value *= 3; 956 op->value *= 3;
938 } 957 }
939 break; 958 break;
940 959
941 case POTION: 960 case POTION:
942 { 961 {
943 int too_many_tries = 0, is_special = 0; 962 int too_many_tries = 0;
944 963
945 /* Handle healing and magic power potions */ 964 /* Handle healing and magic power potions */
946 if (op->stats.sp && !op->randomitems) 965 if (op->stats.sp && !op->randomitems)
947 { 966 {
948 object *tmp; 967 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); 968 insert_ob_in_ob (tmp, op);
952 op->stats.sp = 0; 969 op->stats.sp = 0;
953 } 970 }
954 971
955 while (!(is_special = special_potion (op)) && !op->inv) 972 while (!special_potion (op) && !op->inv)
956 { 973 {
957 generate_artifact (op, difficulty); 974 generate_artifact (op, difficulty);
958 if (too_many_tries++ > 10) 975 if (too_many_tries++ > 10)
959 break; 976 break;
960 } 977 }
961 978
962 /* don't want to change value for healing/magic power potions, 979 /* don't want to change value for healing/magic power potions,
963 * since the value set on those is already correct. 980 * since the value set on those is already correct.
964 */ 981 */
965 if (op->inv && op->randomitems) 982 if (op->inv && op->randomitems)
966 { 983 {
967 /* value multiplier is same as for scrolls */ 984 /* value multiplier is same as for scrolls */
968 op->value = (op->value * op->inv->value); 985 op->value *= op->inv->value;
969 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 986 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
970 } 987 }
971 else 988 else
972 { 989 {
973 op->name = "potion"; 990 op->name = shstr_potion;
974 op->name_pl = "potions"; 991 op->name_pl = shstr_potions;
975 } 992 }
976 993
977 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 994 if (!(flags & GT_ONLY_GOOD) && rndm (2))
978 SET_FLAG (op, FLAG_CURSED); 995 op->set_flag (FLAG_CURSED);
979 break;
980 }
981 996
997 break;
998 }
999
982 case AMULET: 1000 case AMULET:
983 if (op->arch == amulet_arch) 1001 if (IS_ARCH (op->arch, amulet))
984 op->value *= 5; /* Since it's not just decoration */ 1002 op->value *= 5; /* Since it's not just decoration */
985 1003
986 case RING: 1004 case RING:
987 if (op->arch == NULL) 1005 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
988 { 1006 break;
989 remove_ob (op);
990 free_object (op);
991 op = NULL;
992 break;
993 }
994 1007
995 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1008 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
996 break; 1009 op->set_flag (FLAG_CURSED);
997 1010
998 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1011 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
999 SET_FLAG (op, FLAG_CURSED);
1000 1012
1001 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1002
1003 if (op->type != RING) /* Amulets have only one ability */ 1013 if (op->type != RING) /* Amulets have only one ability */
1004 break; 1014 break;
1005 1015
1006 if (!(RANDOM () % 4)) 1016 if (!rndm (4))
1007 { 1017 {
1008 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1018 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1009 1019
1010 if (d > 0) 1020 if (d > 0)
1011 op->value *= 3; 1021 op->value *= 3;
1012 1022
1013 set_ring_bonus (op, d); 1023 set_ring_bonus (op, d);
1014 1024
1015 if (!(RANDOM () % 4)) 1025 if (!rndm (4))
1016 { 1026 {
1017 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1027 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 1028
1024 if (GET_ANIM_ID (op)) 1029 if (d > 0)
1025 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1030 op->value *= 5;
1026 1031
1027 break; 1032 set_ring_bonus (op, d);
1033 }
1034 }
1028 1035
1036 if (op->animation_id)
1037 op->set_anim_frame (rndm (op->anim_frames ()));
1038
1039 break;
1040
1029 case BOOK: 1041 case BOOK:
1030 /* Is it an empty book?, if yes lets make a special· 1042 /* Is it an empty book?, if yes lets make a special·
1031 * msg for it, and tailor its properties based on the· 1043 * msg for it, and tailor its properties based on the·
1032 * creator and/or map level we found it on. 1044 * creator and/or map level we found it on.
1033 */ 1045 */
1034 if (!op->msg && RANDOM () % 10) 1046 if (!op->msg && rndm (10))
1035 { 1047 {
1036 /* set the book level properly */ 1048 /* set the book level properly */
1037 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1049 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1038 { 1050 {
1039 if (op->map && op->map->difficulty) 1051 if (op->map && op->map->difficulty)
1040 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1052 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1041 else 1053 else
1042 op->level = RANDOM () % 20 + 1; 1054 op->level = rndm (20) + 1;
1043 } 1055 }
1044 else 1056 else
1045 op->level = RANDOM () % creator->level; 1057 op->level = rndm (creator->level);
1046 1058
1047 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);
1048 /* books w/ info are worth more! */ 1060 /* books w/ info are worth more! */
1049 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));
1062
1063 /* add exp so reading it gives xp (once) */
1064 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1065 }
1066
1050 /* creator related stuff */ 1067 /* creator related stuff */
1051 1068
1052 /* for library, chained books. Note that some monsters have no_pick 1069 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case. 1070 * set - we don't want to set no pick in that case.
1054 */ 1071 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1072 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1056 SET_FLAG (op, FLAG_NO_PICK); 1073 op->set_flag (FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1074 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying; 1075 op->slaying = creator->slaying;
1076 break;
1059 1077
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: 1078 case SPELLBOOK:
1066 op->value = op->value * op->inv->value; 1079 op->value *= value_factor_from_spell_item (op->inv, 0);
1080
1067 /* add exp so learning gives xp */ 1081 /* add exp so learning gives xp */
1068 op->level = op->inv->level; 1082 op->level = op->inv->level;
1069 op->stats.exp = op->value; 1083 op->stats.exp = op->value;
1070 break; 1084 break;
1071 1085
1072 case WAND: 1086 case WAND:
1073 /* nrof in the treasure list is number of charges, 1087 /* nrof in the treasure list is number of charges,
1074 * not number of wands. So copy that into food (charges), 1088 * not number of wands. So copy that into food (charges),
1075 * and reset nrof. 1089 * and reset nrof.
1076 */ 1090 */
1077 op->stats.food = op->inv->nrof; 1091 op->stats.food = op->inv->nrof;
1078 op->nrof = 1; 1092 op->nrof = 1;
1079 /* If the spell changes by level, choose a random level 1093 /* If the spell changes by level, choose a random level
1080 * for it, and adjust price. If the spell doesn't 1094 * for it.
1081 * change by level, just set the wand to the level of 1095 */
1082 * the spell, and value calculation is simpler. 1096 if (op->inv->duration_modifier
1083 */ 1097 || op->inv->dam_modifier
1084 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1098 || op->inv->range_modifier)
1085 { 1099 op->level = level_for_item (op, difficulty);
1100 else
1101 op->level = op->inv->level;
1102
1103 op->value *= value_factor_from_spell_item (op->inv, op);
1104 break;
1105
1106 case ROD:
1086 op->level = level_for_item (op, difficulty); 1107 op->level = level_for_item (op, difficulty);
1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1108 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 1109
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 */ 1110 /* maxhp is used to denote how many 'charges' the rod holds before */
1105 if (op->stats.maxhp) 1111 if (op->stats.maxhp)
1106 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);
1107 else 1113 else
1108 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);
1109 1115
1110 op->stats.hp = op->stats.maxhp; 1116 op->stats.hp = op->stats.maxhp;
1111 break; 1117 break;
1112 1118
1113 case SCROLL: 1119 case SCROLL:
1114 op->level = level_for_item (op, difficulty); 1120 op->level = level_for_item (op, difficulty);
1115 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);
1116 1122
1117 /* add exp so reading them properly gives xp */ 1123 /* add exp so reading them properly gives xp */
1118 op->stats.exp = op->value / 5; 1124 op->stats.exp = op->value / 5;
1119 op->nrof = op->inv->nrof; 1125 op->nrof = op->inv->nrof;
1120 break; 1126 break;
1121 1127
1122 case RUNE: 1128 case RUNE:
1123 trap_adjust (op, difficulty); 1129 trap_adjust (op, difficulty);
1124 break; 1130 break;
1125 1131
1126 case TRAP: 1132 case TRAP:
1127 trap_adjust (op, difficulty); 1133 trap_adjust (op, difficulty);
1128 break; 1134 break;
1129 } /* switch type */ 1135 } /* switch type */
1130 1136
1131 if (flags & GT_STARTEQUIP) 1137 if (flags & GT_STARTEQUIP)
1132 { 1138 {
1133 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])
1134 SET_FLAG (op, FLAG_STARTEQUIP); 1140 op->set_flag (FLAG_STARTEQUIP);
1135 else if (op->type != MONEY) 1141 else if (op->type != MONEY)
1136 op->value = 0; 1142 op->value = 0;
1137 } 1143 }
1138 1144
1139 if (!(flags & GT_ENVIRONMENT)) 1145 if (!(flags & GT_ENVIRONMENT))
1140 fix_flesh_item (op, creator); 1146 fix_flesh_item (op, creator);
1141} 1147}
1149 */ 1155 */
1150 1156
1151/* 1157/*
1152 * Allocate and return the pointer to an empty artifactlist structure. 1158 * Allocate and return the pointer to an empty artifactlist structure.
1153 */ 1159 */
1154
1155static artifactlist * 1160static artifactlist *
1156get_empty_artifactlist (void) 1161get_empty_artifactlist ()
1157{ 1162{
1158 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1163 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} 1164}
1166 1165
1167/* 1166/*
1168 * Allocate and return the pointer to an empty artifact structure. 1167 * Allocate and return the pointer to an empty artifact structure.
1169 */ 1168 */
1170
1171static artifact * 1169static artifact *
1172get_empty_artifact (void) 1170get_empty_artifact ()
1173{ 1171{
1174 artifact *t = (artifact *) malloc (sizeof (artifact)); 1172 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} 1173}
1184 1174
1185/* 1175/*
1186 * 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
1187 * of objects on it. 1177 * of objects on it.
1188 */ 1178 */
1189
1190artifactlist * 1179artifactlist *
1191find_artifactlist (int type) 1180find_artifactlist (int type)
1192{ 1181{
1193 artifactlist *al;
1194
1195 for (al = first_artifactlist; al != NULL; al = al->next) 1182 for (artifactlist *al = first_artifactlist; al; al = al->next)
1196 if (al->type == type) 1183 if (al->type == type)
1197 return al; 1184 return al;
1185
1198 return NULL; 1186 return 0;
1199} 1187}
1200 1188
1201/* 1189/*
1202 * For debugging purposes. Dumps all tables. 1190 * Builds up the lists of artifacts from the file in the libdir.
1203 */ 1191 */
1204
1205void 1192void
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) 1193init_artifacts ()
1316{ 1194{
1317 static int has_been_inited = 0; 1195 static int has_been_inited = 0;
1318 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1319 artifact *art = NULL; 1196 artifact *art = NULL;
1320 linked_char *tmp;
1321 int value, comp;
1322 artifactlist *al; 1197 artifactlist *al;
1323 1198
1324 if (has_been_inited) 1199 if (has_been_inited)
1325 return; 1200 return;
1326 else 1201 else
1327 has_been_inited = 1; 1202 has_been_inited = 1;
1328 1203
1329 sprintf (filename, "%s/artifacts", settings.datadir); 1204 object_thawer f (settings.datadir, "artifacts");
1330 object_thawer thawer (filename);
1331 1205
1332 if (!thawer) 1206 if (!f)
1333 return; 1207 return;
1334 1208
1335 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1209 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 { 1210 {
1211 switch (f.kw)
1212 {
1213 case KW_allowed:
1214 if (!art)
1351 art = get_empty_artifact (); 1215 art = get_empty_artifact ();
1352 nrofartifacts++; 1216
1217 {
1218 if (!strcmp (f.get_str (), "all"))
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));
1235 }
1236 break;
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 }
1269 continue;
1270
1271 case KW_EOF:
1272 goto done;
1273
1274 default:
1275 if (!f.parse_error ("artifacts file"))
1276 cleanup ("artifacts file required");
1277 break;
1278 }
1279
1280 f.next ();
1353 } 1281 }
1354 cp = strchr (cp, ' ') + 1;
1355 if (!strcmp (cp, "all"))
1356 continue;
1357 1282
1358 do 1283done:
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) 1284 for (al = first_artifactlist; al; al = al->next)
1398 { 1285 {
1286 al->total_chance = 0;
1287
1399 for (art = al->items; art != NULL; art = art->next) 1288 for (art = al->items; art; art = art->next)
1400 { 1289 {
1401 if (!art->chance) 1290 if (!art->chance)
1402 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);
1403 else 1292 else
1404 al->total_chance += art->chance; 1293 al->total_chance += art->chance;
1405 } 1294 }
1406#if 0 1295#if 0
1407 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);
1408#endif 1297#endif
1409 } 1298 }
1410
1411 LOG (llevDebug, "done.\n");
1412} 1299}
1413
1414 1300
1415/* 1301/*
1416 * Used in artifact generation. The bonuses of the first object 1302 * Used in artifact generation. The bonuses of the first object
1417 * is modified by the bonuses of the second object. 1303 * is modified by the bonuses of the second object.
1418 */ 1304 */
1419
1420void 1305void
1421add_abilities (object * op, object * change) 1306add_abilities (object *op, object *change)
1422{ 1307{
1423 int i, j, tmp;
1424
1425 if (change->face != blank_face) 1308 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; 1309 op->face = change->face;
1431 }
1432 1310
1433 for (i = 0; i < NUM_STATS; i++) 1311 for (int i = 0; i < NUM_STATS; i++)
1434 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1312 change_attr_value (&(op->stats), i, change->stats.stat (i));
1435 1313
1436 op->attacktype |= change->attacktype; 1314 op->attacktype |= change->attacktype;
1437 op->path_attuned |= change->path_attuned; 1315 op->path_attuned |= change->path_attuned;
1438 op->path_repelled |= change->path_repelled; 1316 op->path_repelled |= change->path_repelled;
1439 op->path_denied |= change->path_denied; 1317 op->path_denied |= change->path_denied;
1440 op->move_type |= change->move_type; 1318 op->move_type |= change->move_type;
1441 op->stats.luck += change->stats.luck; 1319 op->stats.luck += change->stats.luck;
1442 1320
1443 if (QUERY_FLAG (change, FLAG_CURSED)) 1321 static const struct copyflags : object::flags_t
1444 SET_FLAG (op, FLAG_CURSED); 1322 {
1445 if (QUERY_FLAG (change, FLAG_DAMNED)) 1323 copyflags ()
1446 SET_FLAG (op, FLAG_DAMNED); 1324 {
1447 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)
1448 set_abs_magic (op, -op->magic); 1342 set_abs_magic (op, -op->magic);
1449 1343
1450 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1344 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 { 1345 {
1469 CLEAR_FLAG (op, FLAG_ANIMATE); 1346 op->clr_flag (FLAG_ANIMATE);
1347
1470 /* so artifacts will join */ 1348 /* so artifacts will join */
1471 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1349 if (!op->flag [FLAG_ALIVE])
1472 op->speed = 0.0; 1350 op->speed = 0.;
1473 update_ob_speed (op); 1351
1352 op->set_speed (op->speed);
1474 } 1353 }
1475 1354
1476 if (change->nrof) 1355 if (change->nrof)
1477 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1356 op->nrof = rndm (change->nrof) + 1;
1478 1357
1479 op->stats.exp += change->stats.exp; /* Speed modifier */ 1358 op->stats.exp += change->stats.exp; /* Speed modifier */
1480 op->stats.wc += change->stats.wc; 1359 op->stats.wc += change->stats.wc;
1481 op->stats.ac += change->stats.ac; 1360 op->stats.ac += change->stats.ac;
1482 1361
1483 if (change->other_arch) 1362 if (change->other_arch)
1484 { 1363 {
1485 /* Basically, for horns & potions, the other_arch field is the spell 1364 /* 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 1365 * to cast. So convert that to into a spell and put it into
1487 * this object. 1366 * this object.
1488 */ 1367 */
1489 if (op->type == HORN || op->type == POTION) 1368 if (op->type == HORN || op->type == POTION)
1490 { 1369 {
1491 object *tmp_obj;
1492 /* Remove any spells this object currently has in it */ 1370 /* Remove any spells this object currently has in it */
1493 while (op->inv) 1371 op->destroy_inv (false);
1494 {
1495 tmp_obj = op->inv;
1496 remove_ob (tmp_obj);
1497 free_object (tmp_obj);
1498 }
1499 1372
1500 tmp_obj = arch_to_object (change->other_arch); 1373 object *tmp = change->other_arch->instance ();
1501 insert_ob_in_ob (tmp_obj, op); 1374 insert_ob_in_ob (tmp, op);
1502 } 1375 }
1376
1503 /* No harm setting this for potions/horns */ 1377 /* No harm setting this for potions/horns */
1504 op->other_arch = change->other_arch; 1378 op->other_arch = change->other_arch;
1505 } 1379 }
1506 1380
1507 if (change->stats.hp < 0) 1381 if (change->stats.hp < 0)
1523 op->stats.maxsp = -change->stats.maxsp; 1397 op->stats.maxsp = -change->stats.maxsp;
1524 else 1398 else
1525 op->stats.maxsp += change->stats.maxsp; 1399 op->stats.maxsp += change->stats.maxsp;
1526 1400
1527 if (change->stats.food < 0) 1401 if (change->stats.food < 0)
1528 op->stats.food = -(change->stats.food); 1402 op->stats.food = -change->stats.food;
1529 else 1403 else
1530 op->stats.food += change->stats.food; 1404 op->stats.food += change->stats.food;
1531 1405
1532 if (change->level < 0) 1406 if (change->level < 0)
1533 op->level = -(change->level); 1407 op->level = -change->level;
1534 else 1408 else
1535 op->level += change->level; 1409 op->level += change->level;
1536 1410
1537 if (change->gen_sp_armour < 0) 1411 if (change->gen_sp_armour < 0)
1538 op->gen_sp_armour = -(change->gen_sp_armour); 1412 op->gen_sp_armour = -change->gen_sp_armour;
1539 else 1413 else
1540 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;
1541 1415
1542 op->item_power = change->item_power; 1416 op->item_power = change->item_power;
1543 1417
1544 for (i = 0; i < NROFATTACKS; i++) 1418 for (int i = 0; i < NROFATTACKS; i++)
1545 {
1546 if (change->resist[i])
1547 {
1548 op->resist[i] += change->resist[i]; 1419 op->resist[i] += change->resist[i];
1549 }
1550 }
1551 1420
1552 if (change->stats.dam) 1421 if (change->stats.dam)
1553 { 1422 {
1554 if (change->stats.dam < 0) 1423 if (change->stats.dam < 0)
1555 op->stats.dam = (-change->stats.dam); 1424 op->stats.dam = -change->stats.dam;
1556 else if (op->stats.dam) 1425 else if (op->stats.dam)
1557 { 1426 {
1558 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1427 int tmp = op->stats.dam * change->stats.dam / 10;
1428
1559 if (tmp == op->stats.dam) 1429 if (tmp == op->stats.dam)
1560 { 1430 {
1561 if (change->stats.dam < 10) 1431 if (change->stats.dam < 10)
1562 op->stats.dam--; 1432 op->stats.dam--;
1433 else
1434 op->stats.dam++;
1435 }
1563 else 1436 else
1564 op->stats.dam++;
1565 }
1566 else
1567 op->stats.dam = tmp; 1437 op->stats.dam = tmp;
1568 } 1438 }
1569 } 1439 }
1570 1440
1571 if (change->weight) 1441 if (change->weight)
1572 { 1442 {
1573 if (change->weight < 0) 1443 if (change->weight < 0)
1574 op->weight = (-change->weight); 1444 op->weight = -change->weight;
1575 else 1445 else
1576 op->weight = (op->weight * (change->weight)) / 100; 1446 op->weight = op->weight * change->weight / 100;
1577 } 1447 }
1578 1448
1579 if (change->last_sp) 1449 if (change->last_sp)
1580 { 1450 {
1581 if (change->last_sp < 0) 1451 if (change->last_sp < 0)
1582 op->last_sp = (-change->last_sp); 1452 op->last_sp = -change->last_sp;
1583 else 1453 else
1584 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;
1585 } 1455 }
1586 1456
1587 if (change->gen_sp_armour) 1457 if (change->gen_sp_armour)
1588 { 1458 {
1589 if (change->gen_sp_armour < 0) 1459 if (change->gen_sp_armour < 0)
1590 op->gen_sp_armour = (-change->gen_sp_armour); 1460 op->gen_sp_armour = -change->gen_sp_armour;
1591 else 1461 else
1592 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;
1593 } 1463 }
1594 1464
1595 op->value *= change->value; 1465 op->value *= change->value;
1596 1466
1597 if (change->material) 1467 if (change->materials)
1468 op->materials = change->materials;
1469
1470 if (change->material != MATERIAL_NULL)
1598 op->material = change->material; 1471 op->material = change->material;
1599
1600 if (change->materialname)
1601 op->materialname = change->materialname;
1602 1472
1603 if (change->slaying) 1473 if (change->slaying)
1604 op->slaying = change->slaying; 1474 op->slaying = change->slaying;
1605 1475
1606 if (change->race) 1476 if (change->race)
1609 if (change->msg) 1479 if (change->msg)
1610 op->msg = change->msg; 1480 op->msg = change->msg;
1611} 1481}
1612 1482
1613static int 1483static int
1614legal_artifact_combination (object * op, artifact * art) 1484legal_artifact_combination (object *op, artifact *art)
1615{ 1485{
1616 int neg, success = 0; 1486 int neg, success = 0;
1617 linked_char *tmp; 1487 linked_char *tmp;
1618 const char *name; 1488 const char *name;
1619 1489
1620 if (art->allowed == (linked_char *) NULL) 1490 if (!art->allowed)
1621 return 1; /* Ie, "all" */ 1491 return 1; /* Ie, "all" */
1492
1622 for (tmp = art->allowed; tmp; tmp = tmp->next) 1493 for (tmp = art->allowed; tmp; tmp = tmp->next)
1623 { 1494 {
1624#ifdef TREASURE_VERBOSE 1495#ifdef TREASURE_VERBOSE
1625 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1496 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1626#endif 1497#endif
1627 if (*tmp->name == '!') 1498 if (*tmp->name == '!')
1628 name = tmp->name + 1, neg = 1; 1499 name = tmp->name + 1, neg = 1;
1629 else 1500 else
1630 name = tmp->name, neg = 0; 1501 name = tmp->name, neg = 0;
1631 1502
1632 /* If we match name, then return the opposite of 'neg' */ 1503 /* If we match name, then return the opposite of 'neg' */
1633 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1504 if (!strcmp (name, op->arch->archname))
1634 return !neg; 1505 return !neg;
1635 1506
1636 /* 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
1637 * everything is allowed except what we match 1508 * everything is allowed except what we match
1638 */ 1509 */
1639 else if (neg) 1510 else if (neg)
1640 success = 1; 1511 success = 1;
1641 } 1512 }
1513
1642 return success; 1514 return success;
1643} 1515}
1644 1516
1645/* 1517/*
1646 * Fixes the given object, giving it the abilities and titles 1518 * Fixes the given object, giving it the abilities and titles
1647 * it should have due to the second artifact-template. 1519 * it should have due to the second artifact-template.
1648 */ 1520 */
1649 1521
1650void 1522void
1651give_artifact_abilities (object * op, object * artifct) 1523give_artifact_abilities (object *op, object *artifct)
1652{ 1524{
1653 char new_name[MAX_BUF]; 1525 op->title = format ("of %s", &artifct->name);
1654 1526
1655 sprintf (new_name, "of %s", &artifct->name);
1656 op->title = new_name;
1657 add_abilities (op, artifct); /* Give out the bonuses */ 1527 add_abilities (op, artifct); /* Give out the bonuses */
1658 1528
1659#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... */
1660 { 1530 {
1661 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1531 char identified = op->flag [FLAG_IDENTIFIED];
1662 SET_FLAG (op, FLAG_IDENTIFIED); 1532
1533 op->set_flag (FLAG_IDENTIFIED);
1663 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));
1664 if (!identified) 1535 if (!identified)
1665 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1536 op->clr_flag (FLAG_IDENTIFIED);
1666 } 1537 }
1667#endif 1538#endif
1668 return; 1539 return;
1669} 1540}
1670 1541
1678 1549
1679/* Give 1 re-roll attempt per artifact */ 1550/* Give 1 re-roll attempt per artifact */
1680#define ARTIFACT_TRIES 2 1551#define ARTIFACT_TRIES 2
1681 1552
1682void 1553void
1683generate_artifact (object * op, int difficulty) 1554generate_artifact (object *op, int difficulty)
1684{ 1555{
1685 artifactlist *al;
1686 artifact *art; 1556 artifact *art;
1687 int i;
1688 1557
1689 al = find_artifactlist (op->type); 1558 artifactlist *al = find_artifactlist (op->type);
1690 1559
1691 if (al == NULL) 1560 if (al == NULL)
1692 { 1561 {
1693#if 0 /* This is too verbose, usually */ 1562#if 0 /* This is too verbose, usually */
1694 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);
1695#endif 1564#endif
1696 return; 1565 return;
1697 } 1566 }
1698 1567
1699 for (i = 0; i < ARTIFACT_TRIES; i++) 1568 for (int i = 0; i < ARTIFACT_TRIES; i++)
1700 { 1569 {
1701 int roll = RANDOM () % al->total_chance; 1570 int roll = rndm (al->total_chance);
1702 1571
1703 for (art = al->items; art != NULL; art = art->next) 1572 for (art = al->items; art; art = art->next)
1704 { 1573 {
1705 roll -= art->chance; 1574 roll -= art->chance;
1706 if (roll < 0) 1575 if (roll < 0)
1707 break; 1576 break;
1708 } 1577 }
1709 1578
1710 if (art == NULL || roll >= 0) 1579 if (art == NULL || roll >= 0)
1711 { 1580 {
1712#if 1 1581#if 1
1713 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);
1714#endif 1583#endif
1715 return; 1584 return;
1716 } 1585 }
1717 if (!strcmp (art->item->name, "NONE")) 1586
1718 return; 1587 if (art->item->name == shstr_NONE)
1588 return;
1589
1719 if (FABS (op->magic) < art->item->magic) 1590 if (fabs (op->magic) < art->item->magic)
1720 continue; /* Not magic enough to be this item */ 1591 continue; /* Not magic enough to be this item */
1721 1592
1722 /* Map difficulty not high enough */ 1593 /* Map difficulty not high enough */
1723 if (difficulty < art->difficulty) 1594 if (difficulty < art->difficulty)
1724 continue; 1595 continue;
1725 1596
1726 if (!legal_artifact_combination (op, art)) 1597 if (!legal_artifact_combination (op, art))
1727 { 1598 {
1728#ifdef TREASURE_VERBOSE 1599#ifdef TREASURE_VERBOSE
1729 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);
1730#endif 1601#endif
1731 continue; 1602 continue;
1732 } 1603 }
1604
1733 give_artifact_abilities (op, art->item); 1605 give_artifact_abilities (op, art->item);
1734 return; 1606 return;
1735 } 1607 }
1736} 1608}
1737 1609
1739 * FOOD, except they inherit properties (name, food value, etc). 1611 * FOOD, except they inherit properties (name, food value, etc).
1740 * based on the original owner (or 'donor' if you like). -b.t. 1612 * based on the original owner (or 'donor' if you like). -b.t.
1741 */ 1613 */
1742 1614
1743void 1615void
1744fix_flesh_item (object * item, object * donor) 1616fix_flesh_item (object *item, object *donor)
1745{ 1617{
1746 char tmpbuf[MAX_BUF];
1747 int i;
1748
1749 if (item->type == FLESH && donor) 1618 if (item->type == FLESH && donor)
1750 { 1619 {
1751 /* change the name */ 1620 /* change the name */
1752 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1621 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; 1622 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1754 1623
1755 /* weight is FLESH weight/100 * donor */ 1624 /* weight is FLESH weight/100 * donor */
1756 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);
1757 item->weight = 1;
1758 1626
1759 /* value is multiplied by level of donor */ 1627 /* value is multiplied by level of donor */
1760 item->value *= isqrt (donor->level * 2); 1628 item->value *= isqrt (donor->level * 2);
1761 1629
1762 /* food value */ 1630 /* food value */
1763 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1631 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1764 1632
1765 /* flesh items inherit some abilities of donor, but not 1633 /* flesh items inherit some abilities of donor, but not
1766 * full effect. 1634 * full effect.
1767 */ 1635 */
1768 for (i = 0; i < NROFATTACKS; i++) 1636 for (int i = 0; i < NROFATTACKS; i++)
1769 item->resist[i] = donor->resist[i] / 2; 1637 item->resist[i] = donor->resist[i] / 2;
1770 1638
1771 /* item inherits donor's level (important for quezals) */ 1639 /* item inherits donor's level (important for quezals) */
1772 item->level = donor->level; 1640 item->level = donor->level;
1773 1641
1774 /* if donor has some attacktypes, the flesh is poisonous */ 1642 /* if donor has some attacktypes, the flesh is poisonous */
1775 if (donor->attacktype & AT_POISON) 1643 if (donor->attacktype & AT_POISON)
1776 item->type = POISON; 1644 item->type = POISON;
1645
1777 if (donor->attacktype & AT_ACID) 1646 if (donor->attacktype & AT_ACID)
1778 item->stats.hp = -1 * item->stats.food; 1647 item->stats.hp = -item->stats.food;
1779 SET_FLAG (item, FLAG_NO_STEAL);
1780 }
1781}
1782 1648
1783/* special_potion() - so that old potion code is still done right. */ 1649 item->set_flag (FLAG_NO_STEAL);
1784 1650 }
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} 1651}
1803 1652
1804void 1653static void
1805free_treasurestruct (treasure * t) 1654free_treasurestruct (treasure *t)
1806{ 1655{
1807 if (t->next)
1808 free_treasurestruct (t->next); 1656 if (t->next) free_treasurestruct (t->next);
1809 if (t->next_yes)
1810 free_treasurestruct (t->next_yes); 1657 if (t->next_yes) free_treasurestruct (t->next_yes);
1811 if (t->next_no)
1812 free_treasurestruct (t->next_no); 1658 if (t->next_no) free_treasurestruct (t->next_no);
1813 free (t);
1814}
1815 1659
1816void 1660 delete t;
1661}
1662
1663static void
1817free_charlinks (linked_char * lc) 1664free_charlinks (linked_char *lc)
1818{ 1665{
1819 if (lc->next) 1666 if (lc->next)
1820 free_charlinks (lc->next); 1667 free_charlinks (lc->next);
1821 1668
1822 delete lc; 1669 delete lc;
1823} 1670}
1824 1671
1825void 1672static void
1826free_artifact (artifact * at) 1673free_artifact (artifact *at)
1827{ 1674{
1828
1829 if (at->next)
1830 free_artifact (at->next); 1675 if (at->next) free_artifact (at->next);
1831 if (at->allowed)
1832 free_charlinks (at->allowed); 1676 if (at->allowed) free_charlinks (at->allowed);
1833 1677
1834 delete at->item; 1678 at->item->destroy ();
1835 1679
1836 delete at;
1837}
1838
1839void
1840free_artifactlist (artifactlist * al)
1841{
1842 artifactlist *nextal;
1843 for (al = first_artifactlist; al != NULL; al = nextal)
1844 {
1845 nextal = al->next;
1846 if (al->items)
1847 {
1848 free_artifact (al->items);
1849 }
1850 free (al); 1680 sfree (at);
1851 }
1852} 1681}
1853 1682
1854void
1855free_all_treasures (void)
1856{
1857 treasurelist *tl, *next;
1858
1859
1860 for (tl = first_treasurelist; tl != NULL; tl = next)
1861 {
1862 next = tl->next;
1863 if (tl->items)
1864 free_treasurestruct (tl->items);
1865 delete tl;
1866 }
1867 free_artifactlist (first_artifactlist);
1868}

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