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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.15 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.16 by root, Sun Sep 10 16:00:23 2006 UTC

1 1
2/* 2/*
3 * static char *rcs_treasure_c = 3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.15 2006/09/09 21:48:28 root Exp $"; 4 * "$Id: treasure.C,v 1.16 2006/09/10 16:00:23 root Exp $";
5 */ 5 */
6 6
7/* 7/*
8 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
9 9
35 * left on 35 * left on
36 */ 36 */
37#define TREASURE_DEBUG 37#define TREASURE_DEBUG
38 38
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 39/* TREASURE_VERBOSE enables copious output concerning artifact generation */
40
40/* #define TREASURE_VERBOSE */ 41/* #define TREASURE_VERBOSE */
41 42
42#include <global.h> 43#include <global.h>
43#include <treasure.h> 44#include <treasure.h>
44#include <funcpoint.h> 45#include <funcpoint.h>
45#include <loader.h> 46#include <loader.h>
46 47
47 48
48static void change_treasure (treasure * t, object * op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 50extern char *spell_mapping[];
50 51
51/* 52/*
52 * Initialize global archtype pointers: 53 * Initialize global archtype pointers:
53 */ 54 */
54 55
55void 56void
56init_archetype_pointers () 57init_archetype_pointers ()
57{ 58{
58 int prev_warn = warn_archetypes; 59 int prev_warn = warn_archetypes;
60
59 warn_archetypes = 1; 61 warn_archetypes = 1;
60 if (ring_arch == NULL) 62 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring"); 63 ring_arch = find_archetype ("ring");
62 if (amulet_arch == NULL) 64 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet"); 65 amulet_arch = find_archetype ("amulet");
108 while (fgets (buf, MAX_BUF, fp) != NULL) 110 while (fgets (buf, MAX_BUF, fp) != NULL)
109 { 111 {
110 (*line)++; 112 (*line)++;
111 113
112 if (*buf == '#') 114 if (*buf == '#')
113 continue; 115 continue;
114 if ((cp = strchr (buf, '\n')) != NULL) 116 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0'; 117 *cp = '\0';
116 cp = buf; 118 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */ 119 while (isspace (*cp)) /* Skip blanks */
118 cp++; 120 cp++;
119 121
120 if (sscanf (cp, "arch %s", variable)) 122 if (sscanf (cp, "arch %s", variable))
121 { 123 {
122 if ((t->item = find_archetype (variable)) == NULL) 124 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable); 125 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 } 126 }
125 else if (sscanf (cp, "list %s", variable)) 127 else if (sscanf (cp, "list %s", variable))
126 t->name = variable; 128 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable)) 129 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable; 130 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable)) 131 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable; 132 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable)) 133 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable; 134 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value)) 135 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value; 136 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value)) 137 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value; 138 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value)) 139 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value; 140 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes")) 141 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line); 142 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no")) 143 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line); 144 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end")) 145 else if (!strcmp (cp, "end"))
144 return t; 146 return t;
145 else if (!strcmp (cp, "more")) 147 else if (!strcmp (cp, "more"))
146 { 148 {
147 t->next = load_treasure (fp, line); 149 t->next = load_treasure (fp, line);
148 return t; 150 return t;
149 } 151 }
150 else 152 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 153 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 154 }
153 LOG (llevError, "treasure lacks 'end'.\n"); 155 LOG (llevError, "treasure lacks 'end'.\n");
154 return t; 156 return t;
155} 157}
156 158
157#ifdef TREASURE_DEBUG 159#ifdef TREASURE_DEBUG
160
158/* recursived checks the linked list. Treasurelist is passed only 161/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 162 * so that the treasure name can be printed out
160 */ 163 */
161static void 164static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 165check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 166{
164 if (t->item == NULL && t->name == NULL) 167 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); 168 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)) 169 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); 170 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
199 } 202 }
200 while (fgets (buf, MAX_BUF, fp) != NULL) 203 while (fgets (buf, MAX_BUF, fp) != NULL)
201 { 204 {
202 line++; 205 line++;
203 if (*buf == '#') 206 if (*buf == '#')
204 continue; 207 continue;
205 208
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 209 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 { 210 {
208 treasurelist *tl = get_empty_treasurelist (); 211 treasurelist *tl = get_empty_treasurelist ();
212
209 tl->name = name; 213 tl->name = name;
210 if (previous == NULL) 214 if (previous == NULL)
211 first_treasurelist = tl; 215 first_treasurelist = tl;
212 else 216 else
213 previous->next = tl; 217 previous->next = tl;
214 previous = tl; 218 previous = tl;
215 tl->items = load_treasure (fp, &line); 219 tl->items = load_treasure (fp, &line);
216 220
217 /* This is a one of the many items on the list should be generated. 221 /* 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 222 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 223 * fields of the treasures are not being used.
220 */ 224 */
221 if (!strncmp (buf, "treasureone", 11)) 225 if (!strncmp (buf, "treasureone", 11))
222 { 226 {
223 for (t = tl->items; t != NULL; t = t->next) 227 for (t = tl->items; t != NULL; t = t->next)
224 { 228 {
225#ifdef TREASURE_DEBUG 229#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no) 230 if (t->next_yes || t->next_no)
227 { 231 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 232 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"); 233 LOG (llevError, " the next_yes or next_no field is set\n");
230 } 234 }
231#endif 235#endif
232 tl->total_chance += t->chance; 236 tl->total_chance += t->chance;
233 } 237 }
234 } 238 }
235 } 239 }
236 else 240 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 241 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 } 242 }
239 close_and_delete (fp, comp); 243 close_and_delete (fp, comp);
240 244
241#ifdef TREASURE_DEBUG 245#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is. 246 /* Perform some checks on how valid the treasure data actually is.
264 */ 268 */
265 if (!name) 269 if (!name)
266 return 0; 270 return 0;
267 271
268 if (const char *tmp = shstr::find (name)) 272 if (const char *tmp = shstr::find (name))
269 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) 273 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
270 if (tmp == tl->name) 274 if (tmp == tl->name)
271 return tl; 275 return tl;
272 276
273 if (first_treasurelist) 277 if (first_treasurelist)
274 LOG (llevError, "Couldn't find treasurelist %s\n", name); 278 LOG (llevError, "Couldn't find treasurelist %s\n", name);
289 * start with equipment, but only their abilities). 293 * start with equipment, but only their abilities).
290 */ 294 */
291 295
292 296
293static void 297static void
294put_treasure (object * op, object * creator, int flags) 298put_treasure (object *op, object *creator, int flags)
295{ 299{
296 object *tmp; 300 object *tmp;
297 301
298 /* Bit of a hack - spells should never be put onto the map. The entire 302 /* Bit of a hack - spells should never be put onto the map. The entire
299 * treasure stuff is a problem - there is no clear idea of knowing 303 * treasure stuff is a problem - there is no clear idea of knowing
309 } 313 }
310 else 314 else
311 { 315 {
312 op = insert_ob_in_ob (op, creator); 316 op = insert_ob_in_ob (op, creator);
313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 317 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
314 monster_check_apply (creator, op); 318 monster_check_apply (creator, op);
315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 319 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
316 esrv_send_item (tmp, op); 320 esrv_send_item (tmp, op);
317 } 321 }
318} 322}
319 323
320/* if there are change_xxx commands in the treasure, we include the changes 324/* if there are change_xxx commands in the treasure, we include the changes
321 * in the generated object 325 * in the generated object
343 object *tmp; 347 object *tmp;
344 348
345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 349 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
346 { 350 {
347 if (t->name) 351 if (t->name)
348 { 352 {
349 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 353 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 354 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
351 } 355 }
352 else 356 else
353 { 357 {
354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 358 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
355 { 359 {
356 tmp = arch_to_object (t->item); 360 tmp = arch_to_object (t->item);
357 if (t->nrof && tmp->nrof <= 1) 361 if (t->nrof && tmp->nrof <= 1)
358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 362 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 363 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 364 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 365 put_treasure (tmp, op, flag);
362 } 366 }
363 } 367 }
364 368
365 if (t->next_yes != NULL) 369 if (t->next_yes != NULL)
366 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 370 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 } 371 }
368 else if (t->next_no != NULL) 372 else if (t->next_no != NULL)
369 create_all_treasures (t->next_no, op, flag, difficulty, tries); 373 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370 374
371 if (t->next != NULL) 375 if (t->next != NULL)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 376 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 377}
374 378
375void 379void
376create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries) 380create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
377{ 381{
378 int value = RANDOM () % tl->total_chance; 382 int value = RANDOM () % tl->total_chance;
379 treasure *t; 383 treasure *t;
380 384
381 if (tries++ > 100) 385 if (tries++ > 100)
387 for (t = tl->items; t != NULL; t = t->next) 391 for (t = tl->items; t != NULL; t = t->next)
388 { 392 {
389 value -= t->chance; 393 value -= t->chance;
390 394
391 if (value < 0) 395 if (value < 0)
392 break; 396 break;
393 } 397 }
394 398
395 if (!t || value >= 0) 399 if (!t || value >= 0)
396 { 400 {
397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 401 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
400 } 404 }
401 405
402 if (t->name) 406 if (t->name)
403 { 407 {
404 if (!strcmp (t->name, "NONE")) 408 if (!strcmp (t->name, "NONE"))
405 return; 409 return;
406 410
407 if (difficulty >= t->magic) 411 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 412 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
409 else if (t->nrof) 413 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 414 create_one_treasure (tl, op, flag, difficulty, tries);
411 415
412 return; 416 return;
413 } 417 }
414 418
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 419 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
416 { 420 {
417 object *tmp = arch_to_object (t->item); 421 object *tmp = arch_to_object (t->item);
418 422
419 if (!tmp) 423 if (!tmp)
420 return; 424 return;
421 425
422 if (t->nrof && tmp->nrof <= 1) 426 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 427 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
424 428
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 429 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 430 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 431 put_treasure (tmp, op, flag);
428 } 432 }
434 * list transitions, or so that excessively good treasure will not be 438 * list transitions, or so that excessively good treasure will not be
435 * created on weak maps, because it will exceed the number of allowed tries 439 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 440 * to do that.
437 */ 441 */
438void 442void
439create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 443create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
440{ 444{
441 445
442 if (tries++ > 100) 446 if (tries++ > 100)
443 { 447 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 448 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
480 * The array has two arguments, the difficulty of the level, and the 484 * The array has two arguments, the difficulty of the level, and the
481 * magical bonus "wanted". 485 * magical bonus "wanted".
482 */ 486 */
483 487
484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
485/*chance of magic difficulty*/ 490/*chance of magic difficulty*/
491
486/* +0 +1 +2 +3 +4 */ 492/* +0 +1 +2 +3 +4 */
487 {95, 2, 2, 1, 0}, /*1 */ 493 {95, 2, 2, 1, 0}, /*1 */
488 {92, 5, 2, 1, 0}, /*2 */ 494 {92, 5, 2, 1, 0}, /*2 */
489 {85, 10, 4, 1, 0}, /*3 */ 495 {85, 10, 4, 1, 0}, /*3 */
490 {80, 14, 4, 2, 0}, /*4 */ 496 {80, 14, 4, 2, 0}, /*4 */
491 {75, 17, 5, 2, 1}, /*5 */ 497 {75, 17, 5, 2, 1}, /*5 */
492 {70, 18, 8, 3, 1}, /*6 */ 498 {70, 18, 8, 3, 1}, /*6 */
493 {65, 21, 10, 3, 1}, /*7 */ 499 {65, 21, 10, 3, 1}, /*7 */
494 {60, 22, 12, 4, 2}, /*8 */ 500 {60, 22, 12, 4, 2}, /*8 */
495 {55, 25, 14, 4, 2}, /*9 */ 501 {55, 25, 14, 4, 2}, /*9 */
496 {50, 27, 16, 5, 2}, /*10 */ 502 {50, 27, 16, 5, 2}, /*10 */
497 {45, 28, 18, 6, 3}, /*11 */ 503 {45, 28, 18, 6, 3}, /*11 */
498 {42, 28, 20, 7, 3}, /*12 */ 504 {42, 28, 20, 7, 3}, /*12 */
499 {40, 27, 21, 8, 4}, /*13 */ 505 {40, 27, 21, 8, 4}, /*13 */
500 {38, 25, 22, 10, 5}, /*14 */ 506 {38, 25, 22, 10, 5}, /*14 */
501 {36, 23, 23, 12, 6}, /*15 */ 507 {36, 23, 23, 12, 6}, /*15 */
502 {33, 21, 24, 14, 8}, /*16 */ 508 {33, 21, 24, 14, 8}, /*16 */
503 {31, 19, 25, 16, 9}, /*17 */ 509 {31, 19, 25, 16, 9}, /*17 */
504 {27, 15, 30, 18, 10}, /*18 */ 510 {27, 15, 30, 18, 10}, /*18 */
505 {20, 12, 30, 25, 13}, /*19 */ 511 {20, 12, 30, 25, 13}, /*19 */
506 {15, 10, 28, 30, 17}, /*20 */ 512 {15, 10, 28, 30, 17}, /*20 */
507 {13, 9, 27, 28, 23}, /*21 */ 513 {13, 9, 27, 28, 23}, /*21 */
508 {10, 8, 25, 28, 29}, /*22 */ 514 {10, 8, 25, 28, 29}, /*22 */
509 {8, 7, 23, 26, 36}, /*23 */ 515 {8, 7, 23, 26, 36}, /*23 */
510 {6, 6, 20, 22, 46}, /*24 */ 516 {6, 6, 20, 22, 46}, /*24 */
511 {4, 5, 17, 18, 56}, /*25 */ 517 {4, 5, 17, 18, 56}, /*25 */
512 {2, 4, 12, 14, 68}, /*26 */ 518 {2, 4, 12, 14, 68}, /*26 */
513 {0, 3, 7, 10, 80}, /*27 */ 519 {0, 3, 7, 10, 80}, /*27 */
514 {0, 0, 3, 7, 90}, /*28 */ 520 {0, 0, 3, 7, 90}, /*28 */
515 {0, 0, 0, 3, 97}, /*29 */ 521 {0, 0, 0, 3, 97}, /*29 */
516 {0, 0, 0, 0, 100}, /*30 */ 522 {0, 0, 0, 0, 100}, /*30 */
517 {0, 0, 0, 0, 100}, /*31 */ 523 {0, 0, 0, 0, 100}, /*31 */
518}; 524};
519 525
520 526
521/* calculate the appropriate level for wands staves and scrolls. 527/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 528 * This code presumes that op has had its spell object created (in op->inv)
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 530 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 531 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 532 */
527 533
528int 534int
529level_for_item (const object * op, int difficulty) 535level_for_item (const object *op, int difficulty)
530{ 536{
531 int olevel = 0; 537 int olevel = 0;
532 538
533 if (!op->inv) 539 if (!op->inv)
534 { 540 {
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 583 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 584 {
579 percent -= difftomagic_list[scaled_diff][magic]; 585 percent -= difftomagic_list[scaled_diff][magic];
580 586
581 if (percent < 0) 587 if (percent < 0)
582 break; 588 break;
583 } 589 }
584 590
585 if (magic == (MAXMAGIC + 1)) 591 if (magic == (MAXMAGIC + 1))
586 { 592 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
600 * This function doesn't work properly, should add use of archetypes 606 * This function doesn't work properly, should add use of archetypes
601 * to make it truly absolute. 607 * to make it truly absolute.
602 */ 608 */
603 609
604void 610void
605set_abs_magic (object * op, int magic) 611set_abs_magic (object *op, int magic)
606{ 612{
607 if (!magic) 613 if (!magic)
608 return; 614 return;
609 615
610 op->magic = magic; 616 op->magic = magic;
611 if (op->arch) 617 if (op->arch)
612 { 618 {
613 if (op->type == ARMOUR) 619 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615 621
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
617 magic = (-magic); 623 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 } 625 }
620 else 626 else
621 { 627 {
622 if (op->type == ARMOUR) 628 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
625 magic = (-magic); 631 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 632 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 633 }
628} 634}
629 635
630/* 636/*
631 * Sets a random magical bonus in the given object based upon 637 * Sets a random magical bonus in the given object based upon
632 * the given difficulty, and the given max possible bonus. 638 * the given difficulty, and the given max possible bonus.
633 */ 639 */
634 640
635static void 641static void
636set_magic (int difficulty, object * op, int max_magic, int flags) 642set_magic (int difficulty, object *op, int max_magic, int flags)
637{ 643{
638 int i; 644 int i;
645
639 i = magic_from_difficulty (difficulty); 646 i = magic_from_difficulty (difficulty);
640 if ((flags & GT_ONLY_GOOD) && i < 0) 647 if ((flags & GT_ONLY_GOOD) && i < 0)
641 i = -i; 648 i = -i;
642 if (i > max_magic) 649 if (i > max_magic)
643 i = max_magic; 650 i = max_magic;
654 * other bonuses previously rolled and ones the item might natively have. 661 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method. 662 * 2) Add code to deal with new PR method.
656 */ 663 */
657 664
658void 665void
659set_ring_bonus (object * op, int bonus) 666set_ring_bonus (object *op, int bonus)
660{ 667{
661 668
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 669 int r = RANDOM () % (bonus > 0 ? 25 : 11);
663 670
664 if (op->type == AMULET) 671 if (op->type == AMULET)
665 { 672 {
666 if (!(RANDOM () % 21)) 673 if (!(RANDOM () % 21))
667 r = 20 + RANDOM () % 2; 674 r = 20 + RANDOM () % 2;
668 else 675 else
669 { 676 {
670 if (RANDOM () & 2) 677 if (RANDOM () & 2)
671 r = 10; 678 r = 10;
672 else 679 else
673 r = 11 + RANDOM () % 9; 680 r = 11 + RANDOM () % 9;
674 } 681 }
675 } 682 }
676 683
677 switch (r) 684 switch (r)
678 { 685 {
679 /* Redone by MSW 2000-11-26 to have much less code. Also, 686 /* Redone by MSW 2000-11-26 to have much less code. Also,
680 * bonuses and penalties will stack and add to existing values. 687 * bonuses and penalties will stack and add to existing values.
681 * of the item. 688 * of the item.
682 */ 689 */
683 case 0: 690 case 0:
684 case 1: 691 case 1:
685 case 2: 692 case 2:
686 case 3: 693 case 3:
687 case 4: 694 case 4:
688 case 5: 695 case 5:
689 case 6: 696 case 6:
690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 697 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
691 break; 698 break;
692 699
693 case 7: 700 case 7:
694 op->stats.dam += bonus; 701 op->stats.dam += bonus;
695 break; 702 break;
696 703
697 case 8: 704 case 8:
698 op->stats.wc += bonus; 705 op->stats.wc += bonus;
699 break; 706 break;
700 707
701 case 9: 708 case 9:
702 op->stats.food += bonus; /* hunger/sustenance */ 709 op->stats.food += bonus; /* hunger/sustenance */
703 break; 710 break;
704 711
705 case 10: 712 case 10:
706 op->stats.ac += bonus; 713 op->stats.ac += bonus;
707 break; 714 break;
708 715
709 /* Item that gives protections/vulnerabilities */ 716 /* Item that gives protections/vulnerabilities */
710 case 11: 717 case 11:
711 case 12: 718 case 12:
712 case 13: 719 case 13:
713 case 14: 720 case 14:
714 case 15: 721 case 15:
715 case 16: 722 case 16:
716 case 17: 723 case 17:
717 case 18: 724 case 18:
718 case 19: 725 case 19:
719 { 726 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
721 728
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
724 731
725 /* Cursed items need to have higher negative values to equal out with 732 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another 733 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with 734 * little random element in since that they don't always end up with
728 * even values. 735 * even values.
729 */ 736 */
730 if (bonus < 0) 737 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 738 val = 2 * -val - RANDOM () % b;
732 if (val > 35) 739 if (val > 35)
733 val = 35; /* Upper limit */ 740 val = 35; /* Upper limit */
734 b = 0; 741 b = 0;
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 742 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 { 743 {
737 resist = RANDOM () % num_resist_table; 744 resist = RANDOM () % num_resist_table;
738 } 745 }
739 if (b == 4) 746 if (b == 4)
740 return; /* Not able to find a free resistance */ 747 return; /* Not able to find a free resistance */
741 op->resist[resist_table[resist]] = val; 748 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 749 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 750 * based on how good a resistance we gave.
744 */ 751 */
745 break; 752 break;
746 } 753 }
747 case 20: 754 case 20:
748 if (op->type == AMULET) 755 if (op->type == AMULET)
749 { 756 {
750 SET_FLAG (op, FLAG_REFL_SPELL); 757 SET_FLAG (op, FLAG_REFL_SPELL);
751 op->value *= 11; 758 op->value *= 11;
752 } 759 }
753 else 760 else
754 { 761 {
755 op->stats.hp = 1; /* regenerate hit points */ 762 op->stats.hp = 1; /* regenerate hit points */
756 op->value *= 4; 763 op->value *= 4;
757 } 764 }
758 break; 765 break;
759 766
760 case 21: 767 case 21:
761 if (op->type == AMULET) 768 if (op->type == AMULET)
762 { 769 {
763 SET_FLAG (op, FLAG_REFL_MISSILE); 770 SET_FLAG (op, FLAG_REFL_MISSILE);
764 op->value *= 9; 771 op->value *= 9;
765 } 772 }
766 else 773 else
767 { 774 {
768 op->stats.sp = 1; /* regenerate spell points */ 775 op->stats.sp = 1; /* regenerate spell points */
769 op->value *= 3; 776 op->value *= 3;
770 } 777 }
771 break; 778 break;
772 779
773 case 22: 780 case 22:
774 op->stats.exp += bonus; /* Speed! */ 781 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 782 op->value = (op->value * 2) / 3;
776 break; 783 break;
777 } 784 }
778 if (bonus > 0) 785 if (bonus > 0)
779 op->value *= 2 * bonus; 786 op->value *= 2 * bonus;
780 else 787 else
781 op->value = -(op->value * 2 * bonus) / 3; 788 op->value = -(op->value * 2 * bonus) / 3;
792 799
793int 800int
794get_magic (int diff) 801get_magic (int diff)
795{ 802{
796 int i; 803 int i;
804
797 if (diff < 3) 805 if (diff < 3)
798 diff = 3; 806 diff = 3;
799 for (i = 0; i < 4; i++) 807 for (i = 0; i < 4; i++)
800 if (RANDOM () % diff) 808 if (RANDOM () % diff)
801 return i; 809 return i;
808/* 816/*
809 * 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
810 * 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
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 819 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
812 */ 820 */
821
813/* 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
814 * 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
815 * 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
816 * way to do this? b.t. */ 825 * way to do this? b.t. */
826
817/* 827/*
818 * ! (flags & GT_ENVIRONMENT): 828 * ! (flags & GT_ENVIRONMENT):
819 * Automatically calls fix_flesh_item(). 829 * Automatically calls fix_flesh_item().
820 * 830 *
821 * flags: 831 * flags:
825 * 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
826 * 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
827 */ 837 */
828 838
829void 839void
830fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 840fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 841{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 843
834 if (!creator || creator->type == op->type) 844 if (!creator || creator->type == op->type)
835 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 845 creator = op; /*safety & to prevent polymorphed objects giving attributes */
836 846
837 /* If we make an artifact, this information will be destroyed */ 847 /* If we make an artifact, this information will be destroyed */
838 save_item_power = op->item_power; 848 save_item_power = op->item_power;
839 op->item_power = 0; 849 op->item_power = 0;
840 850
841 if (op->randomitems && op->type != SPELL) 851 if (op->randomitems && op->type != SPELL)
842 { 852 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 853 create_treasure (op->randomitems, op, flags, difficulty, 0);
844 if (!op->inv) 854 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 855 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846 856
847 /* So the treasure doesn't get created again */ 857 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 858 op->randomitems = NULL;
849 } 859 }
850 860
852 difficulty = 1; 862 difficulty = 1;
853 863
854 if (!(flags & GT_MINIMAL)) 864 if (!(flags & GT_MINIMAL))
855 { 865 {
856 if (op->arch == crown_arch) 866 if (op->arch == crown_arch)
857 { 867 {
858 set_magic (difficulty, op, max_magic, flags); 868 set_magic (difficulty, op, max_magic, flags);
859 num_enchantments = calc_item_power (op, 1); 869 num_enchantments = calc_item_power (op, 1);
860 generate_artifact (op, difficulty); 870 generate_artifact (op, difficulty);
861 } 871 }
862 else 872 else
863 { 873 {
864 if (!op->magic && max_magic) 874 if (!op->magic && max_magic)
865 set_magic (difficulty, op, max_magic, flags); 875 set_magic (difficulty, op, max_magic, flags);
866 876
867 num_enchantments = calc_item_power (op, 1); 877 num_enchantments = calc_item_power (op, 1);
868 878
869 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
870 * used for shop_floors or treasures */ 880 * used for shop_floors or treasures */
871 generate_artifact (op, difficulty); 881 generate_artifact (op, difficulty);
872 } 882 }
873 883
874 /* Object was made an artifact. Calculate its item_power rating. 884 /* Object was made an artifact. Calculate its item_power rating.
875 * the item_power in the object is what the artfiact adds. 885 * the item_power in the object is what the artfiact adds.
876 */ 886 */
877 if (op->title) 887 if (op->title)
878 { 888 {
879 /* if save_item_power is set, then most likely we started with an 889 /* if save_item_power is set, then most likely we started with an
880 * artifact and have added new abilities to it - this is rare, but 890 * artifact and have added new abilities to it - this is rare, but
881 * but I have seen things like 'strange rings of fire'. So just figure 891 * but I have seen things like 'strange rings of fire'. So just figure
882 * out the power from the base power plus what this one adds. Note 892 * out the power from the base power plus what this one adds. Note
883 * that since item_power is not quite linear, this actually ends up 893 * that since item_power is not quite linear, this actually ends up
884 * being somewhat of a bonus 894 * being somewhat of a bonus
885 */ 895 */
886 if (save_item_power) 896 if (save_item_power)
887 op->item_power = save_item_power + get_power_from_ench (op->item_power); 897 op->item_power = save_item_power + get_power_from_ench (op->item_power);
888 else 898 else
889 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 899 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
890 } 900 }
891 else if (save_item_power) 901 else if (save_item_power)
892 { 902 {
893 /* restore the item_power field to the object if we haven't changed it. 903 /* restore the item_power field to the object if we haven't changed it.
894 * we don't care about num_enchantments - that will basically just 904 * we don't care about num_enchantments - that will basically just
895 * have calculated some value from the base attributes of the archetype. 905 * have calculated some value from the base attributes of the archetype.
896 */ 906 */
897 op->item_power = save_item_power; 907 op->item_power = save_item_power;
898 } 908 }
899 else 909 else
900 { 910 {
901 /* item_power was zero. This is suspicious, as it may be because it 911 /* item_power was zero. This is suspicious, as it may be because it
902 * was never previously calculated. Let's compute a value and see if 912 * was never previously calculated. Let's compute a value and see if
903 * it is non-zero. If it indeed is, then assign it as the new 913 * it is non-zero. If it indeed is, then assign it as the new
904 * item_power value. 914 * item_power value.
905 * - gros, 21th of July 2006. 915 * - gros, 21th of July 2006.
906 */ 916 */
907 op->item_power = calc_item_power (op, 0); 917 op->item_power = calc_item_power (op, 0);
908 save_item_power = op->item_power; /* Just in case it would get used 918 save_item_power = op->item_power; /* Just in case it would get used
909 * again below */ 919 * again below */
910 } 920 }
911 } 921 }
912 922
913 /* materialtype modifications. Note we allow this on artifacts. */ 923 /* materialtype modifications. Note we allow this on artifacts. */
914 set_materialname (op, difficulty, NULL); 924 set_materialname (op, difficulty, NULL);
915 925
916 if (flags & GT_MINIMAL) 926 if (flags & GT_MINIMAL)
917 { 927 {
918 if (op->type == POTION) 928 if (op->type == POTION)
919 /* Handle healing and magic power potions */ 929 /* Handle healing and magic power potions */
920 if (op->stats.sp && !op->randomitems) 930 if (op->stats.sp && !op->randomitems)
921 { 931 {
922 object *tmp; 932 object *tmp;
923 933
924 tmp = get_archetype (spell_mapping[op->stats.sp]); 934 tmp = get_archetype (spell_mapping[op->stats.sp]);
925 insert_ob_in_ob (tmp, op); 935 insert_ob_in_ob (tmp, op);
926 op->stats.sp = 0; 936 op->stats.sp = 0;
927 } 937 }
928 } 938 }
929 else if (!op->title) /* Only modify object if not special */ 939 else if (!op->title) /* Only modify object if not special */
930 switch (op->type) 940 switch (op->type)
931 { 941 {
932 case WEAPON: 942 case WEAPON:
933 case ARMOUR: 943 case ARMOUR:
934 case SHIELD: 944 case SHIELD:
935 case HELMET: 945 case HELMET:
936 case CLOAK: 946 case CLOAK:
937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
938 set_ring_bonus (op, -DICE2); 948 set_ring_bonus (op, -DICE2);
939 break; 949 break;
940 950
941 case BRACERS: 951 case BRACERS:
942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
943 { 953 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3;
957 }
958 break;
959
960 case POTION:
961 {
962 int too_many_tries = 0, is_special = 0;
963
964 /* Handle healing and magic power potions */
965 if (op->stats.sp && !op->randomitems)
966 {
967 object *tmp;
968
969 tmp = get_archetype (spell_mapping[op->stats.sp]);
970 insert_ob_in_ob (tmp, op);
971 op->stats.sp = 0;
972 }
973
974 while (!(is_special = special_potion (op)) && !op->inv)
975 {
976 generate_artifact (op, difficulty);
977 if (too_many_tries++ > 10)
978 break;
979 }
980
981 /* don't want to change value for healing/magic power potions,
982 * since the value set on those is already correct.
983 */
984 if (op->inv && op->randomitems)
985 {
986 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
989 }
990 else
991 {
992 op->name = "potion";
993 op->name_pl = "potions";
994 }
995
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
997 SET_FLAG (op, FLAG_CURSED);
998 break;
999 }
1000
1001 case AMULET:
1002 if (op->arch == amulet_arch)
1003 op->value *= 5; /* Since it's not just decoration */
1004
1005 case RING:
1006 if (op->arch == NULL)
1007 {
1008 remove_ob (op);
1009 free_object (op);
1010 op = NULL;
1011 break;
1012 }
1013
1014 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1015 break;
1016
1017 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1018 SET_FLAG (op, FLAG_CURSED);
1019
944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1020 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
945 if (!QUERY_FLAG (op, FLAG_CURSED))
946 op->value *= 3;
947 }
948 break;
949 1021
950 case POTION:
951 {
952 int too_many_tries = 0, is_special = 0;
953
954 /* Handle healing and magic power potions */
955 if (op->stats.sp && !op->randomitems)
956 {
957 object *tmp;
958
959 tmp = get_archetype (spell_mapping[op->stats.sp]);
960 insert_ob_in_ob (tmp, op);
961 op->stats.sp = 0;
962 }
963
964 while (!(is_special = special_potion (op)) && !op->inv)
965 {
966 generate_artifact (op, difficulty);
967 if (too_many_tries++ > 10)
968 break;
969 }
970
971 /* don't want to change value for healing/magic power potions,
972 * since the value set on those is already correct.
973 */
974 if (op->inv && op->randomitems)
975 {
976 /* value multiplier is same as for scrolls */
977 op->value = (op->value * op->inv->value);
978 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
979 }
980 else
981 {
982 op->name = "potion";
983 op->name_pl = "potions";
984 }
985
986 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
987 SET_FLAG (op, FLAG_CURSED);
988 break;
989 }
990
991 case AMULET:
992 if (op->arch == amulet_arch)
993 op->value *= 5; /* Since it's not just decoration */
994
995 case RING:
996 if (op->arch == NULL)
997 {
998 remove_ob (op);
999 free_object (op);
1000 op = NULL;
1001 break;
1002 }
1003
1004 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1005 break;
1006
1007 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1008 SET_FLAG (op, FLAG_CURSED);
1009
1010 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1011
1012 if (op->type != RING) /* Amulets have only one ability */ 1022 if (op->type != RING) /* Amulets have only one ability */
1013 break; 1023 break;
1014 1024
1015 if (!(RANDOM () % 4)) 1025 if (!(RANDOM () % 4))
1016 { 1026 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1027 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 1028
1019 if (d > 0) 1029 if (d > 0)
1020 op->value *= 3; 1030 op->value *= 3;
1021 1031
1022 set_ring_bonus (op, d); 1032 set_ring_bonus (op, d);
1023 1033
1024 if (!(RANDOM () % 4)) 1034 if (!(RANDOM () % 4))
1025 { 1035 {
1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1036 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 if (d > 0)
1028 op->value *= 5;
1029 set_ring_bonus (op, d);
1030 }
1031 }
1032 1037
1038 if (d > 0)
1039 op->value *= 5;
1040 set_ring_bonus (op, d);
1041 }
1042 }
1043
1033 if (GET_ANIM_ID (op)) 1044 if (GET_ANIM_ID (op))
1034 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1045 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1035 1046
1036 break; 1047 break;
1037 1048
1038 case BOOK: 1049 case BOOK:
1039 /* Is it an empty book?, if yes lets make a special· 1050 /* Is it an empty book?, if yes lets make a special·
1040 * msg for it, and tailor its properties based on the· 1051 * msg for it, and tailor its properties based on the·
1041 * creator and/or map level we found it on. 1052 * creator and/or map level we found it on.
1042 */ 1053 */
1043 if (!op->msg && RANDOM () % 10) 1054 if (!op->msg && RANDOM () % 10)
1044 { 1055 {
1045 /* set the book level properly */ 1056 /* set the book level properly */
1046 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1057 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1047 { 1058 {
1048 if (op->map && op->map->difficulty) 1059 if (op->map && op->map->difficulty)
1049 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1060 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1050 else 1061 else
1051 op->level = RANDOM () % 20 + 1; 1062 op->level = RANDOM () % 20 + 1;
1052 } 1063 }
1053 else 1064 else
1054 op->level = RANDOM () % creator->level; 1065 op->level = RANDOM () % creator->level;
1055 1066
1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1067 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1057 /* books w/ info are worth more! */ 1068 /* books w/ info are worth more! */
1058 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1069 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1059 /* creator related stuff */ 1070 /* creator related stuff */
1060 1071
1061 /* for library, chained books. Note that some monsters have no_pick 1072 /* for library, chained books. Note that some monsters have no_pick
1062 * set - we don't want to set no pick in that case. 1073 * set - we don't want to set no pick in that case.
1063 */ 1074 */
1064 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1075 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1065 SET_FLAG (op, FLAG_NO_PICK); 1076 SET_FLAG (op, FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1077 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying; 1078 op->slaying = creator->slaying;
1068 1079
1069 /* add exp so reading it gives xp (once) */ 1080 /* add exp so reading it gives xp (once) */
1070 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1081 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1071 } 1082 }
1072 break; 1083 break;
1073 1084
1074 case SPELLBOOK: 1085 case SPELLBOOK:
1075 op->value = op->value * op->inv->value; 1086 op->value = op->value * op->inv->value;
1076 /* add exp so learning gives xp */ 1087 /* add exp so learning gives xp */
1077 op->level = op->inv->level; 1088 op->level = op->inv->level;
1078 op->stats.exp = op->value; 1089 op->stats.exp = op->value;
1079 break; 1090 break;
1080 1091
1081 case WAND: 1092 case WAND:
1082 /* nrof in the treasure list is number of charges, 1093 /* nrof in the treasure list is number of charges,
1083 * not number of wands. So copy that into food (charges), 1094 * not number of wands. So copy that into food (charges),
1084 * and reset nrof. 1095 * and reset nrof.
1085 */ 1096 */
1086 op->stats.food = op->inv->nrof; 1097 op->stats.food = op->inv->nrof;
1087 op->nrof = 1; 1098 op->nrof = 1;
1088 /* If the spell changes by level, choose a random level 1099 /* If the spell changes by level, choose a random level
1089 * for it, and adjust price. If the spell doesn't 1100 * for it, and adjust price. If the spell doesn't
1090 * change by level, just set the wand to the level of 1101 * change by level, just set the wand to the level of
1091 * the spell, and value calculation is simpler. 1102 * the spell, and value calculation is simpler.
1092 */ 1103 */
1093 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1104 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1094 { 1105 {
1106 op->level = level_for_item (op, difficulty);
1107 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1108 }
1109 else
1110 {
1111 op->level = op->inv->level;
1112 op->value = op->value * op->inv->value;
1113 }
1114 break;
1115
1116 case ROD:
1095 op->level = level_for_item (op, difficulty); 1117 op->level = level_for_item (op, difficulty);
1118 /* Add 50 to both level an divisor to keep prices a little more
1119 * reasonable. Otherwise, a high level version of a low level
1120 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1121 * 10 time multiplier). This way, the value are a bit more reasonable.
1122 */
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1123 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097 } 1124 /* maxhp is used to denote how many 'charges' the rod holds before */
1098 else 1125 if (op->stats.maxhp)
1099 { 1126 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1100 op->level = op->inv->level; 1127 else
1101 op->value = op->value * op->inv->value; 1128 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1102 }
1103 break;
1104 1129
1130 op->stats.hp = op->stats.maxhp;
1131 break;
1132
1105 case ROD: 1133 case SCROLL:
1106 op->level = level_for_item (op, difficulty); 1134 op->level = level_for_item (op, difficulty);
1107 /* Add 50 to both level an divisor to keep prices a little more
1108 * reasonable. Otherwise, a high level version of a low level
1109 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1110 * 10 time multiplier). This way, the value are a bit more reasonable.
1111 */
1112 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1135 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1113 /* maxhp is used to denote how many 'charges' the rod holds before */
1114 if (op->stats.maxhp)
1115 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1116 else
1117 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1118 1136
1119 op->stats.hp = op->stats.maxhp;
1120 break;
1121
1122 case SCROLL:
1123 op->level = level_for_item (op, difficulty);
1124 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1125
1126 /* add exp so reading them properly gives xp */ 1137 /* add exp so reading them properly gives xp */
1127 op->stats.exp = op->value / 5; 1138 op->stats.exp = op->value / 5;
1128 op->nrof = op->inv->nrof; 1139 op->nrof = op->inv->nrof;
1129 break; 1140 break;
1130 1141
1131 case RUNE: 1142 case RUNE:
1132 trap_adjust (op, difficulty); 1143 trap_adjust (op, difficulty);
1133 break; 1144 break;
1134 1145
1135 case TRAP: 1146 case TRAP:
1136 trap_adjust (op, difficulty); 1147 trap_adjust (op, difficulty);
1137 break; 1148 break;
1138 } /* switch type */ 1149 } /* switch type */
1139 1150
1140 if (flags & GT_STARTEQUIP) 1151 if (flags & GT_STARTEQUIP)
1141 { 1152 {
1142 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1153 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1143 SET_FLAG (op, FLAG_STARTEQUIP); 1154 SET_FLAG (op, FLAG_STARTEQUIP);
1144 else if (op->type != MONEY) 1155 else if (op->type != MONEY)
1145 op->value = 0; 1156 op->value = 0;
1146 } 1157 }
1147 1158
1148 if (!(flags & GT_ENVIRONMENT)) 1159 if (!(flags & GT_ENVIRONMENT))
1149 fix_flesh_item (op, creator); 1160 fix_flesh_item (op, creator);
1150} 1161}
1163 1174
1164static artifactlist * 1175static artifactlist *
1165get_empty_artifactlist (void) 1176get_empty_artifactlist (void)
1166{ 1177{
1167 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1178 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1179
1168 if (tl == NULL) 1180 if (tl == NULL)
1169 fatal (OUT_OF_MEMORY); 1181 fatal (OUT_OF_MEMORY);
1170 tl->next = NULL; 1182 tl->next = NULL;
1171 tl->items = NULL; 1183 tl->items = NULL;
1172 tl->total_chance = 0; 1184 tl->total_chance = 0;
1179 1191
1180static artifact * 1192static artifact *
1181get_empty_artifact (void) 1193get_empty_artifact (void)
1182{ 1194{
1183 artifact *t = (artifact *) malloc (sizeof (artifact)); 1195 artifact *t = (artifact *) malloc (sizeof (artifact));
1196
1184 if (t == NULL) 1197 if (t == NULL)
1185 fatal (OUT_OF_MEMORY); 1198 fatal (OUT_OF_MEMORY);
1186 t->item = NULL; 1199 t->item = NULL;
1187 t->next = NULL; 1200 t->next = NULL;
1188 t->chance = 0; 1201 t->chance = 0;
1221 fprintf (logfile, "\n"); 1234 fprintf (logfile, "\n");
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1235 for (al = first_artifactlist; al != NULL; al = al->next)
1223 { 1236 {
1224 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1237 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1225 for (art = al->items; art != NULL; art = art->next) 1238 for (art = al->items; art != NULL; art = art->next)
1226 { 1239 {
1227 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1240 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1228 if (art->allowed != NULL) 1241 if (art->allowed != NULL)
1229 { 1242 {
1230 fprintf (logfile, "\tAllowed combinations:"); 1243 fprintf (logfile, "\tAllowed combinations:");
1231 for (next = art->allowed; next != NULL; next = next->next) 1244 for (next = art->allowed; next != NULL; next = next->next)
1232 fprintf (logfile, "%s,", &next->name); 1245 fprintf (logfile, "%s,", &next->name);
1233 fprintf (logfile, "\n"); 1246 fprintf (logfile, "\n");
1234 } 1247 }
1235 } 1248 }
1236 } 1249 }
1237 fprintf (logfile, "\n"); 1250 fprintf (logfile, "\n");
1238} 1251}
1239 1252
1240/* 1253/*
1241 * For debugging purposes. Dumps all treasures recursively (see below). 1254 * For debugging purposes. Dumps all treasures recursively (see below).
1242 */ 1255 */
1243void 1256void
1244dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1257dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1245{ 1258{
1246 treasurelist *tl; 1259 treasurelist *tl;
1247 int i; 1260 int i;
1248 1261
1249 if (depth > 100) 1262 if (depth > 100)
1250 return; 1263 return;
1251 while (t != NULL) 1264 while (t != NULL)
1252 { 1265 {
1253 if (t->name != NULL) 1266 if (t->name != NULL)
1254 { 1267 {
1255 for (i = 0; i < depth; i++) 1268 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " "); 1269 fprintf (logfile, " ");
1257 fprintf (logfile, "{ (list: %s)\n", &t->name); 1270 fprintf (logfile, "{ (list: %s)\n", &t->name);
1258 tl = find_treasurelist (t->name); 1271 tl = find_treasurelist (t->name);
1259 dump_monster_treasure_rec (name, tl->items, depth + 2); 1272 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260 for (i = 0; i < depth; i++) 1273 for (i = 0; i < depth; i++)
1261 fprintf (logfile, " "); 1274 fprintf (logfile, " ");
1262 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1275 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1263 } 1276 }
1264 else 1277 else
1265 { 1278 {
1266 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1268 if (t->item->clone.type == FLESH) 1281 if (t->item->clone.type == FLESH)
1269 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1270 else 1283 else
1271 fprintf (logfile, "%s\n", &t->item->clone.name); 1284 fprintf (logfile, "%s\n", &t->item->clone.name);
1272 } 1285 }
1273 if (t->next_yes != NULL) 1286 if (t->next_yes != NULL)
1274 { 1287 {
1275 for (i = 0; i < depth; i++) 1288 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1289 fprintf (logfile, " ");
1277 fprintf (logfile, " (if yes)\n"); 1290 fprintf (logfile, " (if yes)\n");
1278 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1279 } 1292 }
1280 if (t->next_no != NULL) 1293 if (t->next_no != NULL)
1281 { 1294 {
1282 for (i = 0; i < depth; i++) 1295 for (i = 0; i < depth; i++)
1283 fprintf (logfile, " "); 1296 fprintf (logfile, " ");
1284 fprintf (logfile, " (if no)\n"); 1297 fprintf (logfile, " (if no)\n");
1285 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1298 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1286 } 1299 }
1287 t = t->next; 1300 t = t->next;
1288 } 1301 }
1289} 1302}
1290 1303
1291/* 1304/*
1302 found = 0; 1315 found = 0;
1303 fprintf (logfile, "\n"); 1316 fprintf (logfile, "\n");
1304 for (at = first_archetype; at != NULL; at = at->next) 1317 for (at = first_archetype; at != NULL; at = at->next)
1305 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1318 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1306 { 1319 {
1307 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1320 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1308 if (at->clone.randomitems != NULL) 1321 if (at->clone.randomitems != NULL)
1309 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1322 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1310 else 1323 else
1311 fprintf (logfile, "(nothing)\n"); 1324 fprintf (logfile, "(nothing)\n");
1312 fprintf (logfile, "\n"); 1325 fprintf (logfile, "\n");
1313 found++; 1326 found++;
1314 } 1327 }
1315 if (found == 0) 1328 if (found == 0)
1316 fprintf (logfile, "No objects have the name %s!\n\n", name); 1329 fprintf (logfile, "No objects have the name %s!\n\n", name);
1317} 1330}
1318 1331
1342 return; 1355 return;
1343 1356
1344 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1357 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1345 { 1358 {
1346 if (*buf == '#') 1359 if (*buf == '#')
1347 continue; 1360 continue;
1348 if ((cp = strchr (buf, '\n')) != NULL) 1361 if ((cp = strchr (buf, '\n')) != NULL)
1349 *cp = '\0'; 1362 *cp = '\0';
1350 cp = buf; 1363 cp = buf;
1351 while (*cp == ' ') /* Skip blanks */ 1364 while (*cp == ' ') /* Skip blanks */
1352 cp++; 1365 cp++;
1353 if (*cp == '\0') 1366 if (*cp == '\0')
1354 continue; 1367 continue;
1355 1368
1356 if (!strncmp (cp, "Allowed", 7)) 1369 if (!strncmp (cp, "Allowed", 7))
1357 { 1370 {
1358 if (art == NULL) 1371 if (art == NULL)
1359 { 1372 {
1360 art = get_empty_artifact (); 1373 art = get_empty_artifact ();
1361 nrofartifacts++; 1374 nrofartifacts++;
1362 } 1375 }
1363 cp = strchr (cp, ' ') + 1; 1376 cp = strchr (cp, ' ') + 1;
1364 if (!strcmp (cp, "all")) 1377 if (!strcmp (cp, "all"))
1365 continue; 1378 continue;
1366 1379
1367 do 1380 do
1368 { 1381 {
1369 nrofallowedstr++; 1382 nrofallowedstr++;
1370 if ((next = strchr (cp, ',')) != NULL) 1383 if ((next = strchr (cp, ',')) != NULL)
1371 *(next++) = '\0'; 1384 *(next++) = '\0';
1372 tmp = new linked_char; 1385 tmp = new linked_char;
1386
1373 tmp->name = cp; 1387 tmp->name = cp;
1374 tmp->next = art->allowed; 1388 tmp->next = art->allowed;
1375 art->allowed = tmp; 1389 art->allowed = tmp;
1376 } 1390 }
1377 while ((cp = next) != NULL); 1391 while ((cp = next) != NULL);
1378 } 1392 }
1379 else if (sscanf (cp, "chance %d", &value)) 1393 else if (sscanf (cp, "chance %d", &value))
1380 art->chance = (uint16) value; 1394 art->chance = (uint16) value;
1381 else if (sscanf (cp, "difficulty %d", &value)) 1395 else if (sscanf (cp, "difficulty %d", &value))
1382 art->difficulty = (uint8) value; 1396 art->difficulty = (uint8) value;
1383 else if (!strncmp (cp, "Object", 6)) 1397 else if (!strncmp (cp, "Object", 6))
1384 { 1398 {
1385 art->item = get_object (); 1399 art->item = get_object ();
1386 1400
1387 if (!load_object (thawer, art->item, 0)) 1401 if (!load_object (thawer, art->item, 0))
1388 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1402 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1389 1403
1390 art->item->name = strchr (cp, ' ') + 1; 1404 art->item->name = strchr (cp, ' ') + 1;
1391 al = find_artifactlist (art->item->type); 1405 al = find_artifactlist (art->item->type);
1392 if (al == NULL) 1406 if (al == NULL)
1393 { 1407 {
1394 al = get_empty_artifactlist (); 1408 al = get_empty_artifactlist ();
1395 al->type = art->item->type; 1409 al->type = art->item->type;
1396 al->next = first_artifactlist; 1410 al->next = first_artifactlist;
1397 first_artifactlist = al; 1411 first_artifactlist = al;
1398 } 1412 }
1399 art->next = al->items; 1413 art->next = al->items;
1400 al->items = art; 1414 al->items = art;
1401 art = NULL; 1415 art = NULL;
1402 } 1416 }
1403 else 1417 else
1404 LOG (llevError, "Unknown input in artifact file: %s\n", buf); 1418 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1405 } 1419 }
1406 1420
1407 for (al = first_artifactlist; al != NULL; al = al->next) 1421 for (al = first_artifactlist; al != NULL; al = al->next)
1408 { 1422 {
1409 for (art = al->items; art != NULL; art = art->next) 1423 for (art = al->items; art != NULL; art = art->next)
1410 { 1424 {
1411 if (!art->chance) 1425 if (!art->chance)
1412 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1426 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1413 else 1427 else
1414 al->total_chance += art->chance; 1428 al->total_chance += art->chance;
1415 } 1429 }
1416#if 0 1430#if 0
1417 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1431 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1418#endif 1432#endif
1419 } 1433 }
1420 1434
1426 * Used in artifact generation. The bonuses of the first object 1440 * Used in artifact generation. The bonuses of the first object
1427 * is modified by the bonuses of the second object. 1441 * is modified by the bonuses of the second object.
1428 */ 1442 */
1429 1443
1430void 1444void
1431add_abilities (object * op, object * change) 1445add_abilities (object *op, object *change)
1432{ 1446{
1433 int i, tmp; 1447 int i, tmp;
1434 1448
1435 if (change->face != blank_face) 1449 if (change->face != blank_face)
1436 { 1450 {
1477 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1491 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1478 { 1492 {
1479 CLEAR_FLAG (op, FLAG_ANIMATE); 1493 CLEAR_FLAG (op, FLAG_ANIMATE);
1480 /* so artifacts will join */ 1494 /* so artifacts will join */
1481 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1495 if (!QUERY_FLAG (op, FLAG_ALIVE))
1482 op->speed = 0.0; 1496 op->speed = 0.0;
1483 1497
1484 update_ob_speed (op); 1498 update_ob_speed (op);
1485 } 1499 }
1486 1500
1487 if (change->nrof) 1501 if (change->nrof)
1488 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1502 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1489 1503
1490 op->stats.exp += change->stats.exp; /* Speed modifier */ 1504 op->stats.exp += change->stats.exp; /* Speed modifier */
1491 op->stats.wc += change->stats.wc; 1505 op->stats.wc += change->stats.wc;
1492 op->stats.ac += change->stats.ac; 1506 op->stats.ac += change->stats.ac;
1493 1507
1494 if (change->other_arch) 1508 if (change->other_arch)
1495 { 1509 {
1496 /* Basically, for horns & potions, the other_arch field is the spell 1510 /* Basically, for horns & potions, the other_arch field is the spell
1497 * to cast. So convert that to into a spell and put it into 1511 * to cast. So convert that to into a spell and put it into
1498 * this object. 1512 * this object.
1499 */ 1513 */
1500 if (op->type == HORN || op->type == POTION) 1514 if (op->type == HORN || op->type == POTION)
1501 { 1515 {
1502 object *tmp_obj; 1516 object *tmp_obj;
1517
1503 /* Remove any spells this object currently has in it */ 1518 /* Remove any spells this object currently has in it */
1504 while (op->inv) 1519 while (op->inv)
1505 { 1520 {
1506 tmp_obj = op->inv; 1521 tmp_obj = op->inv;
1507 remove_ob (tmp_obj); 1522 remove_ob (tmp_obj);
1508 free_object (tmp_obj); 1523 free_object (tmp_obj);
1509 } 1524 }
1510 1525
1511 tmp_obj = arch_to_object (change->other_arch); 1526 tmp_obj = arch_to_object (change->other_arch);
1512 insert_ob_in_ob (tmp_obj, op); 1527 insert_ob_in_ob (tmp_obj, op);
1513 } 1528 }
1514 /* No harm setting this for potions/horns */ 1529 /* No harm setting this for potions/horns */
1515 op->other_arch = change->other_arch; 1530 op->other_arch = change->other_arch;
1516 } 1531 }
1517 1532
1518 if (change->stats.hp < 0) 1533 if (change->stats.hp < 0)
1553 op->item_power = change->item_power; 1568 op->item_power = change->item_power;
1554 1569
1555 for (i = 0; i < NROFATTACKS; i++) 1570 for (i = 0; i < NROFATTACKS; i++)
1556 { 1571 {
1557 if (change->resist[i]) 1572 if (change->resist[i])
1558 { 1573 {
1559 op->resist[i] += change->resist[i]; 1574 op->resist[i] += change->resist[i];
1560 } 1575 }
1561 } 1576 }
1562 1577
1563 if (change->stats.dam) 1578 if (change->stats.dam)
1564 { 1579 {
1565 if (change->stats.dam < 0) 1580 if (change->stats.dam < 0)
1566 op->stats.dam = (-change->stats.dam); 1581 op->stats.dam = (-change->stats.dam);
1567 else if (op->stats.dam) 1582 else if (op->stats.dam)
1568 { 1583 {
1569 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1584 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1570 if (tmp == op->stats.dam) 1585 if (tmp == op->stats.dam)
1571 { 1586 {
1572 if (change->stats.dam < 10) 1587 if (change->stats.dam < 10)
1573 op->stats.dam--; 1588 op->stats.dam--;
1589 else
1590 op->stats.dam++;
1591 }
1574 else 1592 else
1575 op->stats.dam++;
1576 }
1577 else
1578 op->stats.dam = tmp; 1593 op->stats.dam = tmp;
1579 } 1594 }
1580 } 1595 }
1581 1596
1582 if (change->weight) 1597 if (change->weight)
1583 { 1598 {
1584 if (change->weight < 0) 1599 if (change->weight < 0)
1585 op->weight = (-change->weight); 1600 op->weight = (-change->weight);
1586 else 1601 else
1587 op->weight = (op->weight * (change->weight)) / 100; 1602 op->weight = (op->weight * (change->weight)) / 100;
1588 } 1603 }
1589 1604
1590 if (change->last_sp) 1605 if (change->last_sp)
1591 { 1606 {
1592 if (change->last_sp < 0) 1607 if (change->last_sp < 0)
1593 op->last_sp = (-change->last_sp); 1608 op->last_sp = (-change->last_sp);
1594 else 1609 else
1595 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1610 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1596 } 1611 }
1597 1612
1598 if (change->gen_sp_armour) 1613 if (change->gen_sp_armour)
1599 { 1614 {
1600 if (change->gen_sp_armour < 0) 1615 if (change->gen_sp_armour < 0)
1601 op->gen_sp_armour = (-change->gen_sp_armour); 1616 op->gen_sp_armour = (-change->gen_sp_armour);
1602 else 1617 else
1603 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1618 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1604 } 1619 }
1605 1620
1606 op->value *= change->value; 1621 op->value *= change->value;
1607 1622
1608 if (change->material) 1623 if (change->material)
1620 if (change->msg) 1635 if (change->msg)
1621 op->msg = change->msg; 1636 op->msg = change->msg;
1622} 1637}
1623 1638
1624static int 1639static int
1625legal_artifact_combination (object * op, artifact * art) 1640legal_artifact_combination (object *op, artifact * art)
1626{ 1641{
1627 int neg, success = 0; 1642 int neg, success = 0;
1628 linked_char *tmp; 1643 linked_char *tmp;
1629 const char *name; 1644 const char *name;
1630 1645
1631 if (art->allowed == (linked_char *) NULL) 1646 if (art->allowed == (linked_char *) NULL)
1632 return 1; /* Ie, "all" */ 1647 return 1; /* Ie, "all" */
1633 for (tmp = art->allowed; tmp; tmp = tmp->next) 1648 for (tmp = art->allowed; tmp; tmp = tmp->next)
1634 { 1649 {
1635#ifdef TREASURE_VERBOSE 1650#ifdef TREASURE_VERBOSE
1636 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1651 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1637#endif 1652#endif
1638 if (*tmp->name == '!') 1653 if (*tmp->name == '!')
1639 name = tmp->name + 1, neg = 1; 1654 name = tmp->name + 1, neg = 1;
1640 else 1655 else
1641 name = tmp->name, neg = 0; 1656 name = tmp->name, neg = 0;
1642 1657
1643 /* If we match name, then return the opposite of 'neg' */ 1658 /* If we match name, then return the opposite of 'neg' */
1644 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1659 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1645 return !neg; 1660 return !neg;
1646 1661
1647 /* Set success as true, since if the match was an inverse, it means 1662 /* Set success as true, since if the match was an inverse, it means
1648 * everything is allowed except what we match 1663 * everything is allowed except what we match
1649 */ 1664 */
1650 else if (neg) 1665 else if (neg)
1651 success = 1; 1666 success = 1;
1652 } 1667 }
1653 return success; 1668 return success;
1654} 1669}
1655 1670
1656/* 1671/*
1663{ 1678{
1664 char new_name[MAX_BUF]; 1679 char new_name[MAX_BUF];
1665 1680
1666 sprintf (new_name, "of %s", &artifct->name); 1681 sprintf (new_name, "of %s", &artifct->name);
1667 op->title = new_name; 1682 op->title = new_name;
1668 add_abilities (op, artifct); /* Give out the bonuses */ 1683 add_abilities (op, artifct); /* Give out the bonuses */
1669 1684
1670#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1685#if 0 /* Bit verbose, but keep it here until next time I need it... */
1671 { 1686 {
1672 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1687 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1688
1673 SET_FLAG (op, FLAG_IDENTIFIED); 1689 SET_FLAG (op, FLAG_IDENTIFIED);
1674 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1690 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1675 if (!identified) 1691 if (!identified)
1676 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1692 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1677 } 1693 }
1689 1705
1690/* Give 1 re-roll attempt per artifact */ 1706/* Give 1 re-roll attempt per artifact */
1691#define ARTIFACT_TRIES 2 1707#define ARTIFACT_TRIES 2
1692 1708
1693void 1709void
1694generate_artifact (object * op, int difficulty) 1710generate_artifact (object *op, int difficulty)
1695{ 1711{
1696 artifactlist *al; 1712 artifactlist *al;
1697 artifact *art; 1713 artifact *art;
1698 int i; 1714 int i;
1699 1715
1700 al = find_artifactlist (op->type); 1716 al = find_artifactlist (op->type);
1701 1717
1702 if (al == NULL) 1718 if (al == NULL)
1703 { 1719 {
1704#if 0 /* This is too verbose, usually */ 1720#if 0 /* This is too verbose, usually */
1705 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1721 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1706#endif 1722#endif
1707 return; 1723 return;
1708 } 1724 }
1709 1725
1710 for (i = 0; i < ARTIFACT_TRIES; i++) 1726 for (i = 0; i < ARTIFACT_TRIES; i++)
1711 { 1727 {
1712 int roll = RANDOM () % al->total_chance; 1728 int roll = RANDOM () % al->total_chance;
1713 1729
1714 for (art = al->items; art != NULL; art = art->next) 1730 for (art = al->items; art != NULL; art = art->next)
1715 { 1731 {
1716 roll -= art->chance; 1732 roll -= art->chance;
1717 if (roll < 0) 1733 if (roll < 0)
1718 break; 1734 break;
1719 } 1735 }
1720 1736
1721 if (art == NULL || roll >= 0) 1737 if (art == NULL || roll >= 0)
1722 { 1738 {
1723#if 1 1739#if 1
1724 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1740 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1725#endif 1741#endif
1726 return; 1742 return;
1727 } 1743 }
1728 if (!strcmp (art->item->name, "NONE")) 1744 if (!strcmp (art->item->name, "NONE"))
1729 return; 1745 return;
1730 if (FABS (op->magic) < art->item->magic) 1746 if (FABS (op->magic) < art->item->magic)
1731 continue; /* Not magic enough to be this item */ 1747 continue; /* Not magic enough to be this item */
1732 1748
1733 /* Map difficulty not high enough */ 1749 /* Map difficulty not high enough */
1734 if (difficulty < art->difficulty) 1750 if (difficulty < art->difficulty)
1735 continue; 1751 continue;
1736 1752
1737 if (!legal_artifact_combination (op, art)) 1753 if (!legal_artifact_combination (op, art))
1738 { 1754 {
1739#ifdef TREASURE_VERBOSE 1755#ifdef TREASURE_VERBOSE
1740 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1756 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1741#endif 1757#endif
1742 continue; 1758 continue;
1743 } 1759 }
1744 give_artifact_abilities (op, art->item); 1760 give_artifact_abilities (op, art->item);
1745 return; 1761 return;
1746 } 1762 }
1747} 1763}
1748 1764
1750 * FOOD, except they inherit properties (name, food value, etc). 1766 * FOOD, except they inherit properties (name, food value, etc).
1751 * based on the original owner (or 'donor' if you like). -b.t. 1767 * based on the original owner (or 'donor' if you like). -b.t.
1752 */ 1768 */
1753 1769
1754void 1770void
1755fix_flesh_item (object * item, object * donor) 1771fix_flesh_item (object *item, object *donor)
1756{ 1772{
1757 char tmpbuf[MAX_BUF]; 1773 char tmpbuf[MAX_BUF];
1758 int i; 1774 int i;
1759 1775
1760 if (item->type == FLESH && donor) 1776 if (item->type == FLESH && donor)
1761 { 1777 {
1762 /* change the name */ 1778 /* change the name */
1763 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1779 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1780 item->name = tmpbuf;
1764 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1781 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1782 item->name_pl = tmpbuf;
1765 1783
1766 /* weight is FLESH weight/100 * donor */ 1784 /* weight is FLESH weight/100 * donor */
1767 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1785 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1768 item->weight = 1; 1786 item->weight = 1;
1769 1787
1770 /* value is multiplied by level of donor */ 1788 /* value is multiplied by level of donor */
1771 item->value *= isqrt (donor->level * 2); 1789 item->value *= isqrt (donor->level * 2);
1772 1790
1773 /* food value */ 1791 /* food value */
1775 1793
1776 /* flesh items inherit some abilities of donor, but not 1794 /* flesh items inherit some abilities of donor, but not
1777 * full effect. 1795 * full effect.
1778 */ 1796 */
1779 for (i = 0; i < NROFATTACKS; i++) 1797 for (i = 0; i < NROFATTACKS; i++)
1780 item->resist[i] = donor->resist[i] / 2; 1798 item->resist[i] = donor->resist[i] / 2;
1781 1799
1782 /* item inherits donor's level (important for quezals) */ 1800 /* item inherits donor's level (important for quezals) */
1783 item->level = donor->level; 1801 item->level = donor->level;
1784 1802
1785 /* if donor has some attacktypes, the flesh is poisonous */ 1803 /* if donor has some attacktypes, the flesh is poisonous */
1786 if (donor->attacktype & AT_POISON) 1804 if (donor->attacktype & AT_POISON)
1787 item->type = POISON; 1805 item->type = POISON;
1788 if (donor->attacktype & AT_ACID) 1806 if (donor->attacktype & AT_ACID)
1789 item->stats.hp = -1 * item->stats.food; 1807 item->stats.hp = -1 * item->stats.food;
1790 SET_FLAG (item, FLAG_NO_STEAL); 1808 SET_FLAG (item, FLAG_NO_STEAL);
1791 } 1809 }
1792} 1810}
1793 1811
1794/* special_potion() - so that old potion code is still done right. */ 1812/* special_potion() - so that old potion code is still done right. */
1795 1813
1796int 1814int
1797special_potion (object * op) 1815special_potion (object *op)
1798{ 1816{
1799 1817
1800 int i; 1818 int i;
1801 1819
1802 if (op->attacktype) 1820 if (op->attacktype)
1811 1829
1812 return 0; 1830 return 0;
1813} 1831}
1814 1832
1815void 1833void
1816free_treasurestruct (treasure * t) 1834free_treasurestruct (treasure *t)
1817{ 1835{
1818 if (t->next) 1836 if (t->next)
1819 free_treasurestruct (t->next); 1837 free_treasurestruct (t->next);
1820 if (t->next_yes) 1838 if (t->next_yes)
1821 free_treasurestruct (t->next_yes); 1839 free_treasurestruct (t->next_yes);
1824 1842
1825 delete t; 1843 delete t;
1826} 1844}
1827 1845
1828void 1846void
1829free_charlinks (linked_char * lc) 1847free_charlinks (linked_char *lc)
1830{ 1848{
1831 if (lc->next) 1849 if (lc->next)
1832 free_charlinks (lc->next); 1850 free_charlinks (lc->next);
1833 1851
1834 delete lc; 1852 delete lc;
1856 for (al = first_artifactlist; al != NULL; al = nextal) 1874 for (al = first_artifactlist; al != NULL; al = nextal)
1857 { 1875 {
1858 nextal = al->next; 1876 nextal = al->next;
1859 1877
1860 if (al->items) 1878 if (al->items)
1861 free_artifact (al->items); 1879 free_artifact (al->items);
1862 1880
1863 free (al); 1881 free (al);
1864 } 1882 }
1865} 1883}
1866 1884
1872 1890
1873 for (tl = first_treasurelist; tl != NULL; tl = next) 1891 for (tl = first_treasurelist; tl != NULL; tl = next)
1874 { 1892 {
1875 next = tl->next; 1893 next = tl->next;
1876 if (tl->items) 1894 if (tl->items)
1877 free_treasurestruct (tl->items); 1895 free_treasurestruct (tl->items);
1878 delete tl; 1896 delete tl;
1879 } 1897 }
1880 free_artifactlist (first_artifactlist); 1898 free_artifactlist (first_artifactlist);
1881} 1899}

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