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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.13 by root, Tue Sep 5 17:58:11 2006 UTC vs.
Revision 1.25 by root, Tue Dec 12 22:37:05 2006 UTC

1
2/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.13 2006/09/05 17:58:11 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30#define ALLOWED_COMBINATION 24#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.
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> 39#include <funcpoint.h>
45#include <loader.h> 40#include <loader.h>
46 41
47 42
48static void change_treasure (treasure * t, object * op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 44extern char *spell_mapping[];
50 45
51/* 46/*
52 * Initialize global archtype pointers: 47 * Initialize global archtype pointers:
53 */ 48 */
54 49
55void 50void
56init_archetype_pointers () 51init_archetype_pointers ()
57{ 52{
58 int prev_warn = warn_archetypes; 53 int prev_warn = warn_archetypes;
54
59 warn_archetypes = 1; 55 warn_archetypes = 1;
60 if (ring_arch == NULL) 56 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring"); 57 ring_arch = archetype::find ("ring");
62 if (amulet_arch == NULL) 58 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet"); 59 amulet_arch = archetype::find ("amulet");
64 if (staff_arch == NULL) 60 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff"); 61 staff_arch = archetype::find ("staff");
66 if (crown_arch == NULL) 62 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown"); 63 crown_arch = archetype::find ("crown");
68 warn_archetypes = prev_warn; 64 warn_archetypes = prev_warn;
69} 65}
70 66
71/* 67/*
72 * Allocate and return the pointer to an empty treasurelist structure. 68 * Allocate and return the pointer to an empty treasurelist structure.
108 while (fgets (buf, MAX_BUF, fp) != NULL) 104 while (fgets (buf, MAX_BUF, fp) != NULL)
109 { 105 {
110 (*line)++; 106 (*line)++;
111 107
112 if (*buf == '#') 108 if (*buf == '#')
113 continue; 109 continue;
114 if ((cp = strchr (buf, '\n')) != NULL) 110 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0'; 111 *cp = '\0';
116 cp = buf; 112 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */ 113 while (isspace (*cp)) /* Skip blanks */
118 cp++; 114 cp++;
119 115
120 if (sscanf (cp, "arch %s", variable)) 116 if (sscanf (cp, "arch %s", variable))
121 { 117 {
122 if ((t->item = find_archetype (variable)) == NULL) 118 if ((t->item = archetype::find (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable); 119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 } 120 }
125 else if (sscanf (cp, "list %s", variable)) 121 else if (sscanf (cp, "list %s", variable))
126 t->name = variable; 122 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable)) 123 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable; 124 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable)) 125 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable; 126 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable)) 127 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable; 128 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value)) 129 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value; 130 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value)) 131 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value; 132 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value)) 133 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value; 134 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes")) 135 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line); 136 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no")) 137 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line); 138 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end")) 139 else if (!strcmp (cp, "end"))
144 return t; 140 return t;
145 else if (!strcmp (cp, "more")) 141 else if (!strcmp (cp, "more"))
146 { 142 {
147 t->next = load_treasure (fp, line); 143 t->next = load_treasure (fp, line);
148 return t; 144 return t;
149 } 145 }
150 else 146 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 148 }
153 LOG (llevError, "treasure lacks 'end'.\n"); 149 LOG (llevError, "treasure lacks 'end'.\n");
154 return t; 150 return t;
155} 151}
156 152
157#ifdef TREASURE_DEBUG 153#ifdef TREASURE_DEBUG
154
158/* recursived checks the linked list. Treasurelist is passed only 155/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 156 * so that the treasure name can be printed out
160 */ 157 */
161static void 158static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 159check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 160{
164 if (t->item == NULL && t->name == NULL) 161 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); 162 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)) 163 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); 164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
199 } 196 }
200 while (fgets (buf, MAX_BUF, fp) != NULL) 197 while (fgets (buf, MAX_BUF, fp) != NULL)
201 { 198 {
202 line++; 199 line++;
203 if (*buf == '#') 200 if (*buf == '#')
204 continue; 201 continue;
205 202
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 { 204 {
208 treasurelist *tl = get_empty_treasurelist (); 205 treasurelist *tl = get_empty_treasurelist ();
206
209 tl->name = name; 207 tl->name = name;
210 if (previous == NULL) 208 if (previous == NULL)
211 first_treasurelist = tl; 209 first_treasurelist = tl;
212 else 210 else
213 previous->next = tl; 211 previous->next = tl;
214 previous = tl; 212 previous = tl;
215 tl->items = load_treasure (fp, &line); 213 tl->items = load_treasure (fp, &line);
216 214
217 /* This is a one of the many items on the list should be generated. 215 /* 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 216 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 217 * fields of the treasures are not being used.
220 */ 218 */
221 if (!strncmp (buf, "treasureone", 11)) 219 if (!strncmp (buf, "treasureone", 11))
222 { 220 {
223 for (t = tl->items; t != NULL; t = t->next) 221 for (t = tl->items; t != NULL; t = t->next)
224 { 222 {
225#ifdef TREASURE_DEBUG 223#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no) 224 if (t->next_yes || t->next_no)
227 { 225 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n"); 227 LOG (llevError, " the next_yes or next_no field is set\n");
230 } 228 }
231#endif 229#endif
232 tl->total_chance += t->chance; 230 tl->total_chance += t->chance;
233 } 231 }
234 } 232 }
235 } 233 }
236 else 234 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 } 236 }
239 close_and_delete (fp, comp); 237 close_and_delete (fp, comp);
240 238
241#ifdef TREASURE_DEBUG 239#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is. 240 /* Perform some checks on how valid the treasure data actually is.
255 */ 253 */
256 254
257treasurelist * 255treasurelist *
258find_treasurelist (const char *name) 256find_treasurelist (const char *name)
259{ 257{
260 /* Special cases - randomitems of NULL is to override default. If 258 shstr_cmp name_ (name);
261 * first_treasurelist is null, it means we are on the first pass of 259
262 * of loading archetypes, so for now, just return - second pass will
263 * init these values.
264 */
265 if (!name) 260 if (!name_)
266 return 0; 261 return 0;
267 262
268 if (const char *tmp = shstr::find (name))
269 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) 263 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
270 if (tmp == tl->name) 264 if (name_ == tl->name)
271 return tl; 265 return tl;
272 266
273 if (first_treasurelist) 267 if (first_treasurelist)
274 LOG (llevError, "Couldn't find treasurelist %s\n", name); 268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
275 269
276 return 0; 270 return 0;
289 * start with equipment, but only their abilities). 283 * start with equipment, but only their abilities).
290 */ 284 */
291 285
292 286
293static void 287static void
294put_treasure (object * op, object * creator, int flags) 288put_treasure (object *op, object *creator, int flags)
295{ 289{
296 object *tmp; 290 object *tmp;
297 291
298 /* Bit of a hack - spells should never be put onto the map. The entire 292 /* 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 293 * treasure stuff is a problem - there is no clear idea of knowing
309 } 303 }
310 else 304 else
311 { 305 {
312 op = insert_ob_in_ob (op, creator); 306 op = insert_ob_in_ob (op, creator);
313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
314 monster_check_apply (creator, op); 308 monster_check_apply (creator, op);
315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
316 esrv_send_item (tmp, op); 310 esrv_send_item (tmp, op);
317 } 311 }
318} 312}
319 313
320/* if there are change_xxx commands in the treasure, we include the changes 314/* if there are change_xxx commands in the treasure, we include the changes
321 * in the generated object 315 * in the generated object
343 object *tmp; 337 object *tmp;
344 338
345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
346 { 340 {
347 if (t->name) 341 if (t->name)
348 { 342 {
349 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 343 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
351 } 345 }
352 else 346 else
353 { 347 {
354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
355 { 349 {
356 tmp = arch_to_object (t->item); 350 tmp = arch_to_object (t->item);
357 if (t->nrof && tmp->nrof <= 1) 351 if (t->nrof && tmp->nrof <= 1)
358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 353 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 354 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 355 put_treasure (tmp, op, flag);
362 } 356 }
363 } 357 }
364 358
365 if (t->next_yes != NULL) 359 if (t->next_yes != NULL)
366 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 360 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 } 361 }
368 else if (t->next_no != NULL) 362 else if (t->next_no != NULL)
369 create_all_treasures (t->next_no, op, flag, difficulty, tries); 363 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370 364
371 if (t->next != NULL) 365 if (t->next != NULL)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 366 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 367}
374 368
375void 369void
376create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries) 370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
377{ 371{
378 int value = RANDOM () % tl->total_chance; 372 int value = RANDOM () % tl->total_chance;
379 treasure *t; 373 treasure *t;
380 374
381 if (tries++ > 100) 375 if (tries++ > 100)
387 for (t = tl->items; t != NULL; t = t->next) 381 for (t = tl->items; t != NULL; t = t->next)
388 { 382 {
389 value -= t->chance; 383 value -= t->chance;
390 384
391 if (value < 0) 385 if (value < 0)
392 break; 386 break;
393 } 387 }
394 388
395 if (!t || value >= 0) 389 if (!t || value >= 0)
396 { 390 {
397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
400 } 394 }
401 395
402 if (t->name) 396 if (t->name)
403 { 397 {
404 if (!strcmp (t->name, "NONE")) 398 if (!strcmp (t->name, "NONE"))
405 return; 399 return;
406 400
407 if (difficulty >= t->magic) 401 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
409 else if (t->nrof) 403 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 404 create_one_treasure (tl, op, flag, difficulty, tries);
411 405
412 return; 406 return;
413 } 407 }
414 408
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
416 { 410 {
417 object *tmp = arch_to_object (t->item); 411 object *tmp = arch_to_object (t->item);
418 412
419 if (!tmp) 413 if (!tmp)
420 return; 414 return;
421 415
422 if (t->nrof && tmp->nrof <= 1) 416 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
424 418
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 419 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 420 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 421 put_treasure (tmp, op, flag);
428 } 422 }
434 * list transitions, or so that excessively good treasure will not be 428 * 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 429 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 430 * to do that.
437 */ 431 */
438void 432void
439create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
440{ 434{
441 435
442 if (tries++ > 100) 436 if (tries++ > 100)
443 { 437 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
454 * it instead takes a treasurelist. It is really just a wrapper around 448 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 449 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 450 * inserted into, and then return that treausre
457 */ 451 */
458object * 452object *
459generate_treasure (treasurelist * t, int difficulty) 453generate_treasure (treasurelist *t, int difficulty)
460{ 454{
455 difficulty = clamp (difficulty, 1, settings.max_level);
456
461 object *ob = get_object (), *tmp; 457 object *ob = object::create (), *tmp;
462 458
463 create_treasure (t, ob, 0, difficulty, 0); 459 create_treasure (t, ob, 0, difficulty, 0);
464 460
465 /* Don't want to free the object we are about to return */ 461 /* Don't want to free the object we are about to return */
466 tmp = ob->inv; 462 tmp = ob->inv;
467 if (tmp != NULL) 463 if (tmp != NULL)
468 remove_ob (tmp); 464 tmp->remove ();
465
469 if (ob->inv) 466 if (ob->inv)
470 {
471 LOG (llevError, "In generate treasure, created multiple objects.\n"); 467 LOG (llevError, "In generate treasure, created multiple objects.\n");
472 } 468
473 free_object (ob); 469 ob->destroy ();
474 return tmp; 470 return tmp;
475} 471}
476 472
477/* 473/*
478 * This is a new way of calculating the chance for an item to have 474 * This is a new way of calculating the chance for an item to have
480 * The array has two arguments, the difficulty of the level, and the 476 * The array has two arguments, the difficulty of the level, and the
481 * magical bonus "wanted". 477 * magical bonus "wanted".
482 */ 478 */
483 479
484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 480static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
481
485/*chance of magic difficulty*/ 482/*chance of magic difficulty*/
483
486/* +0 +1 +2 +3 +4 */ 484/* +0 +1 +2 +3 +4 */
487 {95, 2, 2, 1, 0}, /*1 */ 485 {95, 2, 2, 1, 0}, /*1 */
488 {92, 5, 2, 1, 0}, /*2 */ 486 {92, 5, 2, 1, 0}, /*2 */
489 {85, 10, 4, 1, 0}, /*3 */ 487 {85, 10, 4, 1, 0}, /*3 */
490 {80, 14, 4, 2, 0}, /*4 */ 488 {80, 14, 4, 2, 0}, /*4 */
491 {75, 17, 5, 2, 1}, /*5 */ 489 {75, 17, 5, 2, 1}, /*5 */
492 {70, 18, 8, 3, 1}, /*6 */ 490 {70, 18, 8, 3, 1}, /*6 */
493 {65, 21, 10, 3, 1}, /*7 */ 491 {65, 21, 10, 3, 1}, /*7 */
494 {60, 22, 12, 4, 2}, /*8 */ 492 {60, 22, 12, 4, 2}, /*8 */
495 {55, 25, 14, 4, 2}, /*9 */ 493 {55, 25, 14, 4, 2}, /*9 */
496 {50, 27, 16, 5, 2}, /*10 */ 494 {50, 27, 16, 5, 2}, /*10 */
497 {45, 28, 18, 6, 3}, /*11 */ 495 {45, 28, 18, 6, 3}, /*11 */
498 {42, 28, 20, 7, 3}, /*12 */ 496 {42, 28, 20, 7, 3}, /*12 */
499 {40, 27, 21, 8, 4}, /*13 */ 497 {40, 27, 21, 8, 4}, /*13 */
500 {38, 25, 22, 10, 5}, /*14 */ 498 {38, 25, 22, 10, 5}, /*14 */
501 {36, 23, 23, 12, 6}, /*15 */ 499 {36, 23, 23, 12, 6}, /*15 */
502 {33, 21, 24, 14, 8}, /*16 */ 500 {33, 21, 24, 14, 8}, /*16 */
503 {31, 19, 25, 16, 9}, /*17 */ 501 {31, 19, 25, 16, 9}, /*17 */
504 {27, 15, 30, 18, 10}, /*18 */ 502 {27, 15, 30, 18, 10}, /*18 */
505 {20, 12, 30, 25, 13}, /*19 */ 503 {20, 12, 30, 25, 13}, /*19 */
506 {15, 10, 28, 30, 17}, /*20 */ 504 {15, 10, 28, 30, 17}, /*20 */
507 {13, 9, 27, 28, 23}, /*21 */ 505 {13, 9, 27, 28, 23}, /*21 */
508 {10, 8, 25, 28, 29}, /*22 */ 506 {10, 8, 25, 28, 29}, /*22 */
509 {8, 7, 23, 26, 36}, /*23 */ 507 {8, 7, 23, 26, 36}, /*23 */
510 {6, 6, 20, 22, 46}, /*24 */ 508 {6, 6, 20, 22, 46}, /*24 */
511 {4, 5, 17, 18, 56}, /*25 */ 509 {4, 5, 17, 18, 56}, /*25 */
512 {2, 4, 12, 14, 68}, /*26 */ 510 {2, 4, 12, 14, 68}, /*26 */
513 {0, 3, 7, 10, 80}, /*27 */ 511 {0, 3, 7, 10, 80}, /*27 */
514 {0, 0, 3, 7, 90}, /*28 */ 512 {0, 0, 3, 7, 90}, /*28 */
515 {0, 0, 0, 3, 97}, /*29 */ 513 {0, 0, 0, 3, 97}, /*29 */
516 {0, 0, 0, 0, 100}, /*30 */ 514 {0, 0, 0, 0, 100}, /*30 */
517 {0, 0, 0, 0, 100}, /*31 */ 515 {0, 0, 0, 0, 100}, /*31 */
518}; 516};
519 517
520 518
521/* calculate the appropriate level for wands staves and scrolls. 519/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 520 * This code presumes that op has had its spell object created (in op->inv)
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 522 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 523 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 524 */
527 525
528int 526int
529level_for_item (const object * op, int difficulty) 527level_for_item (const object *op, int difficulty)
530{ 528{
531 int mult = 0, olevel = 0; 529 int olevel = 0;
532 530
533 if (!op->inv) 531 if (!op->inv)
534 { 532 {
535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 533 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536 return 0; 534 return 0;
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 575 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 576 {
579 percent -= difftomagic_list[scaled_diff][magic]; 577 percent -= difftomagic_list[scaled_diff][magic];
580 578
581 if (percent < 0) 579 if (percent < 0)
582 break; 580 break;
583 } 581 }
584 582
585 if (magic == (MAXMAGIC + 1)) 583 if (magic == (MAXMAGIC + 1))
586 { 584 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 585 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 598 * This function doesn't work properly, should add use of archetypes
601 * to make it truly absolute. 599 * to make it truly absolute.
602 */ 600 */
603 601
604void 602void
605set_abs_magic (object * op, int magic) 603set_abs_magic (object *op, int magic)
606{ 604{
607 if (!magic) 605 if (!magic)
608 return; 606 return;
609 607
610 op->magic = magic; 608 op->magic = magic;
611 if (op->arch) 609 if (op->arch)
612 { 610 {
613 if (op->type == ARMOUR) 611 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 612 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615 613
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 614 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
617 magic = (-magic); 615 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 616 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 } 617 }
620 else 618 else
621 { 619 {
622 if (op->type == ARMOUR) 620 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 621 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 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 */
625 magic = (-magic); 623 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 624 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 625 }
628} 626}
629 627
630/* 628/*
631 * Sets a random magical bonus in the given object based upon 629 * Sets a random magical bonus in the given object based upon
632 * the given difficulty, and the given max possible bonus. 630 * the given difficulty, and the given max possible bonus.
633 */ 631 */
634 632
635static void 633static void
636set_magic (int difficulty, object * op, int max_magic, int flags) 634set_magic (int difficulty, object *op, int max_magic, int flags)
637{ 635{
638 int i; 636 int i;
637
639 i = magic_from_difficulty (difficulty); 638 i = magic_from_difficulty (difficulty);
640 if ((flags & GT_ONLY_GOOD) && i < 0) 639 if ((flags & GT_ONLY_GOOD) && i < 0)
641 i = -i; 640 i = -i;
642 if (i > max_magic) 641 if (i > max_magic)
643 i = max_magic; 642 i = max_magic;
654 * other bonuses previously rolled and ones the item might natively have. 653 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method. 654 * 2) Add code to deal with new PR method.
656 */ 655 */
657 656
658void 657void
659set_ring_bonus (object * op, int bonus) 658set_ring_bonus (object *op, int bonus)
660{ 659{
661 660
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 661 int r = RANDOM () % (bonus > 0 ? 25 : 11);
663 662
664 if (op->type == AMULET) 663 if (op->type == AMULET)
665 { 664 {
666 if (!(RANDOM () % 21)) 665 if (!(RANDOM () % 21))
667 r = 20 + RANDOM () % 2; 666 r = 20 + RANDOM () % 2;
668 else 667 else
669 { 668 {
670 if (RANDOM () & 2) 669 if (RANDOM () & 2)
671 r = 10; 670 r = 10;
672 else 671 else
673 r = 11 + RANDOM () % 9; 672 r = 11 + RANDOM () % 9;
674 } 673 }
675 } 674 }
676 675
677 switch (r) 676 switch (r)
678 { 677 {
679 /* Redone by MSW 2000-11-26 to have much less code. Also, 678 /* Redone by MSW 2000-11-26 to have much less code. Also,
680 * bonuses and penalties will stack and add to existing values. 679 * bonuses and penalties will stack and add to existing values.
681 * of the item. 680 * of the item.
682 */ 681 */
683 case 0: 682 case 0:
684 case 1: 683 case 1:
685 case 2: 684 case 2:
686 case 3: 685 case 3:
687 case 4: 686 case 4:
688 case 5: 687 case 5:
689 case 6: 688 case 6:
690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 689 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
691 break; 690 break;
692 691
693 case 7: 692 case 7:
694 op->stats.dam += bonus; 693 op->stats.dam += bonus;
695 break; 694 break;
696 695
697 case 8: 696 case 8:
698 op->stats.wc += bonus; 697 op->stats.wc += bonus;
699 break; 698 break;
700 699
701 case 9: 700 case 9:
702 op->stats.food += bonus; /* hunger/sustenance */ 701 op->stats.food += bonus; /* hunger/sustenance */
703 break; 702 break;
704 703
705 case 10: 704 case 10:
706 op->stats.ac += bonus; 705 op->stats.ac += bonus;
707 break; 706 break;
708 707
709 /* Item that gives protections/vulnerabilities */ 708 /* Item that gives protections/vulnerabilities */
710 case 11: 709 case 11:
711 case 12: 710 case 12:
712 case 13: 711 case 13:
713 case 14: 712 case 14:
714 case 15: 713 case 15:
715 case 16: 714 case 16:
716 case 17: 715 case 17:
717 case 18: 716 case 18:
718 case 19: 717 case 19:
719 { 718 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 719 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
721 720
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 721 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 722 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
724 723
725 /* Cursed items need to have higher negative values to equal out with 724 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another 725 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with 726 * little random element in since that they don't always end up with
728 * even values. 727 * even values.
729 */ 728 */
730 if (bonus < 0) 729 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 730 val = 2 * -val - RANDOM () % b;
732 if (val > 35) 731 if (val > 35)
733 val = 35; /* Upper limit */ 732 val = 35; /* Upper limit */
734 b = 0; 733 b = 0;
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 734 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 { 735 {
737 resist = RANDOM () % num_resist_table; 736 resist = RANDOM () % num_resist_table;
738 } 737 }
739 if (b == 4) 738 if (b == 4)
740 return; /* Not able to find a free resistance */ 739 return; /* Not able to find a free resistance */
741 op->resist[resist_table[resist]] = val; 740 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 741 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 742 * based on how good a resistance we gave.
744 */ 743 */
745 break; 744 break;
746 } 745 }
747 case 20: 746 case 20:
748 if (op->type == AMULET) 747 if (op->type == AMULET)
749 { 748 {
750 SET_FLAG (op, FLAG_REFL_SPELL); 749 SET_FLAG (op, FLAG_REFL_SPELL);
751 op->value *= 11; 750 op->value *= 11;
752 } 751 }
753 else 752 else
754 { 753 {
755 op->stats.hp = 1; /* regenerate hit points */ 754 op->stats.hp = 1; /* regenerate hit points */
756 op->value *= 4; 755 op->value *= 4;
757 } 756 }
758 break; 757 break;
759 758
760 case 21: 759 case 21:
761 if (op->type == AMULET) 760 if (op->type == AMULET)
762 { 761 {
763 SET_FLAG (op, FLAG_REFL_MISSILE); 762 SET_FLAG (op, FLAG_REFL_MISSILE);
764 op->value *= 9; 763 op->value *= 9;
765 } 764 }
766 else 765 else
767 { 766 {
768 op->stats.sp = 1; /* regenerate spell points */ 767 op->stats.sp = 1; /* regenerate spell points */
769 op->value *= 3; 768 op->value *= 3;
770 } 769 }
771 break; 770 break;
772 771
773 case 22: 772 case 22:
774 op->stats.exp += bonus; /* Speed! */ 773 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 774 op->value = (op->value * 2) / 3;
776 break; 775 break;
777 } 776 }
778 if (bonus > 0) 777 if (bonus > 0)
779 op->value *= 2 * bonus; 778 op->value *= 2 * bonus;
780 else 779 else
781 op->value = -(op->value * 2 * bonus) / 3; 780 op->value = -(op->value * 2 * bonus) / 3;
792 791
793int 792int
794get_magic (int diff) 793get_magic (int diff)
795{ 794{
796 int i; 795 int i;
796
797 if (diff < 3) 797 if (diff < 3)
798 diff = 3; 798 diff = 3;
799 for (i = 0; i < 4; i++) 799 for (i = 0; i < 4; i++)
800 if (RANDOM () % diff) 800 if (RANDOM () % diff)
801 return i; 801 return i;
808/* 808/*
809 * fix_generated_item(): This is called after an item is generated, in 809 * 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 810 * order to set it up right. This produced magical bonuses, puts spells
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 811 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
812 */ 812 */
813
813/* 4/28/96 added creator object from which op may now inherit properties based on 814/* 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 815 * 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 816 * dependant. I know this is a spagetti manuever, but is there a cleaner
816 * way to do this? b.t. */ 817 * way to do this? b.t. */
818
817/* 819/*
818 * ! (flags & GT_ENVIRONMENT): 820 * ! (flags & GT_ENVIRONMENT):
819 * Automatically calls fix_flesh_item(). 821 * Automatically calls fix_flesh_item().
820 * 822 *
821 * flags: 823 * flags:
825 * a working object - don't change magic, value, etc, but set it material 827 * 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 828 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 829 */
828 830
829void 831void
830fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 832fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 833{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 834 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 835
834 if (!creator || creator->type == op->type) 836 if (!creator || creator->type == op->type)
835 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 837 creator = op; /*safety & to prevent polymorphed objects giving attributes */
836 838
837 /* If we make an artifact, this information will be destroyed */ 839 /* If we make an artifact, this information will be destroyed */
838 save_item_power = op->item_power; 840 save_item_power = op->item_power;
839 op->item_power = 0; 841 op->item_power = 0;
840 842
841 if (op->randomitems && op->type != SPELL) 843 if (op->randomitems && op->type != SPELL)
842 { 844 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 845 create_treasure (op->randomitems, op, flags, difficulty, 0);
844 if (!op->inv) 846 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 847 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846 848
847 /* So the treasure doesn't get created again */ 849 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 850 op->randomitems = NULL;
849 } 851 }
850 852
851 if (difficulty < 1) 853 if (difficulty < 1)
852 difficulty = 1; 854 difficulty = 1;
853 855
856 if (INVOKE_OBJECT (ADD_BONUS, op,
857 ARG_OBJECT (creator != op ? creator : 0),
858 ARG_INT (difficulty), ARG_INT (max_magic),
859 ARG_INT (flags)))
860 return;
861
854 if (!(flags & GT_MINIMAL)) 862 if (!(flags & GT_MINIMAL))
855 { 863 {
856 if (op->arch == crown_arch) 864 if (op->arch == crown_arch)
857 { 865 {
858 set_magic (difficulty, op, max_magic, flags); 866 set_magic (difficulty, op, max_magic, flags);
859 num_enchantments = calc_item_power (op, 1); 867 num_enchantments = calc_item_power (op, 1);
860 generate_artifact (op, difficulty); 868 generate_artifact (op, difficulty);
861 } 869 }
862 else 870 else
863 { 871 {
864 if (!op->magic && max_magic) 872 if (!op->magic && max_magic)
865 set_magic (difficulty, op, max_magic, flags); 873 set_magic (difficulty, op, max_magic, flags);
866 874
867 num_enchantments = calc_item_power (op, 1); 875 num_enchantments = calc_item_power (op, 1);
868 876
869 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 877 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 */ 878 * used for shop_floors or treasures */
871 generate_artifact (op, difficulty); 879 generate_artifact (op, difficulty);
872 } 880 }
873 881
874 /* Object was made an artifact. Calculate its item_power rating. 882 /* Object was made an artifact. Calculate its item_power rating.
875 * the item_power in the object is what the artfiact adds. 883 * the item_power in the object is what the artfiact adds.
876 */ 884 */
877 if (op->title) 885 if (op->title)
878 { 886 {
879 /* if save_item_power is set, then most likely we started with an 887 /* 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 888 * 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 889 * 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 890 * 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 891 * that since item_power is not quite linear, this actually ends up
884 * being somewhat of a bonus 892 * being somewhat of a bonus
885 */ 893 */
886 if (save_item_power) 894 if (save_item_power)
887 op->item_power = save_item_power + get_power_from_ench (op->item_power); 895 op->item_power = save_item_power + get_power_from_ench (op->item_power);
888 else 896 else
889 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 897 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
890 } 898 }
891 else if (save_item_power) 899 else if (save_item_power)
892 { 900 {
893 /* restore the item_power field to the object if we haven't changed it. 901 /* 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 902 * we don't care about num_enchantments - that will basically just
895 * have calculated some value from the base attributes of the archetype. 903 * have calculated some value from the base attributes of the archetype.
896 */ 904 */
897 op->item_power = save_item_power; 905 op->item_power = save_item_power;
898 } 906 }
899 else 907 else
900 { 908 {
901 /* item_power was zero. This is suspicious, as it may be because it 909 /* 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 910 * 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 911 * it is non-zero. If it indeed is, then assign it as the new
904 * item_power value. 912 * item_power value.
905 * - gros, 21th of July 2006. 913 * - gros, 21th of July 2006.
906 */ 914 */
907 op->item_power = calc_item_power (op, 0); 915 op->item_power = calc_item_power (op, 0);
908 save_item_power = op->item_power; /* Just in case it would get used 916 save_item_power = op->item_power; /* Just in case it would get used
909 * again below */ 917 * again below */
910 } 918 }
911 } 919 }
912 920
913 /* materialtype modifications. Note we allow this on artifacts. */ 921 /* materialtype modifications. Note we allow this on artifacts. */
914 set_materialname (op, difficulty, NULL); 922 set_materialname (op, difficulty, NULL);
915 923
916 if (flags & GT_MINIMAL) 924 if (flags & GT_MINIMAL)
917 { 925 {
918 if (op->type == POTION) 926 if (op->type == POTION)
919 /* Handle healing and magic power potions */ 927 /* Handle healing and magic power potions */
920 if (op->stats.sp && !op->randomitems) 928 if (op->stats.sp && !op->randomitems)
921 { 929 {
922 object *tmp; 930 object *tmp;
923 931
924 tmp = get_archetype (spell_mapping[op->stats.sp]); 932 tmp = get_archetype (spell_mapping[op->stats.sp]);
925 insert_ob_in_ob (tmp, op); 933 insert_ob_in_ob (tmp, op);
926 op->stats.sp = 0; 934 op->stats.sp = 0;
927 } 935 }
928 } 936 }
929 else if (!op->title) /* Only modify object if not special */ 937 else if (!op->title) /* Only modify object if not special */
930 switch (op->type) 938 switch (op->type)
931 { 939 {
932 case WEAPON: 940 case WEAPON:
933 case ARMOUR: 941 case ARMOUR:
934 case SHIELD: 942 case SHIELD:
935 case HELMET: 943 case HELMET:
936 case CLOAK: 944 case CLOAK:
937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 945 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
938 set_ring_bonus (op, -DICE2); 946 set_ring_bonus (op, -DICE2);
939 break; 947 break;
940 948
941 case BRACERS: 949 case BRACERS:
942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 950 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
943 { 951 {
952 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
953 if (!QUERY_FLAG (op, FLAG_CURSED))
954 op->value *= 3;
955 }
956 break;
957
958 case POTION:
959 {
960 int too_many_tries = 0, is_special = 0;
961
962 /* Handle healing and magic power potions */
963 if (op->stats.sp && !op->randomitems)
964 {
965 object *tmp;
966
967 tmp = get_archetype (spell_mapping[op->stats.sp]);
968 insert_ob_in_ob (tmp, op);
969 op->stats.sp = 0;
970 }
971
972 while (!(is_special = special_potion (op)) && !op->inv)
973 {
974 generate_artifact (op, difficulty);
975 if (too_many_tries++ > 10)
976 break;
977 }
978
979 /* don't want to change value for healing/magic power potions,
980 * since the value set on those is already correct.
981 */
982 if (op->inv && op->randomitems)
983 {
984 /* value multiplier is same as for scrolls */
985 op->value = (op->value * op->inv->value);
986 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
987 }
988 else
989 {
990 op->name = "potion";
991 op->name_pl = "potions";
992 }
993
994 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
995 SET_FLAG (op, FLAG_CURSED);
996 break;
997 }
998
999 case AMULET:
1000 if (op->arch == amulet_arch)
1001 op->value *= 5; /* Since it's not just decoration */
1002
1003 case RING:
1004 if (op->arch == NULL)
1005 {
1006 op->destroy ();
1007 op = 0;
1008 break;
1009 }
1010
1011 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1012 break;
1013
1014 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1015 SET_FLAG (op, FLAG_CURSED);
1016
944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1017 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 1018
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 */ 1019 if (op->type != RING) /* Amulets have only one ability */
1013 break; 1020 break;
1014 1021
1015 if (!(RANDOM () % 4)) 1022 if (!(RANDOM () % 4))
1016 { 1023 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1024 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 1025
1019 if (d > 0) 1026 if (d > 0)
1020 op->value *= 3; 1027 op->value *= 3;
1021 1028
1022 set_ring_bonus (op, d); 1029 set_ring_bonus (op, d);
1023 1030
1024 if (!(RANDOM () % 4)) 1031 if (!(RANDOM () % 4))
1025 { 1032 {
1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1033 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 1034
1035 if (d > 0)
1036 op->value *= 5;
1037 set_ring_bonus (op, d);
1038 }
1039 }
1040
1033 if (GET_ANIM_ID (op)) 1041 if (GET_ANIM_ID (op))
1034 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1042 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1035 1043
1036 break; 1044 break;
1037 1045
1038 case BOOK: 1046 case BOOK:
1039 /* Is it an empty book?, if yes lets make a special· 1047 /* Is it an empty book?, if yes lets make a special·
1040 * msg for it, and tailor its properties based on the· 1048 * msg for it, and tailor its properties based on the·
1041 * creator and/or map level we found it on. 1049 * creator and/or map level we found it on.
1042 */ 1050 */
1043 if (!op->msg && RANDOM () % 10) 1051 if (!op->msg && RANDOM () % 10)
1044 { 1052 {
1045 /* set the book level properly */ 1053 /* set the book level properly */
1046 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1054 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1047 { 1055 {
1048 if (op->map && op->map->difficulty) 1056 if (op->map && op->map->difficulty)
1049 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1057 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1050 else 1058 else
1051 op->level = RANDOM () % 20 + 1; 1059 op->level = RANDOM () % 20 + 1;
1052 } 1060 }
1053 else 1061 else
1054 op->level = RANDOM () % creator->level; 1062 op->level = RANDOM () % creator->level;
1055 1063
1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1064 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1057 /* books w/ info are worth more! */ 1065 /* books w/ info are worth more! */
1058 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1066 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1059 /* creator related stuff */ 1067 /* creator related stuff */
1060 1068
1061 /* for library, chained books. Note that some monsters have no_pick 1069 /* for library, chained books. Note that some monsters have no_pick
1062 * 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.
1063 */ 1071 */
1064 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1072 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1065 SET_FLAG (op, FLAG_NO_PICK); 1073 SET_FLAG (op, FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1074 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying; 1075 op->slaying = creator->slaying;
1068 1076
1069 /* add exp so reading it gives xp (once) */ 1077 /* add exp so reading it gives xp (once) */
1070 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1078 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1071 } 1079 }
1072 break; 1080 break;
1073 1081
1074 case SPELLBOOK: 1082 case SPELLBOOK:
1075 op->value = op->value * op->inv->value; 1083 op->value = op->value * op->inv->value;
1076 /* add exp so learning gives xp */ 1084 /* add exp so learning gives xp */
1077 op->level = op->inv->level; 1085 op->level = op->inv->level;
1078 op->stats.exp = op->value; 1086 op->stats.exp = op->value;
1079 break; 1087 break;
1080 1088
1081 case WAND: 1089 case WAND:
1082 /* nrof in the treasure list is number of charges, 1090 /* nrof in the treasure list is number of charges,
1083 * not number of wands. So copy that into food (charges), 1091 * not number of wands. So copy that into food (charges),
1084 * and reset nrof. 1092 * and reset nrof.
1085 */ 1093 */
1086 op->stats.food = op->inv->nrof; 1094 op->stats.food = op->inv->nrof;
1087 op->nrof = 1; 1095 op->nrof = 1;
1088 /* If the spell changes by level, choose a random level 1096 /* If the spell changes by level, choose a random level
1089 * for it, and adjust price. If the spell doesn't 1097 * for it, and adjust price. If the spell doesn't
1090 * change by level, just set the wand to the level of 1098 * change by level, just set the wand to the level of
1091 * the spell, and value calculation is simpler. 1099 * the spell, and value calculation is simpler.
1092 */ 1100 */
1093 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1101 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1094 { 1102 {
1103 op->level = level_for_item (op, difficulty);
1104 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1105 }
1106 else
1107 {
1108 op->level = op->inv->level;
1109 op->value = op->value * op->inv->value;
1110 }
1111 break;
1112
1113 case ROD:
1095 op->level = level_for_item (op, difficulty); 1114 op->level = level_for_item (op, difficulty);
1115 /* Add 50 to both level an divisor to keep prices a little more
1116 * reasonable. Otherwise, a high level version of a low level
1117 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1118 * 10 time multiplier). This way, the value are a bit more reasonable.
1119 */
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1120 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097 } 1121 /* maxhp is used to denote how many 'charges' the rod holds before */
1098 else 1122 if (op->stats.maxhp)
1099 { 1123 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1100 op->level = op->inv->level; 1124 else
1101 op->value = op->value * op->inv->value; 1125 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1102 }
1103 break;
1104 1126
1127 op->stats.hp = op->stats.maxhp;
1128 break;
1129
1105 case ROD: 1130 case SCROLL:
1106 op->level = level_for_item (op, difficulty); 1131 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); 1132 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 1133
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 */ 1134 /* add exp so reading them properly gives xp */
1127 op->stats.exp = op->value / 5; 1135 op->stats.exp = op->value / 5;
1128 op->nrof = op->inv->nrof; 1136 op->nrof = op->inv->nrof;
1129 break; 1137 break;
1130 1138
1131 case RUNE: 1139 case RUNE:
1132 trap_adjust (op, difficulty); 1140 trap_adjust (op, difficulty);
1133 break; 1141 break;
1134 1142
1135 case TRAP: 1143 case TRAP:
1136 trap_adjust (op, difficulty); 1144 trap_adjust (op, difficulty);
1137 break; 1145 break;
1138 } /* switch type */ 1146 } /* switch type */
1139 1147
1140 if (flags & GT_STARTEQUIP) 1148 if (flags & GT_STARTEQUIP)
1141 { 1149 {
1142 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1150 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1143 SET_FLAG (op, FLAG_STARTEQUIP); 1151 SET_FLAG (op, FLAG_STARTEQUIP);
1144 else if (op->type != MONEY) 1152 else if (op->type != MONEY)
1145 op->value = 0; 1153 op->value = 0;
1146 } 1154 }
1147 1155
1148 if (!(flags & GT_ENVIRONMENT)) 1156 if (!(flags & GT_ENVIRONMENT))
1149 fix_flesh_item (op, creator); 1157 fix_flesh_item (op, creator);
1150} 1158}
1163 1171
1164static artifactlist * 1172static artifactlist *
1165get_empty_artifactlist (void) 1173get_empty_artifactlist (void)
1166{ 1174{
1167 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1175 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1176
1168 if (tl == NULL) 1177 if (tl == NULL)
1169 fatal (OUT_OF_MEMORY); 1178 fatal (OUT_OF_MEMORY);
1170 tl->next = NULL; 1179 tl->next = NULL;
1171 tl->items = NULL; 1180 tl->items = NULL;
1172 tl->total_chance = 0; 1181 tl->total_chance = 0;
1179 1188
1180static artifact * 1189static artifact *
1181get_empty_artifact (void) 1190get_empty_artifact (void)
1182{ 1191{
1183 artifact *t = (artifact *) malloc (sizeof (artifact)); 1192 artifact *t = (artifact *) malloc (sizeof (artifact));
1193
1184 if (t == NULL) 1194 if (t == NULL)
1185 fatal (OUT_OF_MEMORY); 1195 fatal (OUT_OF_MEMORY);
1186 t->item = NULL; 1196 t->item = NULL;
1187 t->next = NULL; 1197 t->next = NULL;
1188 t->chance = 0; 1198 t->chance = 0;
1221 fprintf (logfile, "\n"); 1231 fprintf (logfile, "\n");
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1232 for (al = first_artifactlist; al != NULL; al = al->next)
1223 { 1233 {
1224 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1234 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) 1235 for (art = al->items; art != NULL; art = art->next)
1226 { 1236 {
1227 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1237 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1228 if (art->allowed != NULL) 1238 if (art->allowed != NULL)
1229 { 1239 {
1230 fprintf (logfile, "\tAllowed combinations:"); 1240 fprintf (logfile, "\tAllowed combinations:");
1231 for (next = art->allowed; next != NULL; next = next->next) 1241 for (next = art->allowed; next != NULL; next = next->next)
1232 fprintf (logfile, "%s,", &next->name); 1242 fprintf (logfile, "%s,", &next->name);
1233 fprintf (logfile, "\n"); 1243 fprintf (logfile, "\n");
1234 } 1244 }
1235 } 1245 }
1236 } 1246 }
1237 fprintf (logfile, "\n"); 1247 fprintf (logfile, "\n");
1238} 1248}
1239 1249
1240/* 1250/*
1241 * For debugging purposes. Dumps all treasures recursively (see below). 1251 * For debugging purposes. Dumps all treasures recursively (see below).
1242 */ 1252 */
1243void 1253void
1244dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1254dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1245{ 1255{
1246 treasurelist *tl; 1256 treasurelist *tl;
1247 int i; 1257 int i;
1248 1258
1249 if (depth > 100) 1259 if (depth > 100)
1250 return; 1260 return;
1251 while (t != NULL) 1261 while (t != NULL)
1252 { 1262 {
1253 if (t->name != NULL) 1263 if (t->name != NULL)
1254 { 1264 {
1255 for (i = 0; i < depth; i++) 1265 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " "); 1266 fprintf (logfile, " ");
1257 fprintf (logfile, "{ (list: %s)\n", &t->name); 1267 fprintf (logfile, "{ (list: %s)\n", &t->name);
1258 tl = find_treasurelist (t->name); 1268 tl = find_treasurelist (t->name);
1259 dump_monster_treasure_rec (name, tl->items, depth + 2); 1269 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260 for (i = 0; i < depth; i++) 1270 for (i = 0; i < depth; i++)
1261 fprintf (logfile, " "); 1271 fprintf (logfile, " ");
1262 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1272 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1263 } 1273 }
1264 else 1274 else
1265 { 1275 {
1266 for (i = 0; i < depth; i++) 1276 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1277 fprintf (logfile, " ");
1268 if (t->item->clone.type == FLESH) 1278 if (t->item->clone.type == FLESH)
1269 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1279 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1270 else 1280 else
1271 fprintf (logfile, "%s\n", &t->item->clone.name); 1281 fprintf (logfile, "%s\n", &t->item->clone.name);
1272 } 1282 }
1273 if (t->next_yes != NULL) 1283 if (t->next_yes != NULL)
1274 { 1284 {
1275 for (i = 0; i < depth; i++) 1285 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1286 fprintf (logfile, " ");
1277 fprintf (logfile, " (if yes)\n"); 1287 fprintf (logfile, " (if yes)\n");
1278 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1288 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1279 } 1289 }
1280 if (t->next_no != NULL) 1290 if (t->next_no != NULL)
1281 { 1291 {
1282 for (i = 0; i < depth; i++) 1292 for (i = 0; i < depth; i++)
1283 fprintf (logfile, " "); 1293 fprintf (logfile, " ");
1284 fprintf (logfile, " (if no)\n"); 1294 fprintf (logfile, " (if no)\n");
1285 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1295 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1286 } 1296 }
1287 t = t->next; 1297 t = t->next;
1288 } 1298 }
1289} 1299}
1290 1300
1291/* 1301/*
1302 found = 0; 1312 found = 0;
1303 fprintf (logfile, "\n"); 1313 fprintf (logfile, "\n");
1304 for (at = first_archetype; at != NULL; at = at->next) 1314 for (at = first_archetype; at != NULL; at = at->next)
1305 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1315 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1306 { 1316 {
1307 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1317 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1308 if (at->clone.randomitems != NULL) 1318 if (at->clone.randomitems != NULL)
1309 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1319 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1310 else 1320 else
1311 fprintf (logfile, "(nothing)\n"); 1321 fprintf (logfile, "(nothing)\n");
1312 fprintf (logfile, "\n"); 1322 fprintf (logfile, "\n");
1313 found++; 1323 found++;
1314 } 1324 }
1315 if (found == 0) 1325 if (found == 0)
1316 fprintf (logfile, "No objects have the name %s!\n\n", name); 1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1317} 1327}
1318 1328
1325{ 1335{
1326 static int has_been_inited = 0; 1336 static int has_been_inited = 0;
1327 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1337 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1328 artifact *art = NULL; 1338 artifact *art = NULL;
1329 linked_char *tmp; 1339 linked_char *tmp;
1330 int value, comp; 1340 int value;
1331 artifactlist *al; 1341 artifactlist *al;
1332 1342
1333 if (has_been_inited) 1343 if (has_been_inited)
1334 return; 1344 return;
1335 else 1345 else
1342 return; 1352 return;
1343 1353
1344 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1354 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1345 { 1355 {
1346 if (*buf == '#') 1356 if (*buf == '#')
1347 continue; 1357 continue;
1348 if ((cp = strchr (buf, '\n')) != NULL) 1358 if ((cp = strchr (buf, '\n')) != NULL)
1349 *cp = '\0'; 1359 *cp = '\0';
1350 cp = buf; 1360 cp = buf;
1351 while (*cp == ' ') /* Skip blanks */ 1361 while (*cp == ' ') /* Skip blanks */
1352 cp++; 1362 cp++;
1353 if (*cp == '\0') 1363 if (*cp == '\0')
1354 continue; 1364 continue;
1355 1365
1356 if (!strncmp (cp, "Allowed", 7)) 1366 if (!strncmp (cp, "Allowed", 7))
1357 { 1367 {
1358 if (art == NULL) 1368 if (art == NULL)
1359 { 1369 {
1360 art = get_empty_artifact (); 1370 art = get_empty_artifact ();
1361 nrofartifacts++; 1371 nrofartifacts++;
1362 } 1372 }
1363 cp = strchr (cp, ' ') + 1; 1373 cp = strchr (cp, ' ') + 1;
1364 if (!strcmp (cp, "all")) 1374 if (!strcmp (cp, "all"))
1365 continue; 1375 continue;
1366 1376
1367 do 1377 do
1368 { 1378 {
1369 nrofallowedstr++; 1379 nrofallowedstr++;
1370 if ((next = strchr (cp, ',')) != NULL) 1380 if ((next = strchr (cp, ',')) != NULL)
1371 *(next++) = '\0'; 1381 *(next++) = '\0';
1372 tmp = new linked_char; 1382 tmp = new linked_char;
1383
1373 tmp->name = cp; 1384 tmp->name = cp;
1374 tmp->next = art->allowed; 1385 tmp->next = art->allowed;
1375 art->allowed = tmp; 1386 art->allowed = tmp;
1376 } 1387 }
1377 while ((cp = next) != NULL); 1388 while ((cp = next) != NULL);
1378 } 1389 }
1379 else if (sscanf (cp, "chance %d", &value)) 1390 else if (sscanf (cp, "chance %d", &value))
1380 art->chance = (uint16) value; 1391 art->chance = (uint16) value;
1381 else if (sscanf (cp, "difficulty %d", &value)) 1392 else if (sscanf (cp, "difficulty %d", &value))
1382 art->difficulty = (uint8) value; 1393 art->difficulty = (uint8) value;
1383 else if (!strncmp (cp, "Object", 6)) 1394 else if (!strncmp (cp, "Object", 6))
1384 { 1395 {
1385 art->item = get_object (); 1396 art->item = object::create ();
1386 1397
1387 if (!load_object (thawer, art->item, 0)) 1398 if (!load_object (thawer, art->item, 0))
1388 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1399 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1389 1400
1390 art->item->name = strchr (cp, ' ') + 1; 1401 art->item->name = strchr (cp, ' ') + 1;
1391 al = find_artifactlist (art->item->type); 1402 al = find_artifactlist (art->item->type);
1392 if (al == NULL) 1403 if (al == NULL)
1393 { 1404 {
1394 al = get_empty_artifactlist (); 1405 al = get_empty_artifactlist ();
1395 al->type = art->item->type; 1406 al->type = art->item->type;
1396 al->next = first_artifactlist; 1407 al->next = first_artifactlist;
1397 first_artifactlist = al; 1408 first_artifactlist = al;
1398 } 1409 }
1399 art->next = al->items; 1410 art->next = al->items;
1400 al->items = art; 1411 al->items = art;
1401 art = NULL; 1412 art = NULL;
1402 } 1413 }
1403 else 1414 else
1404 LOG (llevError, "Unknown input in artifact file: %s\n", buf); 1415 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1405 } 1416 }
1406 1417
1407 for (al = first_artifactlist; al != NULL; al = al->next) 1418 for (al = first_artifactlist; al != NULL; al = al->next)
1408 { 1419 {
1409 for (art = al->items; art != NULL; art = art->next) 1420 for (art = al->items; art != NULL; art = art->next)
1410 { 1421 {
1411 if (!art->chance) 1422 if (!art->chance)
1412 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1423 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1413 else 1424 else
1414 al->total_chance += art->chance; 1425 al->total_chance += art->chance;
1415 } 1426 }
1416#if 0 1427#if 0
1417 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1428 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1418#endif 1429#endif
1419 } 1430 }
1420 1431
1426 * Used in artifact generation. The bonuses of the first object 1437 * Used in artifact generation. The bonuses of the first object
1427 * is modified by the bonuses of the second object. 1438 * is modified by the bonuses of the second object.
1428 */ 1439 */
1429 1440
1430void 1441void
1431add_abilities (object * op, object * change) 1442add_abilities (object *op, object *change)
1432{ 1443{
1433 int i, j, tmp; 1444 int i, tmp;
1434 1445
1435 if (change->face != blank_face) 1446 if (change->face != blank_face)
1436 { 1447 {
1437#ifdef TREASURE_VERBOSE 1448#ifdef TREASURE_VERBOSE
1438 LOG (llevDebug, "FACE: %d\n", change->face->number); 1449 LOG (llevDebug, "FACE: %d\n", change->face->number);
1477 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1488 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1478 { 1489 {
1479 CLEAR_FLAG (op, FLAG_ANIMATE); 1490 CLEAR_FLAG (op, FLAG_ANIMATE);
1480 /* so artifacts will join */ 1491 /* so artifacts will join */
1481 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1492 if (!QUERY_FLAG (op, FLAG_ALIVE))
1482 op->speed = 0.0; 1493 op->speed = 0.0;
1483 1494
1484 update_ob_speed (op); 1495 update_ob_speed (op);
1485 } 1496 }
1486 1497
1487 if (change->nrof) 1498 if (change->nrof)
1488 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1499 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1489 1500
1490 op->stats.exp += change->stats.exp; /* Speed modifier */ 1501 op->stats.exp += change->stats.exp; /* Speed modifier */
1491 op->stats.wc += change->stats.wc; 1502 op->stats.wc += change->stats.wc;
1492 op->stats.ac += change->stats.ac; 1503 op->stats.ac += change->stats.ac;
1493 1504
1494 if (change->other_arch) 1505 if (change->other_arch)
1495 { 1506 {
1496 /* Basically, for horns & potions, the other_arch field is the spell 1507 /* 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 1508 * to cast. So convert that to into a spell and put it into
1498 * this object. 1509 * this object.
1499 */ 1510 */
1500 if (op->type == HORN || op->type == POTION) 1511 if (op->type == HORN || op->type == POTION)
1501 { 1512 {
1502 object *tmp_obj; 1513 object *tmp_obj;
1514
1503 /* Remove any spells this object currently has in it */ 1515 /* Remove any spells this object currently has in it */
1504 while (op->inv) 1516 while (op->inv)
1505 { 1517 op->inv->destroy ();
1506 tmp_obj = op->inv;
1507 remove_ob (tmp_obj);
1508 free_object (tmp_obj);
1509 }
1510 1518
1511 tmp_obj = arch_to_object (change->other_arch); 1519 tmp_obj = arch_to_object (change->other_arch);
1512 insert_ob_in_ob (tmp_obj, op); 1520 insert_ob_in_ob (tmp_obj, op);
1513 } 1521 }
1514 /* No harm setting this for potions/horns */ 1522 /* No harm setting this for potions/horns */
1515 op->other_arch = change->other_arch; 1523 op->other_arch = change->other_arch;
1516 } 1524 }
1517 1525
1518 if (change->stats.hp < 0) 1526 if (change->stats.hp < 0)
1551 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1559 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1552 1560
1553 op->item_power = change->item_power; 1561 op->item_power = change->item_power;
1554 1562
1555 for (i = 0; i < NROFATTACKS; i++) 1563 for (i = 0; i < NROFATTACKS; i++)
1556 {
1557 if (change->resist[i]) 1564 if (change->resist[i])
1558 {
1559 op->resist[i] += change->resist[i]; 1565 op->resist[i] += change->resist[i];
1560 }
1561 }
1562 1566
1563 if (change->stats.dam) 1567 if (change->stats.dam)
1564 { 1568 {
1565 if (change->stats.dam < 0) 1569 if (change->stats.dam < 0)
1566 op->stats.dam = (-change->stats.dam); 1570 op->stats.dam = (-change->stats.dam);
1567 else if (op->stats.dam) 1571 else if (op->stats.dam)
1568 { 1572 {
1569 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1573 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1570 if (tmp == op->stats.dam) 1574 if (tmp == op->stats.dam)
1571 { 1575 {
1572 if (change->stats.dam < 10) 1576 if (change->stats.dam < 10)
1573 op->stats.dam--; 1577 op->stats.dam--;
1578 else
1579 op->stats.dam++;
1580 }
1574 else 1581 else
1575 op->stats.dam++;
1576 }
1577 else
1578 op->stats.dam = tmp; 1582 op->stats.dam = tmp;
1579 } 1583 }
1580 } 1584 }
1581 1585
1582 if (change->weight) 1586 if (change->weight)
1583 { 1587 {
1584 if (change->weight < 0) 1588 if (change->weight < 0)
1585 op->weight = (-change->weight); 1589 op->weight = (-change->weight);
1586 else 1590 else
1587 op->weight = (op->weight * (change->weight)) / 100; 1591 op->weight = (op->weight * (change->weight)) / 100;
1588 } 1592 }
1589 1593
1590 if (change->last_sp) 1594 if (change->last_sp)
1591 { 1595 {
1592 if (change->last_sp < 0) 1596 if (change->last_sp < 0)
1593 op->last_sp = (-change->last_sp); 1597 op->last_sp = (-change->last_sp);
1594 else 1598 else
1595 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1599 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1596 } 1600 }
1597 1601
1598 if (change->gen_sp_armour) 1602 if (change->gen_sp_armour)
1599 { 1603 {
1600 if (change->gen_sp_armour < 0) 1604 if (change->gen_sp_armour < 0)
1601 op->gen_sp_armour = (-change->gen_sp_armour); 1605 op->gen_sp_armour = (-change->gen_sp_armour);
1602 else 1606 else
1603 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1607 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1604 } 1608 }
1605 1609
1606 op->value *= change->value; 1610 op->value *= change->value;
1607 1611
1608 if (change->material) 1612 if (change->material)
1620 if (change->msg) 1624 if (change->msg)
1621 op->msg = change->msg; 1625 op->msg = change->msg;
1622} 1626}
1623 1627
1624static int 1628static int
1625legal_artifact_combination (object * op, artifact * art) 1629legal_artifact_combination (object *op, artifact * art)
1626{ 1630{
1627 int neg, success = 0; 1631 int neg, success = 0;
1628 linked_char *tmp; 1632 linked_char *tmp;
1629 const char *name; 1633 const char *name;
1630 1634
1631 if (art->allowed == (linked_char *) NULL) 1635 if (art->allowed == (linked_char *) NULL)
1632 return 1; /* Ie, "all" */ 1636 return 1; /* Ie, "all" */
1633 for (tmp = art->allowed; tmp; tmp = tmp->next) 1637 for (tmp = art->allowed; tmp; tmp = tmp->next)
1634 { 1638 {
1635#ifdef TREASURE_VERBOSE 1639#ifdef TREASURE_VERBOSE
1636 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1640 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1637#endif 1641#endif
1638 if (*tmp->name == '!') 1642 if (*tmp->name == '!')
1639 name = tmp->name + 1, neg = 1; 1643 name = tmp->name + 1, neg = 1;
1640 else 1644 else
1641 name = tmp->name, neg = 0; 1645 name = tmp->name, neg = 0;
1642 1646
1643 /* If we match name, then return the opposite of 'neg' */ 1647 /* If we match name, then return the opposite of 'neg' */
1644 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1648 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1645 return !neg; 1649 return !neg;
1646 1650
1647 /* Set success as true, since if the match was an inverse, it means 1651 /* Set success as true, since if the match was an inverse, it means
1648 * everything is allowed except what we match 1652 * everything is allowed except what we match
1649 */ 1653 */
1650 else if (neg) 1654 else if (neg)
1651 success = 1; 1655 success = 1;
1652 } 1656 }
1653 return success; 1657 return success;
1654} 1658}
1655 1659
1656/* 1660/*
1663{ 1667{
1664 char new_name[MAX_BUF]; 1668 char new_name[MAX_BUF];
1665 1669
1666 sprintf (new_name, "of %s", &artifct->name); 1670 sprintf (new_name, "of %s", &artifct->name);
1667 op->title = new_name; 1671 op->title = new_name;
1668 add_abilities (op, artifct); /* Give out the bonuses */ 1672 add_abilities (op, artifct); /* Give out the bonuses */
1669 1673
1670#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1674#if 0 /* Bit verbose, but keep it here until next time I need it... */
1671 { 1675 {
1672 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1676 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1677
1673 SET_FLAG (op, FLAG_IDENTIFIED); 1678 SET_FLAG (op, FLAG_IDENTIFIED);
1674 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1679 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1675 if (!identified) 1680 if (!identified)
1676 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1681 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1677 } 1682 }
1689 1694
1690/* Give 1 re-roll attempt per artifact */ 1695/* Give 1 re-roll attempt per artifact */
1691#define ARTIFACT_TRIES 2 1696#define ARTIFACT_TRIES 2
1692 1697
1693void 1698void
1694generate_artifact (object * op, int difficulty) 1699generate_artifact (object *op, int difficulty)
1695{ 1700{
1696 artifactlist *al; 1701 artifactlist *al;
1697 artifact *art; 1702 artifact *art;
1698 int i; 1703 int i;
1699 1704
1700 al = find_artifactlist (op->type); 1705 al = find_artifactlist (op->type);
1701 1706
1702 if (al == NULL) 1707 if (al == NULL)
1703 { 1708 {
1704#if 0 /* This is too verbose, usually */ 1709#if 0 /* This is too verbose, usually */
1705 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1710 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1706#endif 1711#endif
1707 return; 1712 return;
1708 } 1713 }
1709 1714
1710 for (i = 0; i < ARTIFACT_TRIES; i++) 1715 for (i = 0; i < ARTIFACT_TRIES; i++)
1711 { 1716 {
1712 int roll = RANDOM () % al->total_chance; 1717 int roll = RANDOM () % al->total_chance;
1713 1718
1714 for (art = al->items; art != NULL; art = art->next) 1719 for (art = al->items; art != NULL; art = art->next)
1715 { 1720 {
1716 roll -= art->chance; 1721 roll -= art->chance;
1717 if (roll < 0) 1722 if (roll < 0)
1718 break; 1723 break;
1719 } 1724 }
1720 1725
1721 if (art == NULL || roll >= 0) 1726 if (art == NULL || roll >= 0)
1722 { 1727 {
1723#if 1 1728#if 1
1724 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1729 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1725#endif 1730#endif
1726 return; 1731 return;
1727 } 1732 }
1728 if (!strcmp (art->item->name, "NONE")) 1733 if (!strcmp (art->item->name, "NONE"))
1729 return; 1734 return;
1730 if (FABS (op->magic) < art->item->magic) 1735 if (FABS (op->magic) < art->item->magic)
1731 continue; /* Not magic enough to be this item */ 1736 continue; /* Not magic enough to be this item */
1732 1737
1733 /* Map difficulty not high enough */ 1738 /* Map difficulty not high enough */
1734 if (difficulty < art->difficulty) 1739 if (difficulty < art->difficulty)
1735 continue; 1740 continue;
1736 1741
1737 if (!legal_artifact_combination (op, art)) 1742 if (!legal_artifact_combination (op, art))
1738 { 1743 {
1739#ifdef TREASURE_VERBOSE 1744#ifdef TREASURE_VERBOSE
1740 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1745 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1741#endif 1746#endif
1742 continue; 1747 continue;
1743 } 1748 }
1744 give_artifact_abilities (op, art->item); 1749 give_artifact_abilities (op, art->item);
1745 return; 1750 return;
1746 } 1751 }
1747} 1752}
1748 1753
1750 * FOOD, except they inherit properties (name, food value, etc). 1755 * FOOD, except they inherit properties (name, food value, etc).
1751 * based on the original owner (or 'donor' if you like). -b.t. 1756 * based on the original owner (or 'donor' if you like). -b.t.
1752 */ 1757 */
1753 1758
1754void 1759void
1755fix_flesh_item (object * item, object * donor) 1760fix_flesh_item (object *item, object *donor)
1756{ 1761{
1757 char tmpbuf[MAX_BUF]; 1762 char tmpbuf[MAX_BUF];
1758 int i; 1763 int i;
1759 1764
1760 if (item->type == FLESH && donor) 1765 if (item->type == FLESH && donor)
1761 { 1766 {
1762 /* change the name */ 1767 /* change the name */
1763 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1768 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1769 item->name = tmpbuf;
1764 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1770 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1771 item->name_pl = tmpbuf;
1765 1772
1766 /* weight is FLESH weight/100 * donor */ 1773 /* weight is FLESH weight/100 * donor */
1767 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1774 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1768 item->weight = 1; 1775 item->weight = 1;
1769 1776
1770 /* value is multiplied by level of donor */ 1777 /* value is multiplied by level of donor */
1771 item->value *= isqrt (donor->level * 2); 1778 item->value *= isqrt (donor->level * 2);
1772 1779
1773 /* food value */ 1780 /* food value */
1775 1782
1776 /* flesh items inherit some abilities of donor, but not 1783 /* flesh items inherit some abilities of donor, but not
1777 * full effect. 1784 * full effect.
1778 */ 1785 */
1779 for (i = 0; i < NROFATTACKS; i++) 1786 for (i = 0; i < NROFATTACKS; i++)
1780 item->resist[i] = donor->resist[i] / 2; 1787 item->resist[i] = donor->resist[i] / 2;
1781 1788
1782 /* item inherits donor's level (important for quezals) */ 1789 /* item inherits donor's level (important for quezals) */
1783 item->level = donor->level; 1790 item->level = donor->level;
1784 1791
1785 /* if donor has some attacktypes, the flesh is poisonous */ 1792 /* if donor has some attacktypes, the flesh is poisonous */
1786 if (donor->attacktype & AT_POISON) 1793 if (donor->attacktype & AT_POISON)
1787 item->type = POISON; 1794 item->type = POISON;
1788 if (donor->attacktype & AT_ACID) 1795 if (donor->attacktype & AT_ACID)
1789 item->stats.hp = -1 * item->stats.food; 1796 item->stats.hp = -1 * item->stats.food;
1790 SET_FLAG (item, FLAG_NO_STEAL); 1797 SET_FLAG (item, FLAG_NO_STEAL);
1791 } 1798 }
1792} 1799}
1793 1800
1794/* special_potion() - so that old potion code is still done right. */ 1801/* special_potion() - so that old potion code is still done right. */
1795 1802
1796int 1803int
1797special_potion (object * op) 1804special_potion (object *op)
1798{ 1805{
1799 1806
1800 int i; 1807 int i;
1801 1808
1802 if (op->attacktype) 1809 if (op->attacktype)
1811 1818
1812 return 0; 1819 return 0;
1813} 1820}
1814 1821
1815void 1822void
1816free_treasurestruct (treasure * t) 1823free_treasurestruct (treasure *t)
1817{ 1824{
1818 if (t->next) 1825 if (t->next)
1819 free_treasurestruct (t->next); 1826 free_treasurestruct (t->next);
1820 if (t->next_yes) 1827 if (t->next_yes)
1821 free_treasurestruct (t->next_yes); 1828 free_treasurestruct (t->next_yes);
1824 1831
1825 delete t; 1832 delete t;
1826} 1833}
1827 1834
1828void 1835void
1829free_charlinks (linked_char * lc) 1836free_charlinks (linked_char *lc)
1830{ 1837{
1831 if (lc->next) 1838 if (lc->next)
1832 free_charlinks (lc->next); 1839 free_charlinks (lc->next);
1833 1840
1834 delete lc; 1841 delete lc;
1835} 1842}
1836 1843
1837void 1844void
1838free_artifact (artifact * at) 1845free_artifact (artifact * at)
1839{ 1846{
1840
1841 if (at->next) 1847 if (at->next)
1842 free_artifact (at->next); 1848 free_artifact (at->next);
1849
1843 if (at->allowed) 1850 if (at->allowed)
1844 free_charlinks (at->allowed); 1851 free_charlinks (at->allowed);
1845 1852
1846 delete at->item; 1853 at->item->destroy (1);
1847 1854
1848 delete at; 1855 delete at;
1849} 1856}
1850 1857
1851void 1858void
1852free_artifactlist (artifactlist * al) 1859free_artifactlist (artifactlist * al)
1853{ 1860{
1854 artifactlist *nextal; 1861 artifactlist *nextal;
1862
1855 for (al = first_artifactlist; al != NULL; al = nextal) 1863 for (al = first_artifactlist; al; al = nextal)
1856 { 1864 {
1857 nextal = al->next; 1865 nextal = al->next;
1866
1858 if (al->items) 1867 if (al->items)
1859 {
1860 free_artifact (al->items); 1868 free_artifact (al->items);
1861 } 1869
1862 free (al); 1870 free (al);
1863 } 1871 }
1864} 1872}
1865 1873
1866void 1874void
1871 1879
1872 for (tl = first_treasurelist; tl != NULL; tl = next) 1880 for (tl = first_treasurelist; tl != NULL; tl = next)
1873 { 1881 {
1874 next = tl->next; 1882 next = tl->next;
1875 if (tl->items) 1883 if (tl->items)
1876 free_treasurestruct (tl->items); 1884 free_treasurestruct (tl->items);
1877 delete tl; 1885 delete tl;
1878 } 1886 }
1879 free_artifactlist (first_artifactlist); 1887 free_artifactlist (first_artifactlist);
1880} 1888}

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