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

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.9 by elmex, Sun Sep 3 14:33:48 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 1.9 2006/09/03 14:33:48 elmex 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 const char *tmp = shstr::find (name); 258 shstr_cmp name_ (name);
261 treasurelist *tl;
262 259
263 /* Special cases - randomitems of none is to override default. If 260 if (!name_)
264 * first_treasurelist is null, it means we are on the first pass of
265 * of loading archetyps, so for now, just return - second pass will
266 * init these values.
267 */
268 if (!name || !*name)
269 return NULL; 261 return 0;
270 262
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next) 263 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
273 {
274 if (tmp == tl->name) 264 if (name_ == tl->name)
275 return tl; 265 return tl;
276 }
277 266
278 if (first_treasurelist) 267 if (first_treasurelist)
279 LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp); 268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
280 269
281 return NULL; 270 return 0;
282} 271}
283 272
284 273
285/* 274/*
286 * Generates the objects specified by the given treasure. 275 * Generates the objects specified by the given treasure.
294 * start with equipment, but only their abilities). 283 * start with equipment, but only their abilities).
295 */ 284 */
296 285
297 286
298static void 287static void
299put_treasure (object * op, object * creator, int flags) 288put_treasure (object *op, object *creator, int flags)
300{ 289{
301 object *tmp; 290 object *tmp;
302 291
303 /* 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
304 * 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
314 } 303 }
315 else 304 else
316 { 305 {
317 op = insert_ob_in_ob (op, creator); 306 op = insert_ob_in_ob (op, creator);
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319 monster_check_apply (creator, op); 308 monster_check_apply (creator, op);
320 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
321 esrv_send_item (tmp, op); 310 esrv_send_item (tmp, op);
322 } 311 }
323} 312}
324 313
325/* 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
326 * in the generated object 315 * in the generated object
327 */ 316 */
328static void 317static void
329change_treasure (treasure * t, object * op) 318change_treasure (treasure *t, object *op)
330{ 319{
331 /* CMD: change_name xxxx */ 320 /* CMD: change_name xxxx */
332 if (t->change_arch.name) 321 if (t->change_arch.name)
333 { 322 {
334 op->name = t->change_arch.name; 323 op->name = t->change_arch.name;
341 if (t->change_arch.slaying) 330 if (t->change_arch.slaying)
342 op->slaying = t->change_arch.slaying; 331 op->slaying = t->change_arch.slaying;
343} 332}
344 333
345void 334void
346create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
347{ 336{
348 object *tmp; 337 object *tmp;
349 338
350
351 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
352 { 340 {
353 if (t->name) 341 if (t->name)
354 { 342 {
355 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 343 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
356 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
357 } 345 }
358 else 346 else
359 { 347 {
360 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
361 { 349 {
362 tmp = arch_to_object (t->item); 350 tmp = arch_to_object (t->item);
363 if (t->nrof && tmp->nrof <= 1) 351 if (t->nrof && tmp->nrof <= 1)
364 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 353 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 354 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 355 put_treasure (tmp, op, flag);
368 } 356 }
369 } 357 }
358
370 if (t->next_yes != NULL) 359 if (t->next_yes != NULL)
371 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 360 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
372 } 361 }
373 else if (t->next_no != NULL) 362 else if (t->next_no != NULL)
374 create_all_treasures (t->next_no, op, flag, difficulty, tries); 363 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364
375 if (t->next != NULL) 365 if (t->next != NULL)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 366 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 367}
378 368
379void 369void
380create_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)
381{ 371{
382 int value = RANDOM () % tl->total_chance; 372 int value = RANDOM () % tl->total_chance;
383 treasure *t; 373 treasure *t;
384 374
385 if (tries++ > 100) 375 if (tries++ > 100)
386 { 376 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return; 378 return;
389 } 379 }
380
390 for (t = tl->items; t != NULL; t = t->next) 381 for (t = tl->items; t != NULL; t = t->next)
391 { 382 {
392 value -= t->chance; 383 value -= t->chance;
384
393 if (value < 0) 385 if (value < 0)
394 break; 386 break;
395 } 387 }
396 388
397 if (!t || value >= 0) 389 if (!t || value >= 0)
398 { 390 {
399 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 abort (); 392 abort ();
401 return; 393 return;
402 } 394 }
395
403 if (t->name) 396 if (t->name)
404 { 397 {
405 if (!strcmp (t->name, "NONE")) 398 if (!strcmp (t->name, "NONE"))
406 return; 399 return;
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);
405
411 return; 406 return;
412 } 407 }
408
413 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
414 { 410 {
415 object *tmp = arch_to_object (t->item); 411 object *tmp = arch_to_object (t->item);
412
416 if (!tmp) 413 if (!tmp)
417 return; 414 return;
415
418 if (t->nrof && tmp->nrof <= 1) 416 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
418
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 419 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 420 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 421 put_treasure (tmp, op, flag);
423 } 422 }
424} 423}
429 * list transitions, or so that excessively good treasure will not be 428 * list transitions, or so that excessively good treasure will not be
430 * 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
431 * to do that. 430 * to do that.
432 */ 431 */
433void 432void
434create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
435{ 434{
436 435
437 if (tries++ > 100) 436 if (tries++ > 100)
438 { 437 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
449 * 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
450 * create_treasure. We create a dummy object that the treasure gets 449 * create_treasure. We create a dummy object that the treasure gets
451 * inserted into, and then return that treausre 450 * inserted into, and then return that treausre
452 */ 451 */
453object * 452object *
454generate_treasure (treasurelist * t, int difficulty) 453generate_treasure (treasurelist *t, int difficulty)
455{ 454{
455 difficulty = clamp (difficulty, 1, settings.max_level);
456
456 object *ob = get_object (), *tmp; 457 object *ob = object::create (), *tmp;
457 458
458 create_treasure (t, ob, 0, difficulty, 0); 459 create_treasure (t, ob, 0, difficulty, 0);
459 460
460 /* 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 */
461 tmp = ob->inv; 462 tmp = ob->inv;
462 if (tmp != NULL) 463 if (tmp != NULL)
463 remove_ob (tmp); 464 tmp->remove ();
465
464 if (ob->inv) 466 if (ob->inv)
465 {
466 LOG (llevError, "In generate treasure, created multiple objects.\n"); 467 LOG (llevError, "In generate treasure, created multiple objects.\n");
467 } 468
468 free_object (ob); 469 ob->destroy ();
469 return tmp; 470 return tmp;
470} 471}
471 472
472/* 473/*
473 * 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
475 * 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
476 * magical bonus "wanted". 477 * magical bonus "wanted".
477 */ 478 */
478 479
479static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 480static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
481
480/*chance of magic difficulty*/ 482/*chance of magic difficulty*/
483
481/* +0 +1 +2 +3 +4 */ 484/* +0 +1 +2 +3 +4 */
482 {95, 2, 2, 1, 0}, /*1 */ 485 {95, 2, 2, 1, 0}, /*1 */
483 {92, 5, 2, 1, 0}, /*2 */ 486 {92, 5, 2, 1, 0}, /*2 */
484 {85, 10, 4, 1, 0}, /*3 */ 487 {85, 10, 4, 1, 0}, /*3 */
485 {80, 14, 4, 2, 0}, /*4 */ 488 {80, 14, 4, 2, 0}, /*4 */
486 {75, 17, 5, 2, 1}, /*5 */ 489 {75, 17, 5, 2, 1}, /*5 */
487 {70, 18, 8, 3, 1}, /*6 */ 490 {70, 18, 8, 3, 1}, /*6 */
488 {65, 21, 10, 3, 1}, /*7 */ 491 {65, 21, 10, 3, 1}, /*7 */
489 {60, 22, 12, 4, 2}, /*8 */ 492 {60, 22, 12, 4, 2}, /*8 */
490 {55, 25, 14, 4, 2}, /*9 */ 493 {55, 25, 14, 4, 2}, /*9 */
491 {50, 27, 16, 5, 2}, /*10 */ 494 {50, 27, 16, 5, 2}, /*10 */
492 {45, 28, 18, 6, 3}, /*11 */ 495 {45, 28, 18, 6, 3}, /*11 */
493 {42, 28, 20, 7, 3}, /*12 */ 496 {42, 28, 20, 7, 3}, /*12 */
494 {40, 27, 21, 8, 4}, /*13 */ 497 {40, 27, 21, 8, 4}, /*13 */
495 {38, 25, 22, 10, 5}, /*14 */ 498 {38, 25, 22, 10, 5}, /*14 */
496 {36, 23, 23, 12, 6}, /*15 */ 499 {36, 23, 23, 12, 6}, /*15 */
497 {33, 21, 24, 14, 8}, /*16 */ 500 {33, 21, 24, 14, 8}, /*16 */
498 {31, 19, 25, 16, 9}, /*17 */ 501 {31, 19, 25, 16, 9}, /*17 */
499 {27, 15, 30, 18, 10}, /*18 */ 502 {27, 15, 30, 18, 10}, /*18 */
500 {20, 12, 30, 25, 13}, /*19 */ 503 {20, 12, 30, 25, 13}, /*19 */
501 {15, 10, 28, 30, 17}, /*20 */ 504 {15, 10, 28, 30, 17}, /*20 */
502 {13, 9, 27, 28, 23}, /*21 */ 505 {13, 9, 27, 28, 23}, /*21 */
503 {10, 8, 25, 28, 29}, /*22 */ 506 {10, 8, 25, 28, 29}, /*22 */
504 {8, 7, 23, 26, 36}, /*23 */ 507 {8, 7, 23, 26, 36}, /*23 */
505 {6, 6, 20, 22, 46}, /*24 */ 508 {6, 6, 20, 22, 46}, /*24 */
506 {4, 5, 17, 18, 56}, /*25 */ 509 {4, 5, 17, 18, 56}, /*25 */
507 {2, 4, 12, 14, 68}, /*26 */ 510 {2, 4, 12, 14, 68}, /*26 */
508 {0, 3, 7, 10, 80}, /*27 */ 511 {0, 3, 7, 10, 80}, /*27 */
509 {0, 0, 3, 7, 90}, /*28 */ 512 {0, 0, 3, 7, 90}, /*28 */
510 {0, 0, 0, 3, 97}, /*29 */ 513 {0, 0, 0, 3, 97}, /*29 */
511 {0, 0, 0, 0, 100}, /*30 */ 514 {0, 0, 0, 0, 100}, /*30 */
512 {0, 0, 0, 0, 100}, /*31 */ 515 {0, 0, 0, 0, 100}, /*31 */
513}; 516};
514 517
515 518
516/* calculate the appropriate level for wands staves and scrolls. 519/* calculate the appropriate level for wands staves and scrolls.
517 * 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)
519 * elmex Wed Aug 9 17:44:59 CEST 2006: 522 * elmex Wed Aug 9 17:44:59 CEST 2006:
520 * 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.
521 */ 524 */
522 525
523int 526int
524level_for_item (const object * op, int difficulty) 527level_for_item (const object *op, int difficulty)
525{ 528{
526 int mult = 0, olevel = 0; 529 int olevel = 0;
527 530
528 if (!op->inv) 531 if (!op->inv)
529 { 532 {
530 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);
531 return 0; 534 return 0;
572 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 575 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
573 { 576 {
574 percent -= difftomagic_list[scaled_diff][magic]; 577 percent -= difftomagic_list[scaled_diff][magic];
575 578
576 if (percent < 0) 579 if (percent < 0)
577 break; 580 break;
578 } 581 }
579 582
580 if (magic == (MAXMAGIC + 1)) 583 if (magic == (MAXMAGIC + 1))
581 { 584 {
582 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);
595 * This function doesn't work properly, should add use of archetypes 598 * This function doesn't work properly, should add use of archetypes
596 * to make it truly absolute. 599 * to make it truly absolute.
597 */ 600 */
598 601
599void 602void
600set_abs_magic (object * op, int magic) 603set_abs_magic (object *op, int magic)
601{ 604{
602 if (!magic) 605 if (!magic)
603 return; 606 return;
604 607
605 op->magic = magic; 608 op->magic = magic;
606 if (op->arch) 609 if (op->arch)
607 { 610 {
608 if (op->type == ARMOUR) 611 if (op->type == ARMOUR)
609 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;
610 613
611 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 */
612 magic = (-magic); 615 magic = (-magic);
613 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 616 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
614 } 617 }
615 else 618 else
616 { 619 {
617 if (op->type == ARMOUR) 620 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 621 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
619 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 */
620 magic = (-magic); 623 magic = (-magic);
621 op->weight = (op->weight * (100 - magic * 10)) / 100; 624 op->weight = (op->weight * (100 - magic * 10)) / 100;
622 } 625 }
623} 626}
624 627
625/* 628/*
626 * Sets a random magical bonus in the given object based upon 629 * Sets a random magical bonus in the given object based upon
627 * the given difficulty, and the given max possible bonus. 630 * the given difficulty, and the given max possible bonus.
628 */ 631 */
629 632
630static void 633static void
631set_magic (int difficulty, object * op, int max_magic, int flags) 634set_magic (int difficulty, object *op, int max_magic, int flags)
632{ 635{
633 int i; 636 int i;
637
634 i = magic_from_difficulty (difficulty); 638 i = magic_from_difficulty (difficulty);
635 if ((flags & GT_ONLY_GOOD) && i < 0) 639 if ((flags & GT_ONLY_GOOD) && i < 0)
636 i = -i; 640 i = -i;
637 if (i > max_magic) 641 if (i > max_magic)
638 i = max_magic; 642 i = max_magic;
649 * other bonuses previously rolled and ones the item might natively have. 653 * other bonuses previously rolled and ones the item might natively have.
650 * 2) Add code to deal with new PR method. 654 * 2) Add code to deal with new PR method.
651 */ 655 */
652 656
653void 657void
654set_ring_bonus (object * op, int bonus) 658set_ring_bonus (object *op, int bonus)
655{ 659{
656 660
657 int r = RANDOM () % (bonus > 0 ? 25 : 11); 661 int r = RANDOM () % (bonus > 0 ? 25 : 11);
658 662
659 if (op->type == AMULET) 663 if (op->type == AMULET)
660 { 664 {
661 if (!(RANDOM () % 21)) 665 if (!(RANDOM () % 21))
662 r = 20 + RANDOM () % 2; 666 r = 20 + RANDOM () % 2;
663 else 667 else
664 { 668 {
665 if (RANDOM () & 2) 669 if (RANDOM () & 2)
666 r = 10; 670 r = 10;
667 else 671 else
668 r = 11 + RANDOM () % 9; 672 r = 11 + RANDOM () % 9;
669 } 673 }
670 } 674 }
671 675
672 switch (r) 676 switch (r)
673 { 677 {
674 /* 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,
675 * bonuses and penalties will stack and add to existing values. 679 * bonuses and penalties will stack and add to existing values.
676 * of the item. 680 * of the item.
677 */ 681 */
678 case 0: 682 case 0:
679 case 1: 683 case 1:
680 case 2: 684 case 2:
681 case 3: 685 case 3:
682 case 4: 686 case 4:
683 case 5: 687 case 5:
684 case 6: 688 case 6:
685 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)));
686 break; 690 break;
687 691
688 case 7: 692 case 7:
689 op->stats.dam += bonus; 693 op->stats.dam += bonus;
690 break; 694 break;
691 695
692 case 8: 696 case 8:
693 op->stats.wc += bonus; 697 op->stats.wc += bonus;
694 break; 698 break;
695 699
696 case 9: 700 case 9:
697 op->stats.food += bonus; /* hunger/sustenance */ 701 op->stats.food += bonus; /* hunger/sustenance */
698 break; 702 break;
699 703
700 case 10: 704 case 10:
701 op->stats.ac += bonus; 705 op->stats.ac += bonus;
702 break; 706 break;
703 707
704 /* Item that gives protections/vulnerabilities */ 708 /* Item that gives protections/vulnerabilities */
705 case 11: 709 case 11:
706 case 12: 710 case 12:
707 case 13: 711 case 13:
708 case 14: 712 case 14:
709 case 15: 713 case 15:
710 case 16: 714 case 16:
711 case 17: 715 case 17:
712 case 18: 716 case 18:
713 case 19: 717 case 19:
714 { 718 {
715 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 719 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
716 720
717 /* 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) */
718 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 722 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
719 723
720 /* 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
721 * positive values for how protections work out. Put another 725 * positive values for how protections work out. Put another
722 * 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
723 * even values. 727 * even values.
724 */ 728 */
725 if (bonus < 0) 729 if (bonus < 0)
726 val = 2 * -val - RANDOM () % b; 730 val = 2 * -val - RANDOM () % b;
727 if (val > 35) 731 if (val > 35)
728 val = 35; /* Upper limit */ 732 val = 35; /* Upper limit */
729 b = 0; 733 b = 0;
730 while (op->resist[resist_table[resist]] != 0 && b < 4) 734 while (op->resist[resist_table[resist]] != 0 && b < 4)
731 { 735 {
732 resist = RANDOM () % num_resist_table; 736 resist = RANDOM () % num_resist_table;
733 } 737 }
734 if (b == 4) 738 if (b == 4)
735 return; /* Not able to find a free resistance */ 739 return; /* Not able to find a free resistance */
736 op->resist[resist_table[resist]] = val; 740 op->resist[resist_table[resist]] = val;
737 /* We should probably do something more clever here to adjust value 741 /* We should probably do something more clever here to adjust value
738 * based on how good a resistance we gave. 742 * based on how good a resistance we gave.
739 */ 743 */
740 break; 744 break;
741 } 745 }
742 case 20: 746 case 20:
743 if (op->type == AMULET) 747 if (op->type == AMULET)
744 { 748 {
745 SET_FLAG (op, FLAG_REFL_SPELL); 749 SET_FLAG (op, FLAG_REFL_SPELL);
746 op->value *= 11; 750 op->value *= 11;
747 } 751 }
748 else 752 else
749 { 753 {
750 op->stats.hp = 1; /* regenerate hit points */ 754 op->stats.hp = 1; /* regenerate hit points */
751 op->value *= 4; 755 op->value *= 4;
752 } 756 }
753 break; 757 break;
754 758
755 case 21: 759 case 21:
756 if (op->type == AMULET) 760 if (op->type == AMULET)
757 { 761 {
758 SET_FLAG (op, FLAG_REFL_MISSILE); 762 SET_FLAG (op, FLAG_REFL_MISSILE);
759 op->value *= 9; 763 op->value *= 9;
760 } 764 }
761 else 765 else
762 { 766 {
763 op->stats.sp = 1; /* regenerate spell points */ 767 op->stats.sp = 1; /* regenerate spell points */
764 op->value *= 3; 768 op->value *= 3;
765 } 769 }
766 break; 770 break;
767 771
768 case 22: 772 case 22:
769 op->stats.exp += bonus; /* Speed! */ 773 op->stats.exp += bonus; /* Speed! */
770 op->value = (op->value * 2) / 3; 774 op->value = (op->value * 2) / 3;
771 break; 775 break;
772 } 776 }
773 if (bonus > 0) 777 if (bonus > 0)
774 op->value *= 2 * bonus; 778 op->value *= 2 * bonus;
775 else 779 else
776 op->value = -(op->value * 2 * bonus) / 3; 780 op->value = -(op->value * 2 * bonus) / 3;
787 791
788int 792int
789get_magic (int diff) 793get_magic (int diff)
790{ 794{
791 int i; 795 int i;
796
792 if (diff < 3) 797 if (diff < 3)
793 diff = 3; 798 diff = 3;
794 for (i = 0; i < 4; i++) 799 for (i = 0; i < 4; i++)
795 if (RANDOM () % diff) 800 if (RANDOM () % diff)
796 return i; 801 return i;
803/* 808/*
804 * 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
805 * 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
806 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 811 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
807 */ 812 */
813
808/* 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
809 * 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
810 * 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
811 * way to do this? b.t. */ 817 * way to do this? b.t. */
818
812/* 819/*
813 * ! (flags & GT_ENVIRONMENT): 820 * ! (flags & GT_ENVIRONMENT):
814 * Automatically calls fix_flesh_item(). 821 * Automatically calls fix_flesh_item().
815 * 822 *
816 * flags: 823 * flags:
820 * 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
821 * 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
822 */ 829 */
823 830
824void 831void
825fix_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)
826{ 833{
827 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;
828 835
829 if (!creator || creator->type == op->type) 836 if (!creator || creator->type == op->type)
830 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 837 creator = op; /*safety & to prevent polymorphed objects giving attributes */
831 838
832 /* If we make an artifact, this information will be destroyed */ 839 /* If we make an artifact, this information will be destroyed */
833 save_item_power = op->item_power; 840 save_item_power = op->item_power;
834 op->item_power = 0; 841 op->item_power = 0;
835 842
836 if (op->randomitems && op->type != SPELL) 843 if (op->randomitems && op->type != SPELL)
837 { 844 {
838 create_treasure (op->randomitems, op, flags, difficulty, 0); 845 create_treasure (op->randomitems, op, flags, difficulty, 0);
839 if (!op->inv) 846 if (!op->inv)
840 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);
841 848
842 /* So the treasure doesn't get created again */ 849 /* So the treasure doesn't get created again */
843 op->randomitems = NULL; 850 op->randomitems = NULL;
844 } 851 }
845 852
846 if (difficulty < 1) 853 if (difficulty < 1)
847 difficulty = 1; 854 difficulty = 1;
848 855
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
849 if (!(flags & GT_MINIMAL)) 862 if (!(flags & GT_MINIMAL))
850 { 863 {
851 if (op->arch == crown_arch) 864 if (op->arch == crown_arch)
852 { 865 {
853 set_magic (difficulty, op, max_magic, flags); 866 set_magic (difficulty, op, max_magic, flags);
854 num_enchantments = calc_item_power (op, 1); 867 num_enchantments = calc_item_power (op, 1);
855 generate_artifact (op, difficulty); 868 generate_artifact (op, difficulty);
856 } 869 }
857 else 870 else
858 { 871 {
859 if (!op->magic && max_magic) 872 if (!op->magic && max_magic)
860 set_magic (difficulty, op, max_magic, flags); 873 set_magic (difficulty, op, max_magic, flags);
861 874
862 num_enchantments = calc_item_power (op, 1); 875 num_enchantments = calc_item_power (op, 1);
863 876
864 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,
865 * used for shop_floors or treasures */ 878 * used for shop_floors or treasures */
866 generate_artifact (op, difficulty); 879 generate_artifact (op, difficulty);
867 } 880 }
868 881
869 /* Object was made an artifact. Calculate its item_power rating. 882 /* Object was made an artifact. Calculate its item_power rating.
870 * the item_power in the object is what the artfiact adds. 883 * the item_power in the object is what the artfiact adds.
871 */ 884 */
872 if (op->title) 885 if (op->title)
873 { 886 {
874 /* 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
875 * 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
876 * 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
877 * 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
878 * 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
879 * being somewhat of a bonus 892 * being somewhat of a bonus
880 */ 893 */
881 if (save_item_power) 894 if (save_item_power)
882 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);
883 else 896 else
884 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);
885 } 898 }
886 else if (save_item_power) 899 else if (save_item_power)
887 { 900 {
888 /* 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.
889 * we don't care about num_enchantments - that will basically just 902 * we don't care about num_enchantments - that will basically just
890 * have calculated some value from the base attributes of the archetype. 903 * have calculated some value from the base attributes of the archetype.
891 */ 904 */
892 op->item_power = save_item_power; 905 op->item_power = save_item_power;
893 } 906 }
894 else 907 else
895 { 908 {
896 /* 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
897 * 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
898 * 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
899 * item_power value. 912 * item_power value.
900 * - gros, 21th of July 2006. 913 * - gros, 21th of July 2006.
901 */ 914 */
902 op->item_power = calc_item_power (op, 0); 915 op->item_power = calc_item_power (op, 0);
903 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
904 * again below */ 917 * again below */
905 } 918 }
906 } 919 }
907 920
908 /* materialtype modifications. Note we allow this on artifacts. */ 921 /* materialtype modifications. Note we allow this on artifacts. */
909 set_materialname (op, difficulty, NULL); 922 set_materialname (op, difficulty, NULL);
910 923
911 if (flags & GT_MINIMAL) 924 if (flags & GT_MINIMAL)
912 { 925 {
913 if (op->type == POTION) 926 if (op->type == POTION)
914 /* Handle healing and magic power potions */ 927 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems) 928 if (op->stats.sp && !op->randomitems)
916 { 929 {
917 object *tmp; 930 object *tmp;
918 931
919 tmp = get_archetype (spell_mapping[op->stats.sp]); 932 tmp = get_archetype (spell_mapping[op->stats.sp]);
920 insert_ob_in_ob (tmp, op); 933 insert_ob_in_ob (tmp, op);
921 op->stats.sp = 0; 934 op->stats.sp = 0;
922 } 935 }
923 } 936 }
924 else if (!op->title) /* Only modify object if not special */ 937 else if (!op->title) /* Only modify object if not special */
925 switch (op->type) 938 switch (op->type)
926 { 939 {
927 case WEAPON: 940 case WEAPON:
928 case ARMOUR: 941 case ARMOUR:
929 case SHIELD: 942 case SHIELD:
930 case HELMET: 943 case HELMET:
931 case CLOAK: 944 case CLOAK:
932 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 945 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
933 set_ring_bonus (op, -DICE2); 946 set_ring_bonus (op, -DICE2);
934 break; 947 break;
935 948
936 case BRACERS: 949 case BRACERS:
937 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 950 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
938 { 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
939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1017 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
940 if (!QUERY_FLAG (op, FLAG_CURSED))
941 op->value *= 3;
942 }
943 break;
944 1018
945 case POTION:
946 {
947 int too_many_tries = 0, is_special = 0;
948
949 /* Handle healing and magic power potions */
950 if (op->stats.sp && !op->randomitems)
951 {
952 object *tmp;
953
954 tmp = get_archetype (spell_mapping[op->stats.sp]);
955 insert_ob_in_ob (tmp, op);
956 op->stats.sp = 0;
957 }
958
959 while (!(is_special = special_potion (op)) && !op->inv)
960 {
961 generate_artifact (op, difficulty);
962 if (too_many_tries++ > 10)
963 break;
964 }
965
966 /* don't want to change value for healing/magic power potions,
967 * since the value set on those is already correct.
968 */
969 if (op->inv && op->randomitems)
970 {
971 /* value multiplier is same as for scrolls */
972 op->value = (op->value * op->inv->value);
973 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
974 }
975 else
976 {
977 op->name = "potion";
978 op->name_pl = "potions";
979 }
980
981 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
982 SET_FLAG (op, FLAG_CURSED);
983 break;
984 }
985
986 case AMULET:
987 if (op->arch == amulet_arch)
988 op->value *= 5; /* Since it's not just decoration */
989
990 case RING:
991 if (op->arch == NULL)
992 {
993 remove_ob (op);
994 free_object (op);
995 op = NULL;
996 break;
997 }
998
999 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1000 break;
1001
1002 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1003 SET_FLAG (op, FLAG_CURSED);
1004
1005 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1006
1007 if (op->type != RING) /* Amulets have only one ability */ 1019 if (op->type != RING) /* Amulets have only one ability */
1008 break; 1020 break;
1009 1021
1010 if (!(RANDOM () % 4)) 1022 if (!(RANDOM () % 4))
1011 { 1023 {
1012 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1024 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1013 1025
1014 if (d > 0) 1026 if (d > 0)
1015 op->value *= 3; 1027 op->value *= 3;
1016 1028
1017 set_ring_bonus (op, d); 1029 set_ring_bonus (op, d);
1018 1030
1019 if (!(RANDOM () % 4)) 1031 if (!(RANDOM () % 4))
1020 { 1032 {
1021 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1033 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1022 if (d > 0)
1023 op->value *= 5;
1024 set_ring_bonus (op, d);
1025 }
1026 }
1027 1034
1035 if (d > 0)
1036 op->value *= 5;
1037 set_ring_bonus (op, d);
1038 }
1039 }
1040
1028 if (GET_ANIM_ID (op)) 1041 if (GET_ANIM_ID (op))
1029 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1042 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1030 1043
1031 break; 1044 break;
1032 1045
1033 case BOOK: 1046 case BOOK:
1034 /* Is it an empty book?, if yes lets make a special· 1047 /* Is it an empty book?, if yes lets make a special·
1035 * msg for it, and tailor its properties based on the· 1048 * msg for it, and tailor its properties based on the·
1036 * creator and/or map level we found it on. 1049 * creator and/or map level we found it on.
1037 */ 1050 */
1038 if (!op->msg && RANDOM () % 10) 1051 if (!op->msg && RANDOM () % 10)
1039 { 1052 {
1040 /* set the book level properly */ 1053 /* set the book level properly */
1041 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1054 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1042 { 1055 {
1043 if (op->map && op->map->difficulty) 1056 if (op->map && op->map->difficulty)
1044 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1057 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1045 else 1058 else
1046 op->level = RANDOM () % 20 + 1; 1059 op->level = RANDOM () % 20 + 1;
1047 } 1060 }
1048 else 1061 else
1049 op->level = RANDOM () % creator->level; 1062 op->level = RANDOM () % creator->level;
1050 1063
1051 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);
1052 /* books w/ info are worth more! */ 1065 /* books w/ info are worth more! */
1053 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));
1054 /* creator related stuff */ 1067 /* creator related stuff */
1055 1068
1056 /* for library, chained books. Note that some monsters have no_pick 1069 /* for library, chained books. Note that some monsters have no_pick
1057 * 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.
1058 */ 1071 */
1059 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))
1060 SET_FLAG (op, FLAG_NO_PICK); 1073 SET_FLAG (op, FLAG_NO_PICK);
1061 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1074 if (creator->slaying && !op->slaying) /* for check_inv floors */
1062 op->slaying = creator->slaying; 1075 op->slaying = creator->slaying;
1063 1076
1064 /* add exp so reading it gives xp (once) */ 1077 /* add exp so reading it gives xp (once) */
1065 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;
1066 } 1079 }
1067 break; 1080 break;
1068 1081
1069 case SPELLBOOK: 1082 case SPELLBOOK:
1070 op->value = op->value * op->inv->value; 1083 op->value = op->value * op->inv->value;
1071 /* add exp so learning gives xp */ 1084 /* add exp so learning gives xp */
1072 op->level = op->inv->level; 1085 op->level = op->inv->level;
1073 op->stats.exp = op->value; 1086 op->stats.exp = op->value;
1074 break; 1087 break;
1075 1088
1076 case WAND: 1089 case WAND:
1077 /* nrof in the treasure list is number of charges, 1090 /* nrof in the treasure list is number of charges,
1078 * not number of wands. So copy that into food (charges), 1091 * not number of wands. So copy that into food (charges),
1079 * and reset nrof. 1092 * and reset nrof.
1080 */ 1093 */
1081 op->stats.food = op->inv->nrof; 1094 op->stats.food = op->inv->nrof;
1082 op->nrof = 1; 1095 op->nrof = 1;
1083 /* If the spell changes by level, choose a random level 1096 /* If the spell changes by level, choose a random level
1084 * for it, and adjust price. If the spell doesn't 1097 * for it, and adjust price. If the spell doesn't
1085 * change by level, just set the wand to the level of 1098 * change by level, just set the wand to the level of
1086 * the spell, and value calculation is simpler. 1099 * the spell, and value calculation is simpler.
1087 */ 1100 */
1088 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)
1089 { 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:
1090 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 */
1091 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);
1092 } 1121 /* maxhp is used to denote how many 'charges' the rod holds before */
1093 else 1122 if (op->stats.maxhp)
1094 { 1123 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1095 op->level = op->inv->level; 1124 else
1096 op->value = op->value * op->inv->value; 1125 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1097 }
1098 break;
1099 1126
1127 op->stats.hp = op->stats.maxhp;
1128 break;
1129
1100 case ROD: 1130 case SCROLL:
1101 op->level = level_for_item (op, difficulty); 1131 op->level = level_for_item (op, difficulty);
1102 /* Add 50 to both level an divisor to keep prices a little more
1103 * reasonable. Otherwise, a high level version of a low level
1104 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1105 * 10 time multiplier). This way, the value are a bit more reasonable.
1106 */
1107 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);
1108 /* maxhp is used to denote how many 'charges' the rod holds before */
1109 if (op->stats.maxhp)
1110 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1111 else
1112 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1113 1133
1114 op->stats.hp = op->stats.maxhp;
1115 break;
1116
1117 case SCROLL:
1118 op->level = level_for_item (op, difficulty);
1119 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1120
1121 /* add exp so reading them properly gives xp */ 1134 /* add exp so reading them properly gives xp */
1122 op->stats.exp = op->value / 5; 1135 op->stats.exp = op->value / 5;
1123 op->nrof = op->inv->nrof; 1136 op->nrof = op->inv->nrof;
1124 break; 1137 break;
1125 1138
1126 case RUNE: 1139 case RUNE:
1127 trap_adjust (op, difficulty); 1140 trap_adjust (op, difficulty);
1128 break; 1141 break;
1129 1142
1130 case TRAP: 1143 case TRAP:
1131 trap_adjust (op, difficulty); 1144 trap_adjust (op, difficulty);
1132 break; 1145 break;
1133 } /* switch type */ 1146 } /* switch type */
1134 1147
1135 if (flags & GT_STARTEQUIP) 1148 if (flags & GT_STARTEQUIP)
1136 { 1149 {
1137 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))
1138 SET_FLAG (op, FLAG_STARTEQUIP); 1151 SET_FLAG (op, FLAG_STARTEQUIP);
1139 else if (op->type != MONEY) 1152 else if (op->type != MONEY)
1140 op->value = 0; 1153 op->value = 0;
1141 } 1154 }
1142 1155
1143 if (!(flags & GT_ENVIRONMENT)) 1156 if (!(flags & GT_ENVIRONMENT))
1144 fix_flesh_item (op, creator); 1157 fix_flesh_item (op, creator);
1145} 1158}
1158 1171
1159static artifactlist * 1172static artifactlist *
1160get_empty_artifactlist (void) 1173get_empty_artifactlist (void)
1161{ 1174{
1162 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1175 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1176
1163 if (tl == NULL) 1177 if (tl == NULL)
1164 fatal (OUT_OF_MEMORY); 1178 fatal (OUT_OF_MEMORY);
1165 tl->next = NULL; 1179 tl->next = NULL;
1166 tl->items = NULL; 1180 tl->items = NULL;
1167 tl->total_chance = 0; 1181 tl->total_chance = 0;
1174 1188
1175static artifact * 1189static artifact *
1176get_empty_artifact (void) 1190get_empty_artifact (void)
1177{ 1191{
1178 artifact *t = (artifact *) malloc (sizeof (artifact)); 1192 artifact *t = (artifact *) malloc (sizeof (artifact));
1193
1179 if (t == NULL) 1194 if (t == NULL)
1180 fatal (OUT_OF_MEMORY); 1195 fatal (OUT_OF_MEMORY);
1181 t->item = NULL; 1196 t->item = NULL;
1182 t->next = NULL; 1197 t->next = NULL;
1183 t->chance = 0; 1198 t->chance = 0;
1216 fprintf (logfile, "\n"); 1231 fprintf (logfile, "\n");
1217 for (al = first_artifactlist; al != NULL; al = al->next) 1232 for (al = first_artifactlist; al != NULL; al = al->next)
1218 { 1233 {
1219 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);
1220 for (art = al->items; art != NULL; art = art->next) 1235 for (art = al->items; art != NULL; art = art->next)
1221 { 1236 {
1222 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);
1223 if (art->allowed != NULL) 1238 if (art->allowed != NULL)
1224 { 1239 {
1225 fprintf (logfile, "\tAllowed combinations:"); 1240 fprintf (logfile, "\tAllowed combinations:");
1226 for (next = art->allowed; next != NULL; next = next->next) 1241 for (next = art->allowed; next != NULL; next = next->next)
1227 fprintf (logfile, "%s,", &next->name); 1242 fprintf (logfile, "%s,", &next->name);
1228 fprintf (logfile, "\n"); 1243 fprintf (logfile, "\n");
1229 } 1244 }
1230 } 1245 }
1231 } 1246 }
1232 fprintf (logfile, "\n"); 1247 fprintf (logfile, "\n");
1233} 1248}
1234 1249
1235/* 1250/*
1236 * For debugging purposes. Dumps all treasures recursively (see below). 1251 * For debugging purposes. Dumps all treasures recursively (see below).
1237 */ 1252 */
1238void 1253void
1239dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1254dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1240{ 1255{
1241 treasurelist *tl; 1256 treasurelist *tl;
1242 int i; 1257 int i;
1243 1258
1244 if (depth > 100) 1259 if (depth > 100)
1245 return; 1260 return;
1246 while (t != NULL) 1261 while (t != NULL)
1247 { 1262 {
1248 if (t->name != NULL) 1263 if (t->name != NULL)
1249 { 1264 {
1250 for (i = 0; i < depth; i++) 1265 for (i = 0; i < depth; i++)
1251 fprintf (logfile, " "); 1266 fprintf (logfile, " ");
1252 fprintf (logfile, "{ (list: %s)\n", &t->name); 1267 fprintf (logfile, "{ (list: %s)\n", &t->name);
1253 tl = find_treasurelist (t->name); 1268 tl = find_treasurelist (t->name);
1254 dump_monster_treasure_rec (name, tl->items, depth + 2); 1269 dump_monster_treasure_rec (name, tl->items, depth + 2);
1255 for (i = 0; i < depth; i++) 1270 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " "); 1271 fprintf (logfile, " ");
1257 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1272 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1258 } 1273 }
1259 else 1274 else
1260 { 1275 {
1261 for (i = 0; i < depth; i++) 1276 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " "); 1277 fprintf (logfile, " ");
1263 if (t->item->clone.type == FLESH) 1278 if (t->item->clone.type == FLESH)
1264 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1279 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1265 else 1280 else
1266 fprintf (logfile, "%s\n", &t->item->clone.name); 1281 fprintf (logfile, "%s\n", &t->item->clone.name);
1267 } 1282 }
1268 if (t->next_yes != NULL) 1283 if (t->next_yes != NULL)
1269 { 1284 {
1270 for (i = 0; i < depth; i++) 1285 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " "); 1286 fprintf (logfile, " ");
1272 fprintf (logfile, " (if yes)\n"); 1287 fprintf (logfile, " (if yes)\n");
1273 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1288 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1274 } 1289 }
1275 if (t->next_no != NULL) 1290 if (t->next_no != NULL)
1276 { 1291 {
1277 for (i = 0; i < depth; i++) 1292 for (i = 0; i < depth; i++)
1278 fprintf (logfile, " "); 1293 fprintf (logfile, " ");
1279 fprintf (logfile, " (if no)\n"); 1294 fprintf (logfile, " (if no)\n");
1280 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1295 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1281 } 1296 }
1282 t = t->next; 1297 t = t->next;
1283 } 1298 }
1284} 1299}
1285 1300
1286/* 1301/*
1297 found = 0; 1312 found = 0;
1298 fprintf (logfile, "\n"); 1313 fprintf (logfile, "\n");
1299 for (at = first_archetype; at != NULL; at = at->next) 1314 for (at = first_archetype; at != NULL; at = at->next)
1300 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1315 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1301 { 1316 {
1302 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);
1303 if (at->clone.randomitems != NULL) 1318 if (at->clone.randomitems != NULL)
1304 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);
1305 else 1320 else
1306 fprintf (logfile, "(nothing)\n"); 1321 fprintf (logfile, "(nothing)\n");
1307 fprintf (logfile, "\n"); 1322 fprintf (logfile, "\n");
1308 found++; 1323 found++;
1309 } 1324 }
1310 if (found == 0) 1325 if (found == 0)
1311 fprintf (logfile, "No objects have the name %s!\n\n", name); 1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1312} 1327}
1313 1328
1320{ 1335{
1321 static int has_been_inited = 0; 1336 static int has_been_inited = 0;
1322 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1337 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1323 artifact *art = NULL; 1338 artifact *art = NULL;
1324 linked_char *tmp; 1339 linked_char *tmp;
1325 int value, comp; 1340 int value;
1326 artifactlist *al; 1341 artifactlist *al;
1327 1342
1328 if (has_been_inited) 1343 if (has_been_inited)
1329 return; 1344 return;
1330 else 1345 else
1337 return; 1352 return;
1338 1353
1339 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1354 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1340 { 1355 {
1341 if (*buf == '#') 1356 if (*buf == '#')
1342 continue; 1357 continue;
1343 if ((cp = strchr (buf, '\n')) != NULL) 1358 if ((cp = strchr (buf, '\n')) != NULL)
1344 *cp = '\0'; 1359 *cp = '\0';
1345 cp = buf; 1360 cp = buf;
1346 while (*cp == ' ') /* Skip blanks */ 1361 while (*cp == ' ') /* Skip blanks */
1347 cp++; 1362 cp++;
1348 if (*cp == '\0') 1363 if (*cp == '\0')
1349 continue; 1364 continue;
1350 1365
1351 if (!strncmp (cp, "Allowed", 7)) 1366 if (!strncmp (cp, "Allowed", 7))
1352 { 1367 {
1353 if (art == NULL) 1368 if (art == NULL)
1354 { 1369 {
1355 art = get_empty_artifact (); 1370 art = get_empty_artifact ();
1356 nrofartifacts++; 1371 nrofartifacts++;
1357 } 1372 }
1358 cp = strchr (cp, ' ') + 1; 1373 cp = strchr (cp, ' ') + 1;
1359 if (!strcmp (cp, "all")) 1374 if (!strcmp (cp, "all"))
1360 continue; 1375 continue;
1361 1376
1362 do 1377 do
1363 { 1378 {
1364 nrofallowedstr++; 1379 nrofallowedstr++;
1365 if ((next = strchr (cp, ',')) != NULL) 1380 if ((next = strchr (cp, ',')) != NULL)
1366 *(next++) = '\0'; 1381 *(next++) = '\0';
1367 tmp = new linked_char; 1382 tmp = new linked_char;
1383
1368 tmp->name = cp; 1384 tmp->name = cp;
1369 tmp->next = art->allowed; 1385 tmp->next = art->allowed;
1370 art->allowed = tmp; 1386 art->allowed = tmp;
1371 } 1387 }
1372 while ((cp = next) != NULL); 1388 while ((cp = next) != NULL);
1373 } 1389 }
1374 else if (sscanf (cp, "chance %d", &value)) 1390 else if (sscanf (cp, "chance %d", &value))
1375 art->chance = (uint16) value; 1391 art->chance = (uint16) value;
1376 else if (sscanf (cp, "difficulty %d", &value)) 1392 else if (sscanf (cp, "difficulty %d", &value))
1377 art->difficulty = (uint8) value; 1393 art->difficulty = (uint8) value;
1378 else if (!strncmp (cp, "Object", 6)) 1394 else if (!strncmp (cp, "Object", 6))
1379 { 1395 {
1380 art->item = (object *) calloc (1, sizeof (object)); 1396 art->item = object::create ();
1381 reset_object (art->item); 1397
1382 if (!load_object (thawer, art->item, LO_LINEMODE, 0)) 1398 if (!load_object (thawer, art->item, 0))
1383 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1399 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1400
1384 art->item->name = strchr (cp, ' ') + 1; 1401 art->item->name = strchr (cp, ' ') + 1;
1385 al = find_artifactlist (art->item->type); 1402 al = find_artifactlist (art->item->type);
1386 if (al == NULL) 1403 if (al == NULL)
1387 { 1404 {
1388 al = get_empty_artifactlist (); 1405 al = get_empty_artifactlist ();
1389 al->type = art->item->type; 1406 al->type = art->item->type;
1390 al->next = first_artifactlist; 1407 al->next = first_artifactlist;
1391 first_artifactlist = al; 1408 first_artifactlist = al;
1392 } 1409 }
1393 art->next = al->items; 1410 art->next = al->items;
1394 al->items = art; 1411 al->items = art;
1395 art = NULL; 1412 art = NULL;
1396 } 1413 }
1397 else 1414 else
1398 LOG (llevError, "Unknown input in artifact file: %s\n", buf); 1415 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1399 } 1416 }
1400 1417
1401 for (al = first_artifactlist; al != NULL; al = al->next) 1418 for (al = first_artifactlist; al != NULL; al = al->next)
1402 { 1419 {
1403 for (art = al->items; art != NULL; art = art->next) 1420 for (art = al->items; art != NULL; art = art->next)
1404 { 1421 {
1405 if (!art->chance) 1422 if (!art->chance)
1406 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);
1407 else 1424 else
1408 al->total_chance += art->chance; 1425 al->total_chance += art->chance;
1409 } 1426 }
1410#if 0 1427#if 0
1411 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);
1412#endif 1429#endif
1413 } 1430 }
1414 1431
1420 * Used in artifact generation. The bonuses of the first object 1437 * Used in artifact generation. The bonuses of the first object
1421 * is modified by the bonuses of the second object. 1438 * is modified by the bonuses of the second object.
1422 */ 1439 */
1423 1440
1424void 1441void
1425add_abilities (object * op, object * change) 1442add_abilities (object *op, object *change)
1426{ 1443{
1427 int i, j, tmp; 1444 int i, tmp;
1428 1445
1429 if (change->face != blank_face) 1446 if (change->face != blank_face)
1430 { 1447 {
1431#ifdef TREASURE_VERBOSE 1448#ifdef TREASURE_VERBOSE
1432 LOG (llevDebug, "FACE: %d\n", change->face->number); 1449 LOG (llevDebug, "FACE: %d\n", change->face->number);
1471 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1488 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1472 { 1489 {
1473 CLEAR_FLAG (op, FLAG_ANIMATE); 1490 CLEAR_FLAG (op, FLAG_ANIMATE);
1474 /* so artifacts will join */ 1491 /* so artifacts will join */
1475 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1492 if (!QUERY_FLAG (op, FLAG_ALIVE))
1476 op->speed = 0.0; 1493 op->speed = 0.0;
1494
1477 update_ob_speed (op); 1495 update_ob_speed (op);
1478 } 1496 }
1479 1497
1480 if (change->nrof) 1498 if (change->nrof)
1481 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1499 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1482 1500
1483 op->stats.exp += change->stats.exp; /* Speed modifier */ 1501 op->stats.exp += change->stats.exp; /* Speed modifier */
1484 op->stats.wc += change->stats.wc; 1502 op->stats.wc += change->stats.wc;
1485 op->stats.ac += change->stats.ac; 1503 op->stats.ac += change->stats.ac;
1486 1504
1487 if (change->other_arch) 1505 if (change->other_arch)
1488 { 1506 {
1489 /* Basically, for horns & potions, the other_arch field is the spell 1507 /* Basically, for horns & potions, the other_arch field is the spell
1490 * 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
1491 * this object. 1509 * this object.
1492 */ 1510 */
1493 if (op->type == HORN || op->type == POTION) 1511 if (op->type == HORN || op->type == POTION)
1494 { 1512 {
1495 object *tmp_obj; 1513 object *tmp_obj;
1514
1496 /* Remove any spells this object currently has in it */ 1515 /* Remove any spells this object currently has in it */
1497 while (op->inv) 1516 while (op->inv)
1498 { 1517 op->inv->destroy ();
1499 tmp_obj = op->inv;
1500 remove_ob (tmp_obj);
1501 free_object (tmp_obj);
1502 }
1503 1518
1504 tmp_obj = arch_to_object (change->other_arch); 1519 tmp_obj = arch_to_object (change->other_arch);
1505 insert_ob_in_ob (tmp_obj, op); 1520 insert_ob_in_ob (tmp_obj, op);
1506 } 1521 }
1507 /* No harm setting this for potions/horns */ 1522 /* No harm setting this for potions/horns */
1508 op->other_arch = change->other_arch; 1523 op->other_arch = change->other_arch;
1509 } 1524 }
1510 1525
1511 if (change->stats.hp < 0) 1526 if (change->stats.hp < 0)
1544 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;
1545 1560
1546 op->item_power = change->item_power; 1561 op->item_power = change->item_power;
1547 1562
1548 for (i = 0; i < NROFATTACKS; i++) 1563 for (i = 0; i < NROFATTACKS; i++)
1549 {
1550 if (change->resist[i]) 1564 if (change->resist[i])
1551 {
1552 op->resist[i] += change->resist[i]; 1565 op->resist[i] += change->resist[i];
1553 }
1554 }
1555 1566
1556 if (change->stats.dam) 1567 if (change->stats.dam)
1557 { 1568 {
1558 if (change->stats.dam < 0) 1569 if (change->stats.dam < 0)
1559 op->stats.dam = (-change->stats.dam); 1570 op->stats.dam = (-change->stats.dam);
1560 else if (op->stats.dam) 1571 else if (op->stats.dam)
1561 { 1572 {
1562 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);
1563 if (tmp == op->stats.dam) 1574 if (tmp == op->stats.dam)
1564 { 1575 {
1565 if (change->stats.dam < 10) 1576 if (change->stats.dam < 10)
1566 op->stats.dam--; 1577 op->stats.dam--;
1578 else
1579 op->stats.dam++;
1580 }
1567 else 1581 else
1568 op->stats.dam++;
1569 }
1570 else
1571 op->stats.dam = tmp; 1582 op->stats.dam = tmp;
1572 } 1583 }
1573 } 1584 }
1574 1585
1575 if (change->weight) 1586 if (change->weight)
1576 { 1587 {
1577 if (change->weight < 0) 1588 if (change->weight < 0)
1578 op->weight = (-change->weight); 1589 op->weight = (-change->weight);
1579 else 1590 else
1580 op->weight = (op->weight * (change->weight)) / 100; 1591 op->weight = (op->weight * (change->weight)) / 100;
1581 } 1592 }
1582 1593
1583 if (change->last_sp) 1594 if (change->last_sp)
1584 { 1595 {
1585 if (change->last_sp < 0) 1596 if (change->last_sp < 0)
1586 op->last_sp = (-change->last_sp); 1597 op->last_sp = (-change->last_sp);
1587 else 1598 else
1588 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);
1589 } 1600 }
1590 1601
1591 if (change->gen_sp_armour) 1602 if (change->gen_sp_armour)
1592 { 1603 {
1593 if (change->gen_sp_armour < 0) 1604 if (change->gen_sp_armour < 0)
1594 op->gen_sp_armour = (-change->gen_sp_armour); 1605 op->gen_sp_armour = (-change->gen_sp_armour);
1595 else 1606 else
1596 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);
1597 } 1608 }
1598 1609
1599 op->value *= change->value; 1610 op->value *= change->value;
1600 1611
1601 if (change->material) 1612 if (change->material)
1613 if (change->msg) 1624 if (change->msg)
1614 op->msg = change->msg; 1625 op->msg = change->msg;
1615} 1626}
1616 1627
1617static int 1628static int
1618legal_artifact_combination (object * op, artifact * art) 1629legal_artifact_combination (object *op, artifact * art)
1619{ 1630{
1620 int neg, success = 0; 1631 int neg, success = 0;
1621 linked_char *tmp; 1632 linked_char *tmp;
1622 const char *name; 1633 const char *name;
1623 1634
1624 if (art->allowed == (linked_char *) NULL) 1635 if (art->allowed == (linked_char *) NULL)
1625 return 1; /* Ie, "all" */ 1636 return 1; /* Ie, "all" */
1626 for (tmp = art->allowed; tmp; tmp = tmp->next) 1637 for (tmp = art->allowed; tmp; tmp = tmp->next)
1627 { 1638 {
1628#ifdef TREASURE_VERBOSE 1639#ifdef TREASURE_VERBOSE
1629 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1640 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1630#endif 1641#endif
1631 if (*tmp->name == '!') 1642 if (*tmp->name == '!')
1632 name = tmp->name + 1, neg = 1; 1643 name = tmp->name + 1, neg = 1;
1633 else 1644 else
1634 name = tmp->name, neg = 0; 1645 name = tmp->name, neg = 0;
1635 1646
1636 /* If we match name, then return the opposite of 'neg' */ 1647 /* If we match name, then return the opposite of 'neg' */
1637 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)))
1638 return !neg; 1649 return !neg;
1639 1650
1640 /* 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
1641 * everything is allowed except what we match 1652 * everything is allowed except what we match
1642 */ 1653 */
1643 else if (neg) 1654 else if (neg)
1644 success = 1; 1655 success = 1;
1645 } 1656 }
1646 return success; 1657 return success;
1647} 1658}
1648 1659
1649/* 1660/*
1650 * Fixes the given object, giving it the abilities and titles 1661 * Fixes the given object, giving it the abilities and titles
1651 * it should have due to the second artifact-template. 1662 * it should have due to the second artifact-template.
1652 */ 1663 */
1653 1664
1654void 1665void
1655give_artifact_abilities (object * op, object * artifct) 1666give_artifact_abilities (object *op, object *artifct)
1656{ 1667{
1657 char new_name[MAX_BUF]; 1668 char new_name[MAX_BUF];
1658 1669
1659 sprintf (new_name, "of %s", &artifct->name); 1670 sprintf (new_name, "of %s", &artifct->name);
1660 op->title = new_name; 1671 op->title = new_name;
1661 add_abilities (op, artifct); /* Give out the bonuses */ 1672 add_abilities (op, artifct); /* Give out the bonuses */
1662 1673
1663#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... */
1664 { 1675 {
1665 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1676 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1677
1666 SET_FLAG (op, FLAG_IDENTIFIED); 1678 SET_FLAG (op, FLAG_IDENTIFIED);
1667 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));
1668 if (!identified) 1680 if (!identified)
1669 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1681 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1670 } 1682 }
1682 1694
1683/* Give 1 re-roll attempt per artifact */ 1695/* Give 1 re-roll attempt per artifact */
1684#define ARTIFACT_TRIES 2 1696#define ARTIFACT_TRIES 2
1685 1697
1686void 1698void
1687generate_artifact (object * op, int difficulty) 1699generate_artifact (object *op, int difficulty)
1688{ 1700{
1689 artifactlist *al; 1701 artifactlist *al;
1690 artifact *art; 1702 artifact *art;
1691 int i; 1703 int i;
1692 1704
1693 al = find_artifactlist (op->type); 1705 al = find_artifactlist (op->type);
1694 1706
1695 if (al == NULL) 1707 if (al == NULL)
1696 { 1708 {
1697#if 0 /* This is too verbose, usually */ 1709#if 0 /* This is too verbose, usually */
1698 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);
1699#endif 1711#endif
1700 return; 1712 return;
1701 } 1713 }
1702 1714
1703 for (i = 0; i < ARTIFACT_TRIES; i++) 1715 for (i = 0; i < ARTIFACT_TRIES; i++)
1704 { 1716 {
1705 int roll = RANDOM () % al->total_chance; 1717 int roll = RANDOM () % al->total_chance;
1706 1718
1707 for (art = al->items; art != NULL; art = art->next) 1719 for (art = al->items; art != NULL; art = art->next)
1708 { 1720 {
1709 roll -= art->chance; 1721 roll -= art->chance;
1710 if (roll < 0) 1722 if (roll < 0)
1711 break; 1723 break;
1712 } 1724 }
1713 1725
1714 if (art == NULL || roll >= 0) 1726 if (art == NULL || roll >= 0)
1715 { 1727 {
1716#if 1 1728#if 1
1717 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);
1718#endif 1730#endif
1719 return; 1731 return;
1720 } 1732 }
1721 if (!strcmp (art->item->name, "NONE")) 1733 if (!strcmp (art->item->name, "NONE"))
1722 return; 1734 return;
1723 if (FABS (op->magic) < art->item->magic) 1735 if (FABS (op->magic) < art->item->magic)
1724 continue; /* Not magic enough to be this item */ 1736 continue; /* Not magic enough to be this item */
1725 1737
1726 /* Map difficulty not high enough */ 1738 /* Map difficulty not high enough */
1727 if (difficulty < art->difficulty) 1739 if (difficulty < art->difficulty)
1728 continue; 1740 continue;
1729 1741
1730 if (!legal_artifact_combination (op, art)) 1742 if (!legal_artifact_combination (op, art))
1731 { 1743 {
1732#ifdef TREASURE_VERBOSE 1744#ifdef TREASURE_VERBOSE
1733 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);
1734#endif 1746#endif
1735 continue; 1747 continue;
1736 } 1748 }
1737 give_artifact_abilities (op, art->item); 1749 give_artifact_abilities (op, art->item);
1738 return; 1750 return;
1739 } 1751 }
1740} 1752}
1741 1753
1743 * FOOD, except they inherit properties (name, food value, etc). 1755 * FOOD, except they inherit properties (name, food value, etc).
1744 * 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.
1745 */ 1757 */
1746 1758
1747void 1759void
1748fix_flesh_item (object * item, object * donor) 1760fix_flesh_item (object *item, object *donor)
1749{ 1761{
1750 char tmpbuf[MAX_BUF]; 1762 char tmpbuf[MAX_BUF];
1751 int i; 1763 int i;
1752 1764
1753 if (item->type == FLESH && donor) 1765 if (item->type == FLESH && donor)
1754 { 1766 {
1755 /* change the name */ 1767 /* change the name */
1756 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;
1757 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;
1758 1772
1759 /* weight is FLESH weight/100 * donor */ 1773 /* weight is FLESH weight/100 * donor */
1760 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)
1761 item->weight = 1; 1775 item->weight = 1;
1762 1776
1763 /* value is multiplied by level of donor */ 1777 /* value is multiplied by level of donor */
1764 item->value *= isqrt (donor->level * 2); 1778 item->value *= isqrt (donor->level * 2);
1765 1779
1766 /* food value */ 1780 /* food value */
1768 1782
1769 /* flesh items inherit some abilities of donor, but not 1783 /* flesh items inherit some abilities of donor, but not
1770 * full effect. 1784 * full effect.
1771 */ 1785 */
1772 for (i = 0; i < NROFATTACKS; i++) 1786 for (i = 0; i < NROFATTACKS; i++)
1773 item->resist[i] = donor->resist[i] / 2; 1787 item->resist[i] = donor->resist[i] / 2;
1774 1788
1775 /* item inherits donor's level (important for quezals) */ 1789 /* item inherits donor's level (important for quezals) */
1776 item->level = donor->level; 1790 item->level = donor->level;
1777 1791
1778 /* if donor has some attacktypes, the flesh is poisonous */ 1792 /* if donor has some attacktypes, the flesh is poisonous */
1779 if (donor->attacktype & AT_POISON) 1793 if (donor->attacktype & AT_POISON)
1780 item->type = POISON; 1794 item->type = POISON;
1781 if (donor->attacktype & AT_ACID) 1795 if (donor->attacktype & AT_ACID)
1782 item->stats.hp = -1 * item->stats.food; 1796 item->stats.hp = -1 * item->stats.food;
1783 SET_FLAG (item, FLAG_NO_STEAL); 1797 SET_FLAG (item, FLAG_NO_STEAL);
1784 } 1798 }
1785} 1799}
1786 1800
1787/* special_potion() - so that old potion code is still done right. */ 1801/* special_potion() - so that old potion code is still done right. */
1788 1802
1789int 1803int
1790special_potion (object * op) 1804special_potion (object *op)
1791{ 1805{
1792 1806
1793 int i; 1807 int i;
1794 1808
1795 if (op->attacktype) 1809 if (op->attacktype)
1804 1818
1805 return 0; 1819 return 0;
1806} 1820}
1807 1821
1808void 1822void
1809free_treasurestruct (treasure * t) 1823free_treasurestruct (treasure *t)
1810{ 1824{
1811 if (t->next) 1825 if (t->next)
1812 free_treasurestruct (t->next); 1826 free_treasurestruct (t->next);
1813 if (t->next_yes) 1827 if (t->next_yes)
1814 free_treasurestruct (t->next_yes); 1828 free_treasurestruct (t->next_yes);
1817 1831
1818 delete t; 1832 delete t;
1819} 1833}
1820 1834
1821void 1835void
1822free_charlinks (linked_char * lc) 1836free_charlinks (linked_char *lc)
1823{ 1837{
1824 if (lc->next) 1838 if (lc->next)
1825 free_charlinks (lc->next); 1839 free_charlinks (lc->next);
1826 1840
1827 delete lc; 1841 delete lc;
1828} 1842}
1829 1843
1830void 1844void
1831free_artifact (artifact * at) 1845free_artifact (artifact * at)
1832{ 1846{
1833
1834 if (at->next) 1847 if (at->next)
1835 free_artifact (at->next); 1848 free_artifact (at->next);
1849
1836 if (at->allowed) 1850 if (at->allowed)
1837 free_charlinks (at->allowed); 1851 free_charlinks (at->allowed);
1838 1852
1839 delete at->item; 1853 at->item->destroy (1);
1840 1854
1841 delete at; 1855 delete at;
1842} 1856}
1843 1857
1844void 1858void
1845free_artifactlist (artifactlist * al) 1859free_artifactlist (artifactlist * al)
1846{ 1860{
1847 artifactlist *nextal; 1861 artifactlist *nextal;
1862
1848 for (al = first_artifactlist; al != NULL; al = nextal) 1863 for (al = first_artifactlist; al; al = nextal)
1849 { 1864 {
1850 nextal = al->next; 1865 nextal = al->next;
1866
1851 if (al->items) 1867 if (al->items)
1852 {
1853 free_artifact (al->items); 1868 free_artifact (al->items);
1854 } 1869
1855 free (al); 1870 free (al);
1856 } 1871 }
1857} 1872}
1858 1873
1859void 1874void
1864 1879
1865 for (tl = first_treasurelist; tl != NULL; tl = next) 1880 for (tl = first_treasurelist; tl != NULL; tl = next)
1866 { 1881 {
1867 next = tl->next; 1882 next = tl->next;
1868 if (tl->items) 1883 if (tl->items)
1869 free_treasurestruct (tl->items); 1884 free_treasurestruct (tl->items);
1870 delete tl; 1885 delete tl;
1871 } 1886 }
1872 free_artifactlist (first_artifactlist); 1887 free_artifactlist (first_artifactlist);
1873} 1888}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines