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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 1.27 by root, Wed Dec 20 09:14:21 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;
286 * being generated. 280 * being generated.
287 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 281 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
288 * abilities. This is used by summon spells, thus no summoned monsters 282 * abilities. This is used by summon spells, thus no summoned monsters
289 * start with equipment, but only their abilities). 283 * start with equipment, but only their abilities).
290 */ 284 */
291
292
293static void 285static void
294put_treasure (object * op, object * creator, int flags) 286put_treasure (object *op, object *creator, int flags)
295{ 287{
296 object *tmp; 288 object *tmp;
297 289
298 /* Bit of a hack - spells should never be put onto the map. The entire 290 /* 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 291 * treasure stuff is a problem - there is no clear idea of knowing
308 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 300 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
309 } 301 }
310 else 302 else
311 { 303 {
312 op = insert_ob_in_ob (op, creator); 304 op = insert_ob_in_ob (op, creator);
305
313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 306 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
314 monster_check_apply (creator, op); 307 monster_check_apply (creator, op);
308
315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 309 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
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 {
351 } 345 treasurelist *tl = find_treasurelist (t->name);
346 if (tl)
347 create_treasure (tl, op, flag, difficulty, tries);
348 }
349 }
352 else 350 else
353 { 351 {
354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 352 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
355 { 353 {
356 tmp = arch_to_object (t->item); 354 tmp = arch_to_object (t->item);
357 if (t->nrof && tmp->nrof <= 1) 355 if (t->nrof && tmp->nrof <= 1)
358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 356 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 357 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 358 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 359 put_treasure (tmp, op, flag);
362 } 360 }
363 } 361 }
364 362
365 if (t->next_yes != NULL) 363 if (t->next_yes != NULL)
366 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 364 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 } 365 }
368 else if (t->next_no != NULL) 366 else if (t->next_no != NULL)
369 create_all_treasures (t->next_no, op, flag, difficulty, tries); 367 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370 368
371 if (t->next != NULL) 369 if (t->next != NULL)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 370 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 371}
374 372
375void 373void
376create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries) 374create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
377{ 375{
378 int value = RANDOM () % tl->total_chance; 376 int value = RANDOM () % tl->total_chance;
379 treasure *t; 377 treasure *t;
380 378
381 if (tries++ > 100) 379 if (tries++ > 100)
387 for (t = tl->items; t != NULL; t = t->next) 385 for (t = tl->items; t != NULL; t = t->next)
388 { 386 {
389 value -= t->chance; 387 value -= t->chance;
390 388
391 if (value < 0) 389 if (value < 0)
392 break; 390 break;
393 } 391 }
394 392
395 if (!t || value >= 0) 393 if (!t || value >= 0)
396 { 394 {
397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
400 } 398 }
401 399
402 if (t->name) 400 if (t->name)
403 { 401 {
404 if (!strcmp (t->name, "NONE")) 402 if (!strcmp (t->name, "NONE"))
405 return; 403 return;
406 404
407 if (difficulty >= t->magic) 405 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 406 {
407 treasurelist *tl = find_treasurelist (t->name);
408 if (tl)
409 create_treasure (tl, op, flag, difficulty, tries);
410 }
409 else if (t->nrof) 411 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 412 create_one_treasure (tl, op, flag, difficulty, tries);
411 413
412 return; 414 return;
413 } 415 }
414 416
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 417 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
416 { 418 {
417 object *tmp = arch_to_object (t->item); 419 object *tmp = arch_to_object (t->item);
418 420
419 if (!tmp) 421 if (!tmp)
420 return; 422 return;
421 423
422 if (t->nrof && tmp->nrof <= 1) 424 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 425 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
424 426
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 427 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 428 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 429 put_treasure (tmp, op, flag);
428 } 430 }
434 * list transitions, or so that excessively good treasure will not be 436 * 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 437 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 438 * to do that.
437 */ 439 */
438void 440void
439create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 441create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
440{ 442{
441 443
442 if (tries++ > 100) 444 if (tries++ > 100)
443 { 445 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 446 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
454 * it instead takes a treasurelist. It is really just a wrapper around 456 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 457 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 458 * inserted into, and then return that treausre
457 */ 459 */
458object * 460object *
459generate_treasure (treasurelist * t, int difficulty) 461generate_treasure (treasurelist *t, int difficulty)
460{ 462{
463 difficulty = clamp (difficulty, 1, settings.max_level);
464
461 object *ob = get_object (), *tmp; 465 object *ob = object::create (), *tmp;
462 466
463 create_treasure (t, ob, 0, difficulty, 0); 467 create_treasure (t, ob, 0, difficulty, 0);
464 468
465 /* Don't want to free the object we are about to return */ 469 /* Don't want to free the object we are about to return */
466 tmp = ob->inv; 470 tmp = ob->inv;
467 if (tmp != NULL) 471 if (tmp != NULL)
468 remove_ob (tmp); 472 tmp->remove ();
473
469 if (ob->inv) 474 if (ob->inv)
470 {
471 LOG (llevError, "In generate treasure, created multiple objects.\n"); 475 LOG (llevError, "In generate treasure, created multiple objects.\n");
472 } 476
473 free_object (ob); 477 ob->destroy ();
474 return tmp; 478 return tmp;
475} 479}
476 480
477/* 481/*
478 * This is a new way of calculating the chance for an item to have 482 * 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 484 * The array has two arguments, the difficulty of the level, and the
481 * magical bonus "wanted". 485 * magical bonus "wanted".
482 */ 486 */
483 487
484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
485/*chance of magic difficulty*/ 490/*chance of magic difficulty*/
491
486/* +0 +1 +2 +3 +4 */ 492/* +0 +1 +2 +3 +4 */
487 {95, 2, 2, 1, 0}, /*1 */ 493 {95, 2, 2, 1, 0}, /*1 */
488 {92, 5, 2, 1, 0}, /*2 */ 494 {92, 5, 2, 1, 0}, /*2 */
489 {85, 10, 4, 1, 0}, /*3 */ 495 {85, 10, 4, 1, 0}, /*3 */
490 {80, 14, 4, 2, 0}, /*4 */ 496 {80, 14, 4, 2, 0}, /*4 */
491 {75, 17, 5, 2, 1}, /*5 */ 497 {75, 17, 5, 2, 1}, /*5 */
492 {70, 18, 8, 3, 1}, /*6 */ 498 {70, 18, 8, 3, 1}, /*6 */
493 {65, 21, 10, 3, 1}, /*7 */ 499 {65, 21, 10, 3, 1}, /*7 */
494 {60, 22, 12, 4, 2}, /*8 */ 500 {60, 22, 12, 4, 2}, /*8 */
495 {55, 25, 14, 4, 2}, /*9 */ 501 {55, 25, 14, 4, 2}, /*9 */
496 {50, 27, 16, 5, 2}, /*10 */ 502 {50, 27, 16, 5, 2}, /*10 */
497 {45, 28, 18, 6, 3}, /*11 */ 503 {45, 28, 18, 6, 3}, /*11 */
498 {42, 28, 20, 7, 3}, /*12 */ 504 {42, 28, 20, 7, 3}, /*12 */
499 {40, 27, 21, 8, 4}, /*13 */ 505 {40, 27, 21, 8, 4}, /*13 */
500 {38, 25, 22, 10, 5}, /*14 */ 506 {38, 25, 22, 10, 5}, /*14 */
501 {36, 23, 23, 12, 6}, /*15 */ 507 {36, 23, 23, 12, 6}, /*15 */
502 {33, 21, 24, 14, 8}, /*16 */ 508 {33, 21, 24, 14, 8}, /*16 */
503 {31, 19, 25, 16, 9}, /*17 */ 509 {31, 19, 25, 16, 9}, /*17 */
504 {27, 15, 30, 18, 10}, /*18 */ 510 {27, 15, 30, 18, 10}, /*18 */
505 {20, 12, 30, 25, 13}, /*19 */ 511 {20, 12, 30, 25, 13}, /*19 */
506 {15, 10, 28, 30, 17}, /*20 */ 512 {15, 10, 28, 30, 17}, /*20 */
507 {13, 9, 27, 28, 23}, /*21 */ 513 {13, 9, 27, 28, 23}, /*21 */
508 {10, 8, 25, 28, 29}, /*22 */ 514 {10, 8, 25, 28, 29}, /*22 */
509 {8, 7, 23, 26, 36}, /*23 */ 515 {8, 7, 23, 26, 36}, /*23 */
510 {6, 6, 20, 22, 46}, /*24 */ 516 {6, 6, 20, 22, 46}, /*24 */
511 {4, 5, 17, 18, 56}, /*25 */ 517 {4, 5, 17, 18, 56}, /*25 */
512 {2, 4, 12, 14, 68}, /*26 */ 518 {2, 4, 12, 14, 68}, /*26 */
513 {0, 3, 7, 10, 80}, /*27 */ 519 {0, 3, 7, 10, 80}, /*27 */
514 {0, 0, 3, 7, 90}, /*28 */ 520 {0, 0, 3, 7, 90}, /*28 */
515 {0, 0, 0, 3, 97}, /*29 */ 521 {0, 0, 0, 3, 97}, /*29 */
516 {0, 0, 0, 0, 100}, /*30 */ 522 {0, 0, 0, 0, 100}, /*30 */
517 {0, 0, 0, 0, 100}, /*31 */ 523 {0, 0, 0, 0, 100}, /*31 */
518}; 524};
519 525
520 526
521/* calculate the appropriate level for wands staves and scrolls. 527/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 528 * This code presumes that op has had its spell object created (in op->inv)
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 530 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 531 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 532 */
527 533
528int 534int
529level_for_item (const object * op, int difficulty) 535level_for_item (const object *op, int difficulty)
530{ 536{
531 int mult = 0, olevel = 0; 537 int olevel = 0;
532 538
533 if (!op->inv) 539 if (!op->inv)
534 { 540 {
535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 541 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536 return 0; 542 return 0;
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 583 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 584 {
579 percent -= difftomagic_list[scaled_diff][magic]; 585 percent -= difftomagic_list[scaled_diff][magic];
580 586
581 if (percent < 0) 587 if (percent < 0)
582 break; 588 break;
583 } 589 }
584 590
585 if (magic == (MAXMAGIC + 1)) 591 if (magic == (MAXMAGIC + 1))
586 { 592 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
600 * This function doesn't work properly, should add use of archetypes 606 * This function doesn't work properly, should add use of archetypes
601 * to make it truly absolute. 607 * to make it truly absolute.
602 */ 608 */
603 609
604void 610void
605set_abs_magic (object * op, int magic) 611set_abs_magic (object *op, int magic)
606{ 612{
607 if (!magic) 613 if (!magic)
608 return; 614 return;
609 615
610 op->magic = magic; 616 op->magic = magic;
611 if (op->arch) 617 if (op->arch)
612 { 618 {
613 if (op->type == ARMOUR) 619 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615 621
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
617 magic = (-magic); 623 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 } 625 }
620 else 626 else
621 { 627 {
622 if (op->type == ARMOUR) 628 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
625 magic = (-magic); 631 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 632 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 633 }
628} 634}
629 635
630/* 636/*
631 * Sets a random magical bonus in the given object based upon 637 * Sets a random magical bonus in the given object based upon
632 * the given difficulty, and the given max possible bonus. 638 * the given difficulty, and the given max possible bonus.
633 */ 639 */
634 640
635static void 641static void
636set_magic (int difficulty, object * op, int max_magic, int flags) 642set_magic (int difficulty, object *op, int max_magic, int flags)
637{ 643{
638 int i; 644 int i;
645
639 i = magic_from_difficulty (difficulty); 646 i = magic_from_difficulty (difficulty);
640 if ((flags & GT_ONLY_GOOD) && i < 0) 647 if ((flags & GT_ONLY_GOOD) && i < 0)
641 i = -i; 648 i = -i;
642 if (i > max_magic) 649 if (i > max_magic)
643 i = max_magic; 650 i = max_magic;
654 * other bonuses previously rolled and ones the item might natively have. 661 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method. 662 * 2) Add code to deal with new PR method.
656 */ 663 */
657 664
658void 665void
659set_ring_bonus (object * op, int bonus) 666set_ring_bonus (object *op, int bonus)
660{ 667{
661 668
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 669 int r = RANDOM () % (bonus > 0 ? 25 : 11);
663 670
664 if (op->type == AMULET) 671 if (op->type == AMULET)
665 { 672 {
666 if (!(RANDOM () % 21)) 673 if (!(RANDOM () % 21))
667 r = 20 + RANDOM () % 2; 674 r = 20 + RANDOM () % 2;
668 else 675 else
669 { 676 {
670 if (RANDOM () & 2) 677 if (RANDOM () & 2)
671 r = 10; 678 r = 10;
672 else 679 else
673 r = 11 + RANDOM () % 9; 680 r = 11 + RANDOM () % 9;
674 } 681 }
675 } 682 }
676 683
677 switch (r) 684 switch (r)
678 { 685 {
679 /* Redone by MSW 2000-11-26 to have much less code. Also, 686 /* Redone by MSW 2000-11-26 to have much less code. Also,
680 * bonuses and penalties will stack and add to existing values. 687 * bonuses and penalties will stack and add to existing values.
681 * of the item. 688 * of the item.
682 */ 689 */
683 case 0: 690 case 0:
684 case 1: 691 case 1:
685 case 2: 692 case 2:
686 case 3: 693 case 3:
687 case 4: 694 case 4:
688 case 5: 695 case 5:
689 case 6: 696 case 6:
690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 697 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
691 break; 698 break;
692 699
693 case 7: 700 case 7:
694 op->stats.dam += bonus; 701 op->stats.dam += bonus;
695 break; 702 break;
696 703
697 case 8: 704 case 8:
698 op->stats.wc += bonus; 705 op->stats.wc += bonus;
699 break; 706 break;
700 707
701 case 9: 708 case 9:
702 op->stats.food += bonus; /* hunger/sustenance */ 709 op->stats.food += bonus; /* hunger/sustenance */
703 break; 710 break;
704 711
705 case 10: 712 case 10:
706 op->stats.ac += bonus; 713 op->stats.ac += bonus;
707 break; 714 break;
708 715
709 /* Item that gives protections/vulnerabilities */ 716 /* Item that gives protections/vulnerabilities */
710 case 11: 717 case 11:
711 case 12: 718 case 12:
712 case 13: 719 case 13:
713 case 14: 720 case 14:
714 case 15: 721 case 15:
715 case 16: 722 case 16:
716 case 17: 723 case 17:
717 case 18: 724 case 18:
718 case 19: 725 case 19:
719 { 726 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
721 728
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
724 731
725 /* Cursed items need to have higher negative values to equal out with 732 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another 733 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with 734 * little random element in since that they don't always end up with
728 * even values. 735 * even values.
729 */ 736 */
730 if (bonus < 0) 737 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 738 val = 2 * -val - RANDOM () % b;
732 if (val > 35) 739 if (val > 35)
733 val = 35; /* Upper limit */ 740 val = 35; /* Upper limit */
734 b = 0; 741 b = 0;
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 742 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 { 743 {
737 resist = RANDOM () % num_resist_table; 744 resist = RANDOM () % num_resist_table;
738 } 745 }
739 if (b == 4) 746 if (b == 4)
740 return; /* Not able to find a free resistance */ 747 return; /* Not able to find a free resistance */
741 op->resist[resist_table[resist]] = val; 748 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 749 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 750 * based on how good a resistance we gave.
744 */ 751 */
745 break; 752 break;
746 } 753 }
747 case 20: 754 case 20:
748 if (op->type == AMULET) 755 if (op->type == AMULET)
749 { 756 {
750 SET_FLAG (op, FLAG_REFL_SPELL); 757 SET_FLAG (op, FLAG_REFL_SPELL);
751 op->value *= 11; 758 op->value *= 11;
752 } 759 }
753 else 760 else
754 { 761 {
755 op->stats.hp = 1; /* regenerate hit points */ 762 op->stats.hp = 1; /* regenerate hit points */
756 op->value *= 4; 763 op->value *= 4;
757 } 764 }
758 break; 765 break;
759 766
760 case 21: 767 case 21:
761 if (op->type == AMULET) 768 if (op->type == AMULET)
762 { 769 {
763 SET_FLAG (op, FLAG_REFL_MISSILE); 770 SET_FLAG (op, FLAG_REFL_MISSILE);
764 op->value *= 9; 771 op->value *= 9;
765 } 772 }
766 else 773 else
767 { 774 {
768 op->stats.sp = 1; /* regenerate spell points */ 775 op->stats.sp = 1; /* regenerate spell points */
769 op->value *= 3; 776 op->value *= 3;
770 } 777 }
771 break; 778 break;
772 779
773 case 22: 780 case 22:
774 op->stats.exp += bonus; /* Speed! */ 781 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 782 op->value = (op->value * 2) / 3;
776 break; 783 break;
777 } 784 }
778 if (bonus > 0) 785 if (bonus > 0)
779 op->value *= 2 * bonus; 786 op->value *= 2 * bonus;
780 else 787 else
781 op->value = -(op->value * 2 * bonus) / 3; 788 op->value = -(op->value * 2 * bonus) / 3;
792 799
793int 800int
794get_magic (int diff) 801get_magic (int diff)
795{ 802{
796 int i; 803 int i;
804
797 if (diff < 3) 805 if (diff < 3)
798 diff = 3; 806 diff = 3;
799 for (i = 0; i < 4; i++) 807 for (i = 0; i < 4; i++)
800 if (RANDOM () % diff) 808 if (RANDOM () % diff)
801 return i; 809 return i;
808/* 816/*
809 * fix_generated_item(): This is called after an item is generated, in 817 * fix_generated_item(): This is called after an item is generated, in
810 * order to set it up right. This produced magical bonuses, puts spells 818 * order to set it up right. This produced magical bonuses, puts spells
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 819 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
812 */ 820 */
821
813/* 4/28/96 added creator object from which op may now inherit properties based on 822/* 4/28/96 added creator object from which op may now inherit properties based on
814 * op->type. Right now, which stuff the creator passes on is object type 823 * op->type. Right now, which stuff the creator passes on is object type
815 * dependant. I know this is a spagetti manuever, but is there a cleaner 824 * dependant. I know this is a spagetti manuever, but is there a cleaner
816 * way to do this? b.t. */ 825 * way to do this? b.t. */
826
817/* 827/*
818 * ! (flags & GT_ENVIRONMENT): 828 * ! (flags & GT_ENVIRONMENT):
819 * Automatically calls fix_flesh_item(). 829 * Automatically calls fix_flesh_item().
820 * 830 *
821 * flags: 831 * flags:
825 * a working object - don't change magic, value, etc, but set it material 835 * a working object - don't change magic, value, etc, but set it material
826 * type as appropriate, for objects that need spell objects, set those, etc 836 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 837 */
828 838
829void 839void
830fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 840fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 841{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 843
834 if (!creator || creator->type == op->type) 844 if (!creator || creator->type == op->type)
835 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 845 creator = op; /*safety & to prevent polymorphed objects giving attributes */
836 846
837 /* If we make an artifact, this information will be destroyed */ 847 /* If we make an artifact, this information will be destroyed */
838 save_item_power = op->item_power; 848 save_item_power = op->item_power;
839 op->item_power = 0; 849 op->item_power = 0;
840 850
841 if (op->randomitems && op->type != SPELL) 851 if (op->randomitems && op->type != SPELL)
842 { 852 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 853 create_treasure (op->randomitems, op, flags, difficulty, 0);
844 if (!op->inv) 854 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 855 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846 856
847 /* So the treasure doesn't get created again */ 857 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 858 op->randomitems = NULL;
849 } 859 }
850 860
851 if (difficulty < 1) 861 if (difficulty < 1)
852 difficulty = 1; 862 difficulty = 1;
853 863
864 if (INVOKE_OBJECT (ADD_BONUS, op,
865 ARG_OBJECT (creator != op ? creator : 0),
866 ARG_INT (difficulty), ARG_INT (max_magic),
867 ARG_INT (flags)))
868 return;
869
854 if (!(flags & GT_MINIMAL)) 870 if (!(flags & GT_MINIMAL))
855 { 871 {
856 if (op->arch == crown_arch) 872 if (op->arch == crown_arch)
857 { 873 {
858 set_magic (difficulty, op, max_magic, flags); 874 set_magic (difficulty, op, max_magic, flags);
859 num_enchantments = calc_item_power (op, 1); 875 num_enchantments = calc_item_power (op, 1);
860 generate_artifact (op, difficulty); 876 generate_artifact (op, difficulty);
861 } 877 }
862 else 878 else
863 { 879 {
864 if (!op->magic && max_magic) 880 if (!op->magic && max_magic)
865 set_magic (difficulty, op, max_magic, flags); 881 set_magic (difficulty, op, max_magic, flags);
866 882
867 num_enchantments = calc_item_power (op, 1); 883 num_enchantments = calc_item_power (op, 1);
868 884
869 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 885 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 */ 886 * used for shop_floors or treasures */
871 generate_artifact (op, difficulty); 887 generate_artifact (op, difficulty);
872 } 888 }
873 889
874 /* Object was made an artifact. Calculate its item_power rating. 890 /* Object was made an artifact. Calculate its item_power rating.
875 * the item_power in the object is what the artfiact adds. 891 * the item_power in the object is what the artfiact adds.
876 */ 892 */
877 if (op->title) 893 if (op->title)
878 { 894 {
879 /* if save_item_power is set, then most likely we started with an 895 /* 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 896 * 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 897 * 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 898 * 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 899 * that since item_power is not quite linear, this actually ends up
884 * being somewhat of a bonus 900 * being somewhat of a bonus
885 */ 901 */
886 if (save_item_power) 902 if (save_item_power)
887 op->item_power = save_item_power + get_power_from_ench (op->item_power); 903 op->item_power = save_item_power + get_power_from_ench (op->item_power);
888 else 904 else
889 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 905 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
890 } 906 }
891 else if (save_item_power) 907 else if (save_item_power)
892 { 908 {
893 /* restore the item_power field to the object if we haven't changed it. 909 /* 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 910 * we don't care about num_enchantments - that will basically just
895 * have calculated some value from the base attributes of the archetype. 911 * have calculated some value from the base attributes of the archetype.
896 */ 912 */
897 op->item_power = save_item_power; 913 op->item_power = save_item_power;
898 } 914 }
899 else 915 else
900 { 916 {
901 /* item_power was zero. This is suspicious, as it may be because it 917 /* 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 918 * 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 919 * it is non-zero. If it indeed is, then assign it as the new
904 * item_power value. 920 * item_power value.
905 * - gros, 21th of July 2006. 921 * - gros, 21th of July 2006.
906 */ 922 */
907 op->item_power = calc_item_power (op, 0); 923 op->item_power = calc_item_power (op, 0);
908 save_item_power = op->item_power; /* Just in case it would get used 924 save_item_power = op->item_power; /* Just in case it would get used
909 * again below */ 925 * again below */
910 } 926 }
911 } 927 }
912 928
913 /* materialtype modifications. Note we allow this on artifacts. */ 929 /* materialtype modifications. Note we allow this on artifacts. */
914 set_materialname (op, difficulty, NULL); 930 set_materialname (op, difficulty, NULL);
915 931
916 if (flags & GT_MINIMAL) 932 if (flags & GT_MINIMAL)
917 { 933 {
918 if (op->type == POTION) 934 if (op->type == POTION)
919 /* Handle healing and magic power potions */ 935 /* Handle healing and magic power potions */
920 if (op->stats.sp && !op->randomitems) 936 if (op->stats.sp && !op->randomitems)
921 { 937 {
922 object *tmp; 938 object *tmp;
923 939
924 tmp = get_archetype (spell_mapping[op->stats.sp]); 940 tmp = get_archetype (spell_mapping[op->stats.sp]);
925 insert_ob_in_ob (tmp, op); 941 insert_ob_in_ob (tmp, op);
926 op->stats.sp = 0; 942 op->stats.sp = 0;
927 } 943 }
928 } 944 }
929 else if (!op->title) /* Only modify object if not special */ 945 else if (!op->title) /* Only modify object if not special */
930 switch (op->type) 946 switch (op->type)
931 { 947 {
932 case WEAPON: 948 case WEAPON:
933 case ARMOUR: 949 case ARMOUR:
934 case SHIELD: 950 case SHIELD:
935 case HELMET: 951 case HELMET:
936 case CLOAK: 952 case CLOAK:
937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 953 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
938 set_ring_bonus (op, -DICE2); 954 set_ring_bonus (op, -DICE2);
939 break; 955 break;
940 956
941 case BRACERS: 957 case BRACERS:
942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 958 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
943 { 959 {
960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
961 if (!QUERY_FLAG (op, FLAG_CURSED))
962 op->value *= 3;
963 }
964 break;
965
966 case POTION:
967 {
968 int too_many_tries = 0, is_special = 0;
969
970 /* Handle healing and magic power potions */
971 if (op->stats.sp && !op->randomitems)
972 {
973 object *tmp;
974
975 tmp = get_archetype (spell_mapping[op->stats.sp]);
976 insert_ob_in_ob (tmp, op);
977 op->stats.sp = 0;
978 }
979
980 while (!(is_special = special_potion (op)) && !op->inv)
981 {
982 generate_artifact (op, difficulty);
983 if (too_many_tries++ > 10)
984 break;
985 }
986
987 /* don't want to change value for healing/magic power potions,
988 * since the value set on those is already correct.
989 */
990 if (op->inv && op->randomitems)
991 {
992 /* value multiplier is same as for scrolls */
993 op->value = (op->value * op->inv->value);
994 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
995 }
996 else
997 {
998 op->name = "potion";
999 op->name_pl = "potions";
1000 }
1001
1002 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
1003 SET_FLAG (op, FLAG_CURSED);
1004 break;
1005 }
1006
1007 case AMULET:
1008 if (op->arch == amulet_arch)
1009 op->value *= 5; /* Since it's not just decoration */
1010
1011 case RING:
1012 if (op->arch == NULL)
1013 {
1014 op->destroy ();
1015 op = 0;
1016 break;
1017 }
1018
1019 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1020 break;
1021
1022 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1023 SET_FLAG (op, FLAG_CURSED);
1024
944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1025 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 1026
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 */ 1027 if (op->type != RING) /* Amulets have only one ability */
1013 break; 1028 break;
1014 1029
1015 if (!(RANDOM () % 4)) 1030 if (!(RANDOM () % 4))
1016 { 1031 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1032 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 1033
1019 if (d > 0) 1034 if (d > 0)
1020 op->value *= 3; 1035 op->value *= 3;
1021 1036
1022 set_ring_bonus (op, d); 1037 set_ring_bonus (op, d);
1023 1038
1024 if (!(RANDOM () % 4)) 1039 if (!(RANDOM () % 4))
1025 { 1040 {
1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1041 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 1042
1043 if (d > 0)
1044 op->value *= 5;
1045 set_ring_bonus (op, d);
1046 }
1047 }
1048
1033 if (GET_ANIM_ID (op)) 1049 if (GET_ANIM_ID (op))
1034 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1050 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1035 1051
1036 break; 1052 break;
1037 1053
1038 case BOOK: 1054 case BOOK:
1039 /* Is it an empty book?, if yes lets make a special· 1055 /* Is it an empty book?, if yes lets make a special·
1040 * msg for it, and tailor its properties based on the· 1056 * msg for it, and tailor its properties based on the·
1041 * creator and/or map level we found it on. 1057 * creator and/or map level we found it on.
1042 */ 1058 */
1043 if (!op->msg && RANDOM () % 10) 1059 if (!op->msg && RANDOM () % 10)
1044 { 1060 {
1045 /* set the book level properly */ 1061 /* set the book level properly */
1046 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1062 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1047 { 1063 {
1048 if (op->map && op->map->difficulty) 1064 if (op->map && op->map->difficulty)
1049 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1065 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1050 else 1066 else
1051 op->level = RANDOM () % 20 + 1; 1067 op->level = RANDOM () % 20 + 1;
1052 } 1068 }
1053 else 1069 else
1054 op->level = RANDOM () % creator->level; 1070 op->level = RANDOM () % creator->level;
1055 1071
1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1072 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1057 /* books w/ info are worth more! */ 1073 /* books w/ info are worth more! */
1058 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1074 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1059 /* creator related stuff */ 1075 /* creator related stuff */
1060 1076
1061 /* for library, chained books. Note that some monsters have no_pick 1077 /* for library, chained books. Note that some monsters have no_pick
1062 * set - we don't want to set no pick in that case. 1078 * set - we don't want to set no pick in that case.
1063 */ 1079 */
1064 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1080 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1065 SET_FLAG (op, FLAG_NO_PICK); 1081 SET_FLAG (op, FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1082 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying; 1083 op->slaying = creator->slaying;
1068 1084
1069 /* add exp so reading it gives xp (once) */ 1085 /* add exp so reading it gives xp (once) */
1070 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1086 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1071 } 1087 }
1072 break; 1088 break;
1073 1089
1074 case SPELLBOOK: 1090 case SPELLBOOK:
1075 op->value = op->value * op->inv->value; 1091 op->value = op->value * op->inv->value;
1076 /* add exp so learning gives xp */ 1092 /* add exp so learning gives xp */
1077 op->level = op->inv->level; 1093 op->level = op->inv->level;
1078 op->stats.exp = op->value; 1094 op->stats.exp = op->value;
1079 break; 1095 break;
1080 1096
1081 case WAND: 1097 case WAND:
1082 /* nrof in the treasure list is number of charges, 1098 /* nrof in the treasure list is number of charges,
1083 * not number of wands. So copy that into food (charges), 1099 * not number of wands. So copy that into food (charges),
1084 * and reset nrof. 1100 * and reset nrof.
1085 */ 1101 */
1086 op->stats.food = op->inv->nrof; 1102 op->stats.food = op->inv->nrof;
1087 op->nrof = 1; 1103 op->nrof = 1;
1088 /* If the spell changes by level, choose a random level 1104 /* If the spell changes by level, choose a random level
1089 * for it, and adjust price. If the spell doesn't 1105 * for it, and adjust price. If the spell doesn't
1090 * change by level, just set the wand to the level of 1106 * change by level, just set the wand to the level of
1091 * the spell, and value calculation is simpler. 1107 * the spell, and value calculation is simpler.
1092 */ 1108 */
1093 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1109 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1094 { 1110 {
1111 op->level = level_for_item (op, difficulty);
1112 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1113 }
1114 else
1115 {
1116 op->level = op->inv->level;
1117 op->value = op->value * op->inv->value;
1118 }
1119 break;
1120
1121 case ROD:
1095 op->level = level_for_item (op, difficulty); 1122 op->level = level_for_item (op, difficulty);
1123 /* Add 50 to both level an divisor to keep prices a little more
1124 * reasonable. Otherwise, a high level version of a low level
1125 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1126 * 10 time multiplier). This way, the value are a bit more reasonable.
1127 */
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1128 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097 } 1129 /* maxhp is used to denote how many 'charges' the rod holds before */
1098 else 1130 if (op->stats.maxhp)
1099 { 1131 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1100 op->level = op->inv->level; 1132 else
1101 op->value = op->value * op->inv->value; 1133 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1102 }
1103 break;
1104 1134
1135 op->stats.hp = op->stats.maxhp;
1136 break;
1137
1105 case ROD: 1138 case SCROLL:
1106 op->level = level_for_item (op, difficulty); 1139 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); 1140 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 1141
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 */ 1142 /* add exp so reading them properly gives xp */
1127 op->stats.exp = op->value / 5; 1143 op->stats.exp = op->value / 5;
1128 op->nrof = op->inv->nrof; 1144 op->nrof = op->inv->nrof;
1129 break; 1145 break;
1130 1146
1131 case RUNE: 1147 case RUNE:
1132 trap_adjust (op, difficulty); 1148 trap_adjust (op, difficulty);
1133 break; 1149 break;
1134 1150
1135 case TRAP: 1151 case TRAP:
1136 trap_adjust (op, difficulty); 1152 trap_adjust (op, difficulty);
1137 break; 1153 break;
1138 } /* switch type */ 1154 } /* switch type */
1139 1155
1140 if (flags & GT_STARTEQUIP) 1156 if (flags & GT_STARTEQUIP)
1141 { 1157 {
1142 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1158 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1143 SET_FLAG (op, FLAG_STARTEQUIP); 1159 SET_FLAG (op, FLAG_STARTEQUIP);
1144 else if (op->type != MONEY) 1160 else if (op->type != MONEY)
1145 op->value = 0; 1161 op->value = 0;
1146 } 1162 }
1147 1163
1148 if (!(flags & GT_ENVIRONMENT)) 1164 if (!(flags & GT_ENVIRONMENT))
1149 fix_flesh_item (op, creator); 1165 fix_flesh_item (op, creator);
1150} 1166}
1163 1179
1164static artifactlist * 1180static artifactlist *
1165get_empty_artifactlist (void) 1181get_empty_artifactlist (void)
1166{ 1182{
1167 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1183 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1184
1168 if (tl == NULL) 1185 if (tl == NULL)
1169 fatal (OUT_OF_MEMORY); 1186 fatal (OUT_OF_MEMORY);
1170 tl->next = NULL; 1187 tl->next = NULL;
1171 tl->items = NULL; 1188 tl->items = NULL;
1172 tl->total_chance = 0; 1189 tl->total_chance = 0;
1179 1196
1180static artifact * 1197static artifact *
1181get_empty_artifact (void) 1198get_empty_artifact (void)
1182{ 1199{
1183 artifact *t = (artifact *) malloc (sizeof (artifact)); 1200 artifact *t = (artifact *) malloc (sizeof (artifact));
1201
1184 if (t == NULL) 1202 if (t == NULL)
1185 fatal (OUT_OF_MEMORY); 1203 fatal (OUT_OF_MEMORY);
1186 t->item = NULL; 1204 t->item = NULL;
1187 t->next = NULL; 1205 t->next = NULL;
1188 t->chance = 0; 1206 t->chance = 0;
1221 fprintf (logfile, "\n"); 1239 fprintf (logfile, "\n");
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1240 for (al = first_artifactlist; al != NULL; al = al->next)
1223 { 1241 {
1224 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1242 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) 1243 for (art = al->items; art != NULL; art = art->next)
1226 { 1244 {
1227 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1245 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1228 if (art->allowed != NULL) 1246 if (art->allowed != NULL)
1229 { 1247 {
1230 fprintf (logfile, "\tAllowed combinations:"); 1248 fprintf (logfile, "\tAllowed combinations:");
1231 for (next = art->allowed; next != NULL; next = next->next) 1249 for (next = art->allowed; next != NULL; next = next->next)
1232 fprintf (logfile, "%s,", &next->name); 1250 fprintf (logfile, "%s,", &next->name);
1233 fprintf (logfile, "\n"); 1251 fprintf (logfile, "\n");
1234 } 1252 }
1235 } 1253 }
1236 } 1254 }
1237 fprintf (logfile, "\n"); 1255 fprintf (logfile, "\n");
1238} 1256}
1239 1257
1240/* 1258/*
1241 * For debugging purposes. Dumps all treasures recursively (see below). 1259 * For debugging purposes. Dumps all treasures recursively (see below).
1242 */ 1260 */
1243void 1261void
1244dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1262dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1245{ 1263{
1246 treasurelist *tl; 1264 treasurelist *tl;
1247 int i; 1265 int i;
1248 1266
1249 if (depth > 100) 1267 if (depth > 100)
1250 return; 1268 return;
1251 while (t != NULL) 1269 while (t != NULL)
1252 { 1270 {
1253 if (t->name != NULL) 1271 if (t->name != NULL)
1254 { 1272 {
1255 for (i = 0; i < depth; i++) 1273 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " "); 1274 fprintf (logfile, " ");
1257 fprintf (logfile, "{ (list: %s)\n", &t->name); 1275 fprintf (logfile, "{ (list: %s)\n", &t->name);
1258 tl = find_treasurelist (t->name); 1276 tl = find_treasurelist (t->name);
1277 if (tl)
1259 dump_monster_treasure_rec (name, tl->items, depth + 2); 1278 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1261 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1262 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1281 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1263 } 1282 }
1264 else 1283 else
1265 { 1284 {
1266 for (i = 0; i < depth; i++) 1285 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1286 fprintf (logfile, " ");
1268 if (t->item->clone.type == FLESH) 1287 if (t->item->clone.type == FLESH)
1269 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1270 else 1289 else
1271 fprintf (logfile, "%s\n", &t->item->clone.name); 1290 fprintf (logfile, "%s\n", &t->item->clone.name);
1272 } 1291 }
1273 if (t->next_yes != NULL) 1292 if (t->next_yes != NULL)
1274 { 1293 {
1275 for (i = 0; i < depth; i++) 1294 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1295 fprintf (logfile, " ");
1277 fprintf (logfile, " (if yes)\n"); 1296 fprintf (logfile, " (if yes)\n");
1278 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1297 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1279 } 1298 }
1280 if (t->next_no != NULL) 1299 if (t->next_no != NULL)
1281 { 1300 {
1282 for (i = 0; i < depth; i++) 1301 for (i = 0; i < depth; i++)
1283 fprintf (logfile, " "); 1302 fprintf (logfile, " ");
1284 fprintf (logfile, " (if no)\n"); 1303 fprintf (logfile, " (if no)\n");
1285 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1304 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1286 } 1305 }
1287 t = t->next; 1306 t = t->next;
1288 } 1307 }
1289} 1308}
1290 1309
1291/* 1310/*
1302 found = 0; 1321 found = 0;
1303 fprintf (logfile, "\n"); 1322 fprintf (logfile, "\n");
1304 for (at = first_archetype; at != NULL; at = at->next) 1323 for (at = first_archetype; at != NULL; at = at->next)
1305 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1324 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1306 { 1325 {
1307 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1326 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1308 if (at->clone.randomitems != NULL) 1327 if (at->clone.randomitems != NULL)
1309 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1328 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1310 else 1329 else
1311 fprintf (logfile, "(nothing)\n"); 1330 fprintf (logfile, "(nothing)\n");
1312 fprintf (logfile, "\n"); 1331 fprintf (logfile, "\n");
1313 found++; 1332 found++;
1314 } 1333 }
1315 if (found == 0) 1334 if (found == 0)
1316 fprintf (logfile, "No objects have the name %s!\n\n", name); 1335 fprintf (logfile, "No objects have the name %s!\n\n", name);
1317} 1336}
1318 1337
1325{ 1344{
1326 static int has_been_inited = 0; 1345 static int has_been_inited = 0;
1327 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1346 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1328 artifact *art = NULL; 1347 artifact *art = NULL;
1329 linked_char *tmp; 1348 linked_char *tmp;
1330 int value, comp; 1349 int value;
1331 artifactlist *al; 1350 artifactlist *al;
1332 1351
1333 if (has_been_inited) 1352 if (has_been_inited)
1334 return; 1353 return;
1335 else 1354 else
1342 return; 1361 return;
1343 1362
1344 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1363 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1345 { 1364 {
1346 if (*buf == '#') 1365 if (*buf == '#')
1347 continue; 1366 continue;
1348 if ((cp = strchr (buf, '\n')) != NULL) 1367 if ((cp = strchr (buf, '\n')) != NULL)
1349 *cp = '\0'; 1368 *cp = '\0';
1350 cp = buf; 1369 cp = buf;
1351 while (*cp == ' ') /* Skip blanks */ 1370 while (*cp == ' ') /* Skip blanks */
1352 cp++; 1371 cp++;
1353 if (*cp == '\0') 1372 if (*cp == '\0')
1354 continue; 1373 continue;
1355 1374
1356 if (!strncmp (cp, "Allowed", 7)) 1375 if (!strncmp (cp, "Allowed", 7))
1357 { 1376 {
1358 if (art == NULL) 1377 if (art == NULL)
1359 { 1378 {
1360 art = get_empty_artifact (); 1379 art = get_empty_artifact ();
1361 nrofartifacts++; 1380 nrofartifacts++;
1362 } 1381 }
1363 cp = strchr (cp, ' ') + 1; 1382 cp = strchr (cp, ' ') + 1;
1364 if (!strcmp (cp, "all")) 1383 if (!strcmp (cp, "all"))
1365 continue; 1384 continue;
1366 1385
1367 do 1386 do
1368 { 1387 {
1369 nrofallowedstr++; 1388 nrofallowedstr++;
1370 if ((next = strchr (cp, ',')) != NULL) 1389 if ((next = strchr (cp, ',')) != NULL)
1371 *(next++) = '\0'; 1390 *(next++) = '\0';
1372 tmp = new linked_char; 1391 tmp = new linked_char;
1392
1373 tmp->name = cp; 1393 tmp->name = cp;
1374 tmp->next = art->allowed; 1394 tmp->next = art->allowed;
1375 art->allowed = tmp; 1395 art->allowed = tmp;
1376 } 1396 }
1377 while ((cp = next) != NULL); 1397 while ((cp = next) != NULL);
1378 } 1398 }
1379 else if (sscanf (cp, "chance %d", &value)) 1399 else if (sscanf (cp, "chance %d", &value))
1380 art->chance = (uint16) value; 1400 art->chance = (uint16) value;
1381 else if (sscanf (cp, "difficulty %d", &value)) 1401 else if (sscanf (cp, "difficulty %d", &value))
1382 art->difficulty = (uint8) value; 1402 art->difficulty = (uint8) value;
1383 else if (!strncmp (cp, "Object", 6)) 1403 else if (!strncmp (cp, "Object", 6))
1384 { 1404 {
1385 art->item = get_object (); 1405 art->item = object::create ();
1386 1406
1387 if (!load_object (thawer, art->item, 0)) 1407 if (!load_object (thawer, art->item, 0))
1388 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1408 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1389 1409
1390 art->item->name = strchr (cp, ' ') + 1; 1410 art->item->name = strchr (cp, ' ') + 1;
1391 al = find_artifactlist (art->item->type); 1411 al = find_artifactlist (art->item->type);
1392 if (al == NULL) 1412 if (al == NULL)
1393 { 1413 {
1394 al = get_empty_artifactlist (); 1414 al = get_empty_artifactlist ();
1395 al->type = art->item->type; 1415 al->type = art->item->type;
1396 al->next = first_artifactlist; 1416 al->next = first_artifactlist;
1397 first_artifactlist = al; 1417 first_artifactlist = al;
1398 } 1418 }
1399 art->next = al->items; 1419 art->next = al->items;
1400 al->items = art; 1420 al->items = art;
1401 art = NULL; 1421 art = NULL;
1402 } 1422 }
1403 else 1423 else
1404 LOG (llevError, "Unknown input in artifact file: %s\n", buf); 1424 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1405 } 1425 }
1406 1426
1407 for (al = first_artifactlist; al != NULL; al = al->next) 1427 for (al = first_artifactlist; al != NULL; al = al->next)
1408 { 1428 {
1409 for (art = al->items; art != NULL; art = art->next) 1429 for (art = al->items; art != NULL; art = art->next)
1410 { 1430 {
1411 if (!art->chance) 1431 if (!art->chance)
1412 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1432 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1413 else 1433 else
1414 al->total_chance += art->chance; 1434 al->total_chance += art->chance;
1415 } 1435 }
1416#if 0 1436#if 0
1417 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1437 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1418#endif 1438#endif
1419 } 1439 }
1420 1440
1426 * Used in artifact generation. The bonuses of the first object 1446 * Used in artifact generation. The bonuses of the first object
1427 * is modified by the bonuses of the second object. 1447 * is modified by the bonuses of the second object.
1428 */ 1448 */
1429 1449
1430void 1450void
1431add_abilities (object * op, object * change) 1451add_abilities (object *op, object *change)
1432{ 1452{
1433 int i, j, tmp; 1453 int i, tmp;
1434 1454
1435 if (change->face != blank_face) 1455 if (change->face != blank_face)
1436 { 1456 {
1437#ifdef TREASURE_VERBOSE 1457#ifdef TREASURE_VERBOSE
1438 LOG (llevDebug, "FACE: %d\n", change->face->number); 1458 LOG (llevDebug, "FACE: %d\n", change->face->number);
1477 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1497 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1478 { 1498 {
1479 CLEAR_FLAG (op, FLAG_ANIMATE); 1499 CLEAR_FLAG (op, FLAG_ANIMATE);
1480 /* so artifacts will join */ 1500 /* so artifacts will join */
1481 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1501 if (!QUERY_FLAG (op, FLAG_ALIVE))
1482 op->speed = 0.0; 1502 op->speed = 0.0;
1483 1503
1484 update_ob_speed (op); 1504 update_ob_speed (op);
1485 } 1505 }
1486 1506
1487 if (change->nrof) 1507 if (change->nrof)
1488 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1508 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1489 1509
1490 op->stats.exp += change->stats.exp; /* Speed modifier */ 1510 op->stats.exp += change->stats.exp; /* Speed modifier */
1491 op->stats.wc += change->stats.wc; 1511 op->stats.wc += change->stats.wc;
1492 op->stats.ac += change->stats.ac; 1512 op->stats.ac += change->stats.ac;
1493 1513
1494 if (change->other_arch) 1514 if (change->other_arch)
1495 { 1515 {
1496 /* Basically, for horns & potions, the other_arch field is the spell 1516 /* 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 1517 * to cast. So convert that to into a spell and put it into
1498 * this object. 1518 * this object.
1499 */ 1519 */
1500 if (op->type == HORN || op->type == POTION) 1520 if (op->type == HORN || op->type == POTION)
1501 { 1521 {
1502 object *tmp_obj; 1522 object *tmp_obj;
1523
1503 /* Remove any spells this object currently has in it */ 1524 /* Remove any spells this object currently has in it */
1504 while (op->inv) 1525 while (op->inv)
1505 { 1526 op->inv->destroy ();
1506 tmp_obj = op->inv;
1507 remove_ob (tmp_obj);
1508 free_object (tmp_obj);
1509 }
1510 1527
1511 tmp_obj = arch_to_object (change->other_arch); 1528 tmp_obj = arch_to_object (change->other_arch);
1512 insert_ob_in_ob (tmp_obj, op); 1529 insert_ob_in_ob (tmp_obj, op);
1513 } 1530 }
1514 /* No harm setting this for potions/horns */ 1531 /* No harm setting this for potions/horns */
1515 op->other_arch = change->other_arch; 1532 op->other_arch = change->other_arch;
1516 } 1533 }
1517 1534
1518 if (change->stats.hp < 0) 1535 if (change->stats.hp < 0)
1551 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1568 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1552 1569
1553 op->item_power = change->item_power; 1570 op->item_power = change->item_power;
1554 1571
1555 for (i = 0; i < NROFATTACKS; i++) 1572 for (i = 0; i < NROFATTACKS; i++)
1556 {
1557 if (change->resist[i]) 1573 if (change->resist[i])
1558 {
1559 op->resist[i] += change->resist[i]; 1574 op->resist[i] += change->resist[i];
1560 }
1561 }
1562 1575
1563 if (change->stats.dam) 1576 if (change->stats.dam)
1564 { 1577 {
1565 if (change->stats.dam < 0) 1578 if (change->stats.dam < 0)
1566 op->stats.dam = (-change->stats.dam); 1579 op->stats.dam = (-change->stats.dam);
1567 else if (op->stats.dam) 1580 else if (op->stats.dam)
1568 { 1581 {
1569 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1582 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1570 if (tmp == op->stats.dam) 1583 if (tmp == op->stats.dam)
1571 { 1584 {
1572 if (change->stats.dam < 10) 1585 if (change->stats.dam < 10)
1573 op->stats.dam--; 1586 op->stats.dam--;
1587 else
1588 op->stats.dam++;
1589 }
1574 else 1590 else
1575 op->stats.dam++;
1576 }
1577 else
1578 op->stats.dam = tmp; 1591 op->stats.dam = tmp;
1579 } 1592 }
1580 } 1593 }
1581 1594
1582 if (change->weight) 1595 if (change->weight)
1583 { 1596 {
1584 if (change->weight < 0) 1597 if (change->weight < 0)
1585 op->weight = (-change->weight); 1598 op->weight = (-change->weight);
1586 else 1599 else
1587 op->weight = (op->weight * (change->weight)) / 100; 1600 op->weight = (op->weight * (change->weight)) / 100;
1588 } 1601 }
1589 1602
1590 if (change->last_sp) 1603 if (change->last_sp)
1591 { 1604 {
1592 if (change->last_sp < 0) 1605 if (change->last_sp < 0)
1593 op->last_sp = (-change->last_sp); 1606 op->last_sp = (-change->last_sp);
1594 else 1607 else
1595 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1608 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1596 } 1609 }
1597 1610
1598 if (change->gen_sp_armour) 1611 if (change->gen_sp_armour)
1599 { 1612 {
1600 if (change->gen_sp_armour < 0) 1613 if (change->gen_sp_armour < 0)
1601 op->gen_sp_armour = (-change->gen_sp_armour); 1614 op->gen_sp_armour = (-change->gen_sp_armour);
1602 else 1615 else
1603 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1616 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1604 } 1617 }
1605 1618
1606 op->value *= change->value; 1619 op->value *= change->value;
1607 1620
1608 if (change->material) 1621 if (change->material)
1620 if (change->msg) 1633 if (change->msg)
1621 op->msg = change->msg; 1634 op->msg = change->msg;
1622} 1635}
1623 1636
1624static int 1637static int
1625legal_artifact_combination (object * op, artifact * art) 1638legal_artifact_combination (object *op, artifact * art)
1626{ 1639{
1627 int neg, success = 0; 1640 int neg, success = 0;
1628 linked_char *tmp; 1641 linked_char *tmp;
1629 const char *name; 1642 const char *name;
1630 1643
1631 if (art->allowed == (linked_char *) NULL) 1644 if (art->allowed == (linked_char *) NULL)
1632 return 1; /* Ie, "all" */ 1645 return 1; /* Ie, "all" */
1633 for (tmp = art->allowed; tmp; tmp = tmp->next) 1646 for (tmp = art->allowed; tmp; tmp = tmp->next)
1634 { 1647 {
1635#ifdef TREASURE_VERBOSE 1648#ifdef TREASURE_VERBOSE
1636 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1649 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1637#endif 1650#endif
1638 if (*tmp->name == '!') 1651 if (*tmp->name == '!')
1639 name = tmp->name + 1, neg = 1; 1652 name = tmp->name + 1, neg = 1;
1640 else 1653 else
1641 name = tmp->name, neg = 0; 1654 name = tmp->name, neg = 0;
1642 1655
1643 /* If we match name, then return the opposite of 'neg' */ 1656 /* If we match name, then return the opposite of 'neg' */
1644 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1657 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1645 return !neg; 1658 return !neg;
1646 1659
1647 /* Set success as true, since if the match was an inverse, it means 1660 /* Set success as true, since if the match was an inverse, it means
1648 * everything is allowed except what we match 1661 * everything is allowed except what we match
1649 */ 1662 */
1650 else if (neg) 1663 else if (neg)
1651 success = 1; 1664 success = 1;
1652 } 1665 }
1653 return success; 1666 return success;
1654} 1667}
1655 1668
1656/* 1669/*
1663{ 1676{
1664 char new_name[MAX_BUF]; 1677 char new_name[MAX_BUF];
1665 1678
1666 sprintf (new_name, "of %s", &artifct->name); 1679 sprintf (new_name, "of %s", &artifct->name);
1667 op->title = new_name; 1680 op->title = new_name;
1668 add_abilities (op, artifct); /* Give out the bonuses */ 1681 add_abilities (op, artifct); /* Give out the bonuses */
1669 1682
1670#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1683#if 0 /* Bit verbose, but keep it here until next time I need it... */
1671 { 1684 {
1672 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1685 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1686
1673 SET_FLAG (op, FLAG_IDENTIFIED); 1687 SET_FLAG (op, FLAG_IDENTIFIED);
1674 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1688 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1675 if (!identified) 1689 if (!identified)
1676 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1690 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1677 } 1691 }
1689 1703
1690/* Give 1 re-roll attempt per artifact */ 1704/* Give 1 re-roll attempt per artifact */
1691#define ARTIFACT_TRIES 2 1705#define ARTIFACT_TRIES 2
1692 1706
1693void 1707void
1694generate_artifact (object * op, int difficulty) 1708generate_artifact (object *op, int difficulty)
1695{ 1709{
1696 artifactlist *al; 1710 artifactlist *al;
1697 artifact *art; 1711 artifact *art;
1698 int i; 1712 int i;
1699 1713
1700 al = find_artifactlist (op->type); 1714 al = find_artifactlist (op->type);
1701 1715
1702 if (al == NULL) 1716 if (al == NULL)
1703 { 1717 {
1704#if 0 /* This is too verbose, usually */ 1718#if 0 /* This is too verbose, usually */
1705 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1719 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1706#endif 1720#endif
1707 return; 1721 return;
1708 } 1722 }
1709 1723
1710 for (i = 0; i < ARTIFACT_TRIES; i++) 1724 for (i = 0; i < ARTIFACT_TRIES; i++)
1711 { 1725 {
1712 int roll = RANDOM () % al->total_chance; 1726 int roll = RANDOM () % al->total_chance;
1713 1727
1714 for (art = al->items; art != NULL; art = art->next) 1728 for (art = al->items; art != NULL; art = art->next)
1715 { 1729 {
1716 roll -= art->chance; 1730 roll -= art->chance;
1717 if (roll < 0) 1731 if (roll < 0)
1718 break; 1732 break;
1719 } 1733 }
1720 1734
1721 if (art == NULL || roll >= 0) 1735 if (art == NULL || roll >= 0)
1722 { 1736 {
1723#if 1 1737#if 1
1724 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1738 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1725#endif 1739#endif
1726 return; 1740 return;
1727 } 1741 }
1728 if (!strcmp (art->item->name, "NONE")) 1742 if (!strcmp (art->item->name, "NONE"))
1729 return; 1743 return;
1730 if (FABS (op->magic) < art->item->magic) 1744 if (FABS (op->magic) < art->item->magic)
1731 continue; /* Not magic enough to be this item */ 1745 continue; /* Not magic enough to be this item */
1732 1746
1733 /* Map difficulty not high enough */ 1747 /* Map difficulty not high enough */
1734 if (difficulty < art->difficulty) 1748 if (difficulty < art->difficulty)
1735 continue; 1749 continue;
1736 1750
1737 if (!legal_artifact_combination (op, art)) 1751 if (!legal_artifact_combination (op, art))
1738 { 1752 {
1739#ifdef TREASURE_VERBOSE 1753#ifdef TREASURE_VERBOSE
1740 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1754 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1741#endif 1755#endif
1742 continue; 1756 continue;
1743 } 1757 }
1744 give_artifact_abilities (op, art->item); 1758 give_artifact_abilities (op, art->item);
1745 return; 1759 return;
1746 } 1760 }
1747} 1761}
1748 1762
1750 * FOOD, except they inherit properties (name, food value, etc). 1764 * FOOD, except they inherit properties (name, food value, etc).
1751 * based on the original owner (or 'donor' if you like). -b.t. 1765 * based on the original owner (or 'donor' if you like). -b.t.
1752 */ 1766 */
1753 1767
1754void 1768void
1755fix_flesh_item (object * item, object * donor) 1769fix_flesh_item (object *item, object *donor)
1756{ 1770{
1757 char tmpbuf[MAX_BUF]; 1771 char tmpbuf[MAX_BUF];
1758 int i; 1772 int i;
1759 1773
1760 if (item->type == FLESH && donor) 1774 if (item->type == FLESH && donor)
1761 { 1775 {
1762 /* change the name */ 1776 /* change the name */
1763 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1777 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1778 item->name = tmpbuf;
1764 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1779 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1780 item->name_pl = tmpbuf;
1765 1781
1766 /* weight is FLESH weight/100 * donor */ 1782 /* weight is FLESH weight/100 * donor */
1767 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1783 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1768 item->weight = 1; 1784 item->weight = 1;
1769 1785
1770 /* value is multiplied by level of donor */ 1786 /* value is multiplied by level of donor */
1771 item->value *= isqrt (donor->level * 2); 1787 item->value *= isqrt (donor->level * 2);
1772 1788
1773 /* food value */ 1789 /* food value */
1775 1791
1776 /* flesh items inherit some abilities of donor, but not 1792 /* flesh items inherit some abilities of donor, but not
1777 * full effect. 1793 * full effect.
1778 */ 1794 */
1779 for (i = 0; i < NROFATTACKS; i++) 1795 for (i = 0; i < NROFATTACKS; i++)
1780 item->resist[i] = donor->resist[i] / 2; 1796 item->resist[i] = donor->resist[i] / 2;
1781 1797
1782 /* item inherits donor's level (important for quezals) */ 1798 /* item inherits donor's level (important for quezals) */
1783 item->level = donor->level; 1799 item->level = donor->level;
1784 1800
1785 /* if donor has some attacktypes, the flesh is poisonous */ 1801 /* if donor has some attacktypes, the flesh is poisonous */
1786 if (donor->attacktype & AT_POISON) 1802 if (donor->attacktype & AT_POISON)
1787 item->type = POISON; 1803 item->type = POISON;
1788 if (donor->attacktype & AT_ACID) 1804 if (donor->attacktype & AT_ACID)
1789 item->stats.hp = -1 * item->stats.food; 1805 item->stats.hp = -1 * item->stats.food;
1790 SET_FLAG (item, FLAG_NO_STEAL); 1806 SET_FLAG (item, FLAG_NO_STEAL);
1791 } 1807 }
1792} 1808}
1793 1809
1794/* special_potion() - so that old potion code is still done right. */ 1810/* special_potion() - so that old potion code is still done right. */
1795 1811
1796int 1812int
1797special_potion (object * op) 1813special_potion (object *op)
1798{ 1814{
1799 1815
1800 int i; 1816 int i;
1801 1817
1802 if (op->attacktype) 1818 if (op->attacktype)
1811 1827
1812 return 0; 1828 return 0;
1813} 1829}
1814 1830
1815void 1831void
1816free_treasurestruct (treasure * t) 1832free_treasurestruct (treasure *t)
1817{ 1833{
1818 if (t->next) 1834 if (t->next)
1819 free_treasurestruct (t->next); 1835 free_treasurestruct (t->next);
1820 if (t->next_yes) 1836 if (t->next_yes)
1821 free_treasurestruct (t->next_yes); 1837 free_treasurestruct (t->next_yes);
1824 1840
1825 delete t; 1841 delete t;
1826} 1842}
1827 1843
1828void 1844void
1829free_charlinks (linked_char * lc) 1845free_charlinks (linked_char *lc)
1830{ 1846{
1831 if (lc->next) 1847 if (lc->next)
1832 free_charlinks (lc->next); 1848 free_charlinks (lc->next);
1833 1849
1834 delete lc; 1850 delete lc;
1835} 1851}
1836 1852
1837void 1853void
1838free_artifact (artifact * at) 1854free_artifact (artifact * at)
1839{ 1855{
1840
1841 if (at->next) 1856 if (at->next)
1842 free_artifact (at->next); 1857 free_artifact (at->next);
1858
1843 if (at->allowed) 1859 if (at->allowed)
1844 free_charlinks (at->allowed); 1860 free_charlinks (at->allowed);
1845 1861
1846 delete at->item; 1862 at->item->destroy (1);
1847 1863
1848 delete at; 1864 delete at;
1849} 1865}
1850 1866
1851void 1867void
1852free_artifactlist (artifactlist * al) 1868free_artifactlist (artifactlist * al)
1853{ 1869{
1854 artifactlist *nextal; 1870 artifactlist *nextal;
1871
1855 for (al = first_artifactlist; al != NULL; al = nextal) 1872 for (al = first_artifactlist; al; al = nextal)
1856 { 1873 {
1857 nextal = al->next; 1874 nextal = al->next;
1875
1858 if (al->items) 1876 if (al->items)
1859 {
1860 free_artifact (al->items); 1877 free_artifact (al->items);
1861 } 1878
1862 free (al); 1879 free (al);
1863 } 1880 }
1864} 1881}
1865 1882
1866void 1883void
1871 1888
1872 for (tl = first_treasurelist; tl != NULL; tl = next) 1889 for (tl = first_treasurelist; tl != NULL; tl = next)
1873 { 1890 {
1874 next = tl->next; 1891 next = tl->next;
1875 if (tl->items) 1892 if (tl->items)
1876 free_treasurestruct (tl->items); 1893 free_treasurestruct (tl->items);
1877 delete tl; 1894 delete tl;
1878 } 1895 }
1879 free_artifactlist (first_artifactlist); 1896 free_artifactlist (first_artifactlist);
1880} 1897}

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