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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.29 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.121 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23
24#define ALLOWED_COMBINATION
25 25
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 27 * It is useful for finding bugs in the treasures file. Since it only
28 * slows the startup some (and not actual game play), it is by default 28 * slows the startup some (and not actual game play), it is by default
29 * left on 29 * left on
30 */ 30 */
31#define TREASURE_DEBUG 31#define TREASURE_DEBUG
32 32
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 33/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 34
35/* #define TREASURE_VERBOSE */ 35//#define TREASURE_VERBOSE
36 36
37#include <global.h> 37#include <global.h>
38#include <treasure.h> 38#include <treasure.h>
39#include <funcpoint.h>
40#include <loader.h>
41 39
40#include <flat_hash_map.hpp>
41
42extern char *spell_mapping[];
43
44static treasurelist *first_treasurelist;
42 45
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 46static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 47
46/* 48typedef ska::flat_hash_map<
47 * Initialize global archtype pointers: 49 const char *,
48 */ 50 treasurelist *,
51 str_hash,
52 str_equal,
53 slice_allocator< std::pair<const char *const, treasurelist *> >
54> tl_map_t;
49 55
50void 56static tl_map_t tl_map;
51init_archetype_pointers ()
52{
53 int prev_warn = warn_archetypes;
54 57
55 warn_archetypes = 1; 58//TODO: class method
56 if (ring_arch == NULL) 59static void free_treasurestruct (treasure *t); // bleh desu
57 ring_arch = archetype::find ("ring"); 60static void
58 if (amulet_arch == NULL) 61clear (treasurelist *tl)
59 amulet_arch = archetype::find ("amulet"); 62{
60 if (staff_arch == NULL) 63 if (tl->items)
61 staff_arch = archetype::find ("staff"); 64 {
62 if (crown_arch == NULL) 65 free_treasurestruct (tl->items);
63 crown_arch = archetype::find ("crown"); 66 tl->items = 0;
64 warn_archetypes = prev_warn; 67 }
65}
66 68
67/* 69 tl->total_chance = 0;
68 * Allocate and return the pointer to an empty treasurelist structure. 70}
69 */
70 71
72/*
73 * Searches for the given treasurelist
74 */
71static treasurelist * 75treasurelist *
72get_empty_treasurelist (void) 76treasurelist::find (const char *name)
73{ 77{
78 if (!name)
79 return 0;
80
81 auto (i, tl_map.find (name));
82
83 if (i == tl_map.end ())
84 return 0;
85
86 return i->second;
87}
88
89/*
90 * Searches for the given treasurelist in the globally linked list
91 * of treasurelists which has been built by load_treasures().
92 */
93treasurelist *
94treasurelist::get (const char *name)
95{
96 treasurelist *tl = find (name);
97
98 if (!tl)
99 {
74 return new treasurelist; 100 tl = new treasurelist;
75}
76 101
77/* 102 tl->name = name;
78 * Allocate and return the pointer to an empty treasure structure. 103 tl->next = first_treasurelist;
79 */ 104 first_treasurelist = tl;
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85 105
86 t->chance = 100; 106 tl_map.insert (std::make_pair (tl->name, tl));
107 }
87 108
88 return t; 109 return tl;
89} 110}
111
112#ifdef TREASURE_DEBUG
113/* recursived checks the linked list. Treasurelist is passed only
114 * so that the treasure name can be printed out
115 */
116static void
117check_treasurelist (const treasure *t, const treasurelist * tl)
118{
119 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
120 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
121
122 if (t->next)
123 check_treasurelist (t->next, tl);
124
125 if (t->next_yes)
126 check_treasurelist (t->next_yes, tl);
127
128 if (t->next_no)
129 check_treasurelist (t->next_no, tl);
130}
131#endif
90 132
91/* 133/*
92 * Reads the lib/treasure file from disk, and parses the contents 134 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 135 * into an internal treasure structure (very linked lists)
94 */ 136 */
95
96static treasure * 137static treasure *
97load_treasure (FILE * fp, int *line) 138read_treasure (object_thawer &f)
98{ 139{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 140 treasure *t = new treasure;
101 int value;
102 141
103 nroftreasures++; 142 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 143
108 if (*buf == '#') 144 for (;;)
109 continue; 145 {
110 if ((cp = strchr (buf, '\n')) != NULL) 146 coroapi::cede_to_tick ();
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 147
116 if (sscanf (cp, "arch %s", variable)) 148 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 149 {
121 else if (sscanf (cp, "list %s", variable)) 150 case KW_arch:
122 t->name = variable; 151 t->item = archetype::find (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 152
124 t->change_arch.name = variable; 153 if (!t->item)
125 else if (sscanf (cp, "change_title %s", variable))
126 t->change_arch.title = variable;
127 else if (sscanf (cp, "change_slaying %s", variable))
128 t->change_arch.slaying = variable;
129 else if (sscanf (cp, "chance %d", &value))
130 t->chance = (uint8) value;
131 else if (sscanf (cp, "nrof %d", &value))
132 t->nrof = (uint16) value;
133 else if (sscanf (cp, "magic %d", &value))
134 t->magic = (uint8) value;
135 else if (!strcmp (cp, "yes"))
136 t->next_yes = load_treasure (fp, line);
137 else if (!strcmp (cp, "no"))
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 { 154 {
143 t->next = load_treasure (fp, line); 155 f.parse_warn ("treasure references unknown archetype");
156 t->item = archetype::empty;
157 }
158
159 break;
160
161 case KW_list: f.get (t->name); break;
162 case KW_change_name: f.get (t->change_arch.name); break;
163 case KW_change_title: f.get (t->change_arch.title); break;
164 case KW_change_slaying: f.get (t->change_arch.slaying); break;
165 case KW_chance: f.get (t->chance); break;
166 case KW_nrof: f.get (t->nrof); break;
167 case KW_magic: f.get (t->magic); break;
168
169 case KW_yes: t->next_yes = read_treasure (f); continue;
170 case KW_no: t->next_no = read_treasure (f); continue;
171
172 case KW_end:
173 f.next ();
144 return t; 174 return t;
175
176 case KW_more:
177 t->next = read_treasure (f);
178 return t;
179
180 default:
181 if (!f.parse_error ("treasurelist", t->name))
182 goto error;
183
184 return t;
145 } 185 }
146 else 186
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 187 f.next ();
148 } 188 }
149 LOG (llevError, "treasure lacks 'end'.\n"); 189
190 // not reached
191
192error:
193 delete t;
150 return t; 194 return 0;
151} 195}
152 196
153#ifdef TREASURE_DEBUG
154
155/* recursived checks the linked list. Treasurelist is passed only
156 * so that the treasure name can be printed out
157 */
158static void
159check_treasurelist (const treasure *t, const treasurelist * tl)
160{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name)
167 (void) find_treasurelist (t->name);
168 if (t->next)
169 check_treasurelist (t->next, tl);
170 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl);
172 if (t->next_no)
173 check_treasurelist (t->next_no, tl);
174}
175#endif
176
177/* 197/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 198 * Each treasure is parsed with the help of load_treasure().
180 */ 199 */
181 200treasurelist *
182void 201treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 202{
185 FILE *fp; 203 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
186 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187 treasurelist *previous = NULL;
188 treasure *t;
189 int comp, line = 0;
190 204
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 205 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 206 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 207 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 208 tl->items = read_treasure (f);
209 if (!tl->items)
195 return; 210 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 211
203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 {
205 treasurelist *tl = get_empty_treasurelist ();
206
207 tl->name = name;
208 if (previous == NULL)
209 first_treasurelist = tl;
210 else
211 previous->next = tl;
212 previous = tl;
213 tl->items = load_treasure (fp, &line);
214
215 /* This is a one of the many items on the list should be generated. 212 /* This is a one of the many items on the list should be generated.
216 * Add up the chance total, and check to make sure the yes & no 213 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 214 * fields of the treasures are not being used.
218 */ 215 */
219 if (!strncmp (buf, "treasureone", 11)) 216 if (one)
217 {
218 for (treasure *t = tl->items; t; t = t->next)
219 {
220 if (t->next_yes || t->next_no)
220 { 221 {
221 for (t = tl->items; t != NULL; t = t->next)
222 {
223#ifdef TREASURE_DEBUG
224 if (t->next_yes || t->next_no)
225 {
226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 222 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
227 LOG (llevError, " the next_yes or next_no field is set\n"); 223 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 224 }
233 }
234 else
235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
236 }
237 close_and_delete (fp, comp);
238 225
239#ifdef TREASURE_DEBUG 226 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 227 }
241 * verify that list transitions work (ie, the list that it is supposed 228 }
242 * to transition to exists). Also, verify that at least the name
243 * or archetype is set for each treasure element.
244 */
245 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
246 check_treasurelist (previous->items, previous);
247#endif
248}
249 229
250/*
251 * Searches for the given treasurelist in the globally linked list
252 * of treasurelists which has been built by load_treasures().
253 */
254
255treasurelist *
256find_treasurelist (const char *name)
257{
258 shstr_cmp name_ (name);
259
260 if (!name_)
261 return 0;
262
263 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name)
265 return tl;
266
267 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
270 return 0; 230 return tl;
271} 231}
272
273 232
274/* 233/*
275 * Generates the objects specified by the given treasure. 234 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 235 * It goes recursively through the rest of the linked list.
277 * If there is a certain percental chance for a treasure to be generated, 236 * If there is a certain percental chance for a treasure to be generated,
283 * start with equipment, but only their abilities). 242 * start with equipment, but only their abilities).
284 */ 243 */
285static void 244static void
286put_treasure (object *op, object *creator, int flags) 245put_treasure (object *op, object *creator, int flags)
287{ 246{
288 object *tmp; 247 if (flags & GT_ENVIRONMENT)
289 248 {
290 /* Bit of a hack - spells should never be put onto the map. The entire 249 /* Bit of a hack - spells should never be put onto the map. The entire
291 * treasure stuff is a problem - there is no clear idea of knowing 250 * treasure stuff is a problem - there is no clear idea of knowing
292 * this is the original object, or if this is an object that should be created 251 * this is the original object, or if this is an object that should be created
293 * by another object. 252 * by another object.
294 */ 253 */
295 if (flags & GT_ENVIRONMENT && op->type != SPELL) 254 //TODO: flag such as objects... as such (no drop, anybody?)
296 { 255 if (op->type == SPELL)
297 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 256 {
257 op->destroy ();
258 return;
259 }
260
261 op->expand_tail ();
262
263 if (!creator->is_on_map ()
264 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
265 op->destroy ();
266 else
267 {
268 op->flag [FLAG_OBJ_ORIGINAL] = true;
298 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 269 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
270 }
299 } 271 }
300 else 272 else
301 { 273 {
302 op = creator->insert (op); 274 op = creator->insert (op);
303 275
304 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 276 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
305 monster_check_apply (creator, op); 277 monster_check_apply (creator, op);
306
307 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
308 esrv_send_item (tmp, op);
309 } 278 }
310} 279}
311 280
312/* if there are change_xxx commands in the treasure, we include the changes 281/* if there are change_xxx commands in the treasure, we include the changes
313 * in the generated object 282 * in the generated object
327 296
328 if (t->change_arch.slaying) 297 if (t->change_arch.slaying)
329 op->slaying = t->change_arch.slaying; 298 op->slaying = t->change_arch.slaying;
330} 299}
331 300
332void 301static void
333create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 302create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
334{ 303{
335 object *tmp;
336
337 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 304 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
338 { 305 {
339 if (t->name) 306 if (t->name)
340 { 307 {
341 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 308 if (difficulty >= t->magic)
309 if (treasurelist *tl = treasurelist::find (t->name))
310 create_treasure (tl, op, flag, difficulty, tries);
311 else
312 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
313 }
314 else
315 {
316 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
342 { 317 {
343 treasurelist *tl = find_treasurelist (t->name); 318 object *tmp = t->item->instance ();
344 if (tl) 319
345 create_treasure (tl, op, flag, difficulty, tries);
346 }
347 }
348 else
349 {
350 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
351 {
352 tmp = arch_to_object (t->item);
353 if (t->nrof && tmp->nrof <= 1) 320 if (t->nrof && tmp->nrof <= 1)
354 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 321 tmp->nrof = rndm (t->nrof) + 1;
322
355 fix_generated_item (tmp, op, difficulty, t->magic, flag); 323 fix_generated_item (tmp, op, difficulty, t->magic, flag);
356 change_treasure (t, tmp); 324 change_treasure (t, tmp);
357 put_treasure (tmp, op, flag); 325 put_treasure (tmp, op, flag);
358 } 326 }
359 } 327 }
360 328
361 if (t->next_yes != NULL) 329 if (t->next_yes)
362 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 330 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
363 } 331 }
364 else if (t->next_no != NULL) 332 else if (t->next_no)
365 create_all_treasures (t->next_no, op, flag, difficulty, tries); 333 create_all_treasures (t->next_no, op, flag, difficulty, tries);
366 334
367 if (t->next != NULL) 335 if (t->next)
368 create_all_treasures (t->next, op, flag, difficulty, tries); 336 create_all_treasures (t->next, op, flag, difficulty, tries);
369} 337}
370 338
371void 339static void
372create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 340create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
373{ 341{
374 int value = RANDOM () % tl->total_chance; 342 int value = rndm (tl->total_chance);
375 treasure *t; 343 treasure *t;
376 344
377 if (tries++ > 100) 345 if (tries++ > 100)
378 { 346 {
379 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 347 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
380 return; 348 return;
381 } 349 }
382 350
383 for (t = tl->items; t != NULL; t = t->next) 351 for (t = tl->items; t; t = t->next)
384 { 352 {
385 value -= t->chance; 353 value -= t->chance;
386 354
387 if (value < 0) 355 if (value < 0)
388 break; 356 break;
389 } 357 }
390 358
391 if (!t || value >= 0) 359 if (!t || value >= 0)
392 {
393 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 360 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
394 abort ();
395 return;
396 }
397 361
398 if (t->name) 362 if (t->name)
399 { 363 {
400 if (!strcmp (t->name, "NONE"))
401 return;
402
403 if (difficulty >= t->magic) 364 if (difficulty >= t->magic)
404 { 365 {
405 treasurelist *tl = find_treasurelist (t->name); 366 treasurelist *tl = treasurelist::find (t->name);
406 if (tl) 367 if (tl)
407 create_treasure (tl, op, flag, difficulty, tries); 368 create_treasure (tl, op, flag, difficulty, tries);
408 } 369 }
409 else if (t->nrof) 370 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 371 create_one_treasure (tl, op, flag, difficulty, tries);
411
412 return;
413 } 372 }
414
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 373 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
416 { 374 {
417 object *tmp = arch_to_object (t->item); 375 if (object *tmp = t->item->instance ())
418 376 {
419 if (!tmp)
420 return;
421
422 if (t->nrof && tmp->nrof <= 1) 377 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 378 tmp->nrof = rndm (t->nrof) + 1;
424 379
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 380 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 381 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 382 put_treasure (tmp, op, flag);
383 }
428 } 384 }
385}
386
387void
388object::create_treasure (treasurelist *tl, int flags)
389{
390 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
429} 391}
430 392
431/* This calls the appropriate treasure creation function. tries is passed 393/* This calls the appropriate treasure creation function. tries is passed
432 * to determine how many list transitions or attempts to create treasure 394 * to determine how many list transitions or attempts to create treasure
433 * have been made. It is really in place to prevent infinite loops with 395 * have been made. It is really in place to prevent infinite loops with
434 * list transitions, or so that excessively good treasure will not be 396 * 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 397 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 398 * to do that.
437 */ 399 */
438void 400void
439create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 401create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 402{
403 // empty treasurelists are legal
404 if (!tl->items)
405 return;
441 406
442 if (tries++ > 100) 407 if (tries++ > 100)
443 { 408 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 409 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return; 410 return;
446 } 411 }
412
413 if (op->flag [FLAG_TREASURE_ENV])
414 {
415 // do not generate items when there already is something above the object
416 if (op->flag [FLAG_IS_FLOOR] && op->above)
417 return;
418
419 flag |= GT_ENVIRONMENT;
420 }
421
447 if (t->total_chance) 422 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 423 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 424 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 425 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 426}
452 427
453/* This is similar to the old generate treasure function. However, 428/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 429 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 430 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 431 * inserted into, and then return that treausre
457 */ 432 */
458object * 433object *
459generate_treasure (treasurelist *t, int difficulty) 434generate_treasure (treasurelist *tl, int difficulty)
460{ 435{
461 difficulty = clamp (difficulty, 1, settings.max_level); 436 difficulty = clamp (difficulty, 1, settings.max_level);
462 437
463 object *ob = object::create (), *tmp; 438 object *ob = object::create ();
464 439
465 create_treasure (t, ob, 0, difficulty, 0); 440 create_treasure (tl, ob, 0, difficulty, 0);
466 441
467 /* Don't want to free the object we are about to return */ 442 /* Don't want to free the object we are about to return */
468 tmp = ob->inv; 443 object *tmp = ob->inv;
469 if (tmp != NULL) 444 if (tmp)
470 tmp->remove (); 445 tmp->remove ();
471 446
472 if (ob->inv) 447 if (ob->inv)
473 LOG (llevError, "In generate treasure, created multiple objects.\n"); 448 LOG (llevError, "In generate treasure, created multiple objects.\n");
474 449
475 ob->destroy (); 450 ob->destroy ();
451
476 return tmp; 452 return tmp;
477} 453}
478 454
479/* 455/*
480 * This is a new way of calculating the chance for an item to have 456 * This is a new way of calculating the chance for an item to have
482 * The array has two arguments, the difficulty of the level, and the 458 * The array has two arguments, the difficulty of the level, and the
483 * magical bonus "wanted". 459 * magical bonus "wanted".
484 */ 460 */
485 461
486static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 462static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
487
488/*chance of magic difficulty*/ 463// chance of magic difficulty
489
490/* +0 +1 +2 +3 +4 */ 464// +0 +1 +2 +3 +4
491 {95, 2, 2, 1, 0}, /*1 */ 465 {95, 2, 2, 1, 0}, // 1
492 {92, 5, 2, 1, 0}, /*2 */ 466 {92, 5, 2, 1, 0}, // 2
493 {85, 10, 4, 1, 0}, /*3 */ 467 {85, 10, 4, 1, 0}, // 3
494 {80, 14, 4, 2, 0}, /*4 */ 468 {80, 14, 4, 2, 0}, // 4
495 {75, 17, 5, 2, 1}, /*5 */ 469 {75, 17, 5, 2, 1}, // 5
496 {70, 18, 8, 3, 1}, /*6 */ 470 {70, 18, 8, 3, 1}, // 6
497 {65, 21, 10, 3, 1}, /*7 */ 471 {65, 21, 10, 3, 1}, // 7
498 {60, 22, 12, 4, 2}, /*8 */ 472 {60, 22, 12, 4, 2}, // 8
499 {55, 25, 14, 4, 2}, /*9 */ 473 {55, 25, 14, 4, 2}, // 9
500 {50, 27, 16, 5, 2}, /*10 */ 474 {50, 27, 16, 5, 2}, // 10
501 {45, 28, 18, 6, 3}, /*11 */ 475 {45, 28, 18, 6, 3}, // 11
502 {42, 28, 20, 7, 3}, /*12 */ 476 {42, 28, 20, 7, 3}, // 12
503 {40, 27, 21, 8, 4}, /*13 */ 477 {40, 27, 21, 8, 4}, // 13
504 {38, 25, 22, 10, 5}, /*14 */ 478 {38, 25, 22, 10, 5}, // 14
505 {36, 23, 23, 12, 6}, /*15 */ 479 {36, 23, 23, 12, 6}, // 15
506 {33, 21, 24, 14, 8}, /*16 */ 480 {33, 21, 24, 14, 8}, // 16
507 {31, 19, 25, 16, 9}, /*17 */ 481 {31, 19, 25, 16, 9}, // 17
508 {27, 15, 30, 18, 10}, /*18 */ 482 {27, 15, 30, 18, 10}, // 18
509 {20, 12, 30, 25, 13}, /*19 */ 483 {20, 12, 30, 25, 13}, // 19
510 {15, 10, 28, 30, 17}, /*20 */ 484 {15, 10, 28, 30, 17}, // 20
511 {13, 9, 27, 28, 23}, /*21 */ 485 {13, 9, 27, 28, 23}, // 21
512 {10, 8, 25, 28, 29}, /*22 */ 486 {10, 8, 25, 28, 29}, // 22
513 {8, 7, 23, 26, 36}, /*23 */ 487 { 8, 7, 23, 26, 36}, // 23
514 {6, 6, 20, 22, 46}, /*24 */ 488 { 6, 6, 20, 22, 46}, // 24
515 {4, 5, 17, 18, 56}, /*25 */ 489 { 4, 5, 17, 18, 56}, // 25
516 {2, 4, 12, 14, 68}, /*26 */ 490 { 2, 4, 12, 14, 68}, // 26
517 {0, 3, 7, 10, 80}, /*27 */ 491 { 0, 3, 7, 10, 80}, // 27
518 {0, 0, 3, 7, 90}, /*28 */ 492 { 0, 0, 3, 7, 90}, // 28
519 {0, 0, 0, 3, 97}, /*29 */ 493 { 0, 0, 0, 3, 97}, // 29
520 {0, 0, 0, 0, 100}, /*30 */ 494 { 0, 0, 0, 0, 100}, // 30
521 {0, 0, 0, 0, 100}, /*31 */ 495 { 0, 0, 0, 0, 100}, // 31
522}; 496};
523 497
524
525/* calculate the appropriate level for wands staves and scrolls. 498/* calculate the appropriate level for wands staves and scrolls.
526 * This code presumes that op has had its spell object created (in op->inv) 499 * This code presumes that op has had its spell object created (in op->inv)
527 * 500 *
528 * elmex Wed Aug 9 17:44:59 CEST 2006: 501 * elmex Wed Aug 9 17:44:59 CEST 2006:
529 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 502 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
530 */ 503 */
531 504static int
532int
533level_for_item (const object *op, int difficulty) 505level_for_item (const object *op, int difficulty)
534{ 506{
535 int olevel = 0;
536
537 if (!op->inv) 507 if (!op->inv)
538 { 508 {
539 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 509 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
540 return 0; 510 return 0;
541 } 511 }
542 512
543 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 513 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
544 514
545 if (olevel <= 0) 515 if (olevel <= 0)
546 olevel = rndm (1, MIN (op->inv->level, 1)); 516 olevel = rndm (1, op->inv->level);
547 517
548 if (olevel > MAXLEVEL) 518 return min (olevel, MAXLEVEL_TREASURE);
549 olevel = MAXLEVEL;
550
551 return olevel;
552} 519}
553 520
554/* 521/*
555 * Based upon the specified difficulty and upon the difftomagic_list array, 522 * Based upon the specified difficulty and upon the difftomagic_list array,
556 * a random magical bonus is returned. This is used when determine 523 * a random magical bonus is returned. This is used when determine
559 * elmex Thu Aug 10 18:45:44 CEST 2006: 526 * elmex Thu Aug 10 18:45:44 CEST 2006:
560 * Scaling difficulty by max_level, as difficulty is a level and not some 527 * Scaling difficulty by max_level, as difficulty is a level and not some
561 * weird integer between 1-31. 528 * weird integer between 1-31.
562 * 529 *
563 */ 530 */
564 531static int
565int
566magic_from_difficulty (int difficulty) 532magic_from_difficulty (int difficulty)
567{ 533{
568 int percent = 0, magic = 0;
569 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 534 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
535 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
570 536
571 scaled_diff--; 537 int percent = rndm (100);
538 int magic;
572 539
573 if (scaled_diff < 0)
574 scaled_diff = 0;
575
576 if (scaled_diff >= DIFFLEVELS)
577 scaled_diff = DIFFLEVELS - 1;
578
579 percent = RANDOM () % 100;
580
581 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 540 for (magic = 0; magic <= MAXMAGIC; magic++)
582 { 541 {
583 percent -= difftomagic_list[scaled_diff][magic]; 542 percent -= difftomagic_list[scaled_diff][magic];
584 543
585 if (percent < 0) 544 if (percent < 0)
586 break; 545 break;
587 } 546 }
588 547
589 if (magic == (MAXMAGIC + 1)) 548 if (magic > MAXMAGIC)
590 { 549 {
591 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 550 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
592 magic = 0; 551 magic = 0;
593 } 552 }
594 553
595 magic = (RANDOM () % 3) ? magic : -magic; 554 magic = (rndm (3)) ? magic : -magic;
596 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 555 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
597 556
598 return magic; 557 return magic;
599} 558}
600 559
602 * Sets magical bonus in an object, and recalculates the effect on 561 * Sets magical bonus in an object, and recalculates the effect on
603 * the armour variable, and the effect on speed of armour. 562 * the armour variable, and the effect on speed of armour.
604 * This function doesn't work properly, should add use of archetypes 563 * This function doesn't work properly, should add use of archetypes
605 * to make it truly absolute. 564 * to make it truly absolute.
606 */ 565 */
607
608void 566void
609set_abs_magic (object *op, int magic) 567set_abs_magic (object *op, int magic)
610{ 568{
611 if (!magic) 569 if (!magic)
612 return; 570 return;
613 571
614 op->magic = magic; 572 op->magic = magic;
615 if (op->arch) 573 if (op->arch)
616 { 574 {
617 if (op->type == ARMOUR) 575 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 576 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
619 577
620 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 578 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
621 magic = (-magic); 579 magic = (-magic);
580
622 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 581 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
623 } 582 }
624 else 583 else
625 { 584 {
626 if (op->type == ARMOUR) 585 if (op->type == ARMOUR)
627 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
587
628 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 588 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
629 magic = (-magic); 589 magic = (-magic);
590
630 op->weight = (op->weight * (100 - magic * 10)) / 100; 591 op->weight = (op->weight * (100 - magic * 10)) / 100;
631 } 592 }
632} 593}
633 594
634/* 595/*
637 */ 598 */
638 599
639static void 600static void
640set_magic (int difficulty, object *op, int max_magic, int flags) 601set_magic (int difficulty, object *op, int max_magic, int flags)
641{ 602{
642 int i;
643
644 i = magic_from_difficulty (difficulty); 603 int i = magic_from_difficulty (difficulty);
604
645 if ((flags & GT_ONLY_GOOD) && i < 0) 605 if ((flags & GT_ONLY_GOOD) && i < 0)
646 i = -i; 606 i = -i;
607
647 if (i > max_magic) 608 i = min (i, max_magic);
648 i = max_magic; 609
649 set_abs_magic (op, i); 610 set_abs_magic (op, i);
650 if (i < 0) 611 if (i < 0)
651 SET_FLAG (op, FLAG_CURSED); 612 op->set_flag (FLAG_CURSED);
652} 613}
653 614
654/* 615/*
655 * Randomly adds one magical ability to the given object. 616 * Randomly adds one magical ability to the given object.
656 * Modified for Partial Resistance in many ways: 617 * Modified for Partial Resistance in many ways:
657 * 1) Since rings can have multiple bonuses, if the same bonus 618 * 1) Since rings can have multiple bonuses, if the same bonus
658 * is rolled again, increase it - the bonuses now stack with 619 * is rolled again, increase it - the bonuses now stack with
659 * other bonuses previously rolled and ones the item might natively have. 620 * other bonuses previously rolled and ones the item might natively have.
660 * 2) Add code to deal with new PR method. 621 * 2) Add code to deal with new PR method.
661 */ 622 */
662 623static void
663void
664set_ring_bonus (object *op, int bonus) 624set_ring_bonus (object *op, int bonus)
665{ 625{
666
667 int r = RANDOM () % (bonus > 0 ? 25 : 11); 626 int r = rndm (bonus > 0 ? 25 : 11);
668 627
669 if (op->type == AMULET) 628 if (op->type == AMULET)
670 { 629 if (!rndm (21))
671 if (!(RANDOM () % 21)) 630 r = 20 + rndm (2);
672 r = 20 + RANDOM () % 2; 631 else if (rndm (2))
632 r = 10;
673 else 633 else
674 { 634 r = 11 + rndm (9);
675 if (RANDOM () & 2)
676 r = 10;
677 else
678 r = 11 + RANDOM () % 9;
679 }
680 }
681 635
682 switch (r) 636 switch (r)
683 { 637 {
684 /* Redone by MSW 2000-11-26 to have much less code. Also, 638 /* Redone by MSW 2000-11-26 to have much less code. Also,
685 * bonuses and penalties will stack and add to existing values. 639 * bonuses and penalties will stack and add to existing values.
686 * of the item. 640 * of the item.
687 */ 641 */
688 case 0: 642 case 0:
689 case 1: 643 case 1:
690 case 2: 644 case 2:
691 case 3: 645 case 3:
692 case 4: 646 case 4:
693 case 5: 647 case 5:
694 case 6: 648 case 6:
695 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 649 op->stats.stat (r) += bonus;
696 break; 650 break;
697 651
698 case 7: 652 case 7:
699 op->stats.dam += bonus; 653 op->stats.dam += bonus;
700 break; 654 break;
720 case 16: 674 case 16:
721 case 17: 675 case 17:
722 case 18: 676 case 18:
723 case 19: 677 case 19:
724 { 678 {
725 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 679 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
726 680
727 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 681 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
728 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 682 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
729 683
730 /* Cursed items need to have higher negative values to equal out with 684 /* Cursed items need to have higher negative values to equal out with
731 * positive values for how protections work out. Put another 685 * positive values for how protections work out. Put another
732 * little random element in since that they don't always end up with 686 * little random element in since that they don't always end up with
733 * even values. 687 * even values.
734 */ 688 */
735 if (bonus < 0) 689 if (bonus < 0)
736 val = 2 * -val - RANDOM () % b; 690 val = 2 * -val - rndm (b);
737 if (val > 35) 691
738 val = 35; /* Upper limit */ 692 val = min (35, val); /* Upper limit */
693
739 b = 0; 694 b = 0;
695
740 while (op->resist[resist_table[resist]] != 0 && b < 4) 696 while (op->resist[resist_table[resist]] != 0 && b < 4)
741 {
742 resist = RANDOM () % num_resist_table; 697 resist = rndm (num_resist_table);
743 } 698
744 if (b == 4) 699 if (b == 4)
745 return; /* Not able to find a free resistance */ 700 return; /* Not able to find a free resistance */
701
746 op->resist[resist_table[resist]] = val; 702 op->resist[resist_table[resist]] = val;
747 /* We should probably do something more clever here to adjust value 703 /* We should probably do something more clever here to adjust value
748 * based on how good a resistance we gave. 704 * based on how good a resistance we gave.
749 */ 705 */
750 break; 706 break;
751 } 707 }
752 case 20: 708 case 20:
753 if (op->type == AMULET) 709 if (op->type == AMULET)
754 { 710 {
755 SET_FLAG (op, FLAG_REFL_SPELL); 711 op->set_flag (FLAG_REFL_SPELL);
756 op->value *= 11; 712 op->value *= 11;
757 } 713 }
758 else 714 else
759 { 715 {
760 op->stats.hp = 1; /* regenerate hit points */ 716 op->stats.hp = 1; /* regenerate hit points */
763 break; 719 break;
764 720
765 case 21: 721 case 21:
766 if (op->type == AMULET) 722 if (op->type == AMULET)
767 { 723 {
768 SET_FLAG (op, FLAG_REFL_MISSILE); 724 op->set_flag (FLAG_REFL_MISSILE);
769 op->value *= 9; 725 op->value *= 9;
770 } 726 }
771 else 727 else
772 { 728 {
773 op->stats.sp = 1; /* regenerate spell points */ 729 op->stats.sp = 1; /* regenerate spell points */
775 } 731 }
776 break; 732 break;
777 733
778 case 22: 734 case 22:
779 op->stats.exp += bonus; /* Speed! */ 735 op->stats.exp += bonus; /* Speed! */
780 op->value = (op->value * 2) / 3; 736 op->value = op->value * 2 / 3;
781 break; 737 break;
782 } 738 }
739
783 if (bonus > 0) 740 if (bonus > 0)
784 op->value *= 2 * bonus; 741 op->value = 2 * op->value * bonus;
785 else 742 else
786 op->value = -(op->value * 2 * bonus) / 3; 743 op->value = -2 * op->value * bonus / 3;
787} 744}
788 745
789/* 746/*
790 * get_magic(diff) will return a random number between 0 and 4. 747 * get_magic(diff) will return a random number between 0 and 4.
791 * diff can be any value above 2. The higher the diff-variable, the 748 * diff can be any value above 2. The higher the diff-variable, the
792 * higher is the chance of returning a low number. 749 * higher is the chance of returning a low number.
793 * It is only used in fix_generated_treasure() to set bonuses on 750 * It is only used in fix_generated_treasure() to set bonuses on
794 * rings and amulets. 751 * rings and amulets.
795 * Another scheme is used to calculate the magic of weapons and armours. 752 * Another scheme is used to calculate the magic of weapons and armours.
796 */ 753 */
797 754static int
798int
799get_magic (int diff) 755get_magic (int diff)
800{ 756{
801 int i; 757 diff = min (3, diff);
802 758
803 if (diff < 3)
804 diff = 3;
805 for (i = 0; i < 4; i++) 759 for (int i = 0; i < 4; i++)
806 if (RANDOM () % diff) 760 if (rndm (diff))
807 return i; 761 return i;
762
808 return 4; 763 return 4;
809} 764}
810 765
766/* special_potion() - so that old potion code is still done right. */
767static int
768special_potion (object *op)
769{
770 if (op->attacktype)
771 return 1;
772
773 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
774 return 1;
775
776 for (int i = 0; i < NROFATTACKS; i++)
777 if (op->resist[i])
778 return 1;
779
780 return 0;
781}
782
783static double
784value_factor_from_spell_item (object *spell, object *item)
785{
786 double factor =
787 pow ((spell->value > 0 ? spell->value : 1)
788 * spell->level, 1.5);
789
790 if (item) // this if for: wands/staffs/rods:
791 {
792 /* Old crossfire comment ahead:
793 * Add 50 to both level an divisor to keep prices a little more
794 * reasonable. Otherwise, a high level version of a low level
795 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
796 * 10 time multiplier). This way, the value are a bit more reasonable.
797 */
798
799 factor *= item->level + 50;
800 factor /= item->inv->level + 50;
801 }
802
803 return factor;
804}
805
811#define DICE2 (get_magic(2)==2?2:1) 806#define DICE2 (get_magic(2) == 2 ? 2 : 1)
812#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 807#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
813 808
814/* 809/*
815 * fix_generated_item(): This is called after an item is generated, in 810 * fix_generated_item(): This is called after an item is generated, in
816 * order to set it up right. This produced magical bonuses, puts spells 811 * order to set it up right. This produced magical bonuses, puts spells
817 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 812 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
818 */ 813 */
819 814
820/* 4/28/96 added creator object from which op may now inherit properties based on 815/* 4/28/96 added creator object from which op may now inherit properties based on
821 * op->type. Right now, which stuff the creator passes on is object type 816 * op->type. Right now, which stuff the creator passes on is object type
822 * dependant. I know this is a spagetti manuever, but is there a cleaner 817 * dependant. I know this is a spagetti manuever, but is there a cleaner
823 * way to do this? b.t. */ 818 * way to do this? b.t. */
824 819
825/* 820/*
826 * ! (flags & GT_ENVIRONMENT): 821 * ! (flags & GT_ENVIRONMENT):
827 * Automatically calls fix_flesh_item(). 822 * Automatically calls fix_flesh_item().
831 * value. 826 * value.
832 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 827 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
833 * a working object - don't change magic, value, etc, but set it material 828 * a working object - don't change magic, value, etc, but set it material
834 * type as appropriate, for objects that need spell objects, set those, etc 829 * type as appropriate, for objects that need spell objects, set those, etc
835 */ 830 */
836
837void 831void
838fix_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)
839{ 833{
840 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;
841 835
846 save_item_power = op->item_power; 840 save_item_power = op->item_power;
847 op->item_power = 0; 841 op->item_power = 0;
848 842
849 if (op->randomitems && op->type != SPELL) 843 if (op->randomitems && op->type != SPELL)
850 { 844 {
851 create_treasure (op->randomitems, op, flags, difficulty, 0); 845 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
852 if (!op->inv)
853 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
854
855 /* So the treasure doesn't get created again */ 846 /* So the treasure doesn't get created again */
856 op->randomitems = NULL; 847 op->randomitems = 0;
857 } 848 }
858 849
859 if (difficulty < 1) 850 max_it (difficulty, 1);
860 difficulty = 1;
861 851
862 if (INVOKE_OBJECT (ADD_BONUS, op, 852 if (INVOKE_OBJECT (ADD_BONUS, op,
863 ARG_OBJECT (creator != op ? creator : 0), 853 ARG_OBJECT (creator != op ? creator : 0),
864 ARG_INT (difficulty), ARG_INT (max_magic), 854 ARG_INT (difficulty), ARG_INT (max_magic),
865 ARG_INT (flags))) 855 ARG_INT (flags)))
866 return; 856 return;
867 857
868 if (!(flags & GT_MINIMAL)) 858 if (!(flags & GT_MINIMAL))
869 { 859 {
870 if (op->arch == crown_arch) 860 if (IS_ARCH (op->arch, crown))
871 { 861 {
872 set_magic (difficulty, op, max_magic, flags); 862 set_magic (difficulty, op, max_magic, flags);
873 num_enchantments = calc_item_power (op, 1); 863 num_enchantments = calc_item_power (op, 1);
874 generate_artifact (op, difficulty); 864 generate_artifact (op, difficulty);
875 } 865 }
878 if (!op->magic && max_magic) 868 if (!op->magic && max_magic)
879 set_magic (difficulty, op, max_magic, flags); 869 set_magic (difficulty, op, max_magic, flags);
880 870
881 num_enchantments = calc_item_power (op, 1); 871 num_enchantments = calc_item_power (op, 1);
882 872
883 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 873 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
884 * used for shop_floors or treasures */ 874 || op->type == HORN
875 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
885 generate_artifact (op, difficulty); 876 generate_artifact (op, difficulty);
886 } 877 }
887 878
888 /* Object was made an artifact. Calculate its item_power rating. 879 /* Object was made an artifact. Calculate its item_power rating.
889 * the item_power in the object is what the artfiact adds. 880 * the item_power in the object is what the artfiact adds.
923 * again below */ 914 * again below */
924 } 915 }
925 } 916 }
926 917
927 /* materialtype modifications. Note we allow this on artifacts. */ 918 /* materialtype modifications. Note we allow this on artifacts. */
928 set_materialname (op, difficulty, NULL); 919 select_material (op, difficulty);
929 920
930 if (flags & GT_MINIMAL) 921 if (flags & GT_MINIMAL)
931 { 922 {
932 if (op->type == POTION) 923 if (op->type == POTION)
933 /* Handle healing and magic power potions */ 924 /* Handle healing and magic power potions */
934 if (op->stats.sp && !op->randomitems) 925 if (op->stats.sp && !op->randomitems)
935 { 926 {
936 object *tmp;
937
938 tmp = get_archetype (spell_mapping[op->stats.sp]); 927 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
939 insert_ob_in_ob (tmp, op); 928 insert_ob_in_ob (tmp, op);
940 op->stats.sp = 0; 929 op->stats.sp = 0;
941 } 930 }
942 } 931 }
943 else if (!op->title) /* Only modify object if not special */ 932 else if (!op->title) /* Only modify object if not special */
946 case WEAPON: 935 case WEAPON:
947 case ARMOUR: 936 case ARMOUR:
948 case SHIELD: 937 case SHIELD:
949 case HELMET: 938 case HELMET:
950 case CLOAK: 939 case CLOAK:
951 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 940 if (op->flag [FLAG_CURSED] && !(rndm (4)))
952 set_ring_bonus (op, -DICE2); 941 set_ring_bonus (op, -DICE2);
953 break; 942 break;
954 943
955 case BRACERS: 944 case BRACERS:
956 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 945 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
957 { 946 {
958 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 947 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
959 if (!QUERY_FLAG (op, FLAG_CURSED)) 948 if (!op->flag [FLAG_CURSED])
960 op->value *= 3; 949 op->value *= 3;
961 } 950 }
962 break; 951 break;
963 952
964 case POTION: 953 case POTION:
965 { 954 {
966 int too_many_tries = 0, is_special = 0; 955 int too_many_tries = 0;
967 956
968 /* Handle healing and magic power potions */ 957 /* Handle healing and magic power potions */
969 if (op->stats.sp && !op->randomitems) 958 if (op->stats.sp && !op->randomitems)
970 { 959 {
971 object *tmp;
972
973 tmp = get_archetype (spell_mapping[op->stats.sp]); 960 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
974 insert_ob_in_ob (tmp, op); 961 insert_ob_in_ob (tmp, op);
975 op->stats.sp = 0; 962 op->stats.sp = 0;
976 } 963 }
977 964
978 while (!(is_special = special_potion (op)) && !op->inv) 965 while (!special_potion (op) && !op->inv)
979 { 966 {
980 generate_artifact (op, difficulty); 967 generate_artifact (op, difficulty);
981 if (too_many_tries++ > 10) 968 if (too_many_tries++ > 10)
982 break; 969 break;
983 } 970 }
986 * since the value set on those is already correct. 973 * since the value set on those is already correct.
987 */ 974 */
988 if (op->inv && op->randomitems) 975 if (op->inv && op->randomitems)
989 { 976 {
990 /* value multiplier is same as for scrolls */ 977 /* value multiplier is same as for scrolls */
991 op->value = (op->value * op->inv->value); 978 op->value *= op->inv->value;
992 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 979 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
993 } 980 }
994 else 981 else
995 { 982 {
996 op->name = "potion"; 983 op->name = shstr_potion;
997 op->name_pl = "potions"; 984 op->name_pl = shstr_potions;
998 } 985 }
999 986
1000 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 987 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1001 SET_FLAG (op, FLAG_CURSED); 988 op->set_flag (FLAG_CURSED);
989
1002 break; 990 break;
1003 } 991 }
1004 992
1005 case AMULET: 993 case AMULET:
1006 if (op->arch == amulet_arch) 994 if (IS_ARCH (op->arch, amulet))
1007 op->value *= 5; /* Since it's not just decoration */ 995 op->value *= 5; /* Since it's not just decoration */
1008 996
1009 case RING: 997 case RING:
1010 if (op->arch == NULL)
1011 {
1012 op->destroy ();
1013 op = 0;
1014 break;
1015 }
1016
1017 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 998 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1018 break; 999 break;
1019 1000
1020 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1001 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1021 SET_FLAG (op, FLAG_CURSED); 1002 op->set_flag (FLAG_CURSED);
1022 1003
1023 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1004 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1024 1005
1025 if (op->type != RING) /* Amulets have only one ability */ 1006 if (op->type != RING) /* Amulets have only one ability */
1026 break; 1007 break;
1027 1008
1028 if (!(RANDOM () % 4)) 1009 if (!rndm (4))
1029 { 1010 {
1030 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1011 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1031 1012
1032 if (d > 0) 1013 if (d > 0)
1033 op->value *= 3; 1014 op->value *= 3;
1034 1015
1035 set_ring_bonus (op, d); 1016 set_ring_bonus (op, d);
1036 1017
1037 if (!(RANDOM () % 4)) 1018 if (!rndm (4))
1038 { 1019 {
1039 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1020 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1040 1021
1041 if (d > 0) 1022 if (d > 0)
1042 op->value *= 5; 1023 op->value *= 5;
1024
1043 set_ring_bonus (op, d); 1025 set_ring_bonus (op, d);
1044 } 1026 }
1045 } 1027 }
1046 1028
1047 if (GET_ANIM_ID (op)) 1029 if (op->animation_id)
1048 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1030 op->set_anim_frame (rndm (op->anim_frames ()));
1049 1031
1050 break; 1032 break;
1051 1033
1052 case BOOK: 1034 case BOOK:
1053 /* Is it an empty book?, if yes lets make a special· 1035 /* Is it an empty book?, if yes lets make a special·
1054 * msg for it, and tailor its properties based on the· 1036 * msg for it, and tailor its properties based on the·
1055 * creator and/or map level we found it on. 1037 * creator and/or map level we found it on.
1056 */ 1038 */
1057 if (!op->msg && RANDOM () % 10) 1039 if (!op->msg && rndm (10))
1058 { 1040 {
1059 /* set the book level properly */ 1041 /* set the book level properly */
1060 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1042 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1061 { 1043 {
1062 if (op->map && op->map->difficulty) 1044 if (op->map && op->map->difficulty)
1063 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1045 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1064 else 1046 else
1065 op->level = RANDOM () % 20 + 1; 1047 op->level = rndm (20) + 1;
1066 } 1048 }
1067 else 1049 else
1068 op->level = RANDOM () % creator->level; 1050 op->level = rndm (creator->level);
1069 1051
1070 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1052 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1071 /* books w/ info are worth more! */ 1053 /* books w/ info are worth more! */
1072 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1054 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1073 /* creator related stuff */
1074
1075 /* for library, chained books. Note that some monsters have no_pick
1076 * set - we don't want to set no pick in that case.
1077 */
1078 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1079 SET_FLAG (op, FLAG_NO_PICK);
1080 if (creator->slaying && !op->slaying) /* for check_inv floors */
1081 op->slaying = creator->slaying;
1082 1055
1083 /* add exp so reading it gives xp (once) */ 1056 /* add exp so reading it gives xp (once) */
1084 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1057 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1085 } 1058 }
1059
1060 /* creator related stuff */
1061
1062 /* for library, chained books. Note that some monsters have no_pick
1063 * set - we don't want to set no pick in that case.
1064 */
1065 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1066 op->set_flag (FLAG_NO_PICK);
1067 if (creator->slaying && !op->slaying) /* for check_inv floors */
1068 op->slaying = creator->slaying;
1086 break; 1069 break;
1087 1070
1088 case SPELLBOOK: 1071 case SPELLBOOK:
1089 op->value = op->value * op->inv->value; 1072 op->value *= value_factor_from_spell_item (op->inv, 0);
1073
1090 /* add exp so learning gives xp */ 1074 /* add exp so learning gives xp */
1091 op->level = op->inv->level; 1075 op->level = op->inv->level;
1092 op->stats.exp = op->value; 1076 op->stats.exp = op->value;
1093 break; 1077 break;
1094 1078
1098 * and reset nrof. 1082 * and reset nrof.
1099 */ 1083 */
1100 op->stats.food = op->inv->nrof; 1084 op->stats.food = op->inv->nrof;
1101 op->nrof = 1; 1085 op->nrof = 1;
1102 /* If the spell changes by level, choose a random level 1086 /* If the spell changes by level, choose a random level
1103 * for it, and adjust price. If the spell doesn't 1087 * for it.
1104 * change by level, just set the wand to the level of
1105 * the spell, and value calculation is simpler.
1106 */ 1088 */
1107 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1089 if (op->inv->duration_modifier
1108 { 1090 || op->inv->dam_modifier
1091 || op->inv->range_modifier)
1109 op->level = level_for_item (op, difficulty); 1092 op->level = level_for_item (op, difficulty);
1110 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1111 }
1112 else 1093 else
1113 {
1114 op->level = op->inv->level; 1094 op->level = op->inv->level;
1115 op->value = op->value * op->inv->value; 1095
1116 } 1096 op->value *= value_factor_from_spell_item (op->inv, op);
1117 break; 1097 break;
1118 1098
1119 case ROD: 1099 case ROD:
1120 op->level = level_for_item (op, difficulty); 1100 op->level = level_for_item (op, difficulty);
1121 /* Add 50 to both level an divisor to keep prices a little more 1101 op->value *= value_factor_from_spell_item (op->inv, op);
1122 * reasonable. Otherwise, a high level version of a low level 1102
1123 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1124 * 10 time multiplier). This way, the value are a bit more reasonable.
1125 */
1126 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1127 /* maxhp is used to denote how many 'charges' the rod holds before */ 1103 /* maxhp is used to denote how many 'charges' the rod holds before */
1128 if (op->stats.maxhp) 1104 if (op->stats.maxhp)
1129 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1105 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1130 else 1106 else
1131 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1107 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1132 1108
1133 op->stats.hp = op->stats.maxhp; 1109 op->stats.hp = op->stats.maxhp;
1134 break; 1110 break;
1135 1111
1136 case SCROLL: 1112 case SCROLL:
1137 op->level = level_for_item (op, difficulty); 1113 op->level = level_for_item (op, difficulty);
1138 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1114 op->value *= value_factor_from_spell_item (op->inv, op);
1139 1115
1140 /* add exp so reading them properly gives xp */ 1116 /* add exp so reading them properly gives xp */
1141 op->stats.exp = op->value / 5; 1117 op->stats.exp = op->value / 5;
1142 op->nrof = op->inv->nrof; 1118 op->nrof = op->inv->nrof;
1143 break; 1119 break;
1151 break; 1127 break;
1152 } /* switch type */ 1128 } /* switch type */
1153 1129
1154 if (flags & GT_STARTEQUIP) 1130 if (flags & GT_STARTEQUIP)
1155 { 1131 {
1156 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1132 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1157 SET_FLAG (op, FLAG_STARTEQUIP); 1133 op->set_flag (FLAG_STARTEQUIP);
1158 else if (op->type != MONEY) 1134 else if (op->type != MONEY)
1159 op->value = 0; 1135 op->value = 0;
1160 } 1136 }
1161 1137
1162 if (!(flags & GT_ENVIRONMENT)) 1138 if (!(flags & GT_ENVIRONMENT))
1172 */ 1148 */
1173 1149
1174/* 1150/*
1175 * Allocate and return the pointer to an empty artifactlist structure. 1151 * Allocate and return the pointer to an empty artifactlist structure.
1176 */ 1152 */
1177
1178static artifactlist * 1153static artifactlist *
1179get_empty_artifactlist (void) 1154get_empty_artifactlist ()
1180{ 1155{
1181 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1156 return salloc0<artifactlist> ();
1182
1183 if (tl == NULL)
1184 fatal (OUT_OF_MEMORY);
1185 tl->next = NULL;
1186 tl->items = NULL;
1187 tl->total_chance = 0;
1188 return tl;
1189} 1157}
1190 1158
1191/* 1159/*
1192 * Allocate and return the pointer to an empty artifact structure. 1160 * Allocate and return the pointer to an empty artifact structure.
1193 */ 1161 */
1194
1195static artifact * 1162static artifact *
1196get_empty_artifact (void) 1163get_empty_artifact ()
1197{ 1164{
1198 artifact *t = (artifact *) malloc (sizeof (artifact)); 1165 return salloc0<artifact> ();
1199
1200 if (t == NULL)
1201 fatal (OUT_OF_MEMORY);
1202 t->item = NULL;
1203 t->next = NULL;
1204 t->chance = 0;
1205 t->difficulty = 0;
1206 t->allowed = NULL;
1207 return t;
1208} 1166}
1209 1167
1210/* 1168/*
1211 * Searches the artifact lists and returns one that has the same type 1169 * Searches the artifact lists and returns one that has the same type
1212 * of objects on it. 1170 * of objects on it.
1213 */ 1171 */
1214
1215artifactlist * 1172artifactlist *
1216find_artifactlist (int type) 1173find_artifactlist (int type)
1217{ 1174{
1218 artifactlist *al;
1219
1220 for (al = first_artifactlist; al != NULL; al = al->next) 1175 for (artifactlist *al = first_artifactlist; al; al = al->next)
1221 if (al->type == type) 1176 if (al->type == type)
1222 return al; 1177 return al;
1178
1223 return NULL; 1179 return 0;
1224} 1180}
1225 1181
1226/* 1182/*
1227 * For debugging purposes. Dumps all tables. 1183 * Builds up the lists of artifacts from the file in the libdir.
1228 */ 1184 */
1229
1230void 1185void
1231dump_artifacts (void)
1232{
1233 artifactlist *al;
1234 artifact *art;
1235 linked_char *next;
1236
1237 fprintf (logfile, "\n");
1238 for (al = first_artifactlist; al != NULL; al = al->next)
1239 {
1240 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1241 for (art = al->items; art != NULL; art = art->next)
1242 {
1243 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1244 if (art->allowed != NULL)
1245 {
1246 fprintf (logfile, "\tAllowed combinations:");
1247 for (next = art->allowed; next != NULL; next = next->next)
1248 fprintf (logfile, "%s,", &next->name);
1249 fprintf (logfile, "\n");
1250 }
1251 }
1252 }
1253 fprintf (logfile, "\n");
1254}
1255
1256/*
1257 * For debugging purposes. Dumps all treasures recursively (see below).
1258 */
1259void
1260dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1261{
1262 treasurelist *tl;
1263 int i;
1264
1265 if (depth > 100)
1266 return;
1267 while (t != NULL)
1268 {
1269 if (t->name != NULL)
1270 {
1271 for (i = 0; i < depth; i++)
1272 fprintf (logfile, " ");
1273 fprintf (logfile, "{ (list: %s)\n", &t->name);
1274 tl = find_treasurelist (t->name);
1275 if (tl)
1276 dump_monster_treasure_rec (name, tl->items, depth + 2);
1277 for (i = 0; i < depth; i++)
1278 fprintf (logfile, " ");
1279 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1280 }
1281 else
1282 {
1283 for (i = 0; i < depth; i++)
1284 fprintf (logfile, " ");
1285 if (t->item->clone.type == FLESH)
1286 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1287 else
1288 fprintf (logfile, "%s\n", &t->item->clone.name);
1289 }
1290 if (t->next_yes != NULL)
1291 {
1292 for (i = 0; i < depth; i++)
1293 fprintf (logfile, " ");
1294 fprintf (logfile, " (if yes)\n");
1295 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1296 }
1297 if (t->next_no != NULL)
1298 {
1299 for (i = 0; i < depth; i++)
1300 fprintf (logfile, " ");
1301 fprintf (logfile, " (if no)\n");
1302 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1303 }
1304 t = t->next;
1305 }
1306}
1307
1308/*
1309 * For debugging purposes. Dumps all treasures for a given monster.
1310 * Created originally by Raphael Quinet for debugging the alchemy code.
1311 */
1312
1313void
1314dump_monster_treasure (const char *name)
1315{
1316 archetype *at;
1317 int found;
1318
1319 found = 0;
1320 fprintf (logfile, "\n");
1321 for (at = first_archetype; at != NULL; at = at->next)
1322 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1323 {
1324 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1325 if (at->clone.randomitems != NULL)
1326 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1327 else
1328 fprintf (logfile, "(nothing)\n");
1329 fprintf (logfile, "\n");
1330 found++;
1331 }
1332 if (found == 0)
1333 fprintf (logfile, "No objects have the name %s!\n\n", name);
1334}
1335
1336/*
1337 * Builds up the lists of artifacts from the file in the libdir.
1338 */
1339
1340void
1341init_artifacts (void) 1186init_artifacts ()
1342{ 1187{
1343 static int has_been_inited = 0; 1188 static int has_been_inited = 0;
1344 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1345 artifact *art = NULL; 1189 artifact *art = NULL;
1346 linked_char *tmp;
1347 int value;
1348 artifactlist *al; 1190 artifactlist *al;
1349 1191
1350 if (has_been_inited) 1192 if (has_been_inited)
1351 return; 1193 return;
1352 else 1194 else
1353 has_been_inited = 1; 1195 has_been_inited = 1;
1354 1196
1355 sprintf (filename, "%s/artifacts", settings.datadir); 1197 object_thawer f (settings.datadir, "artifacts");
1356 object_thawer thawer (filename);
1357 1198
1358 if (!thawer) 1199 if (!f)
1359 return; 1200 return;
1360 1201
1361 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1202 for (;;)
1362 { 1203 {
1363 if (*buf == '#') 1204 switch (f.kw)
1364 continue;
1365 if ((cp = strchr (buf, '\n')) != NULL)
1366 *cp = '\0';
1367 cp = buf;
1368 while (*cp == ' ') /* Skip blanks */
1369 cp++;
1370 if (*cp == '\0')
1371 continue;
1372
1373 if (!strncmp (cp, "Allowed", 7))
1374 { 1205 {
1206 case KW_allowed:
1375 if (art == NULL) 1207 if (!art)
1208 art = get_empty_artifact ();
1209
1376 { 1210 {
1377 art = get_empty_artifact (); 1211 if (!strcmp (f.get_str (), "all"))
1378 nrofartifacts++; 1212 break;
1213
1214 const char *cp = f.get_str ();
1215 char *next;
1216 do
1217 {
1218 if ((next = (char *)strchr (cp, ',')))
1219 *next++ = '\0';
1220
1221 linked_char *tmp = new linked_char;
1222
1223 tmp->name = cp;
1224 tmp->next = art->allowed;
1225 art->allowed = tmp;
1226 }
1227 while ((cp = next));
1379 } 1228 }
1380 cp = strchr (cp, ' ') + 1; 1229 break;
1381 if (!strcmp (cp, "all")) 1230
1231 case KW_chance:
1232 f.get (art->chance);
1233 break;
1234
1235 case KW_difficulty:
1236 f.get (art->difficulty);
1237 break;
1238
1239 case KW_object:
1240 {
1241 art->item = object::create ();
1242 f.get (art->item->name);
1243 f.next ();
1244
1245 if (!art->item->parse_kv (f))
1246 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1247
1248 al = find_artifactlist (art->item->type);
1249
1250 if (!al)
1251 {
1252 al = get_empty_artifactlist ();
1253 al->type = art->item->type;
1254 al->next = first_artifactlist;
1255 first_artifactlist = al;
1256 }
1257
1258 art->next = al->items;
1259 al->items = art;
1260 art = 0;
1261 }
1382 continue; 1262 continue;
1383 1263
1384 do 1264 case KW_EOF:
1265 goto done;
1266
1267 default:
1268 if (!f.parse_error ("artifacts file"))
1269 cleanup ("artifacts file required");
1385 { 1270 break;
1386 nrofallowedstr++;
1387 if ((next = strchr (cp, ',')) != NULL)
1388 *(next++) = '\0';
1389 tmp = new linked_char;
1390
1391 tmp->name = cp;
1392 tmp->next = art->allowed;
1393 art->allowed = tmp;
1394 }
1395 while ((cp = next) != NULL);
1396 }
1397 else if (sscanf (cp, "chance %d", &value))
1398 art->chance = (uint16) value;
1399 else if (sscanf (cp, "difficulty %d", &value))
1400 art->difficulty = (uint8) value;
1401 else if (!strncmp (cp, "Object", 6))
1402 { 1271 }
1403 art->item = object::create ();
1404 1272
1405 if (!load_object (thawer, art->item, 0)) 1273 f.next ();
1406 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1407
1408 art->item->name = strchr (cp, ' ') + 1;
1409 al = find_artifactlist (art->item->type);
1410 if (al == NULL)
1411 {
1412 al = get_empty_artifactlist ();
1413 al->type = art->item->type;
1414 al->next = first_artifactlist;
1415 first_artifactlist = al;
1416 }
1417 art->next = al->items;
1418 al->items = art;
1419 art = NULL;
1420 }
1421 else
1422 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1423 } 1274 }
1424 1275
1276done:
1425 for (al = first_artifactlist; al != NULL; al = al->next) 1277 for (al = first_artifactlist; al; al = al->next)
1426 { 1278 {
1279 al->total_chance = 0;
1280
1427 for (art = al->items; art != NULL; art = art->next) 1281 for (art = al->items; art; art = art->next)
1428 { 1282 {
1429 if (!art->chance) 1283 if (!art->chance)
1430 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1284 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1431 else 1285 else
1432 al->total_chance += art->chance; 1286 al->total_chance += art->chance;
1433 } 1287 }
1434#if 0 1288#if 0
1435 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1289 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1436#endif 1290#endif
1437 } 1291 }
1438
1439 LOG (llevDebug, "done.\n");
1440} 1292}
1441
1442 1293
1443/* 1294/*
1444 * Used in artifact generation. The bonuses of the first object 1295 * Used in artifact generation. The bonuses of the first object
1445 * is modified by the bonuses of the second object. 1296 * is modified by the bonuses of the second object.
1446 */ 1297 */
1447
1448void 1298void
1449add_abilities (object *op, object *change) 1299add_abilities (object *op, object *change)
1450{ 1300{
1451 int i, tmp;
1452
1453 if (change->face != blank_face) 1301 if (change->face != blank_face)
1454 {
1455#ifdef TREASURE_VERBOSE
1456 LOG (llevDebug, "FACE: %d\n", change->face->number);
1457#endif
1458 op->face = change->face; 1302 op->face = change->face;
1459 }
1460 1303
1461 for (i = 0; i < NUM_STATS; i++) 1304 for (int i = 0; i < NUM_STATS; i++)
1462 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1305 change_attr_value (&(op->stats), i, change->stats.stat (i));
1463 1306
1464 op->attacktype |= change->attacktype; 1307 op->attacktype |= change->attacktype;
1465 op->path_attuned |= change->path_attuned; 1308 op->path_attuned |= change->path_attuned;
1466 op->path_repelled |= change->path_repelled; 1309 op->path_repelled |= change->path_repelled;
1467 op->path_denied |= change->path_denied; 1310 op->path_denied |= change->path_denied;
1468 op->move_type |= change->move_type; 1311 op->move_type |= change->move_type;
1469 op->stats.luck += change->stats.luck; 1312 op->stats.luck += change->stats.luck;
1470 1313
1471 if (QUERY_FLAG (change, FLAG_CURSED)) 1314 static const struct copyflags : object::flags_t
1472 SET_FLAG (op, FLAG_CURSED); 1315 {
1473 if (QUERY_FLAG (change, FLAG_DAMNED)) 1316 copyflags ()
1474 SET_FLAG (op, FLAG_DAMNED); 1317 {
1475 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1318 set (FLAG_CURSED);
1319 set (FLAG_DAMNED);
1320 set (FLAG_LIFESAVE);
1321 set (FLAG_REFL_SPELL);
1322 set (FLAG_STEALTH);
1323 set (FLAG_XRAYS);
1324 set (FLAG_BLIND);
1325 set (FLAG_SEE_IN_DARK);
1326 set (FLAG_REFL_MISSILE);
1327 set (FLAG_MAKE_INVIS);
1328 }
1329 } copyflags;
1330
1331 // we might want to just copy, but or'ing is what the original code did
1332 op->flag |= change->flag & copyflags;
1333
1334 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1476 set_abs_magic (op, -op->magic); 1335 set_abs_magic (op, -op->magic);
1477 1336
1478 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1337 if (change->flag [FLAG_STAND_STILL])
1479 SET_FLAG (op, FLAG_LIFESAVE);
1480 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1481 SET_FLAG (op, FLAG_REFL_SPELL);
1482 if (QUERY_FLAG (change, FLAG_STEALTH))
1483 SET_FLAG (op, FLAG_STEALTH);
1484 if (QUERY_FLAG (change, FLAG_XRAYS))
1485 SET_FLAG (op, FLAG_XRAYS);
1486 if (QUERY_FLAG (change, FLAG_BLIND))
1487 SET_FLAG (op, FLAG_BLIND);
1488 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1489 SET_FLAG (op, FLAG_SEE_IN_DARK);
1490 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1491 SET_FLAG (op, FLAG_REFL_MISSILE);
1492 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1493 SET_FLAG (op, FLAG_MAKE_INVIS);
1494
1495 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1496 { 1338 {
1497 CLEAR_FLAG (op, FLAG_ANIMATE); 1339 op->clr_flag (FLAG_ANIMATE);
1340
1498 /* so artifacts will join */ 1341 /* so artifacts will join */
1499 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1342 if (!op->flag [FLAG_ALIVE])
1500 op->speed = 0.0; 1343 op->speed = 0.;
1501 1344
1502 op->set_speed (op->speed); 1345 op->set_speed (op->speed);
1503 } 1346 }
1504 1347
1505 if (change->nrof) 1348 if (change->nrof)
1506 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1349 op->nrof = rndm (change->nrof) + 1;
1507 1350
1508 op->stats.exp += change->stats.exp; /* Speed modifier */ 1351 op->stats.exp += change->stats.exp; /* Speed modifier */
1509 op->stats.wc += change->stats.wc; 1352 op->stats.wc += change->stats.wc;
1510 op->stats.ac += change->stats.ac; 1353 op->stats.ac += change->stats.ac;
1511 1354
1512 if (change->other_arch) 1355 if (change->other_arch)
1513 { 1356 {
1514 /* Basically, for horns & potions, the other_arch field is the spell 1357 /* Basically, for horns & potions, the other_arch field is the spell
1515 * to cast. So convert that to into a spell and put it into 1358 * to cast. So convert that to into a spell and put it into
1516 * this object. 1359 * this object.
1517 */ 1360 */
1518 if (op->type == HORN || op->type == POTION) 1361 if (op->type == HORN || op->type == POTION)
1519 { 1362 {
1520 object *tmp_obj;
1521
1522 /* Remove any spells this object currently has in it */ 1363 /* Remove any spells this object currently has in it */
1523 while (op->inv)
1524 op->inv->destroy (); 1364 op->destroy_inv (false);
1525 1365
1526 tmp_obj = arch_to_object (change->other_arch); 1366 object *tmp = change->other_arch->instance ();
1527 insert_ob_in_ob (tmp_obj, op); 1367 insert_ob_in_ob (tmp, op);
1528 } 1368 }
1369
1529 /* No harm setting this for potions/horns */ 1370 /* No harm setting this for potions/horns */
1530 op->other_arch = change->other_arch; 1371 op->other_arch = change->other_arch;
1531 } 1372 }
1532 1373
1533 if (change->stats.hp < 0) 1374 if (change->stats.hp < 0)
1549 op->stats.maxsp = -change->stats.maxsp; 1390 op->stats.maxsp = -change->stats.maxsp;
1550 else 1391 else
1551 op->stats.maxsp += change->stats.maxsp; 1392 op->stats.maxsp += change->stats.maxsp;
1552 1393
1553 if (change->stats.food < 0) 1394 if (change->stats.food < 0)
1554 op->stats.food = -(change->stats.food); 1395 op->stats.food = -change->stats.food;
1555 else 1396 else
1556 op->stats.food += change->stats.food; 1397 op->stats.food += change->stats.food;
1557 1398
1558 if (change->level < 0) 1399 if (change->level < 0)
1559 op->level = -(change->level); 1400 op->level = -change->level;
1560 else 1401 else
1561 op->level += change->level; 1402 op->level += change->level;
1562 1403
1563 if (change->gen_sp_armour < 0) 1404 if (change->gen_sp_armour < 0)
1564 op->gen_sp_armour = -(change->gen_sp_armour); 1405 op->gen_sp_armour = -change->gen_sp_armour;
1565 else 1406 else
1566 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1407 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1567 1408
1568 op->item_power = change->item_power; 1409 op->item_power = change->item_power;
1569 1410
1570 for (i = 0; i < NROFATTACKS; i++) 1411 for (int i = 0; i < NROFATTACKS; i++)
1571 if (change->resist[i])
1572 op->resist[i] += change->resist[i]; 1412 op->resist[i] += change->resist[i];
1573 1413
1574 if (change->stats.dam) 1414 if (change->stats.dam)
1575 { 1415 {
1576 if (change->stats.dam < 0) 1416 if (change->stats.dam < 0)
1577 op->stats.dam = (-change->stats.dam); 1417 op->stats.dam = -change->stats.dam;
1578 else if (op->stats.dam) 1418 else if (op->stats.dam)
1579 { 1419 {
1580 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1420 int tmp = op->stats.dam * change->stats.dam / 10;
1421
1581 if (tmp == op->stats.dam) 1422 if (tmp == op->stats.dam)
1582 { 1423 {
1583 if (change->stats.dam < 10) 1424 if (change->stats.dam < 10)
1584 op->stats.dam--; 1425 op->stats.dam--;
1585 else 1426 else
1591 } 1432 }
1592 1433
1593 if (change->weight) 1434 if (change->weight)
1594 { 1435 {
1595 if (change->weight < 0) 1436 if (change->weight < 0)
1596 op->weight = (-change->weight); 1437 op->weight = -change->weight;
1597 else 1438 else
1598 op->weight = (op->weight * (change->weight)) / 100; 1439 op->weight = op->weight * change->weight / 100;
1599 } 1440 }
1600 1441
1601 if (change->last_sp) 1442 if (change->last_sp)
1602 { 1443 {
1603 if (change->last_sp < 0) 1444 if (change->last_sp < 0)
1604 op->last_sp = (-change->last_sp); 1445 op->last_sp = -change->last_sp;
1605 else 1446 else
1606 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1447 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1607 } 1448 }
1608 1449
1609 if (change->gen_sp_armour) 1450 if (change->gen_sp_armour)
1610 { 1451 {
1611 if (change->gen_sp_armour < 0) 1452 if (change->gen_sp_armour < 0)
1612 op->gen_sp_armour = (-change->gen_sp_armour); 1453 op->gen_sp_armour = -change->gen_sp_armour;
1613 else 1454 else
1614 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1455 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1615 } 1456 }
1616 1457
1617 op->value *= change->value; 1458 op->value *= change->value;
1618 1459
1619 if (change->material) 1460 if (change->materials)
1461 op->materials = change->materials;
1462
1463 if (change->material != MATERIAL_NULL)
1620 op->material = change->material; 1464 op->material = change->material;
1621
1622 if (change->materialname)
1623 op->materialname = change->materialname;
1624 1465
1625 if (change->slaying) 1466 if (change->slaying)
1626 op->slaying = change->slaying; 1467 op->slaying = change->slaying;
1627 1468
1628 if (change->race) 1469 if (change->race)
1631 if (change->msg) 1472 if (change->msg)
1632 op->msg = change->msg; 1473 op->msg = change->msg;
1633} 1474}
1634 1475
1635static int 1476static int
1636legal_artifact_combination (object *op, artifact * art) 1477legal_artifact_combination (object *op, artifact *art)
1637{ 1478{
1638 int neg, success = 0; 1479 int neg, success = 0;
1639 linked_char *tmp; 1480 linked_char *tmp;
1640 const char *name; 1481 const char *name;
1641 1482
1642 if (art->allowed == (linked_char *) NULL) 1483 if (!art->allowed)
1643 return 1; /* Ie, "all" */ 1484 return 1; /* Ie, "all" */
1485
1644 for (tmp = art->allowed; tmp; tmp = tmp->next) 1486 for (tmp = art->allowed; tmp; tmp = tmp->next)
1645 { 1487 {
1646#ifdef TREASURE_VERBOSE 1488#ifdef TREASURE_VERBOSE
1647 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1489 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1648#endif 1490#endif
1649 if (*tmp->name == '!') 1491 if (*tmp->name == '!')
1650 name = tmp->name + 1, neg = 1; 1492 name = tmp->name + 1, neg = 1;
1651 else 1493 else
1652 name = tmp->name, neg = 0; 1494 name = tmp->name, neg = 0;
1653 1495
1654 /* If we match name, then return the opposite of 'neg' */ 1496 /* If we match name, then return the opposite of 'neg' */
1655 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1497 if (!strcmp (name, op->arch->archname))
1656 return !neg; 1498 return !neg;
1657 1499
1658 /* Set success as true, since if the match was an inverse, it means 1500 /* Set success as true, since if the match was an inverse, it means
1659 * everything is allowed except what we match 1501 * everything is allowed except what we match
1660 */ 1502 */
1661 else if (neg) 1503 else if (neg)
1662 success = 1; 1504 success = 1;
1663 } 1505 }
1506
1664 return success; 1507 return success;
1665} 1508}
1666 1509
1667/* 1510/*
1668 * Fixes the given object, giving it the abilities and titles 1511 * Fixes the given object, giving it the abilities and titles
1670 */ 1513 */
1671 1514
1672void 1515void
1673give_artifact_abilities (object *op, object *artifct) 1516give_artifact_abilities (object *op, object *artifct)
1674{ 1517{
1675 char new_name[MAX_BUF]; 1518 op->title = format ("of %s", &artifct->name);
1676 1519
1677 sprintf (new_name, "of %s", &artifct->name);
1678 op->title = new_name;
1679 add_abilities (op, artifct); /* Give out the bonuses */ 1520 add_abilities (op, artifct); /* Give out the bonuses */
1680 1521
1681#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1522#if 0 /* Bit verbose, but keep it here until next time I need it... */
1682 { 1523 {
1683 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1524 char identified = op->flag [FLAG_IDENTIFIED];
1684 1525
1685 SET_FLAG (op, FLAG_IDENTIFIED); 1526 op->set_flag (FLAG_IDENTIFIED);
1686 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1527 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1687 if (!identified) 1528 if (!identified)
1688 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1529 op->clr_flag (FLAG_IDENTIFIED);
1689 } 1530 }
1690#endif 1531#endif
1691 return; 1532 return;
1692} 1533}
1693 1534
1703#define ARTIFACT_TRIES 2 1544#define ARTIFACT_TRIES 2
1704 1545
1705void 1546void
1706generate_artifact (object *op, int difficulty) 1547generate_artifact (object *op, int difficulty)
1707{ 1548{
1708 artifactlist *al;
1709 artifact *art; 1549 artifact *art;
1710 int i;
1711 1550
1712 al = find_artifactlist (op->type); 1551 artifactlist *al = find_artifactlist (op->type);
1713 1552
1714 if (al == NULL) 1553 if (al == NULL)
1715 { 1554 {
1716#if 0 /* This is too verbose, usually */ 1555#if 0 /* This is too verbose, usually */
1717 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1556 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1718#endif 1557#endif
1719 return; 1558 return;
1720 } 1559 }
1721 1560
1722 for (i = 0; i < ARTIFACT_TRIES; i++) 1561 for (int i = 0; i < ARTIFACT_TRIES; i++)
1723 { 1562 {
1724 int roll = RANDOM () % al->total_chance; 1563 int roll = rndm (al->total_chance);
1725 1564
1726 for (art = al->items; art != NULL; art = art->next) 1565 for (art = al->items; art; art = art->next)
1727 { 1566 {
1728 roll -= art->chance; 1567 roll -= art->chance;
1729 if (roll < 0) 1568 if (roll < 0)
1730 break; 1569 break;
1731 } 1570 }
1735#if 1 1574#if 1
1736 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1575 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1737#endif 1576#endif
1738 return; 1577 return;
1739 } 1578 }
1740 if (!strcmp (art->item->name, "NONE")) 1579
1580 if (art->item->name == shstr_NONE)
1741 return; 1581 return;
1582
1742 if (FABS (op->magic) < art->item->magic) 1583 if (fabs (op->magic) < art->item->magic)
1743 continue; /* Not magic enough to be this item */ 1584 continue; /* Not magic enough to be this item */
1744 1585
1745 /* Map difficulty not high enough */ 1586 /* Map difficulty not high enough */
1746 if (difficulty < art->difficulty) 1587 if (difficulty < art->difficulty)
1747 continue; 1588 continue;
1748 1589
1749 if (!legal_artifact_combination (op, art)) 1590 if (!legal_artifact_combination (op, art))
1750 { 1591 {
1751#ifdef TREASURE_VERBOSE 1592#ifdef TREASURE_VERBOSE
1752 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1593 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1753#endif 1594#endif
1754 continue; 1595 continue;
1755 } 1596 }
1597
1756 give_artifact_abilities (op, art->item); 1598 give_artifact_abilities (op, art->item);
1757 return; 1599 return;
1758 } 1600 }
1759} 1601}
1760 1602
1764 */ 1606 */
1765 1607
1766void 1608void
1767fix_flesh_item (object *item, object *donor) 1609fix_flesh_item (object *item, object *donor)
1768{ 1610{
1769 char tmpbuf[MAX_BUF];
1770 int i;
1771
1772 if (item->type == FLESH && donor) 1611 if (item->type == FLESH && donor)
1773 { 1612 {
1774 /* change the name */ 1613 /* change the name */
1775 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1614 item->name = format ("%s's %s", &donor->name, &item->name);
1776 item->name = tmpbuf;
1777 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1615 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1778 item->name_pl = tmpbuf;
1779 1616
1780 /* weight is FLESH weight/100 * donor */ 1617 /* weight is FLESH weight/100 * donor */
1781 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1618 item->weight = max (1, item->weight * donor->weight / 100);
1782 item->weight = 1;
1783 1619
1784 /* value is multiplied by level of donor */ 1620 /* value is multiplied by level of donor */
1785 item->value *= isqrt (donor->level * 2); 1621 item->value *= isqrt (donor->level * 2);
1786 1622
1787 /* food value */ 1623 /* food value */
1788 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1624 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1789 1625
1790 /* flesh items inherit some abilities of donor, but not 1626 /* flesh items inherit some abilities of donor, but not
1791 * full effect. 1627 * full effect.
1792 */ 1628 */
1793 for (i = 0; i < NROFATTACKS; i++) 1629 for (int i = 0; i < NROFATTACKS; i++)
1794 item->resist[i] = donor->resist[i] / 2; 1630 item->resist[i] = donor->resist[i] / 2;
1795 1631
1796 /* item inherits donor's level (important for quezals) */ 1632 /* item inherits donor's level (important for quezals) */
1797 item->level = donor->level; 1633 item->level = donor->level;
1798 1634
1799 /* if donor has some attacktypes, the flesh is poisonous */ 1635 /* if donor has some attacktypes, the flesh is poisonous */
1800 if (donor->attacktype & AT_POISON) 1636 if (donor->attacktype & AT_POISON)
1801 item->type = POISON; 1637 item->type = POISON;
1638
1802 if (donor->attacktype & AT_ACID) 1639 if (donor->attacktype & AT_ACID)
1803 item->stats.hp = -1 * item->stats.food; 1640 item->stats.hp = -item->stats.food;
1804 SET_FLAG (item, FLAG_NO_STEAL);
1805 }
1806}
1807 1641
1808/* special_potion() - so that old potion code is still done right. */ 1642 item->set_flag (FLAG_NO_STEAL);
1809 1643 }
1810int
1811special_potion (object *op)
1812{
1813
1814 int i;
1815
1816 if (op->attacktype)
1817 return 1;
1818
1819 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1820 return 1;
1821
1822 for (i = 0; i < NROFATTACKS; i++)
1823 if (op->resist[i])
1824 return 1;
1825
1826 return 0;
1827} 1644}
1828 1645
1829void 1646static void
1830free_treasurestruct (treasure *t) 1647free_treasurestruct (treasure *t)
1831{ 1648{
1832 if (t->next)
1833 free_treasurestruct (t->next); 1649 if (t->next) free_treasurestruct (t->next);
1834 if (t->next_yes)
1835 free_treasurestruct (t->next_yes); 1650 if (t->next_yes) free_treasurestruct (t->next_yes);
1836 if (t->next_no)
1837 free_treasurestruct (t->next_no); 1651 if (t->next_no) free_treasurestruct (t->next_no);
1838 1652
1839 delete t; 1653 delete t;
1840} 1654}
1841 1655
1842void 1656static void
1843free_charlinks (linked_char *lc) 1657free_charlinks (linked_char *lc)
1844{ 1658{
1845 if (lc->next) 1659 if (lc->next)
1846 free_charlinks (lc->next); 1660 free_charlinks (lc->next);
1847 1661
1848 delete lc; 1662 delete lc;
1849} 1663}
1850 1664
1851void 1665static void
1852free_artifact (artifact * at) 1666free_artifact (artifact *at)
1853{ 1667{
1854 if (at->next)
1855 free_artifact (at->next); 1668 if (at->next) free_artifact (at->next);
1856
1857 if (at->allowed)
1858 free_charlinks (at->allowed); 1669 if (at->allowed) free_charlinks (at->allowed);
1859 1670
1860 at->item->destroy (1); 1671 at->item->destroy ();
1861 1672
1862 delete at;
1863}
1864
1865void
1866free_artifactlist (artifactlist * al)
1867{
1868 artifactlist *nextal;
1869
1870 for (al = first_artifactlist; al; al = nextal)
1871 {
1872 nextal = al->next;
1873
1874 if (al->items)
1875 free_artifact (al->items);
1876
1877 free (al); 1673 sfree (at);
1878 }
1879} 1674}
1880 1675
1881void
1882free_all_treasures (void)
1883{
1884 treasurelist *tl, *next;
1885
1886
1887 for (tl = first_treasurelist; tl != NULL; tl = next)
1888 {
1889 next = tl->next;
1890 if (tl->items)
1891 free_treasurestruct (tl->items);
1892 delete tl;
1893 }
1894 free_artifactlist (first_artifactlist);
1895}

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