--- deliantra/server/common/treasure.C 2006/08/28 14:05:24 1.3 +++ deliantra/server/common/treasure.C 2018/11/18 15:19:48 1.122 @@ -1,34 +1,28 @@ - /* - * static char *rcs_treasure_c = - * "$Id: treasure.C,v 1.3 2006/08/28 14:05:24 root Exp $"; + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to */ -/* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ - -#define ALLOWED_COMBINATION - /* TREASURE_DEBUG does some checking on the treasurelists after loading. * It is useful for finding bugs in the treasures file. Since it only * slows the startup some (and not actual game play), it is by default @@ -37,229 +31,207 @@ #define TREASURE_DEBUG /* TREASURE_VERBOSE enables copious output concerning artifact generation */ -/* #define TREASURE_VERBOSE */ - + +//#define TREASURE_VERBOSE + #include #include -#include -#include +#include + +// used only by treasure.C, does not handle null arch ptrs +#define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name) -static void change_treasure(treasure *t, object *op); /* overrule default values */ extern char *spell_mapping[]; -/* - * Initialize global archtype pointers: - */ +static treasurelist *first_treasurelist; -void init_archetype_pointers() { - int prev_warn = warn_archetypes; - warn_archetypes = 1; - if (ring_arch == NULL) - ring_arch = find_archetype("ring"); - if (amulet_arch == NULL) - amulet_arch = find_archetype("amulet"); - if (staff_arch == NULL) - staff_arch = find_archetype("staff"); - if (crown_arch == NULL) - crown_arch = find_archetype("crown"); - warn_archetypes = prev_warn; -} +static void change_treasure (treasure *t, object *op); /* overrule default values */ -/* - * Allocate and return the pointer to an empty treasurelist structure. - */ +typedef ska::flat_hash_map< + const char *, + treasurelist *, + str_hash, + str_equal, + slice_allocator< std::pair > +> tl_map_t; + +static tl_map_t tl_map; + +//TODO: class method +static void free_treasurestruct (treasure *t); // bleh desu +static void +clear (treasurelist *tl) +{ + if (tl->items) + { + free_treasurestruct (tl->items); + tl->items = 0; + } -static treasurelist *get_empty_treasurelist(void) { - treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); - if(tl==NULL) - fatal(OUT_OF_MEMORY); - memset(tl, 0, sizeof(treasurelist)); - return tl; + tl->total_chance = 0; } /* - * Allocate and return the pointer to an empty treasure structure. + * Searches for the given treasurelist */ +treasurelist * +treasurelist::find (const char *name) +{ + if (!name) + return 0; + + auto (i, tl_map.find (name)); -static treasure *get_empty_treasure(void) { - treasure *t = (treasure *) calloc(1,sizeof(treasure)); - if(t==NULL) - fatal(OUT_OF_MEMORY); - t->item=NULL; - t->name=NULL; - t->next=NULL; - t->next_yes=NULL; - t->next_no=NULL; - t->chance=100; - t->magic=0; - t->nrof=0; - return t; + if (i == tl_map.end ()) + return 0; + + return i->second; } /* - * Reads the lib/treasure file from disk, and parses the contents - * into an internal treasure structure (very linked lists) + * Searches for the given treasurelist in the globally linked list + * of treasurelists which has been built by load_treasures(). */ +treasurelist * +treasurelist::get (const char *name) +{ + treasurelist *tl = find (name); + + if (!tl) + { + tl = new treasurelist; -static treasure *load_treasure(FILE *fp, int *line) { - char buf[MAX_BUF], *cp, variable[MAX_BUF]; - treasure *t=get_empty_treasure(); - int value; - - nroftreasures++; - while(fgets(buf,MAX_BUF,fp)!=NULL) { - (*line)++; - - if(*buf=='#') - continue; - if((cp=strchr(buf,'\n'))!=NULL) - *cp='\0'; - cp=buf; - while(isspace(*cp)) /* Skip blanks */ - cp++; - - if(sscanf(cp,"arch %s",variable)) { - if((t->item=find_archetype(variable))==NULL) - LOG(llevError,"Treasure lacks archetype: %s\n",variable); - } else if (sscanf(cp, "list %s", variable)) - t->name = add_string(variable); - else if (sscanf(cp, "change_name %s", variable)) - t->change_arch.name = add_string(variable); - else if (sscanf(cp, "change_title %s", variable)) - t->change_arch.title = add_string(variable); - else if (sscanf(cp, "change_slaying %s", variable)) - t->change_arch.slaying = add_string(variable); - else if(sscanf(cp,"chance %d",&value)) - t->chance=(uint8) value; - else if(sscanf(cp,"nrof %d",&value)) - t->nrof=(uint16) value; - else if(sscanf(cp,"magic %d",&value)) - t->magic=(uint8) value; - else if(!strcmp(cp,"yes")) - t->next_yes=load_treasure(fp, line); - else if(!strcmp(cp,"no")) - t->next_no=load_treasure(fp, line); - else if(!strcmp(cp,"end")) - return t; - else if(!strcmp(cp,"more")) { - t->next=load_treasure(fp, line); - return t; - } else - LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n", - cp,t->name?t->name:"null", *line); + tl->name = name; + tl->next = first_treasurelist; + first_treasurelist = tl; + + tl_map.insert (std::make_pair (tl->name, tl)); } - LOG(llevError,"treasure lacks 'end'.\n"); - return t; + + return tl; } #ifdef TREASURE_DEBUG /* recursived checks the linked list. Treasurelist is passed only * so that the treasure name can be printed out */ -static void check_treasurelist(const treasure *t, const treasurelist *tl) +static void +check_treasurelist (const treasure *t, const treasurelist * tl) { - if (t->item==NULL && t->name==NULL) - LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name); - if (t->chance>=100 && t->next_yes && (t->next || t->next_no)) - LOG(llevError,"Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", - tl->name); - /* find_treasurelist will print out its own error message */ - if (t->name && strcmp(t->name,"NONE")) - (void) find_treasurelist(t->name); - if (t->next) check_treasurelist(t->next, tl); - if (t->next_yes) check_treasurelist(t->next_yes,tl); - if (t->next_no) check_treasurelist(t->next_no, tl); + if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) + LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); + + if (t->next) + check_treasurelist (t->next, tl); + + if (t->next_yes) + check_treasurelist (t->next_yes, tl); + + if (t->next_no) + check_treasurelist (t->next_no, tl); } #endif /* - * Opens LIBDIR/treasure and reads all treasure-declarations from it. - * Each treasure is parsed with the help of load_treasure(). + * Reads the lib/treasure file from disk, and parses the contents + * into an internal treasure structure (very linked lists) */ +static treasure * +read_treasure (object_thawer &f) +{ + treasure *t = new treasure; -void load_treasures(void) { - FILE *fp; - char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; - treasurelist *previous=NULL; - treasure *t; - int comp, line=0; - - sprintf(filename,"%s/%s",settings.datadir,settings.treasures); - if((fp=open_and_uncompress(filename,0,&comp))==NULL) { - LOG(llevError,"Can't open treasure file.\n"); - return; - } - while(fgets(buf,MAX_BUF,fp)!=NULL) { - line++; - if(*buf=='#') - continue; - - if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) { - treasurelist *tl=get_empty_treasurelist(); - tl->name=add_string(name); - if(previous==NULL) - first_treasurelist=tl; - else - previous->next=tl; - previous=tl; - tl->items=load_treasure(fp, &line); - - /* This is a one of the many items on the list should be generated. - * Add up the chance total, and check to make sure the yes & no - * fields of the treasures are not being used. - */ - if (!strncmp(buf,"treasureone",11)) { - for (t=tl->items; t!=NULL; t=t->next) { -#ifdef TREASURE_DEBUG - if (t->next_yes || t->next_no) { - LOG(llevError,"Treasure %s is one item, but on treasure %s\n", - tl->name, t->item ? t->item->name : t->name); - LOG(llevError," the next_yes or next_no field is set\n"); - } -#endif - tl->total_chance += t->chance; - } - } - } else - LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); + f.next (); + + for (;;) + { + coroapi::cede_to_tick (); + + switch (f.kw) + { + case KW_arch: + t->item = archetype::find (f.get_str ()); + + if (!t->item) + { + f.parse_warn ("treasure references unknown archetype"); + t->item = archetype::empty; + } + + break; + + case KW_list: f.get (t->name); break; + case KW_change_name: f.get (t->change_arch.name); break; + case KW_change_title: f.get (t->change_arch.title); break; + case KW_change_slaying: f.get (t->change_arch.slaying); break; + case KW_chance: f.get (t->chance); break; + case KW_nrof: f.get (t->nrof); break; + case KW_magic: f.get (t->magic); break; + + case KW_yes: t->next_yes = read_treasure (f); continue; + case KW_no: t->next_no = read_treasure (f); continue; + + case KW_end: + f.next (); + return t; + + case KW_more: + t->next = read_treasure (f); + return t; + + default: + if (!f.parse_error ("treasurelist", t->name)) + goto error; + + return t; + } + + f.next (); } - close_and_delete(fp, comp); -#ifdef TREASURE_DEBUG - /* Perform some checks on how valid the treasure data actually is. - * verify that list transitions work (ie, the list that it is supposed - * to transition to exists). Also, verify that at least the name - * or archetype is set for each treasure element. - */ - for (previous=first_treasurelist; previous!=NULL; previous=previous->next) - check_treasurelist(previous->items, previous); -#endif + // not reached + +error: + delete t; + return 0; } /* - * Searches for the given treasurelist in the globally linked list - * of treasurelists which has been built by load_treasures(). + * Each treasure is parsed with the help of load_treasure(). */ +treasurelist * +treasurelist::read (object_thawer &f) +{ + assert (f.kw == KW_treasure || f.kw == KW_treasureone); -treasurelist *find_treasurelist(const char *name) { - const char *tmp=find_string(name); - treasurelist *tl; - - /* Special cases - randomitems of none is to override default. If - * first_treasurelist is null, it means we are on the first pass of - * of loading archetyps, so for now, just return - second pass will - * init these values. + bool one = f.kw == KW_treasureone; + treasurelist *tl = treasurelist::get (f.get_str ()); + clear (tl); + tl->items = read_treasure (f); + if (!tl->items) + return 0; + + /* This is a one of the many items on the list should be generated. + * Add up the chance total, and check to make sure the yes & no + * fields of the treasures are not being used. */ - if (!strcmp(name,"none") || (!first_treasurelist)) return NULL; - if(tmp!=NULL) - for(tl=first_treasurelist;tl!=NULL;tl=tl->next) - if(tmp==tl->name) - return tl; - LOG(llevError,"Couldn't find treasurelist %s\n",name); - return NULL; -} + if (one) + { + for (treasure *t = tl->items; t; t = t->next) + { + if (t->next_yes || t->next_no) + { + LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); + LOG (llevError, " the next_yes or next_no field is set\n"); + } + + tl->total_chance += t->chance; + } + } + return tl; +} /* * Generates the objects specified by the given treasure. @@ -272,127 +244,155 @@ * abilities. This is used by summon spells, thus no summoned monsters * start with equipment, but only their abilities). */ +static void +put_treasure (object *op, object *creator, int flags) +{ + if (flags & GT_ENVIRONMENT) + { + /* Bit of a hack - spells should never be put onto the map. The entire + * treasure stuff is a problem - there is no clear idea of knowing + * this is the original object, or if this is an object that should be created + * by another object. + */ + //TODO: flag such as objects... as such (no drop, anybody?) + if (op->type == SPELL) + { + op->destroy (); + return; + } + op->expand_tail (); -static void put_treasure (object *op, object *creator, int flags) -{ - object *tmp; + if (!creator->is_on_map () + || (op->weight && op->blocked (creator->map, creator->x, creator->y))) + op->destroy (); + else + { + op->flag [FLAG_OBJ_ORIGINAL] = true; + op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); + } + } + else + { + op = creator->insert (op); - /* Bit of a hack - spells should never be put onto the map. The entire - * treasure stuff is a problem - there is no clear idea of knowing - * this is the original object, or if this is an object that should be created - * by another object. - */ - if (flags & GT_ENVIRONMENT && op->type != SPELL) { - op->x = creator->x; - op->y = creator->y; - SET_FLAG(op, FLAG_OBJ_ORIGINAL); - insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); - } else { - op = insert_ob_in_ob (op, creator); - if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) - monster_check_apply(creator, op); - if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) - esrv_send_item(tmp, op); + if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) + monster_check_apply (creator, op); } } /* if there are change_xxx commands in the treasure, we include the changes * in the generated object */ -static void change_treasure(treasure *t, object *op) +static void +change_treasure (treasure *t, object *op) { - /* CMD: change_name xxxx */ - if(t->change_arch.name) + /* CMD: change_name xxxx */ + if (t->change_arch.name) { - FREE_AND_COPY(op->name, t->change_arch.name); - /* not great, but better than something that is completely wrong */ - FREE_AND_COPY(op->name_pl, t->change_arch.name); - } - - if(t->change_arch.title) - { - if(op->title) - free_string(op->title); - op->title = add_string(t->change_arch.title); + op->name = t->change_arch.name; + op->name_pl = t->change_arch.name; } - if(t->change_arch.slaying) - { - if(op->slaying) - free_string(op->slaying); - op->slaying = add_string(t->change_arch.slaying); - } - + if (t->change_arch.title) + op->title = t->change_arch.title; + + if (t->change_arch.slaying) + op->slaying = t->change_arch.slaying; } -void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { - object *tmp; +static void +create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) +{ + if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) + { + if (t->name) + { + if (difficulty >= t->magic) + if (treasurelist *tl = treasurelist::find (t->name)) + create_treasure (tl, op, flag, difficulty, tries); + else + LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); + } + else + { + if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) + { + object *tmp = t->item->instance (); + if (t->nrof && tmp->nrof <= 1) + tmp->nrof = rndm (t->nrof) + 1; - if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { - if (t->name) { - if (strcmp(t->name,"NONE") && difficulty>=t->magic) - create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); - } - else { - if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { - tmp=arch_to_object(t->item); - if(t->nrof&&tmp->nrof<=1) - tmp->nrof = RANDOM()%((int) t->nrof) + 1; - fix_generated_item (tmp, op, difficulty, t->magic, flag); - change_treasure(t, tmp); - put_treasure (tmp, op, flag); - } + fix_generated_item (tmp, op, difficulty, t->magic, flag); + change_treasure (t, tmp); + put_treasure (tmp, op, flag); + } + } + + if (t->next_yes) + create_all_treasures (t->next_yes, op, flag, difficulty, tries); } - if(t->next_yes!=NULL) - create_all_treasures(t->next_yes,op,flag,difficulty, tries); - } else - if(t->next_no!=NULL) - create_all_treasures(t->next_no,op,flag,difficulty,tries); - if(t->next!=NULL) - create_all_treasures(t->next,op,flag,difficulty, tries); + else if (t->next_no) + create_all_treasures (t->next_no, op, flag, difficulty, tries); + + if (t->next) + create_all_treasures (t->next, op, flag, difficulty, tries); } -void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty, - int tries) +static void +create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) { - int value = RANDOM() % tl->total_chance; - treasure *t; + int value = rndm (tl->total_chance); + treasure *t; - if (tries++>100) { - LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n"); - return; - } - for (t=tl->items; t!=NULL; t=t->next) { - value -= t->chance; - if (value<0) break; + if (tries++ > 100) + { + LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); + return; } - if (!t || value>=0) { - LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n"); - abort(); - return; + for (t = tl->items; t; t = t->next) + { + value -= t->chance; + + if (value < 0) + break; } - if (t->name) { - if (!strcmp(t->name,"NONE")) return; - if (difficulty>=t->magic) - create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); - else if (t->nrof) - create_one_treasure(tl, op, flag, difficulty, tries); - return; + + if (!t || value >= 0) + cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); + + if (t->name) + { + if (difficulty >= t->magic) + { + treasurelist *tl = treasurelist::find (t->name); + if (tl) + create_treasure (tl, op, flag, difficulty, tries); + } + else if (t->nrof) + create_one_treasure (tl, op, flag, difficulty, tries); } - if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) { - object *tmp=arch_to_object(t->item); - if (!tmp) return; - if(t->nrof && tmp->nrof<=1) - tmp->nrof = RANDOM()%((int) t->nrof) + 1; - fix_generated_item (tmp, op, difficulty, t->magic, flag); - change_treasure(t, tmp); - put_treasure (tmp, op, flag); + else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) + { + if (object *tmp = t->item->instance ()) + { + if (t->nrof && tmp->nrof <= 1) + tmp->nrof = rndm (t->nrof) + 1; + + fix_generated_item (tmp, op, difficulty, t->magic, flag); + change_treasure (t, tmp); + put_treasure (tmp, op, flag); + } } } +void +object::create_treasure (treasurelist *tl, int flags) +{ + ::create_treasure (tl, this, flags, map ? map->difficulty : 0); +} + /* This calls the appropriate treasure creation function. tries is passed * to determine how many list transitions or attempts to create treasure * have been made. It is really in place to prevent infinite loops with @@ -400,18 +400,32 @@ * created on weak maps, because it will exceed the number of allowed tries * to do that. */ -void create_treasure(treasurelist *t, object *op, int flag, int difficulty, - int tries) +void +create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) { + // empty treasurelists are legal + if (!tl->items) + return; - if (tries++>100) { - LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); - return; + if (tries++ > 100) + { + LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); + return; } - if (t->total_chance) - create_one_treasure(t, op, flag,difficulty, tries); - else - create_all_treasures(t->items, op, flag, difficulty, tries); + + if (op->flag [FLAG_TREASURE_ENV]) + { + // do not generate items when there already is something above the object + if (op->flag [FLAG_IS_FLOOR] && op->above) + return; + + flag |= GT_ENVIRONMENT; + } + + if (tl->total_chance) + create_one_treasure (tl, op, flag, difficulty, tries); + else + create_all_treasures (tl->items, op, flag, difficulty, tries); } /* This is similar to the old generate treasure function. However, @@ -419,20 +433,26 @@ * create_treasure. We create a dummy object that the treasure gets * inserted into, and then return that treausre */ -object *generate_treasure(treasurelist *t, int difficulty) +object * +generate_treasure (treasurelist *tl, int difficulty) { - object *ob = get_object(), *tmp; + difficulty = clamp (difficulty, 1, settings.max_level); + + object *ob = object::create (); + + create_treasure (tl, ob, 0, difficulty, 0); + + /* Don't want to free the object we are about to return */ + object *tmp = ob->inv; + if (tmp) + tmp->remove (); - create_treasure(t, ob, 0, difficulty, 0); + if (ob->inv) + LOG (llevError, "In generate treasure, created multiple objects.\n"); - /* Don't want to free the object we are about to return */ - tmp = ob->inv; - if (tmp!=NULL) remove_ob(tmp); - if (ob->inv) { - LOG(llevError,"In generate treasure, created multiple objects.\n"); - } - free_object(ob); - return tmp; + ob->destroy (); + + return tmp; } /* @@ -442,70 +462,63 @@ * magical bonus "wanted". */ -static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = -{ -/*chance of magic difficulty*/ -/* +0 +1 +2 +3 +4 */ - { 95, 2, 2, 1, 0 }, /*1*/ - { 92, 5, 2, 1, 0 }, /*2*/ - { 85,10, 4, 1, 0 }, /*3*/ - { 80,14, 4, 2, 0 }, /*4*/ - { 75,17, 5, 2, 1 }, /*5*/ - { 70,18, 8, 3, 1 }, /*6*/ - { 65,21,10, 3, 1 }, /*7*/ - { 60,22,12, 4, 2 }, /*8*/ - { 55,25,14, 4, 2 }, /*9*/ - { 50,27,16, 5, 2 }, /*10*/ - { 45,28,18, 6, 3 }, /*11*/ - { 42,28,20, 7, 3 }, /*12*/ - { 40,27,21, 8, 4 }, /*13*/ - { 38,25,22,10, 5 }, /*14*/ - { 36,23,23,12, 6 }, /*15*/ - { 33,21,24,14, 8 }, /*16*/ - { 31,19,25,16, 9 }, /*17*/ - { 27,15,30,18,10 }, /*18*/ - { 20,12,30,25,13 }, /*19*/ - { 15,10,28,30,17 }, /*20*/ - { 13, 9,27,28,23 }, /*21*/ - { 10, 8,25,28,29 }, /*22*/ - { 8, 7,23,26,36 }, /*23*/ - { 6, 6,20,22,46 }, /*24*/ - { 4, 5,17,18,56 }, /*25*/ - { 2, 4,12,14,68 }, /*26*/ - { 0, 3, 7,10,80 }, /*27*/ - { 0, 0, 3, 7,90 }, /*28*/ - { 0, 0, 0, 3,97 }, /*29*/ - { 0, 0, 0, 0,100}, /*30*/ - { 0, 0, 0, 0,100}, /*31*/ +static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { +// chance of magic difficulty +// +0 +1 +2 +3 +4 + {95, 2, 2, 1, 0}, // 1 + {92, 5, 2, 1, 0}, // 2 + {85, 10, 4, 1, 0}, // 3 + {80, 14, 4, 2, 0}, // 4 + {75, 17, 5, 2, 1}, // 5 + {70, 18, 8, 3, 1}, // 6 + {65, 21, 10, 3, 1}, // 7 + {60, 22, 12, 4, 2}, // 8 + {55, 25, 14, 4, 2}, // 9 + {50, 27, 16, 5, 2}, // 10 + {45, 28, 18, 6, 3}, // 11 + {42, 28, 20, 7, 3}, // 12 + {40, 27, 21, 8, 4}, // 13 + {38, 25, 22, 10, 5}, // 14 + {36, 23, 23, 12, 6}, // 15 + {33, 21, 24, 14, 8}, // 16 + {31, 19, 25, 16, 9}, // 17 + {27, 15, 30, 18, 10}, // 18 + {20, 12, 30, 25, 13}, // 19 + {15, 10, 28, 30, 17}, // 20 + {13, 9, 27, 28, 23}, // 21 + {10, 8, 25, 28, 29}, // 22 + { 8, 7, 23, 26, 36}, // 23 + { 6, 6, 20, 22, 46}, // 24 + { 4, 5, 17, 18, 56}, // 25 + { 2, 4, 12, 14, 68}, // 26 + { 0, 3, 7, 10, 80}, // 27 + { 0, 0, 3, 7, 90}, // 28 + { 0, 0, 0, 3, 97}, // 29 + { 0, 0, 0, 0, 100}, // 30 + { 0, 0, 0, 0, 100}, // 31 }; - -/* calculate the appropriate level for wands staves and scrolls. +/* calculate the appropriate level for wands staves and scrolls. * This code presumes that op has had its spell object created (in op->inv) * * elmex Wed Aug 9 17:44:59 CEST 2006: * Removed multiplicator, too many high-level items were generated on low-difficulty maps. */ - -int level_for_item (const object *op, int difficulty) +static int +level_for_item (const object *op, int difficulty) { - int mult = 0, olevel = 0; - if (!op->inv) { - LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name); - return 0; + LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); + return 0; } - olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); + int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); if (olevel <= 0) - olevel = rndm (1, MIN (op->inv->level, 1)); - - if (olevel > MAXLEVEL) - olevel = MAXLEVEL; + olevel = rndm (1, op->inv->level); - return olevel; + return min (olevel, MAXLEVEL_TREASURE); } /* @@ -518,23 +531,16 @@ * weird integer between 1-31. * */ - -int magic_from_difficulty(int difficulty) +static int +magic_from_difficulty (int difficulty) { - int percent = 0, magic = 0; - int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); + int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1); + scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1); - scaled_diff--; + int percent = rndm (100); + int magic; - if(scaled_diff < 0) - scaled_diff = 0; - - if (scaled_diff >= DIFFLEVELS) - scaled_diff = DIFFLEVELS-1; - - percent = RANDOM()%100; - - for(magic = 0; magic < (MAXMAGIC + 1); magic++) + for (magic = 0; magic <= MAXMAGIC; magic++) { percent -= difftomagic_list[scaled_diff][magic]; @@ -542,13 +548,13 @@ break; } - if (magic == (MAXMAGIC + 1)) + if (magic > MAXMAGIC) { - LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); + LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); magic = 0; } - magic = (RANDOM() % 3) ? magic : -magic; + magic = (rndm (3)) ? magic : -magic; /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ return magic; @@ -560,26 +566,33 @@ * This function doesn't work properly, should add use of archetypes * to make it truly absolute. */ - -void set_abs_magic(object *op, int magic) { - if(!magic) +void +set_abs_magic (object *op, int magic) +{ + if (!magic) return; - op->magic=magic; - if (op->arch) { - if (op->type == ARMOUR) - ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; - - if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ - magic = (-magic); - op->weight = (op->arch->clone.weight*(100-magic*10))/100; - } else { - if(op->type==ARMOUR) - ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; - if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ - magic = (-magic); - op->weight=(op->weight*(100-magic*10))/100; - } + op->magic = magic; + if (op->arch) + { + if (op->type == ARMOUR) + ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; + + if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ + magic = (-magic); + + op->weight = (op->arch->weight * (100 - magic * 10)) / 100; + } + else + { + if (op->type == ARMOUR) + ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; + + if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ + magic = (-magic); + + op->weight = (op->weight * (100 - magic * 10)) / 100; + } } /* @@ -587,17 +600,19 @@ * the given difficulty, and the given max possible bonus. */ -static void set_magic (int difficulty, object *op, int max_magic, int flags) +static void +set_magic (int difficulty, object *op, int max_magic, int flags) { - int i; - i = magic_from_difficulty(difficulty); + int i = magic_from_difficulty (difficulty); + if ((flags & GT_ONLY_GOOD) && i < 0) - i = -i; - if(i > max_magic) - i = max_magic; - set_abs_magic(op,i); + i = -i; + + i = min (i, max_magic); + + set_abs_magic (op, i); if (i < 0) - SET_FLAG(op, FLAG_CURSED); + op->set_flag (FLAG_CURSED); } /* @@ -608,116 +623,127 @@ * other bonuses previously rolled and ones the item might natively have. * 2) Add code to deal with new PR method. */ +static void +set_ring_bonus (object *op, int bonus) +{ + int r = rndm (bonus > 0 ? 25 : 11); + + if (op->type == AMULET) + if (!rndm (21)) + r = 20 + rndm (2); + else if (rndm (2)) + r = 10; + else + r = 11 + rndm (9); + + switch (r) + { + /* Redone by MSW 2000-11-26 to have much less code. Also, + * bonuses and penalties will stack and add to existing values. + * of the item. + */ + case 0: + case 1: + case 2: + case 3: + case 4: + case 5: + case 6: + op->stats.stat (r) += bonus; + break; -void set_ring_bonus(object *op,int bonus) { + case 7: + op->stats.dam += bonus; + break; - int r=RANDOM()%(bonus>0?25:11); + case 8: + op->stats.wc += bonus; + break; - if(op->type==AMULET) { - if(!(RANDOM()%21)) - r=20+RANDOM()%2; - else { - if(RANDOM()&2) - r=10; - else - r=11+RANDOM()%9; - } - } - - switch(r) { - /* Redone by MSW 2000-11-26 to have much less code. Also, - * bonuses and penalties will stack and add to existing values. - * of the item. - */ - case 0: - case 1: - case 2: - case 3: - case 4: - case 5: - case 6: - set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); - break; - - case 7: - op->stats.dam+=bonus; - break; - - case 8: - op->stats.wc+=bonus; - break; - - case 9: - op->stats.food+=bonus; /* hunger/sustenance */ - break; - - case 10: - op->stats.ac+=bonus; - break; - - /* Item that gives protections/vulnerabilities */ - case 11: - case 12: - case 13: - case 14: - case 15: - case 16: - case 17: - case 18: - case 19: - { - int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; - - /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ - val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; - - /* Cursed items need to have higher negative values to equal out with - * positive values for how protections work out. Put another - * little random element in since that they don't always end up with - * even values. - */ - if (bonus<0) val = 2*-val - RANDOM() % b; - if (val>35) val=35; /* Upper limit */ - b=0; - while (op->resist[resist_table[resist]]!=0 && b<4) { - resist=RANDOM() % num_resist_table; - } - if (b==4) return; /* Not able to find a free resistance */ - op->resist[resist_table[resist]] = val; - /* We should probably do something more clever here to adjust value - * based on how good a resistance we gave. - */ - break; - } - case 20: - if(op->type==AMULET) { - SET_FLAG(op,FLAG_REFL_SPELL); - op->value*=11; - } else { - op->stats.hp=1; /* regenerate hit points */ - op->value*=4; - } - break; - - case 21: - if(op->type==AMULET) { - SET_FLAG(op,FLAG_REFL_MISSILE); - op->value*=9; - } else { - op->stats.sp=1; /* regenerate spell points */ - op->value*=3; - } - break; - - case 22: - op->stats.exp+=bonus; /* Speed! */ - op->value=(op->value*2)/3; - break; + case 9: + op->stats.food += bonus; /* hunger/sustenance */ + break; + + case 10: + op->stats.ac += bonus; + break; + + /* Item that gives protections/vulnerabilities */ + case 11: + case 12: + case 13: + case 14: + case 15: + case 16: + case 17: + case 18: + case 19: + { + int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); + + /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ + val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); + + /* Cursed items need to have higher negative values to equal out with + * positive values for how protections work out. Put another + * little random element in since that they don't always end up with + * even values. + */ + if (bonus < 0) + val = 2 * -val - rndm (b); + + val = min (35, val); /* Upper limit */ + + b = 0; + + while (op->resist[resist_table[resist]] != 0 && b < 4) + resist = rndm (num_resist_table); + + if (b == 4) + return; /* Not able to find a free resistance */ + + op->resist[resist_table[resist]] = val; + /* We should probably do something more clever here to adjust value + * based on how good a resistance we gave. + */ + break; + } + case 20: + if (op->type == AMULET) + { + op->set_flag (FLAG_REFL_SPELL); + op->value *= 11; + } + else + { + op->stats.hp = 1; /* regenerate hit points */ + op->value *= 4; + } + break; + + case 21: + if (op->type == AMULET) + { + op->set_flag (FLAG_REFL_MISSILE); + op->value *= 9; + } + else + { + op->stats.sp = 1; /* regenerate spell points */ + op->value *= 3; + } + break; + + case 22: + op->stats.exp += bonus; /* Speed! */ + op->value = op->value * 2 / 3; + break; } - if(bonus>0) - op->value*=2*bonus; - else - op->value= -(op->value*2*bonus)/3; + + if (bonus > 0) + op->value = 2 * op->value * bonus; + else + op->value = -2 * op->value * bonus / 3; } /* @@ -728,28 +754,72 @@ * rings and amulets. * Another scheme is used to calculate the magic of weapons and armours. */ +static int +get_magic (int diff) +{ + diff = min (3, diff); + + for (int i = 0; i < 4; i++) + if (rndm (diff)) + return i; -int get_magic(int diff) { - int i; - if(diff<3) - diff=3; - for(i=0;i<4;i++) - if(RANDOM()%diff) return i; return 4; } -#define DICE2 (get_magic(2)==2?2:1) -#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) +/* special_potion() - so that old potion code is still done right. */ +static int +special_potion (object *op) +{ + if (op->attacktype) + return 1; + + if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) + return 1; + + for (int i = 0; i < NROFATTACKS; i++) + if (op->resist[i]) + return 1; + + return 0; +} + +static double +value_factor_from_spell_item (object *spell, object *item) +{ + double factor = + pow ((spell->value > 0 ? spell->value : 1) + * spell->level, 1.5); + + if (item) // this if for: wands/staffs/rods: + { + /* Old crossfire comment ahead: + * Add 50 to both level an divisor to keep prices a little more + * reasonable. Otherwise, a high level version of a low level + * spell can be worth tons a money (eg, level 20 rod, level 2 spell = + * 10 time multiplier). This way, the value are a bit more reasonable. + */ + + factor *= item->level + 50; + factor /= item->inv->level + 50; + } + + return factor; +} + +#define DICE2 (get_magic(2) == 2 ? 2 : 1) +#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) /* * fix_generated_item(): This is called after an item is generated, in * order to set it up right. This produced magical bonuses, puts spells * into scrolls/books/wands, makes it unidentified, hides the value, etc. */ + /* 4/28/96 added creator object from which op may now inherit properties based on - * op->type. Right now, which stuff the creator passes on is object type - * dependant. I know this is a spagetti manuever, but is there a cleaner + * op->type. Right now, which stuff the creator passes on is object type + * dependant. I know this is a spagetti manuever, but is there a cleaner * way to do this? b.t. */ + /* * ! (flags & GT_ENVIRONMENT): * Automatically calls fix_flesh_item(). @@ -761,9 +831,8 @@ * a working object - don't change magic, value, etc, but set it material * type as appropriate, for objects that need spell objects, set those, etc */ - -void fix_generated_item (object * op, object * creator, int difficulty, - int max_magic, int flags) +void +fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) { int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; @@ -776,22 +845,22 @@ if (op->randomitems && op->type != SPELL) { - create_treasure (op->randomitems, op, flags, difficulty, 0); - if (!op->inv) - LOG (llevDebug, - "fix_generated_item: Unable to generate treasure for %s\n", - op->name); - + create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); /* So the treasure doesn't get created again */ - op->randomitems = NULL; + op->randomitems = 0; } - if (difficulty < 1) - difficulty = 1; + max_it (difficulty, 1); + + if (INVOKE_OBJECT (ADD_BONUS, op, + ARG_OBJECT (creator != op ? creator : 0), + ARG_INT (difficulty), ARG_INT (max_magic), + ARG_INT (flags))) + return; if (!(flags & GT_MINIMAL)) { - if (op->arch == crown_arch) + if (IS_ARCH (op->arch, crown)) { set_magic (difficulty, op, max_magic, flags); num_enchantments = calc_item_power (op, 1); @@ -804,10 +873,9 @@ num_enchantments = calc_item_power (op, 1); - if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) + if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) || op->type == HORN - || difficulty >= settings.max_level) /* high difficulties always generate an artifact, - * used for shop_floors or treasures */ + || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ generate_artifact (op, difficulty); } @@ -824,11 +892,9 @@ * being somewhat of a bonus */ if (save_item_power) - op->item_power = - save_item_power + get_power_from_ench (op->item_power); + op->item_power = save_item_power + get_power_from_ench (op->item_power); else - op->item_power = - get_power_from_ench (op->item_power + num_enchantments); + op->item_power = get_power_from_ench (op->item_power + num_enchantments); } else if (save_item_power) { @@ -846,14 +912,14 @@ * item_power value. * - gros, 21th of July 2006. */ - op->item_power = calc_item_power(op,0); - save_item_power = op->item_power; /* Just in case it would get used - * again below */ + op->item_power = calc_item_power (op, 0); + save_item_power = op->item_power; /* Just in case it would get used + * again below */ } } /* materialtype modifications. Note we allow this on artifacts. */ - set_materialname (op, difficulty, NULL); + select_material (op, difficulty); if (flags & GT_MINIMAL) { @@ -861,9 +927,7 @@ /* Handle healing and magic power potions */ if (op->stats.sp && !op->randomitems) { - object *tmp; - - tmp = get_archetype (spell_mapping[op->stats.sp]); + object *tmp = archetype::get (spell_mapping [op->stats.sp]); insert_ob_in_ob (tmp, op); op->stats.sp = 0; } @@ -871,237 +935,205 @@ else if (!op->title) /* Only modify object if not special */ switch (op->type) { - case WEAPON: - case ARMOUR: - case SHIELD: - case HELMET: - case CLOAK: - if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) - set_ring_bonus (op, -DICE2); - break; - - case BRACERS: - if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) - { - set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); - if (!QUERY_FLAG (op, FLAG_CURSED)) - op->value *= 3; - } - break; + case WEAPON: + case ARMOUR: + case SHIELD: + case HELMET: + case CLOAK: + if (op->flag [FLAG_CURSED] && !(rndm (4))) + set_ring_bonus (op, -DICE2); + break; - case POTION: - { - int too_many_tries = 0, is_special = 0; + case BRACERS: + if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) + { + set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); + if (!op->flag [FLAG_CURSED]) + op->value *= 3; + } + break; - /* Handle healing and magic power potions */ - if (op->stats.sp && !op->randomitems) + case POTION: { - object *tmp; + int too_many_tries = 0; - tmp = get_archetype (spell_mapping[op->stats.sp]); - insert_ob_in_ob (tmp, op); - op->stats.sp = 0; - } + /* Handle healing and magic power potions */ + if (op->stats.sp && !op->randomitems) + { + object *tmp = archetype::get (spell_mapping[op->stats.sp]); + insert_ob_in_ob (tmp, op); + op->stats.sp = 0; + } + + while (!special_potion (op) && !op->inv) + { + generate_artifact (op, difficulty); + if (too_many_tries++ > 10) + break; + } + + /* don't want to change value for healing/magic power potions, + * since the value set on those is already correct. + */ + if (op->inv && op->randomitems) + { + /* value multiplier is same as for scrolls */ + op->value *= op->inv->value; + op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); + } + else + { + op->name = shstr_potion; + op->name_pl = shstr_potions; + } - while (!(is_special = special_potion (op)) && !op->inv) - { - generate_artifact (op, difficulty); - if (too_many_tries++ > 10) - break; - } + if (!(flags & GT_ONLY_GOOD) && rndm (2)) + op->set_flag (FLAG_CURSED); - /* don't want to change value for healing/magic power potions, - * since the value set on those is already correct. - */ - if (op->inv && op->randomitems) - { - /* value multiplier is same as for scrolls */ - op->value = (op->value * op->inv->value); - op->level = - op->inv->level / 2 + RANDOM () % difficulty - + RANDOM () % difficulty; + break; } - else - { - FREE_AND_COPY (op->name, "potion"); - FREE_AND_COPY (op->name_pl, "potions"); - } - if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) - SET_FLAG (op, FLAG_CURSED); - break; - } - case AMULET: - if (op->arch == amulet_arch) - op->value *= 5; /* Since it's not just decoration */ + case AMULET: + if (IS_ARCH (op->arch, amulet)) + op->value *= 5; /* Since it's not just decoration */ - case RING: - if (op->arch == NULL) - { - remove_ob (op); - free_object (op); - op = NULL; - break; - } + case RING: + if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ + break; - if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ - break; + if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) + op->set_flag (FLAG_CURSED); - if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) - SET_FLAG (op, FLAG_CURSED); + set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); - set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); + if (op->type != RING) /* Amulets have only one ability */ + break; - if (op->type != RING) /* Amulets have only one ability */ - break; + if (!rndm (4)) + { + int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; - if (!(RANDOM () % 4)) - { - int d = (RANDOM () % 2 - || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; + if (d > 0) + op->value *= 3; - if (d > 0) - op->value *= 3; + set_ring_bonus (op, d); - set_ring_bonus (op, d); + if (!rndm (4)) + { + int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; - if (!(RANDOM () % 4)) - { - int d = (RANDOM () % 3 - || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; - if (d > 0) - op->value *= 5; - set_ring_bonus (op, d); + if (d > 0) + op->value *= 5; + + set_ring_bonus (op, d); + } } - } - if (GET_ANIM_ID (op)) - SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); + if (op->animation_id) + op->set_anim_frame (rndm (op->anim_frames ())); - break; + break; - case BOOK: - /* Is it an empty book?, if yes lets make a special· - * msg for it, and tailor its properties based on the· - * creator and/or map level we found it on. - */ - if (!op->msg && RANDOM () % 10) - { - /* set the book level properly */ - if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) + case BOOK: + /* Is it an empty book?, if yes lets make a special· + * msg for it, and tailor its properties based on the· + * creator and/or map level we found it on. + */ + if (!op->msg && rndm (10)) { - if (op->map && op->map->difficulty) - op->level = - RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; + /* set the book level properly */ + if (creator->level == 0 || creator->flag [FLAG_ALIVE]) + { + if (op->map && op->map->difficulty) + op->level = rndm (op->map->difficulty) + rndm (10) + 1; + else + op->level = rndm (20) + 1; + } else - op->level = RANDOM () % 20 + 1; + op->level = rndm (creator->level); + + tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); + /* books w/ info are worth more! */ + op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); + + /* add exp so reading it gives xp (once) */ + op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; } - else - op->level = RANDOM () % creator->level; - tailor_readable_ob (op, - (creator - && creator->stats.sp) ? creator->stats. - sp : -1); - /* books w/ info are worth more! */ - op->value *= - ((op->level > - 10 ? op->level : (op->level + - 1) / 2) * ((strlen (op->msg) / 250) + 1)); /* creator related stuff */ /* for library, chained books. Note that some monsters have no_pick - * set - we don't want to set no pick in that case. + * set - we don't want to set no pick in that case. + */ + if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER]) + op->set_flag (FLAG_NO_PICK); + if (creator->slaying && !op->slaying) /* for check_inv floors */ + op->slaying = creator->slaying; + break; + + case SPELLBOOK: + op->value *= value_factor_from_spell_item (op->inv, 0); + + /* add exp so learning gives xp */ + op->level = op->inv->level; + op->stats.exp = op->value; + break; + + case WAND: + /* nrof in the treasure list is number of charges, + * not number of wands. So copy that into food (charges), + * and reset nrof. */ - if (QUERY_FLAG (creator, FLAG_NO_PICK) && - !QUERY_FLAG (creator, FLAG_MONSTER)) - SET_FLAG (op, FLAG_NO_PICK); - if (creator->slaying && !op->slaying) /* for check_inv floors */ - op->slaying = add_string (creator->slaying); - - /* add exp so reading it gives xp (once) */ - op->stats.exp = - op->value > 10000 ? op->value / 5 : op->value / 10; - } - break; + op->stats.food = op->inv->nrof; + op->nrof = 1; + /* If the spell changes by level, choose a random level + * for it. + */ + if (op->inv->duration_modifier + || op->inv->dam_modifier + || op->inv->range_modifier) + op->level = level_for_item (op, difficulty); + else + op->level = op->inv->level; - case SPELLBOOK: - op->value = op->value * op->inv->value; - /* add exp so learning gives xp */ - op->level = op->inv->level; - op->stats.exp = op->value; - break; + op->value *= value_factor_from_spell_item (op->inv, op); + break; - case WAND: - /* nrof in the treasure list is number of charges, - * not number of wands. So copy that into food (charges), - * and reset nrof. - */ - op->stats.food = op->inv->nrof; - op->nrof = 1; - /* If the spell changes by level, choose a random level - * for it, and adjust price. If the spell doesn't - * change by level, just set the wand to the level of - * the spell, and value calculation is simpler. - */ - if (op->inv->duration_modifier || op->inv->dam_modifier || - op->inv->range_modifier) - { + case ROD: op->level = level_for_item (op, difficulty); - op->value = op->value * op->inv->value * (op->level + 50) / - (op->inv->level + 50); - } - else - { - op->level = op->inv->level; - op->value = op->value * op->inv->value; - } - break; + op->value *= value_factor_from_spell_item (op->inv, op); - case ROD: - op->level = level_for_item (op, difficulty); - /* Add 50 to both level an divisor to keep prices a little more - * reasonable. Otherwise, a high level version of a low level - * spell can be worth tons a money (eg, level 20 rod, level 2 spell = - * 10 time multiplier). This way, the value are a bit more reasonable. - */ - op->value = - op->value * op->inv->value * (op->level + 50) / (op->inv->level + - 50); - /* maxhp is used to denote how many 'charges' the rod holds before */ - if (op->stats.maxhp) - op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); - else - op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); + /* maxhp is used to denote how many 'charges' the rod holds before */ + if (op->stats.maxhp) + op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); + else + op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); - op->stats.hp = op->stats.maxhp; - break; + op->stats.hp = op->stats.maxhp; + break; - case SCROLL: - op->level = level_for_item (op, difficulty); - op->value = - op->value * op->inv->value - * (op->level + 50) / (op->inv->level + 50); - - /* add exp so reading them properly gives xp */ - op->stats.exp = op->value / 5; - op->nrof = op->inv->nrof; - break; + case SCROLL: + op->level = level_for_item (op, difficulty); + op->value *= value_factor_from_spell_item (op->inv, op); - case RUNE: - trap_adjust (op, difficulty); - break; + /* add exp so reading them properly gives xp */ + op->stats.exp = op->value / 5; + op->nrof = op->inv->nrof; + break; - case TRAP: - trap_adjust (op, difficulty); - break; + case RUNE: + trap_adjust (op, difficulty); + break; + + case TRAP: + trap_adjust (op, difficulty); + break; } /* switch type */ if (flags & GT_STARTEQUIP) { - if (op->nrof < 2 && op->type != CONTAINER - && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) - SET_FLAG (op, FLAG_STARTEQUIP); + if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN]) + op->set_flag (FLAG_STARTEQUIP); else if (op->type != MONEY) op->value = 0; } @@ -1121,494 +1153,360 @@ /* * Allocate and return the pointer to an empty artifactlist structure. */ - -static artifactlist *get_empty_artifactlist(void) { - artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); - if(tl==NULL) - fatal(OUT_OF_MEMORY); - tl->next=NULL; - tl->items=NULL; - tl->total_chance=0; - return tl; +static artifactlist * +get_empty_artifactlist () +{ + return salloc0 (); } /* * Allocate and return the pointer to an empty artifact structure. */ - -static artifact *get_empty_artifact(void) { - artifact *t = (artifact *) malloc(sizeof(artifact)); - if(t==NULL) - fatal(OUT_OF_MEMORY); - t->item=NULL; - t->next=NULL; - t->chance=0; - t->difficulty=0; - t->allowed = NULL; - return t; +static artifact * +get_empty_artifact () +{ + return salloc0 (); } /* * Searches the artifact lists and returns one that has the same type * of objects on it. */ +artifactlist * +find_artifactlist (int type) +{ + for (artifactlist *al = first_artifactlist; al; al = al->next) + if (al->type == type) + return al; -artifactlist *find_artifactlist(int type) { - artifactlist *al; - - for (al=first_artifactlist; al!=NULL; al=al->next) - if (al->type == type) return al; - return NULL; + return 0; } /* - * For debugging purposes. Dumps all tables. + * Builds up the lists of artifacts from the file in the libdir. */ - -void dump_artifacts(void) { +void +init_artifacts () +{ + static int has_been_inited = 0; + artifact *art = NULL; artifactlist *al; - artifact *art; - linked_char *next; - fprintf(logfile,"\n"); - for (al=first_artifactlist; al!=NULL; al=al->next) { - fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); - for (art=al->items; art!=NULL; art=art->next) { - fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n", - art->item->name, art->difficulty, art->chance); - if (art->allowed !=NULL) { - fprintf(logfile,"\tAllowed combinations:"); - for (next=art->allowed; next!=NULL; next=next->next) - fprintf(logfile, "%s,", next->name); - fprintf(logfile,"\n"); - } - } - } - fprintf(logfile,"\n"); -} + if (has_been_inited) + return; + else + has_been_inited = 1; -/* - * For debugging purposes. Dumps all treasures recursively (see below). - */ -void dump_monster_treasure_rec (const char *name, treasure *t, int depth) -{ - treasurelist *tl; - int i; + object_thawer f (settings.datadir, "artifacts"); - if (depth > 100) + if (!f) return; - while (t != NULL) + + for (;;) { - if (t->name != NULL) - { - for (i = 0; i < depth; i++) - fprintf (logfile, " "); - fprintf (logfile, "{ (list: %s)\n", t->name); - tl = find_treasurelist (t->name); - dump_monster_treasure_rec (name, tl->items, depth + 2); - for (i = 0; i < depth; i++) - fprintf (logfile, " "); - fprintf (logfile, "} (end of list: %s)\n", t->name); - } - else - { - for (i = 0; i < depth; i++) - fprintf (logfile, " "); - if (t->item->clone.type == FLESH) - fprintf (logfile, "%s's %s\n", name, t->item->clone.name); - else - fprintf (logfile, "%s\n", t->item->clone.name); - } - if (t->next_yes != NULL) - { - for (i = 0; i < depth; i++) - fprintf (logfile, " "); - fprintf (logfile, " (if yes)\n"); - dump_monster_treasure_rec (name, t->next_yes, depth + 1); - } - if (t->next_no != NULL) - { - for (i = 0; i < depth; i++) - fprintf (logfile, " "); - fprintf (logfile, " (if no)\n"); - dump_monster_treasure_rec (name, t->next_no, depth + 1); - } - t = t->next; - } -} + switch (f.kw) + { + case KW_allowed: + if (!art) + art = get_empty_artifact (); -/* - * For debugging purposes. Dumps all treasures for a given monster. - * Created originally by Raphael Quinet for debugging the alchemy code. - */ - -void dump_monster_treasure (const char *name) -{ - archetype *at; - int found; - - found = 0; - fprintf (logfile, "\n"); - for (at = first_archetype; at != NULL; at = at->next) - if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL) - { - fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name, - at->name); - if (at->clone.randomitems != NULL) - dump_monster_treasure_rec (at->clone.name, - at->clone.randomitems->items, 1); - else - fprintf (logfile, "(nothing)\n"); - fprintf (logfile, "\n"); - found++; - } - if (found == 0) - fprintf (logfile, "No objects have the name %s!\n\n", name); -} + { + if (!strcmp (f.get_str (), "all")) + break; -/* - * Builds up the lists of artifacts from the file in the libdir. - */ + const char *cp = f.get_str (); + char *next; + do + { + if ((next = (char *)strchr (cp, ','))) + *next++ = '\0'; + + linked_char *tmp = new linked_char; + + tmp->name = cp; + tmp->next = art->allowed; + art->allowed = tmp; + } + while ((cp = next)); + } + break; + + case KW_chance: + f.get (art->chance); + break; -void init_artifacts(void) { - static int has_been_inited=0; - FILE *fp_; - char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; - artifact *art=NULL; - linked_char *tmp; - int value, comp; - artifactlist *al; - - if (has_been_inited) return; - else has_been_inited = 1; - - sprintf(filename, "%s/artifacts", settings.datadir); - LOG(llevDebug, "Reading artifacts from %s...",filename); - if ((fp_ = open_and_uncompress(filename, 0, &comp)) == NULL) { - LOG(llevError, "Can't open %s.\n", filename); - return; - } - - object_thawer fp (fp_); - - while (fgets(buf, HUGE_BUF, fp)!=NULL) { - if (*buf=='#') continue; - if((cp=strchr(buf,'\n'))!=NULL) - *cp='\0'; - cp=buf; - while(*cp==' ') /* Skip blanks */ - cp++; - if (*cp=='\0') continue; - - if (!strncmp(cp, "Allowed", 7)) { - if (art==NULL) { - art=get_empty_artifact(); - nrofartifacts++; + case KW_difficulty: + f.get (art->difficulty); + break; + + case KW_object: + { + art->item = object::create (); + f.get (art->item->name); + f.next (); + + if (!art->item->parse_kv (f)) + LOG (llevError, "Init_Artifacts: Could not load object.\n"); + + al = find_artifactlist (art->item->type); + + if (!al) + { + al = get_empty_artifactlist (); + al->type = art->item->type; + al->next = first_artifactlist; + first_artifactlist = al; + } + + art->next = al->items; + al->items = art; + art = 0; + } + continue; + + case KW_EOF: + goto done; + + default: + if (!f.parse_error ("artifacts file")) + cleanup ("artifacts file required"); + break; } - cp = strchr(cp,' ') + 1; - if (!strcmp(cp,"all")) continue; - do { - nrofallowedstr++; - if ((next=strchr(cp, ','))!=NULL) - *(next++) = '\0'; - tmp = (linked_char*) malloc(sizeof(linked_char)); - tmp->name = add_string(cp); - tmp->next = art->allowed; - art->allowed = tmp; - } while ((cp=next)!=NULL); - } - else if (sscanf(cp, "chance %d", &value)) - art->chance = (uint16) value; - else if (sscanf(cp, "difficulty %d", &value)) - art->difficulty = (uint8) value; - else if (!strncmp(cp, "Object",6)) { - art->item = (object *) calloc(1, sizeof(object)); - reset_object(art->item); - if (!load_object(fp, art->item,LO_LINEMODE,0)) - LOG(llevError,"Init_Artifacts: Could not load object.\n"); - art->item->name = add_string((strchr(cp, ' ')+1)); - al=find_artifactlist(art->item->type); - if (al==NULL) { - al = get_empty_artifactlist(); - al->type = art->item->type; - al->next = first_artifactlist; - first_artifactlist = al; - } - art->next = al->items; - al->items = art; - art = NULL; - } - else - LOG(llevError,"Unknown input in artifact file: %s\n", buf); - } - - close_and_delete(fp, comp); - - for (al=first_artifactlist; al!=NULL; al=al->next) { - for (art=al->items; art!=NULL; art=art->next) { - if (!art->chance) - LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); - else - al->total_chance += art->chance; - } + f.next (); + } + +done: + for (al = first_artifactlist; al; al = al->next) + { + al->total_chance = 0; + + for (art = al->items; art; art = art->next) + { + if (!art->chance) + LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); + else + al->total_chance += art->chance; + } #if 0 - LOG(llevDebug,"Artifact list type %d has %d total chance\n", - al->type, al->total_chance); + LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); #endif } - - LOG(llevDebug,"done.\n"); } - /* * Used in artifact generation. The bonuses of the first object * is modified by the bonuses of the second object. */ +void +add_abilities (object *op, object *change) +{ + if (change->face != blank_face) + op->face = change->face; -void add_abilities(object *op, object *change) { - int i,j, tmp; + for (int i = 0; i < NUM_STATS; i++) + change_attr_value (&(op->stats), i, change->stats.stat (i)); - if (change->face != blank_face) { -#ifdef TREASURE_VERBOSE - LOG(llevDebug, "FACE: %d\n", change->face->number); -#endif - op->face = change->face; + op->attacktype |= change->attacktype; + op->path_attuned |= change->path_attuned; + op->path_repelled |= change->path_repelled; + op->path_denied |= change->path_denied; + op->move_type |= change->move_type; + op->stats.luck += change->stats.luck; + + static const struct copyflags : object::flags_t + { + copyflags () + { + set (FLAG_CURSED); + set (FLAG_DAMNED); + set (FLAG_LIFESAVE); + set (FLAG_REFL_SPELL); + set (FLAG_STEALTH); + set (FLAG_XRAYS); + set (FLAG_BLIND); + set (FLAG_SEE_IN_DARK); + set (FLAG_REFL_MISSILE); + set (FLAG_MAKE_INVIS); + } + } copyflags; + + // we might want to just copy, but or'ing is what the original code did + op->flag |= change->flag & copyflags; + + if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) + set_abs_magic (op, -op->magic); + + if (change->flag [FLAG_STAND_STILL]) + { + op->clr_flag (FLAG_ANIMATE); + + /* so artifacts will join */ + if (!op->flag [FLAG_ALIVE]) + op->speed = 0.; + + op->set_speed (op->speed); } - for (i = 0; i < NUM_STATS; i++) - change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); - op->attacktype |= change->attacktype; - op->path_attuned |= change->path_attuned; - op->path_repelled |= change->path_repelled; - op->path_denied |= change->path_denied; - op->move_type |= change->move_type; - op->stats.luck += change->stats.luck; - - if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); - if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); - if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) - && op->magic > 0) - set_abs_magic(op, -op->magic); - - if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); - if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); - if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); - if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); - if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); - if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); - if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); - if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); - - if (QUERY_FLAG(change,FLAG_STAND_STILL)) { - CLEAR_FLAG(op,FLAG_ANIMATE); - /* so artifacts will join */ - if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; - update_ob_speed(op); - } - if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; - op->stats.exp += change->stats.exp; /* Speed modifier */ - op->stats.wc += change->stats.wc; - op->stats.ac += change->stats.ac; - - if (change->other_arch) { - /* Basically, for horns & potions, the other_arch field is the spell - * to cast. So convert that to into a spell and put it into - * this object. - */ - if (op->type == HORN || op->type == POTION) { - object *tmp_obj; - /* Remove any spells this object currently has in it */ - while (op->inv) { - tmp_obj = op->inv; - remove_ob(tmp_obj); - free_object(tmp_obj); - } - tmp_obj = arch_to_object(change->other_arch); - insert_ob_in_ob(tmp_obj, op); - } - /* No harm setting this for potions/horns */ - op->other_arch = change->other_arch; + if (change->nrof) + op->nrof = rndm (change->nrof) + 1; + + op->stats.exp += change->stats.exp; /* Speed modifier */ + op->stats.wc += change->stats.wc; + op->stats.ac += change->stats.ac; + + if (change->other_arch) + { + /* Basically, for horns & potions, the other_arch field is the spell + * to cast. So convert that to into a spell and put it into + * this object. + */ + if (op->type == HORN || op->type == POTION) + { + /* Remove any spells this object currently has in it */ + op->destroy_inv (false); + + object *tmp = change->other_arch->instance (); + insert_ob_in_ob (tmp, op); + } + + /* No harm setting this for potions/horns */ + op->other_arch = change->other_arch; } - if (change->stats.hp < 0) - op->stats.hp = -change->stats.hp; - else - op->stats.hp += change->stats.hp; - if (change->stats.maxhp < 0) - op->stats.maxhp = -change->stats.maxhp; - else - op->stats.maxhp += change->stats.maxhp; - if (change->stats.sp < 0) - op->stats.sp = -change->stats.sp; - else - op->stats.sp += change->stats.sp; - if (change->stats.maxsp < 0) - op->stats.maxsp = -change->stats.maxsp; - else - op->stats.maxsp += change->stats.maxsp; - if (change->stats.food < 0) - op->stats.food = -(change->stats.food); - else - op->stats.food += change->stats.food; - if (change->level < 0) - op->level = -(change->level); - else - op->level += change->level; + if (change->stats.hp < 0) + op->stats.hp = -change->stats.hp; + else + op->stats.hp += change->stats.hp; + + if (change->stats.maxhp < 0) + op->stats.maxhp = -change->stats.maxhp; + else + op->stats.maxhp += change->stats.maxhp; + + if (change->stats.sp < 0) + op->stats.sp = -change->stats.sp; + else + op->stats.sp += change->stats.sp; + + if (change->stats.maxsp < 0) + op->stats.maxsp = -change->stats.maxsp; + else + op->stats.maxsp += change->stats.maxsp; + + if (change->stats.food < 0) + op->stats.food = -change->stats.food; + else + op->stats.food += change->stats.food; + + if (change->level < 0) + op->level = -change->level; + else + op->level += change->level; + + if (change->gen_sp_armour < 0) + op->gen_sp_armour = -change->gen_sp_armour; + else + op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; - if (change->gen_sp_armour < 0) - op->gen_sp_armour = -(change->gen_sp_armour); - else - op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; + op->item_power = change->item_power; - op->item_power = change->item_power; + for (int i = 0; i < NROFATTACKS; i++) + op->resist[i] += change->resist[i]; - for (i=0; iresist[i]) { - op->resist[i] += change->resist[i]; - } - } - if (change->stats.dam) { - if (change->stats.dam < 0) - op->stats.dam = (-change->stats.dam); - else if (op->stats.dam) { - tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10); - if (tmp == op->stats.dam) { - if (change->stats.dam < 10) - op->stats.dam--; - else - op->stats.dam++; - } - else - op->stats.dam = tmp; - } - } - if (change->weight) { - if (change->weight < 0) - op->weight = (-change->weight); - else - op->weight = (op->weight * (change->weight)) / 100; - } - if (change->last_sp) { - if (change->last_sp < 0) - op->last_sp = (-change->last_sp); - else - op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100); - } - if (change->gen_sp_armour) { - if (change->gen_sp_armour < 0) - op->gen_sp_armour = (-change->gen_sp_armour); - else - op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) - / (int)100); - } - op->value *= change->value; - - if(change->material) op->material = change->material; - - if (change->materialname) { - if (op->materialname) - free_string(op->materialname); - op->materialname = add_refcount(change->materialname); - } - - if (change->slaying) { - if (op->slaying) - free_string(op->slaying); - op->slaying = add_refcount(change->slaying); - } - if (change->race) { - if (op->race) - free_string(op->race); - op->race = add_refcount(change->race); - } - if (change->msg) { - if (op->msg) - free_string(op->msg); - op->msg = add_refcount(change->msg); - } - /* GROS: Added support for event_... in artifact file */ - for(j=0;jhook)) { - if ((evt2)&&(evt2->hook)) { - free_string(evt2->hook); - free_string(evt2->plugin); - free_string(evt2->options); - evtp = NULL; - evtn = evt2->next; - if (evt2 == op->events) { - free(evt2); - op->events = evtn; - } - else { - evtp = op->events; - while (evtp->next != evt2) - evtp = evtp->next; - free(evt2); - evtp->next = evtn; - } - } - else if (evt2 == NULL) { - if (op->events == NULL) { - evt2 = (event *)malloc(sizeof(event)); - op->events = evt2; - } - else { - evtp = op->events; - while (evtp->next != NULL) - evtp = evtp->next; - evtp->next = (event *)malloc(sizeof(event)); - evt2 = evtp->next; - } - } - evt2->next = NULL; - evt2->hook = add_refcount(evt->hook); - evt2->plugin = add_refcount(evt->plugin); - evt2->type = j; - - if (evt->options) - evt2->options = add_refcount(evt->options); - else - evt2->options = NULL; - } + if (change->stats.dam) + { + if (change->stats.dam < 0) + op->stats.dam = -change->stats.dam; + else if (op->stats.dam) + { + int tmp = op->stats.dam * change->stats.dam / 10; + + if (tmp == op->stats.dam) + { + if (change->stats.dam < 10) + op->stats.dam--; + else + op->stats.dam++; + } + else + op->stats.dam = tmp; + } } + + if (change->weight) + { + if (change->weight < 0) + op->weight = -change->weight; + else + op->weight = op->weight * change->weight / 100; + } + + if (change->last_sp) + { + if (change->last_sp < 0) + op->last_sp = -change->last_sp; + else + op->last_sp = op->last_sp * (int)change->last_sp / 100; + } + + if (change->gen_sp_armour) + { + if (change->gen_sp_armour < 0) + op->gen_sp_armour = -change->gen_sp_armour; + else + op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; + } + + op->value *= change->value; + + if (change->materials) + op->materials = change->materials; + + if (change->material != MATERIAL_NULL) + op->material = change->material; + + if (change->slaying) + op->slaying = change->slaying; + + if (change->race) + op->race = change->race; + + if (change->msg) + op->msg = change->msg; } -static int legal_artifact_combination(object *op, artifact *art) { +static int +legal_artifact_combination (object *op, artifact *art) +{ int neg, success = 0; linked_char *tmp; const char *name; - if (art->allowed == (linked_char *) NULL) - return 1; /* Ie, "all" */ - for (tmp = art->allowed; tmp; tmp = tmp->next) { + if (!art->allowed) + return 1; /* Ie, "all" */ + + for (tmp = art->allowed; tmp; tmp = tmp->next) + { #ifdef TREASURE_VERBOSE - LOG(llevDebug, "legal_art: %s\n", tmp->name); + LOG (llevDebug, "legal_art: %s\n", &tmp->name); #endif - if (*tmp->name == '!') - name = tmp->name + 1, neg = 1; - else - name = tmp->name, neg = 0; + if (*tmp->name == '!') + name = tmp->name + 1, neg = 1; + else + name = tmp->name, neg = 0; + + /* If we match name, then return the opposite of 'neg' */ + if (!strcmp (name, op->arch->archname)) + return !neg; + + /* Set success as true, since if the match was an inverse, it means + * everything is allowed except what we match + */ + else if (neg) + success = 1; + } - /* If we match name, then return the opposite of 'neg' */ - if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name))) - return !neg; - - /* Set success as true, since if the match was an inverse, it means - * everything is allowed except what we match - */ - else if (neg) - success = 1; - } return success; } @@ -1617,23 +1515,21 @@ * it should have due to the second artifact-template. */ -void give_artifact_abilities(object *op, object *artifct) { - char new_name[MAX_BUF]; +void +give_artifact_abilities (object *op, object *artifct) +{ + op->title = format ("of %s", &artifct->name); - sprintf(new_name, "of %s", artifct->name); - if (op->title) - free_string(op->title); - op->title = add_string(new_name); - add_abilities(op, artifct); /* Give out the bonuses */ + add_abilities (op, artifct); /* Give out the bonuses */ -#if 0 /* Bit verbose, but keep it here until next time I need it... */ +#if 0 /* Bit verbose, but keep it here until next time I need it... */ { - char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); - SET_FLAG(op, FLAG_IDENTIFIED); - LOG(llevDebug, "Generated artifact %s %s [%s]\n", - op->name, op->title, describe_item(op, NULL)); + char identified = op->flag [FLAG_IDENTIFIED]; + + op->set_flag (FLAG_IDENTIFIED); + LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); if (!identified) - CLEAR_FLAG(op, FLAG_IDENTIFIED); + op->clr_flag (FLAG_IDENTIFIED); } #endif return; @@ -1650,54 +1546,61 @@ /* Give 1 re-roll attempt per artifact */ #define ARTIFACT_TRIES 2 -void generate_artifact(object *op, int difficulty) { - artifactlist *al; +void +generate_artifact (object *op, int difficulty) +{ artifact *art; - int i; - al = find_artifactlist(op->type); - - if (al==NULL) { -#if 0 /* This is too verbose, usually */ - LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); + artifactlist *al = find_artifactlist (op->type); + + if (al == NULL) + { +#if 0 /* This is too verbose, usually */ + LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); #endif - return; - } + return; + } - for (i = 0; i < ARTIFACT_TRIES; i++) { - int roll = RANDOM()% al->total_chance; + for (int i = 0; i < ARTIFACT_TRIES; i++) + { + int roll = rndm (al->total_chance); - for (art=al->items; art!=NULL; art=art->next) { - roll -= art->chance; - if (roll<0) break; - } - - if (art == NULL || roll>=0) { + for (art = al->items; art; art = art->next) + { + roll -= art->chance; + if (roll < 0) + break; + } + + if (art == NULL || roll >= 0) + { #if 1 - LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", - op->type); + LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); #endif - return; - } - if (!strcmp(art->item->name,"NONE")) - return; - if (FABS(op->magic) < art->item->magic) - continue; /* Not magic enough to be this item */ - - /* Map difficulty not high enough */ - if (difficultydifficulty) - continue; + return; + } + + if (art->item->name == shstr_NONE) + return; - if (!legal_artifact_combination(op, art)) { + if (fabs (op->magic) < art->item->magic) + continue; /* Not magic enough to be this item */ + + /* Map difficulty not high enough */ + if (difficulty < art->difficulty) + continue; + + if (!legal_artifact_combination (op, art)) + { #ifdef TREASURE_VERBOSE - LOG(llevDebug, "%s of %s was not a legal combination.\n", - op->name, art->item->name); + LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); #endif - continue; + continue; + } + + give_artifact_abilities (op, art->item); + return; } - give_artifact_abilities(op, art->item); - return; - } } /* fix_flesh_item() - objects of type FLESH are similar to type @@ -1705,111 +1608,71 @@ * based on the original owner (or 'donor' if you like). -b.t. */ -void fix_flesh_item(object *item, object *donor) { - char tmpbuf[MAX_BUF]; - int i; - - if(item->type==FLESH && donor) { - /* change the name */ - sprintf(tmpbuf,"%s's %s",donor->name,item->name); - FREE_AND_COPY(item->name, tmpbuf); - sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); - FREE_AND_COPY(item->name_pl, tmpbuf); - - /* weight is FLESH weight/100 * donor */ - if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) - item->weight=1; - - /* value is multiplied by level of donor */ - item->value *= isqrt(donor->level*2); - - /* food value */ - item->stats.food += (donor->stats.hp/100) + donor->stats.Con; - - /* flesh items inherit some abilities of donor, but not - * full effect. - */ - for (i=0; iresist[i] = donor->resist[i]/2; - - /* item inherits donor's level (important for quezals) */ - item->level = donor->level; - - /* if donor has some attacktypes, the flesh is poisonous */ - if(donor->attacktype&AT_POISON) - item->type=POISON; - if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; - SET_FLAG(item,FLAG_NO_STEAL); - } -} +void +fix_flesh_item (object *item, object *donor) +{ + if (item->type == FLESH && donor) + { + /* change the name */ + item->name = format ("%s's %s", &donor->name, &item->name); + item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); -/* special_potion() - so that old potion code is still done right. */ + /* weight is FLESH weight/100 * donor */ + item->weight = max (1, item->weight * donor->weight / 100); -int special_potion (object *op) { + /* value is multiplied by level of donor */ + item->value *= isqrt (donor->level * 2); - int i; + /* food value */ + item->stats.food += donor->stats.hp / 100 + donor->stats.Con; - if(op->attacktype) return 1; + /* flesh items inherit some abilities of donor, but not + * full effect. + */ + for (int i = 0; i < NROFATTACKS; i++) + item->resist[i] = donor->resist[i] / 2; - if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow - || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1; + /* item inherits donor's level (important for quezals) */ + item->level = donor->level; - for (i=0; iresist[i]) return 1; + /* if donor has some attacktypes, the flesh is poisonous */ + if (donor->attacktype & AT_POISON) + item->type = POISON; - return 0; -} + if (donor->attacktype & AT_ACID) + item->stats.hp = -item->stats.food; -void free_treasurestruct(treasure *t) -{ - if (t->next) free_treasurestruct(t->next); - if (t->next_yes) free_treasurestruct(t->next_yes); - if (t->next_no) free_treasurestruct(t->next_no); - free(t); + item->set_flag (FLAG_NO_STEAL); + } } -void free_charlinks(linked_char *lc) +static void +free_treasurestruct (treasure *t) { - if (lc->next) free_charlinks(lc->next); - free(lc); + if (t->next) free_treasurestruct (t->next); + if (t->next_yes) free_treasurestruct (t->next_yes); + if (t->next_no) free_treasurestruct (t->next_no); + + delete t; } -void free_artifact(artifact *at) +static void +free_charlinks (linked_char *lc) { + if (lc->next) + free_charlinks (lc->next); - if (at->next) free_artifact(at->next); - if (at->allowed) free_charlinks(at->allowed); - if (at->item) { - if (at->item->name) free_string(at->item->name); - if (at->item->name_pl) free_string(at->item->name_pl); - if (at->item->msg) free_string(at->item->msg); - if (at->item->title) free_string(at->item->title); - free(at->item); - } - free(at); + delete lc; } -void free_artifactlist(artifactlist *al) +static void +free_artifact (artifact *at) { - artifactlist *nextal; - for (al=first_artifactlist; al!=NULL; al=nextal) { - nextal=al->next; - if (al->items) { - free_artifact(al->items); - } - free(al); - } -} + if (at->next) free_artifact (at->next); + if (at->allowed) free_charlinks (at->allowed); -void free_all_treasures(void) { -treasurelist *tl, *next; + at->item->destroy (); - - for (tl=first_treasurelist; tl!=NULL; tl=next) { - next=tl->next; - if (tl->name) free_string(tl->name); - if (tl->items) free_treasurestruct(tl->items); - free(tl); - } - free_artifactlist(first_artifactlist); + sfree (at); } +