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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.30 by elmex, Wed Jan 3 02:30:51 2007 UTC vs.
Revision 1.115 by root, Fri Feb 3 02:04:11 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * 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 9 * 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 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * 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 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23
24#define ALLOWED_COMBINATION
25 24
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 26 * 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 27 * slows the startup some (and not actual game play), it is by default
29 * left on 28 * left on
30 */ 29 */
31#define TREASURE_DEBUG 30#define TREASURE_DEBUG
32 31
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 33
35/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
36 35
37#include <global.h> 36#include <global.h>
38#include <treasure.h> 37#include <treasure.h>
39#include <funcpoint.h>
40#include <loader.h>
41 38
39extern char *spell_mapping[];
40
41static treasurelist *first_treasurelist;
42 42
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 44
46/* 45typedef std::tr1::unordered_map<
47 * Initialize global archtype pointers: 46 const char *,
48 */ 47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t;
49 52
50void 53static tl_map_t tl_map;
51init_archetype_pointers ()
52{
53 int prev_warn = warn_archetypes;
54 54
55 warn_archetypes = 1; 55//TODO: class method
56 if (ring_arch == NULL) 56static void free_treasurestruct (treasure *t); // bleh desu
57 ring_arch = archetype::find ("ring"); 57static void
58 if (amulet_arch == NULL) 58clear (treasurelist *tl)
59 amulet_arch = archetype::find ("amulet"); 59{
60 if (staff_arch == NULL) 60 if (tl->items)
61 staff_arch = archetype::find ("staff"); 61 {
62 if (crown_arch == NULL) 62 free_treasurestruct (tl->items);
63 crown_arch = archetype::find ("crown"); 63 tl->items = 0;
64 warn_archetypes = prev_warn; 64 }
65}
66 65
67/* 66 tl->total_chance = 0;
68 * Allocate and return the pointer to an empty treasurelist structure. 67}
69 */
70 68
69/*
70 * Searches for the given treasurelist
71 */
71static treasurelist * 72treasurelist *
72get_empty_treasurelist (void) 73treasurelist::find (const char *name)
73{ 74{
75 if (!name)
76 return 0;
77
78 auto (i, tl_map.find (name));
79
80 if (i == tl_map.end ())
81 return 0;
82
83 return i->second;
84}
85
86/*
87 * Searches for the given treasurelist in the globally linked list
88 * of treasurelists which has been built by load_treasures().
89 */
90treasurelist *
91treasurelist::get (const char *name)
92{
93 treasurelist *tl = find (name);
94
95 if (!tl)
96 {
74 return new treasurelist; 97 tl = new treasurelist;
75}
76 98
77/* 99 tl->name = name;
78 * Allocate and return the pointer to an empty treasure structure. 100 tl->next = first_treasurelist;
79 */ 101 first_treasurelist = tl;
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85 102
86 t->chance = 100; 103 tl_map.insert (std::make_pair (tl->name, tl));
104 }
87 105
88 return t; 106 return tl;
89} 107}
108
109#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out
112 */
113static void
114check_treasurelist (const treasure *t, const treasurelist * tl)
115{
116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
118
119 if (t->next)
120 check_treasurelist (t->next, tl);
121
122 if (t->next_yes)
123 check_treasurelist (t->next_yes, tl);
124
125 if (t->next_no)
126 check_treasurelist (t->next_no, tl);
127}
128#endif
90 129
91/* 130/*
92 * Reads the lib/treasure file from disk, and parses the contents 131 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 132 * into an internal treasure structure (very linked lists)
94 */ 133 */
95
96static treasure * 134static treasure *
97load_treasure (FILE * fp, int *line) 135read_treasure (object_thawer &f)
98{ 136{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 137 treasure *t = new treasure;
101 int value;
102 138
103 nroftreasures++; 139 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 140
108 if (*buf == '#') 141 for (;;)
109 continue; 142 {
110 if ((cp = strchr (buf, '\n')) != NULL) 143 coroapi::cede_to_tick ();
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 144
116 if (sscanf (cp, "arch %s", variable)) 145 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 146 {
121 else if (sscanf (cp, "list %s", variable)) 147 case KW_arch:
122 t->name = variable; 148 t->item = archetype::find (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 149
124 t->change_arch.name = variable; 150 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 { 151 {
143 t->next = load_treasure (fp, line); 152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = read_treasure (f); continue;
168
169 case KW_end:
170 f.next ();
144 return t; 171 return t;
172
173 case KW_more:
174 t->next = read_treasure (f);
175 return t;
176
177 default:
178 if (!f.parse_error ("treasurelist", t->name))
179 goto error;
180
181 return t;
145 } 182 }
146 else 183
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 184 f.next ();
148 } 185 }
149 LOG (llevError, "treasure lacks 'end'.\n"); 186
187 // not reached
188
189error:
190 delete t;
150 return t; 191 return 0;
151} 192}
152 193
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->chance >= 100 && t->next_yes && (t->next || t->next_no))
162 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
163 /* find_treasurelist will print out its own error message */
164 if (t->name && *t->name)
165 find_treasurelist (t->name);
166 if (t->next)
167 check_treasurelist (t->next, tl);
168 if (t->next_yes)
169 check_treasurelist (t->next_yes, tl);
170 if (t->next_no)
171 check_treasurelist (t->next_no, tl);
172}
173#endif
174
175/* 194/*
176 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
177 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
178 */ 196 */
179 197treasurelist *
180void 198treasurelist::read (object_thawer &f)
181load_treasures (void)
182{ 199{
183 FILE *fp; 200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
184 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
185 treasurelist *previous = NULL;
186 treasure *t;
187 int comp, line = 0;
188 201
189 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 202 bool one = f.kw == KW_treasureone;
190 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 203 treasurelist *tl = treasurelist::get (f.get_str ());
191 { 204 clear (tl);
192 LOG (llevError, "Can't open treasure file.\n"); 205 tl->items = read_treasure (f);
206 if (!tl->items)
193 return; 207 return 0;
194 }
195 while (fgets (buf, MAX_BUF, fp) != NULL)
196 {
197 line++;
198 if (*buf == '#')
199 continue;
200 208
201 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
202 {
203 treasurelist *tl = get_empty_treasurelist ();
204
205 tl->name = name;
206 if (previous == NULL)
207 first_treasurelist = tl;
208 else
209 previous->next = tl;
210 previous = tl;
211 tl->items = load_treasure (fp, &line);
212
213 /* This is a one of the many items on the list should be generated. 209 /* This is a one of the many items on the list should be generated.
214 * Add up the chance total, and check to make sure the yes & no 210 * Add up the chance total, and check to make sure the yes & no
215 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
216 */ 212 */
217 if (!strncmp (buf, "treasureone", 11)) 213 if (one)
214 {
215 for (treasure *t = tl->items; t; t = t->next)
216 {
217 if (t->next_yes || t->next_no)
218 { 218 {
219 for (t = tl->items; t != NULL; t = t->next)
220 {
221#ifdef TREASURE_DEBUG
222 if (t->next_yes || t->next_no)
223 {
224 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
225 LOG (llevError, " the next_yes or next_no field is set\n"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
226 }
227#endif
228 tl->total_chance += t->chance;
229 }
230 } 221 }
231 }
232 else
233 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
234 }
235 close_and_delete (fp, comp);
236 222
237#ifdef TREASURE_DEBUG 223 tl->total_chance += t->chance;
238 /* Perform some checks on how valid the treasure data actually is. 224 }
239 * verify that list transitions work (ie, the list that it is supposed 225 }
240 * to transition to exists). Also, verify that at least the name
241 * or archetype is set for each treasure element.
242 */
243 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
244 check_treasurelist (previous->items, previous);
245#endif
246}
247 226
248/*
249 * Searches for the given treasurelist in the globally linked list
250 * of treasurelists which has been built by load_treasures().
251 */
252
253treasurelist *
254find_treasurelist (const char *name)
255{
256 shstr_cmp name_ (name);
257
258 if (!name_)
259 return 0;
260
261 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
262 if (name_ == tl->name)
263 return tl;
264
265 if (first_treasurelist)
266 LOG (llevError, "Couldn't find treasurelist %s\n", name);
267
268 return 0; 227 return tl;
269} 228}
270
271 229
272/* 230/*
273 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
274 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
275 * If there is a certain percental chance for a treasure to be generated, 233 * If there is a certain percental chance for a treasure to be generated,
281 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
282 */ 240 */
283static void 241static void
284put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
285{ 243{
286 object *tmp; 244 if (flags & GT_ENVIRONMENT)
287 245 {
288 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
289 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
290 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
291 * by another object. 249 * by another object.
292 */ 250 */
293 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
294 { 252 if (op->type == SPELL)
295 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!creator->is_on_map ()
261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
262 op->destroy ();
263 else
264 {
265 op->flag [FLAG_OBJ_ORIGINAL] = true;
296 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 }
297 } 268 }
298 else 269 else
299 { 270 {
300 op = creator->insert (op); 271 op = creator->insert (op);
301 272
302 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
303 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
304
305 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
306 esrv_send_item (tmp, op);
307 } 275 }
308} 276}
309 277
310/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
311 * in the generated object 279 * in the generated object
325 293
326 if (t->change_arch.slaying) 294 if (t->change_arch.slaying)
327 op->slaying = t->change_arch.slaying; 295 op->slaying = t->change_arch.slaying;
328} 296}
329 297
330void 298static void
331create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 299create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
332{ 300{
333 object *tmp;
334
335 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 301 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
336 { 302 {
337 if (t->name) 303 if (t->name)
338 { 304 {
339 if (difficulty >= t->magic) 305 if (difficulty >= t->magic)
306 if (treasurelist *tl = treasurelist::find (t->name))
307 create_treasure (tl, op, flag, difficulty, tries);
308 else
309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
310 }
311 else
312 {
313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
340 { 314 {
341 treasurelist *tl = find_treasurelist (t->name); 315 object *tmp = t->item->instance ();
342 if (tl) 316
343 create_treasure (tl, op, flag, difficulty, tries);
344 }
345 }
346 else
347 {
348 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
349 {
350 tmp = arch_to_object (t->item);
351 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
319
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 321 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 322 put_treasure (tmp, op, flag);
356 } 323 }
357 } 324 }
358 325
359 if (t->next_yes != NULL) 326 if (t->next_yes)
360 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 327 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 } 328 }
362 else if (t->next_no != NULL) 329 else if (t->next_no)
363 create_all_treasures (t->next_no, op, flag, difficulty, tries); 330 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 331
365 if (t->next != NULL) 332 if (t->next)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 333 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 334}
368 335
369void 336static void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 337create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 338{
372 int value = RANDOM () % tl->total_chance; 339 int value = rndm (tl->total_chance);
373 treasure *t; 340 treasure *t;
374 341
375 if (tries++ > 100) 342 if (tries++ > 100)
376 { 343 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 344 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378 return; 345 return;
379 } 346 }
380 347
381 for (t = tl->items; t != NULL; t = t->next) 348 for (t = tl->items; t; t = t->next)
382 { 349 {
383 value -= t->chance; 350 value -= t->chance;
384 351
385 if (value < 0) 352 if (value < 0)
386 break; 353 break;
387 } 354 }
388 355
389 if (!t || value >= 0) 356 if (!t || value >= 0)
390 {
391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 357 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
392 abort ();
393 return;
394 }
395 358
396 if (t->name) 359 if (t->name)
397 { 360 {
398 if (difficulty >= t->magic) 361 if (difficulty >= t->magic)
399 { 362 {
400 treasurelist *tl = find_treasurelist (t->name); 363 treasurelist *tl = treasurelist::find (t->name);
401 if (tl) 364 if (tl)
402 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
403 } 366 }
404 else if (t->nrof) 367 else if (t->nrof)
405 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
406
407 return;
408 } 369 }
409
410 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
411 { 371 {
412 object *tmp = arch_to_object (t->item); 372 if (object *tmp = t->item->instance ())
413 373 {
414 if (!tmp)
415 return;
416
417 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
418 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
419 376
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 378 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
380 }
423 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
424} 388}
425 389
426/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
428 * have been made. It is really in place to prevent infinite loops with 392 * have been made. It is really in place to prevent infinite loops with
431 * to do that. 395 * to do that.
432 */ 396 */
433void 397void
434create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 398create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
435{ 399{
400 // empty treasurelists are legal
401 if (!tl->items)
402 return;
436 403
437 if (tries++ > 100) 404 if (tries++ > 100)
438 { 405 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
440 return; 407 return;
441 } 408 }
409
410 if (op->flag [FLAG_TREASURE_ENV])
411 {
412 // do not generate items when there already is something above the object
413 if (op->flag [FLAG_IS_FLOOR] && op->above)
414 return;
415
416 flag |= GT_ENVIRONMENT;
417 }
418
442 if (tl->total_chance) 419 if (tl->total_chance)
443 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
444 else 421 else
445 create_all_treasures (tl->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
446} 423}
453object * 430object *
454generate_treasure (treasurelist *tl, int difficulty) 431generate_treasure (treasurelist *tl, int difficulty)
455{ 432{
456 difficulty = clamp (difficulty, 1, settings.max_level); 433 difficulty = clamp (difficulty, 1, settings.max_level);
457 434
458 object *ob = object::create (), *tmp; 435 object *ob = object::create ();
459 436
460 create_treasure (tl, ob, 0, difficulty, 0); 437 create_treasure (tl, ob, 0, difficulty, 0);
461 438
462 /* Don't want to free the object we are about to return */ 439 /* Don't want to free the object we are about to return */
463 tmp = ob->inv; 440 object *tmp = ob->inv;
464 if (tmp != NULL) 441 if (tmp)
465 tmp->remove (); 442 tmp->remove ();
466 443
467 if (ob->inv) 444 if (ob->inv)
468 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
469 446
470 ob->destroy (); 447 ob->destroy ();
448
471 return tmp; 449 return tmp;
472} 450}
473 451
474/* 452/*
475 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
477 * The array has two arguments, the difficulty of the level, and the 455 * The array has two arguments, the difficulty of the level, and the
478 * magical bonus "wanted". 456 * magical bonus "wanted".
479 */ 457 */
480 458
481static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 459static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
482
483/*chance of magic difficulty*/ 460// chance of magic difficulty
484
485/* +0 +1 +2 +3 +4 */ 461// +0 +1 +2 +3 +4
486 {95, 2, 2, 1, 0}, /*1 */ 462 {95, 2, 2, 1, 0}, // 1
487 {92, 5, 2, 1, 0}, /*2 */ 463 {92, 5, 2, 1, 0}, // 2
488 {85, 10, 4, 1, 0}, /*3 */ 464 {85, 10, 4, 1, 0}, // 3
489 {80, 14, 4, 2, 0}, /*4 */ 465 {80, 14, 4, 2, 0}, // 4
490 {75, 17, 5, 2, 1}, /*5 */ 466 {75, 17, 5, 2, 1}, // 5
491 {70, 18, 8, 3, 1}, /*6 */ 467 {70, 18, 8, 3, 1}, // 6
492 {65, 21, 10, 3, 1}, /*7 */ 468 {65, 21, 10, 3, 1}, // 7
493 {60, 22, 12, 4, 2}, /*8 */ 469 {60, 22, 12, 4, 2}, // 8
494 {55, 25, 14, 4, 2}, /*9 */ 470 {55, 25, 14, 4, 2}, // 9
495 {50, 27, 16, 5, 2}, /*10 */ 471 {50, 27, 16, 5, 2}, // 10
496 {45, 28, 18, 6, 3}, /*11 */ 472 {45, 28, 18, 6, 3}, // 11
497 {42, 28, 20, 7, 3}, /*12 */ 473 {42, 28, 20, 7, 3}, // 12
498 {40, 27, 21, 8, 4}, /*13 */ 474 {40, 27, 21, 8, 4}, // 13
499 {38, 25, 22, 10, 5}, /*14 */ 475 {38, 25, 22, 10, 5}, // 14
500 {36, 23, 23, 12, 6}, /*15 */ 476 {36, 23, 23, 12, 6}, // 15
501 {33, 21, 24, 14, 8}, /*16 */ 477 {33, 21, 24, 14, 8}, // 16
502 {31, 19, 25, 16, 9}, /*17 */ 478 {31, 19, 25, 16, 9}, // 17
503 {27, 15, 30, 18, 10}, /*18 */ 479 {27, 15, 30, 18, 10}, // 18
504 {20, 12, 30, 25, 13}, /*19 */ 480 {20, 12, 30, 25, 13}, // 19
505 {15, 10, 28, 30, 17}, /*20 */ 481 {15, 10, 28, 30, 17}, // 20
506 {13, 9, 27, 28, 23}, /*21 */ 482 {13, 9, 27, 28, 23}, // 21
507 {10, 8, 25, 28, 29}, /*22 */ 483 {10, 8, 25, 28, 29}, // 22
508 {8, 7, 23, 26, 36}, /*23 */ 484 { 8, 7, 23, 26, 36}, // 23
509 {6, 6, 20, 22, 46}, /*24 */ 485 { 6, 6, 20, 22, 46}, // 24
510 {4, 5, 17, 18, 56}, /*25 */ 486 { 4, 5, 17, 18, 56}, // 25
511 {2, 4, 12, 14, 68}, /*26 */ 487 { 2, 4, 12, 14, 68}, // 26
512 {0, 3, 7, 10, 80}, /*27 */ 488 { 0, 3, 7, 10, 80}, // 27
513 {0, 0, 3, 7, 90}, /*28 */ 489 { 0, 0, 3, 7, 90}, // 28
514 {0, 0, 0, 3, 97}, /*29 */ 490 { 0, 0, 0, 3, 97}, // 29
515 {0, 0, 0, 0, 100}, /*30 */ 491 { 0, 0, 0, 0, 100}, // 30
516 {0, 0, 0, 0, 100}, /*31 */ 492 { 0, 0, 0, 0, 100}, // 31
517}; 493};
518
519 494
520/* calculate the appropriate level for wands staves and scrolls. 495/* calculate the appropriate level for wands staves and scrolls.
521 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
522 * 497 *
523 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
524 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
525 */ 500 */
526 501static int
527int
528level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
529{ 503{
530 int olevel = 0;
531
532 if (!op->inv) 504 if (!op->inv)
533 { 505 {
534 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
535 return 0; 507 return 0;
536 } 508 }
537 509
538 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
539 511
540 if (olevel <= 0) 512 if (olevel <= 0)
541 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
542 514
543 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL_TREASURE);
544 olevel = MAXLEVEL;
545
546 return olevel;
547} 516}
548 517
549/* 518/*
550 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
551 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
554 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
555 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
556 * weird integer between 1-31. 525 * weird integer between 1-31.
557 * 526 *
558 */ 527 */
559 528static int
560int
561magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
562{ 530{
563 int percent = 0, magic = 0;
564 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
532 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
565 533
566 scaled_diff--; 534 int percent = rndm (100);
535 int magic;
567 536
568 if (scaled_diff < 0)
569 scaled_diff = 0;
570
571 if (scaled_diff >= DIFFLEVELS)
572 scaled_diff = DIFFLEVELS - 1;
573
574 percent = RANDOM () % 100;
575
576 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
577 { 538 {
578 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
579 540
580 if (percent < 0) 541 if (percent < 0)
581 break; 542 break;
582 } 543 }
583 544
584 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
585 { 546 {
586 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 547 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
587 magic = 0; 548 magic = 0;
588 } 549 }
589 550
590 magic = (RANDOM () % 3) ? magic : -magic; 551 magic = (rndm (3)) ? magic : -magic;
591 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 552 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
592 553
593 return magic; 554 return magic;
594} 555}
595 556
597 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
598 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
599 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
600 * to make it truly absolute. 561 * to make it truly absolute.
601 */ 562 */
602
603void 563void
604set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
605{ 565{
606 if (!magic) 566 if (!magic)
607 return; 567 return;
608 568
609 op->magic = magic; 569 op->magic = magic;
610 if (op->arch) 570 if (op->arch)
611 { 571 {
612 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
613 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
614 574
615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 575 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
616 magic = (-magic); 576 magic = (-magic);
577
617 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
618 } 579 }
619 else 580 else
620 { 581 {
621 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
622 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
623 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
624 magic = (-magic); 586 magic = (-magic);
587
625 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
626 } 589 }
627} 590}
628 591
629/* 592/*
632 */ 595 */
633 596
634static void 597static void
635set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
636{ 599{
637 int i;
638
639 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
640 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
641 i = -i; 603 i = -i;
604
642 if (i > max_magic) 605 i = min (i, max_magic);
643 i = max_magic; 606
644 set_abs_magic (op, i); 607 set_abs_magic (op, i);
645 if (i < 0) 608 if (i < 0)
646 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
647} 610}
648 611
649/* 612/*
650 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
651 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
652 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
653 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
654 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
656 */ 619 */
657 620static void
658void
659set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
660{ 622{
661
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
663 624
664 if (op->type == AMULET) 625 if (op->type == AMULET)
665 { 626 if (!rndm (21))
666 if (!(RANDOM () % 21)) 627 r = 20 + rndm (2);
667 r = 20 + RANDOM () % 2; 628 else if (rndm (2))
629 r = 10;
668 else 630 else
669 { 631 r = 11 + rndm (9);
670 if (RANDOM () & 2)
671 r = 10;
672 else
673 r = 11 + RANDOM () % 9;
674 }
675 }
676 632
677 switch (r) 633 switch (r)
678 { 634 {
679 /* Redone by MSW 2000-11-26 to have much less code. Also, 635 /* Redone by MSW 2000-11-26 to have much less code. Also,
680 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
681 * of the item. 637 * of the item.
682 */ 638 */
683 case 0: 639 case 0:
684 case 1: 640 case 1:
685 case 2: 641 case 2:
686 case 3: 642 case 3:
687 case 4: 643 case 4:
688 case 5: 644 case 5:
689 case 6: 645 case 6:
690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 646 op->stats.stat (r) += bonus;
691 break; 647 break;
692 648
693 case 7: 649 case 7:
694 op->stats.dam += bonus; 650 op->stats.dam += bonus;
695 break; 651 break;
715 case 16: 671 case 16:
716 case 17: 672 case 17:
717 case 18: 673 case 18:
718 case 19: 674 case 19:
719 { 675 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 676 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
721 677
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 678 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 679 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
724 680
725 /* Cursed items need to have higher negative values to equal out with 681 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another 682 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with 683 * little random element in since that they don't always end up with
728 * even values. 684 * even values.
729 */ 685 */
730 if (bonus < 0) 686 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 687 val = 2 * -val - rndm (b);
732 if (val > 35) 688
733 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
734 b = 0; 691 b = 0;
692
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 {
737 resist = RANDOM () % num_resist_table; 694 resist = rndm (num_resist_table);
738 } 695
739 if (b == 4) 696 if (b == 4)
740 return; /* Not able to find a free resistance */ 697 return; /* Not able to find a free resistance */
698
741 op->resist[resist_table[resist]] = val; 699 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 700 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 701 * based on how good a resistance we gave.
744 */ 702 */
745 break; 703 break;
746 } 704 }
747 case 20: 705 case 20:
748 if (op->type == AMULET) 706 if (op->type == AMULET)
749 { 707 {
750 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
751 op->value *= 11; 709 op->value *= 11;
752 } 710 }
753 else 711 else
754 { 712 {
755 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
758 break; 716 break;
759 717
760 case 21: 718 case 21:
761 if (op->type == AMULET) 719 if (op->type == AMULET)
762 { 720 {
763 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
764 op->value *= 9; 722 op->value *= 9;
765 } 723 }
766 else 724 else
767 { 725 {
768 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
770 } 728 }
771 break; 729 break;
772 730
773 case 22: 731 case 22:
774 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
776 break; 734 break;
777 } 735 }
736
778 if (bonus > 0) 737 if (bonus > 0)
779 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
780 else 739 else
781 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
782} 741}
783 742
784/* 743/*
785 * get_magic(diff) will return a random number between 0 and 4. 744 * get_magic(diff) will return a random number between 0 and 4.
786 * diff can be any value above 2. The higher the diff-variable, the 745 * diff can be any value above 2. The higher the diff-variable, the
787 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
788 * It is only used in fix_generated_treasure() to set bonuses on 747 * It is only used in fix_generated_treasure() to set bonuses on
789 * rings and amulets. 748 * rings and amulets.
790 * Another scheme is used to calculate the magic of weapons and armours. 749 * Another scheme is used to calculate the magic of weapons and armours.
791 */ 750 */
792 751static int
793int
794get_magic (int diff) 752get_magic (int diff)
795{ 753{
796 int i; 754 diff = min (3, diff);
797 755
798 if (diff < 3)
799 diff = 3;
800 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
801 if (RANDOM () % diff) 757 if (rndm (diff))
802 return i; 758 return i;
759
803 return 4; 760 return 4;
804} 761}
805 762
763/* special_potion() - so that old potion code is still done right. */
764static int
765special_potion (object *op)
766{
767 if (op->attacktype)
768 return 1;
769
770 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
771 return 1;
772
773 for (int i = 0; i < NROFATTACKS; i++)
774 if (op->resist[i])
775 return 1;
776
777 return 0;
778}
779
780static double
781value_factor_from_spell_item (object *spell, object *item)
782{
783 double factor =
784 pow ((spell->value > 0 ? spell->value : 1)
785 * spell->level, 1.5);
786
787 if (item) // this if for: wands/staffs/rods:
788 {
789 /* Old crossfire comment ahead:
790 * Add 50 to both level an divisor to keep prices a little more
791 * reasonable. Otherwise, a high level version of a low level
792 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
793 * 10 time multiplier). This way, the value are a bit more reasonable.
794 */
795
796 factor *= item->level + 50;
797 factor /= item->inv->level + 50;
798 }
799
800 return factor;
801}
802
806#define DICE2 (get_magic(2)==2?2:1) 803#define DICE2 (get_magic(2) == 2 ? 2 : 1)
807#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 804#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
808 805
809/* 806/*
810 * fix_generated_item(): This is called after an item is generated, in 807 * fix_generated_item(): This is called after an item is generated, in
811 * order to set it up right. This produced magical bonuses, puts spells 808 * order to set it up right. This produced magical bonuses, puts spells
812 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 809 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
826 * value. 823 * value.
827 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
828 * a working object - don't change magic, value, etc, but set it material 825 * a working object - don't change magic, value, etc, but set it material
829 * type as appropriate, for objects that need spell objects, set those, etc 826 * type as appropriate, for objects that need spell objects, set those, etc
830 */ 827 */
831
832void 828void
833fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 829fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
834{ 830{
835 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 831 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
836 832
841 save_item_power = op->item_power; 837 save_item_power = op->item_power;
842 op->item_power = 0; 838 op->item_power = 0;
843 839
844 if (op->randomitems && op->type != SPELL) 840 if (op->randomitems && op->type != SPELL)
845 { 841 {
846 create_treasure (op->randomitems, op, flags, difficulty, 0); 842 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
847 if (!op->inv)
848 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
849
850 /* So the treasure doesn't get created again */ 843 /* So the treasure doesn't get created again */
851 op->randomitems = NULL; 844 op->randomitems = 0;
852 } 845 }
853 846
854 if (difficulty < 1) 847 max_it (difficulty, 1);
855 difficulty = 1;
856 848
857 if (INVOKE_OBJECT (ADD_BONUS, op, 849 if (INVOKE_OBJECT (ADD_BONUS, op,
858 ARG_OBJECT (creator != op ? creator : 0), 850 ARG_OBJECT (creator != op ? creator : 0),
859 ARG_INT (difficulty), ARG_INT (max_magic), 851 ARG_INT (difficulty), ARG_INT (max_magic),
860 ARG_INT (flags))) 852 ARG_INT (flags)))
861 return; 853 return;
862 854
863 if (!(flags & GT_MINIMAL)) 855 if (!(flags & GT_MINIMAL))
864 { 856 {
865 if (op->arch == crown_arch) 857 if (IS_ARCH (op->arch, crown))
866 { 858 {
867 set_magic (difficulty, op, max_magic, flags); 859 set_magic (difficulty, op, max_magic, flags);
868 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
869 generate_artifact (op, difficulty); 861 generate_artifact (op, difficulty);
870 } 862 }
873 if (!op->magic && max_magic) 865 if (!op->magic && max_magic)
874 set_magic (difficulty, op, max_magic, flags); 866 set_magic (difficulty, op, max_magic, flags);
875 867
876 num_enchantments = calc_item_power (op, 1); 868 num_enchantments = calc_item_power (op, 1);
877 869
878 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 870 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
879 * used for shop_floors or treasures */ 871 || op->type == HORN
872 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
880 generate_artifact (op, difficulty); 873 generate_artifact (op, difficulty);
881 } 874 }
882 875
883 /* Object was made an artifact. Calculate its item_power rating. 876 /* Object was made an artifact. Calculate its item_power rating.
884 * the item_power in the object is what the artfiact adds. 877 * the item_power in the object is what the artfiact adds.
918 * again below */ 911 * again below */
919 } 912 }
920 } 913 }
921 914
922 /* materialtype modifications. Note we allow this on artifacts. */ 915 /* materialtype modifications. Note we allow this on artifacts. */
923 set_materialname (op, difficulty, NULL); 916 select_material (op, difficulty);
924 917
925 if (flags & GT_MINIMAL) 918 if (flags & GT_MINIMAL)
926 { 919 {
927 if (op->type == POTION) 920 if (op->type == POTION)
928 /* Handle healing and magic power potions */ 921 /* Handle healing and magic power potions */
929 if (op->stats.sp && !op->randomitems) 922 if (op->stats.sp && !op->randomitems)
930 { 923 {
931 object *tmp;
932
933 tmp = get_archetype (spell_mapping[op->stats.sp]); 924 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
934 insert_ob_in_ob (tmp, op); 925 insert_ob_in_ob (tmp, op);
935 op->stats.sp = 0; 926 op->stats.sp = 0;
936 } 927 }
937 } 928 }
938 else if (!op->title) /* Only modify object if not special */ 929 else if (!op->title) /* Only modify object if not special */
941 case WEAPON: 932 case WEAPON:
942 case ARMOUR: 933 case ARMOUR:
943 case SHIELD: 934 case SHIELD:
944 case HELMET: 935 case HELMET:
945 case CLOAK: 936 case CLOAK:
946 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 937 if (op->flag [FLAG_CURSED] && !(rndm (4)))
947 set_ring_bonus (op, -DICE2); 938 set_ring_bonus (op, -DICE2);
948 break; 939 break;
949 940
950 case BRACERS: 941 case BRACERS:
951 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 942 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
952 { 943 {
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 944 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
954 if (!QUERY_FLAG (op, FLAG_CURSED)) 945 if (!op->flag [FLAG_CURSED])
955 op->value *= 3; 946 op->value *= 3;
956 } 947 }
957 break; 948 break;
958 949
959 case POTION: 950 case POTION:
960 { 951 {
961 int too_many_tries = 0, is_special = 0; 952 int too_many_tries = 0;
962 953
963 /* Handle healing and magic power potions */ 954 /* Handle healing and magic power potions */
964 if (op->stats.sp && !op->randomitems) 955 if (op->stats.sp && !op->randomitems)
965 { 956 {
966 object *tmp;
967
968 tmp = get_archetype (spell_mapping[op->stats.sp]); 957 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
969 insert_ob_in_ob (tmp, op); 958 insert_ob_in_ob (tmp, op);
970 op->stats.sp = 0; 959 op->stats.sp = 0;
971 } 960 }
972 961
973 while (!(is_special = special_potion (op)) && !op->inv) 962 while (!special_potion (op) && !op->inv)
974 { 963 {
975 generate_artifact (op, difficulty); 964 generate_artifact (op, difficulty);
976 if (too_many_tries++ > 10) 965 if (too_many_tries++ > 10)
977 break; 966 break;
978 } 967 }
981 * since the value set on those is already correct. 970 * since the value set on those is already correct.
982 */ 971 */
983 if (op->inv && op->randomitems) 972 if (op->inv && op->randomitems)
984 { 973 {
985 /* value multiplier is same as for scrolls */ 974 /* value multiplier is same as for scrolls */
986 op->value = (op->value * op->inv->value); 975 op->value *= op->inv->value;
987 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 976 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
988 } 977 }
989 else 978 else
990 { 979 {
991 op->name = "potion"; 980 op->name = shstr_potion;
992 op->name_pl = "potions"; 981 op->name_pl = shstr_potions;
993 } 982 }
994 983
995 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 984 if (!(flags & GT_ONLY_GOOD) && rndm (2))
996 SET_FLAG (op, FLAG_CURSED); 985 op->set_flag (FLAG_CURSED);
986
997 break; 987 break;
998 } 988 }
999 989
1000 case AMULET: 990 case AMULET:
1001 if (op->arch == amulet_arch) 991 if (IS_ARCH (op->arch, amulet))
1002 op->value *= 5; /* Since it's not just decoration */ 992 op->value *= 5; /* Since it's not just decoration */
1003 993
1004 case RING: 994 case RING:
1005 if (op->arch == NULL)
1006 {
1007 op->destroy ();
1008 op = 0;
1009 break;
1010 }
1011
1012 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 995 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1013 break; 996 break;
1014 997
1015 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 998 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1016 SET_FLAG (op, FLAG_CURSED); 999 op->set_flag (FLAG_CURSED);
1017 1000
1018 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1001 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1019 1002
1020 if (op->type != RING) /* Amulets have only one ability */ 1003 if (op->type != RING) /* Amulets have only one ability */
1021 break; 1004 break;
1022 1005
1023 if (!(RANDOM () % 4)) 1006 if (!rndm (4))
1024 { 1007 {
1025 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1008 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1026 1009
1027 if (d > 0) 1010 if (d > 0)
1028 op->value *= 3; 1011 op->value *= 3;
1029 1012
1030 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
1031 1014
1032 if (!(RANDOM () % 4)) 1015 if (!rndm (4))
1033 { 1016 {
1034 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1017 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1035 1018
1036 if (d > 0) 1019 if (d > 0)
1037 op->value *= 5; 1020 op->value *= 5;
1021
1038 set_ring_bonus (op, d); 1022 set_ring_bonus (op, d);
1039 } 1023 }
1040 } 1024 }
1041 1025
1042 if (GET_ANIM_ID (op)) 1026 if (op->animation_id)
1043 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1027 op->set_anim_frame (rndm (op->anim_frames ()));
1044 1028
1045 break; 1029 break;
1046 1030
1047 case BOOK: 1031 case BOOK:
1048 /* Is it an empty book?, if yes lets make a special· 1032 /* Is it an empty book?, if yes lets make a special·
1049 * msg for it, and tailor its properties based on the· 1033 * msg for it, and tailor its properties based on the·
1050 * creator and/or map level we found it on. 1034 * creator and/or map level we found it on.
1051 */ 1035 */
1052 if (!op->msg && RANDOM () % 10) 1036 if (!op->msg && rndm (10))
1053 { 1037 {
1054 /* set the book level properly */ 1038 /* set the book level properly */
1055 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1039 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1056 { 1040 {
1057 if (op->map && op->map->difficulty) 1041 if (op->map && op->map->difficulty)
1058 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1042 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1059 else 1043 else
1060 op->level = RANDOM () % 20 + 1; 1044 op->level = rndm (20) + 1;
1061 } 1045 }
1062 else 1046 else
1063 op->level = RANDOM () % creator->level; 1047 op->level = rndm (creator->level);
1064 1048
1065 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1049 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1066 /* books w/ info are worth more! */ 1050 /* books w/ info are worth more! */
1067 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1051 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1068 /* creator related stuff */
1069
1070 /* for library, chained books. Note that some monsters have no_pick
1071 * set - we don't want to set no pick in that case.
1072 */
1073 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1074 SET_FLAG (op, FLAG_NO_PICK);
1075 if (creator->slaying && !op->slaying) /* for check_inv floors */
1076 op->slaying = creator->slaying;
1077 1052
1078 /* add exp so reading it gives xp (once) */ 1053 /* add exp so reading it gives xp (once) */
1079 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1054 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1080 } 1055 }
1056
1057 /* creator related stuff */
1058
1059 /* for library, chained books. Note that some monsters have no_pick
1060 * set - we don't want to set no pick in that case.
1061 */
1062 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1063 op->set_flag (FLAG_NO_PICK);
1064 if (creator->slaying && !op->slaying) /* for check_inv floors */
1065 op->slaying = creator->slaying;
1081 break; 1066 break;
1082 1067
1083 case SPELLBOOK: 1068 case SPELLBOOK:
1084 op->value = op->value * op->inv->value; 1069 op->value *= value_factor_from_spell_item (op->inv, 0);
1070
1085 /* add exp so learning gives xp */ 1071 /* add exp so learning gives xp */
1086 op->level = op->inv->level; 1072 op->level = op->inv->level;
1087 op->stats.exp = op->value; 1073 op->stats.exp = op->value;
1088 break; 1074 break;
1089 1075
1093 * and reset nrof. 1079 * and reset nrof.
1094 */ 1080 */
1095 op->stats.food = op->inv->nrof; 1081 op->stats.food = op->inv->nrof;
1096 op->nrof = 1; 1082 op->nrof = 1;
1097 /* If the spell changes by level, choose a random level 1083 /* If the spell changes by level, choose a random level
1098 * for it, and adjust price. If the spell doesn't 1084 * for it.
1099 * change by level, just set the wand to the level of
1100 * the spell, and value calculation is simpler.
1101 */ 1085 */
1102 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1086 if (op->inv->duration_modifier
1103 { 1087 || op->inv->dam_modifier
1088 || op->inv->range_modifier)
1104 op->level = level_for_item (op, difficulty); 1089 op->level = level_for_item (op, difficulty);
1105 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1106 }
1107 else 1090 else
1108 {
1109 op->level = op->inv->level; 1091 op->level = op->inv->level;
1110 op->value = op->value * op->inv->value; 1092
1111 } 1093 op->value *= value_factor_from_spell_item (op->inv, op);
1112 break; 1094 break;
1113 1095
1114 case ROD: 1096 case ROD:
1115 op->level = level_for_item (op, difficulty); 1097 op->level = level_for_item (op, difficulty);
1116 /* Add 50 to both level an divisor to keep prices a little more 1098 op->value *= value_factor_from_spell_item (op->inv, op);
1117 * reasonable. Otherwise, a high level version of a low level 1099
1118 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1119 * 10 time multiplier). This way, the value are a bit more reasonable.
1120 */
1121 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1122 /* maxhp is used to denote how many 'charges' the rod holds before */ 1100 /* maxhp is used to denote how many 'charges' the rod holds before */
1123 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1124 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1125 else 1103 else
1126 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1127 1105
1128 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1129 break; 1107 break;
1130 1108
1131 case SCROLL: 1109 case SCROLL:
1132 op->level = level_for_item (op, difficulty); 1110 op->level = level_for_item (op, difficulty);
1133 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1111 op->value *= value_factor_from_spell_item (op->inv, op);
1134 1112
1135 /* add exp so reading them properly gives xp */ 1113 /* add exp so reading them properly gives xp */
1136 op->stats.exp = op->value / 5; 1114 op->stats.exp = op->value / 5;
1137 op->nrof = op->inv->nrof; 1115 op->nrof = op->inv->nrof;
1138 break; 1116 break;
1146 break; 1124 break;
1147 } /* switch type */ 1125 } /* switch type */
1148 1126
1149 if (flags & GT_STARTEQUIP) 1127 if (flags & GT_STARTEQUIP)
1150 { 1128 {
1151 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1129 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1152 SET_FLAG (op, FLAG_STARTEQUIP); 1130 op->set_flag (FLAG_STARTEQUIP);
1153 else if (op->type != MONEY) 1131 else if (op->type != MONEY)
1154 op->value = 0; 1132 op->value = 0;
1155 } 1133 }
1156 1134
1157 if (!(flags & GT_ENVIRONMENT)) 1135 if (!(flags & GT_ENVIRONMENT))
1167 */ 1145 */
1168 1146
1169/* 1147/*
1170 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1171 */ 1149 */
1172
1173static artifactlist * 1150static artifactlist *
1174get_empty_artifactlist (void) 1151get_empty_artifactlist ()
1175{ 1152{
1176 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1153 return salloc0<artifactlist> ();
1177
1178 if (al == NULL)
1179 fatal (OUT_OF_MEMORY);
1180 al->next = NULL;
1181 al->items = NULL;
1182 al->total_chance = 0;
1183 return al;
1184} 1154}
1185 1155
1186/* 1156/*
1187 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1188 */ 1158 */
1189
1190static artifact * 1159static artifact *
1191get_empty_artifact (void) 1160get_empty_artifact ()
1192{ 1161{
1193 artifact *a = (artifact *) malloc (sizeof (artifact)); 1162 return salloc0<artifact> ();
1194
1195 if (a == NULL)
1196 fatal (OUT_OF_MEMORY);
1197 a->item = NULL;
1198 a->next = NULL;
1199 a->chance = 0;
1200 a->difficulty = 0;
1201 a->allowed = NULL;
1202 return a;
1203} 1163}
1204 1164
1205/* 1165/*
1206 * Searches the artifact lists and returns one that has the same type 1166 * Searches the artifact lists and returns one that has the same type
1207 * of objects on it. 1167 * of objects on it.
1208 */ 1168 */
1209
1210artifactlist * 1169artifactlist *
1211find_artifactlist (int type) 1170find_artifactlist (int type)
1212{ 1171{
1213 artifactlist *al;
1214
1215 for (al = first_artifactlist; al != NULL; al = al->next) 1172 for (artifactlist *al = first_artifactlist; al; al = al->next)
1216 if (al->type == type) 1173 if (al->type == type)
1217 return al; 1174 return al;
1175
1218 return NULL; 1176 return 0;
1219} 1177}
1220 1178
1221/* 1179/*
1222 * For debugging purposes. Dumps all tables. 1180 * Builds up the lists of artifacts from the file in the libdir.
1223 */ 1181 */
1224
1225void 1182void
1226dump_artifacts (void)
1227{
1228 artifactlist *al;
1229 artifact *art;
1230 linked_char *next;
1231
1232 fprintf (logfile, "\n");
1233 for (al = first_artifactlist; al != NULL; al = al->next)
1234 {
1235 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1236 for (art = al->items; art != NULL; art = art->next)
1237 {
1238 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1239 if (art->allowed != NULL)
1240 {
1241 fprintf (logfile, "\tAllowed combinations:");
1242 for (next = art->allowed; next != NULL; next = next->next)
1243 fprintf (logfile, "%s,", &next->name);
1244 fprintf (logfile, "\n");
1245 }
1246 }
1247 }
1248 fprintf (logfile, "\n");
1249}
1250
1251/*
1252 * For debugging purposes. Dumps all treasures recursively (see below).
1253 */
1254void
1255dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1256{
1257 treasurelist *tl;
1258 int i;
1259
1260 if (depth > 100)
1261 return;
1262 while (t)
1263 {
1264 if (t->name)
1265 {
1266 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " ");
1268 fprintf (logfile, "{ (list: %s)\n", &t->name);
1269 tl = find_treasurelist (t->name);
1270 if (tl)
1271 dump_monster_treasure_rec (name, tl->items, depth + 2);
1272 for (i = 0; i < depth; i++)
1273 fprintf (logfile, " ");
1274 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1275 }
1276 else
1277 {
1278 for (i = 0; i < depth; i++)
1279 fprintf (logfile, " ");
1280 if (t->item && t->item->clone.type == FLESH)
1281 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1282 else
1283 fprintf (logfile, "%s\n", &t->item->clone.name);
1284 }
1285
1286 if (t->next_yes)
1287 {
1288 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " ");
1290 fprintf (logfile, " (if yes)\n");
1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1292 }
1293
1294 if (t->next_no)
1295 {
1296 for (i = 0; i < depth; i++)
1297 fprintf (logfile, " ");
1298 fprintf (logfile, " (if no)\n");
1299 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1300 }
1301
1302 t = t->next;
1303 }
1304}
1305
1306/*
1307 * For debugging purposes. Dumps all treasures for a given monster.
1308 * Created originally by Raphael Quinet for debugging the alchemy code.
1309 */
1310
1311void
1312dump_monster_treasure (const char *name)
1313{
1314 archetype *at;
1315 int found;
1316
1317 found = 0;
1318 fprintf (logfile, "\n");
1319 for (at = first_archetype; at != NULL; at = at->next)
1320 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1321 {
1322 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1323 if (at->clone.randomitems != NULL)
1324 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1325 else
1326 fprintf (logfile, "(nothing)\n");
1327 fprintf (logfile, "\n");
1328 found++;
1329 }
1330 if (found == 0)
1331 fprintf (logfile, "No objects have the name %s!\n\n", name);
1332}
1333
1334/*
1335 * Builds up the lists of artifacts from the file in the libdir.
1336 */
1337
1338void
1339init_artifacts (void) 1183init_artifacts ()
1340{ 1184{
1341 static int has_been_inited = 0; 1185 static int has_been_inited = 0;
1342 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1343 artifact *art = NULL; 1186 artifact *art = NULL;
1344 linked_char *tmp;
1345 int value;
1346 artifactlist *al; 1187 artifactlist *al;
1347 1188
1348 if (has_been_inited) 1189 if (has_been_inited)
1349 return; 1190 return;
1350 else 1191 else
1351 has_been_inited = 1; 1192 has_been_inited = 1;
1352 1193
1353 sprintf (filename, "%s/artifacts", settings.datadir); 1194 object_thawer f (settings.datadir, "artifacts");
1354 object_thawer thawer (filename);
1355 1195
1356 if (!thawer) 1196 if (!f)
1357 return; 1197 return;
1358 1198
1359 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1199 for (;;)
1360 { 1200 {
1361 if (*buf == '#') 1201 switch (f.kw)
1362 continue;
1363 if ((cp = strchr (buf, '\n')) != NULL)
1364 *cp = '\0';
1365 cp = buf;
1366 while (*cp == ' ') /* Skip blanks */
1367 cp++;
1368 if (*cp == '\0')
1369 continue;
1370
1371 if (!strncmp (cp, "Allowed", 7))
1372 { 1202 {
1203 case KW_allowed:
1373 if (art == NULL) 1204 if (!art)
1205 art = get_empty_artifact ();
1206
1374 { 1207 {
1375 art = get_empty_artifact (); 1208 if (!strcmp (f.get_str (), "all"))
1376 nrofartifacts++; 1209 break;
1210
1211 const char *cp = f.get_str ();
1212 char *next;
1213 do
1214 {
1215 if ((next = (char *)strchr (cp, ',')))
1216 *next++ = '\0';
1217
1218 linked_char *tmp = new linked_char;
1219
1220 tmp->name = cp;
1221 tmp->next = art->allowed;
1222 art->allowed = tmp;
1223 }
1224 while ((cp = next));
1377 } 1225 }
1378 cp = strchr (cp, ' ') + 1; 1226 break;
1379 if (!strcmp (cp, "all")) 1227
1228 case KW_chance:
1229 f.get (art->chance);
1230 break;
1231
1232 case KW_difficulty:
1233 f.get (art->difficulty);
1234 break;
1235
1236 case KW_object:
1237 {
1238 art->item = object::create ();
1239 f.get (art->item->name);
1240 f.next ();
1241
1242 if (!art->item->parse_kv (f))
1243 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1244
1245 al = find_artifactlist (art->item->type);
1246
1247 if (!al)
1248 {
1249 al = get_empty_artifactlist ();
1250 al->type = art->item->type;
1251 al->next = first_artifactlist;
1252 first_artifactlist = al;
1253 }
1254
1255 art->next = al->items;
1256 al->items = art;
1257 art = 0;
1258 }
1380 continue; 1259 continue;
1381 1260
1382 do 1261 case KW_EOF:
1262 goto done;
1263
1264 default:
1265 if (!f.parse_error ("artifacts file"))
1266 cleanup ("artifacts file required");
1383 { 1267 break;
1384 nrofallowedstr++;
1385 if ((next = strchr (cp, ',')) != NULL)
1386 *(next++) = '\0';
1387 tmp = new linked_char;
1388
1389 tmp->name = cp;
1390 tmp->next = art->allowed;
1391 art->allowed = tmp;
1392 }
1393 while ((cp = next) != NULL);
1394 }
1395 else if (sscanf (cp, "chance %d", &value))
1396 art->chance = (uint16) value;
1397 else if (sscanf (cp, "difficulty %d", &value))
1398 art->difficulty = (uint8) value;
1399 else if (!strncmp (cp, "Object", 6))
1400 { 1268 }
1401 art->item = object::create ();
1402 1269
1403 if (!load_object (thawer, art->item, 0)) 1270 f.next ();
1404 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1405
1406 art->item->name = strchr (cp, ' ') + 1;
1407 al = find_artifactlist (art->item->type);
1408 if (al == NULL)
1409 {
1410 al = get_empty_artifactlist ();
1411 al->type = art->item->type;
1412 al->next = first_artifactlist;
1413 first_artifactlist = al;
1414 }
1415 art->next = al->items;
1416 al->items = art;
1417 art = NULL;
1418 }
1419 else
1420 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1421 } 1271 }
1422 1272
1273done:
1423 for (al = first_artifactlist; al != NULL; al = al->next) 1274 for (al = first_artifactlist; al; al = al->next)
1424 { 1275 {
1276 al->total_chance = 0;
1277
1425 for (art = al->items; art != NULL; art = art->next) 1278 for (art = al->items; art; art = art->next)
1426 { 1279 {
1427 if (!art->chance) 1280 if (!art->chance)
1428 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1281 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1429 else 1282 else
1430 al->total_chance += art->chance; 1283 al->total_chance += art->chance;
1431 } 1284 }
1432#if 0 1285#if 0
1433 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1286 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1434#endif 1287#endif
1435 } 1288 }
1436
1437 LOG (llevDebug, "done.\n");
1438} 1289}
1439
1440 1290
1441/* 1291/*
1442 * Used in artifact generation. The bonuses of the first object 1292 * Used in artifact generation. The bonuses of the first object
1443 * is modified by the bonuses of the second object. 1293 * is modified by the bonuses of the second object.
1444 */ 1294 */
1445
1446void 1295void
1447add_abilities (object *op, object *change) 1296add_abilities (object *op, object *change)
1448{ 1297{
1449 int i, tmp;
1450
1451 if (change->face != blank_face) 1298 if (change->face != blank_face)
1452 {
1453#ifdef TREASURE_VERBOSE
1454 LOG (llevDebug, "FACE: %d\n", change->face->number);
1455#endif
1456 op->face = change->face; 1299 op->face = change->face;
1457 }
1458 1300
1459 for (i = 0; i < NUM_STATS; i++) 1301 for (int i = 0; i < NUM_STATS; i++)
1460 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1461 1303
1462 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1463 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1464 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1465 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1466 op->move_type |= change->move_type; 1308 op->move_type |= change->move_type;
1467 op->stats.luck += change->stats.luck; 1309 op->stats.luck += change->stats.luck;
1468 1310
1469 if (QUERY_FLAG (change, FLAG_CURSED)) 1311 static const struct copyflags : object::flags_t
1470 SET_FLAG (op, FLAG_CURSED); 1312 {
1471 if (QUERY_FLAG (change, FLAG_DAMNED)) 1313 copyflags ()
1472 SET_FLAG (op, FLAG_DAMNED); 1314 {
1473 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1315 set (FLAG_CURSED);
1316 set (FLAG_DAMNED);
1317 set (FLAG_LIFESAVE);
1318 set (FLAG_REFL_SPELL);
1319 set (FLAG_STEALTH);
1320 set (FLAG_XRAYS);
1321 set (FLAG_BLIND);
1322 set (FLAG_SEE_IN_DARK);
1323 set (FLAG_REFL_MISSILE);
1324 set (FLAG_MAKE_INVIS);
1325 }
1326 } copyflags;
1327
1328 // we might want to just copy, but or'ing is what the original code did
1329 op->flag |= change->flag & copyflags;
1330
1331 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1474 set_abs_magic (op, -op->magic); 1332 set_abs_magic (op, -op->magic);
1475 1333
1476 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1334 if (change->flag [FLAG_STAND_STILL])
1477 SET_FLAG (op, FLAG_LIFESAVE);
1478 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1479 SET_FLAG (op, FLAG_REFL_SPELL);
1480 if (QUERY_FLAG (change, FLAG_STEALTH))
1481 SET_FLAG (op, FLAG_STEALTH);
1482 if (QUERY_FLAG (change, FLAG_XRAYS))
1483 SET_FLAG (op, FLAG_XRAYS);
1484 if (QUERY_FLAG (change, FLAG_BLIND))
1485 SET_FLAG (op, FLAG_BLIND);
1486 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1487 SET_FLAG (op, FLAG_SEE_IN_DARK);
1488 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1489 SET_FLAG (op, FLAG_REFL_MISSILE);
1490 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1491 SET_FLAG (op, FLAG_MAKE_INVIS);
1492
1493 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1494 { 1335 {
1495 CLEAR_FLAG (op, FLAG_ANIMATE); 1336 op->clr_flag (FLAG_ANIMATE);
1337
1496 /* so artifacts will join */ 1338 /* so artifacts will join */
1497 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1339 if (!op->flag [FLAG_ALIVE])
1498 op->speed = 0.0; 1340 op->speed = 0.;
1499 1341
1500 op->set_speed (op->speed); 1342 op->set_speed (op->speed);
1501 } 1343 }
1502 1344
1503 if (change->nrof) 1345 if (change->nrof)
1504 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1346 op->nrof = rndm (change->nrof) + 1;
1505 1347
1506 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1507 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1508 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1509 1351
1510 if (change->other_arch) 1352 if (change->other_arch)
1511 { 1353 {
1512 /* Basically, for horns & potions, the other_arch field is the spell 1354 /* Basically, for horns & potions, the other_arch field is the spell
1513 * to cast. So convert that to into a spell and put it into 1355 * to cast. So convert that to into a spell and put it into
1514 * this object. 1356 * this object.
1515 */ 1357 */
1516 if (op->type == HORN || op->type == POTION) 1358 if (op->type == HORN || op->type == POTION)
1517 { 1359 {
1518 object *tmp_obj;
1519
1520 /* Remove any spells this object currently has in it */ 1360 /* Remove any spells this object currently has in it */
1521 while (op->inv)
1522 op->inv->destroy (); 1361 op->destroy_inv (false);
1523 1362
1524 tmp_obj = arch_to_object (change->other_arch); 1363 object *tmp = change->other_arch->instance ();
1525 insert_ob_in_ob (tmp_obj, op); 1364 insert_ob_in_ob (tmp, op);
1526 } 1365 }
1366
1527 /* No harm setting this for potions/horns */ 1367 /* No harm setting this for potions/horns */
1528 op->other_arch = change->other_arch; 1368 op->other_arch = change->other_arch;
1529 } 1369 }
1530 1370
1531 if (change->stats.hp < 0) 1371 if (change->stats.hp < 0)
1547 op->stats.maxsp = -change->stats.maxsp; 1387 op->stats.maxsp = -change->stats.maxsp;
1548 else 1388 else
1549 op->stats.maxsp += change->stats.maxsp; 1389 op->stats.maxsp += change->stats.maxsp;
1550 1390
1551 if (change->stats.food < 0) 1391 if (change->stats.food < 0)
1552 op->stats.food = -(change->stats.food); 1392 op->stats.food = -change->stats.food;
1553 else 1393 else
1554 op->stats.food += change->stats.food; 1394 op->stats.food += change->stats.food;
1555 1395
1556 if (change->level < 0) 1396 if (change->level < 0)
1557 op->level = -(change->level); 1397 op->level = -change->level;
1558 else 1398 else
1559 op->level += change->level; 1399 op->level += change->level;
1560 1400
1561 if (change->gen_sp_armour < 0) 1401 if (change->gen_sp_armour < 0)
1562 op->gen_sp_armour = -(change->gen_sp_armour); 1402 op->gen_sp_armour = -change->gen_sp_armour;
1563 else 1403 else
1564 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1404 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1565 1405
1566 op->item_power = change->item_power; 1406 op->item_power = change->item_power;
1567 1407
1568 for (i = 0; i < NROFATTACKS; i++) 1408 for (int i = 0; i < NROFATTACKS; i++)
1569 if (change->resist[i])
1570 op->resist[i] += change->resist[i]; 1409 op->resist[i] += change->resist[i];
1571 1410
1572 if (change->stats.dam) 1411 if (change->stats.dam)
1573 { 1412 {
1574 if (change->stats.dam < 0) 1413 if (change->stats.dam < 0)
1575 op->stats.dam = (-change->stats.dam); 1414 op->stats.dam = -change->stats.dam;
1576 else if (op->stats.dam) 1415 else if (op->stats.dam)
1577 { 1416 {
1578 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1417 int tmp = op->stats.dam * change->stats.dam / 10;
1418
1579 if (tmp == op->stats.dam) 1419 if (tmp == op->stats.dam)
1580 { 1420 {
1581 if (change->stats.dam < 10) 1421 if (change->stats.dam < 10)
1582 op->stats.dam--; 1422 op->stats.dam--;
1583 else 1423 else
1589 } 1429 }
1590 1430
1591 if (change->weight) 1431 if (change->weight)
1592 { 1432 {
1593 if (change->weight < 0) 1433 if (change->weight < 0)
1594 op->weight = (-change->weight); 1434 op->weight = -change->weight;
1595 else 1435 else
1596 op->weight = (op->weight * (change->weight)) / 100; 1436 op->weight = op->weight * change->weight / 100;
1597 } 1437 }
1598 1438
1599 if (change->last_sp) 1439 if (change->last_sp)
1600 { 1440 {
1601 if (change->last_sp < 0) 1441 if (change->last_sp < 0)
1602 op->last_sp = (-change->last_sp); 1442 op->last_sp = -change->last_sp;
1603 else 1443 else
1604 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1444 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1605 } 1445 }
1606 1446
1607 if (change->gen_sp_armour) 1447 if (change->gen_sp_armour)
1608 { 1448 {
1609 if (change->gen_sp_armour < 0) 1449 if (change->gen_sp_armour < 0)
1610 op->gen_sp_armour = (-change->gen_sp_armour); 1450 op->gen_sp_armour = -change->gen_sp_armour;
1611 else 1451 else
1612 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1452 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1613 } 1453 }
1614 1454
1615 op->value *= change->value; 1455 op->value *= change->value;
1616 1456
1617 if (change->material) 1457 if (change->materials)
1458 op->materials = change->materials;
1459
1460 if (change->material != MATERIAL_NULL)
1618 op->material = change->material; 1461 op->material = change->material;
1619
1620 if (change->materialname)
1621 op->materialname = change->materialname;
1622 1462
1623 if (change->slaying) 1463 if (change->slaying)
1624 op->slaying = change->slaying; 1464 op->slaying = change->slaying;
1625 1465
1626 if (change->race) 1466 if (change->race)
1629 if (change->msg) 1469 if (change->msg)
1630 op->msg = change->msg; 1470 op->msg = change->msg;
1631} 1471}
1632 1472
1633static int 1473static int
1634legal_artifact_combination (object *op, artifact * art) 1474legal_artifact_combination (object *op, artifact *art)
1635{ 1475{
1636 int neg, success = 0; 1476 int neg, success = 0;
1637 linked_char *tmp; 1477 linked_char *tmp;
1638 const char *name; 1478 const char *name;
1639 1479
1640 if (art->allowed == (linked_char *) NULL) 1480 if (!art->allowed)
1641 return 1; /* Ie, "all" */ 1481 return 1; /* Ie, "all" */
1482
1642 for (tmp = art->allowed; tmp; tmp = tmp->next) 1483 for (tmp = art->allowed; tmp; tmp = tmp->next)
1643 { 1484 {
1644#ifdef TREASURE_VERBOSE 1485#ifdef TREASURE_VERBOSE
1645 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1486 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1646#endif 1487#endif
1647 if (*tmp->name == '!') 1488 if (*tmp->name == '!')
1648 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1649 else 1490 else
1650 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1651 1492
1652 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1653 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1494 if (!strcmp (name, op->arch->archname))
1654 return !neg; 1495 return !neg;
1655 1496
1656 /* Set success as true, since if the match was an inverse, it means 1497 /* Set success as true, since if the match was an inverse, it means
1657 * everything is allowed except what we match 1498 * everything is allowed except what we match
1658 */ 1499 */
1659 else if (neg) 1500 else if (neg)
1660 success = 1; 1501 success = 1;
1661 } 1502 }
1503
1662 return success; 1504 return success;
1663} 1505}
1664 1506
1665/* 1507/*
1666 * Fixes the given object, giving it the abilities and titles 1508 * Fixes the given object, giving it the abilities and titles
1668 */ 1510 */
1669 1511
1670void 1512void
1671give_artifact_abilities (object *op, object *artifct) 1513give_artifact_abilities (object *op, object *artifct)
1672{ 1514{
1673 char new_name[MAX_BUF]; 1515 op->title = format ("of %s", &artifct->name);
1674 1516
1675 sprintf (new_name, "of %s", &artifct->name);
1676 op->title = new_name;
1677 add_abilities (op, artifct); /* Give out the bonuses */ 1517 add_abilities (op, artifct); /* Give out the bonuses */
1678 1518
1679#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1519#if 0 /* Bit verbose, but keep it here until next time I need it... */
1680 { 1520 {
1681 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1521 char identified = op->flag [FLAG_IDENTIFIED];
1682 1522
1683 SET_FLAG (op, FLAG_IDENTIFIED); 1523 op->set_flag (FLAG_IDENTIFIED);
1684 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1524 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1685 if (!identified) 1525 if (!identified)
1686 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1526 op->clr_flag (FLAG_IDENTIFIED);
1687 } 1527 }
1688#endif 1528#endif
1689 return; 1529 return;
1690} 1530}
1691 1531
1701#define ARTIFACT_TRIES 2 1541#define ARTIFACT_TRIES 2
1702 1542
1703void 1543void
1704generate_artifact (object *op, int difficulty) 1544generate_artifact (object *op, int difficulty)
1705{ 1545{
1706 artifactlist *al;
1707 artifact *art; 1546 artifact *art;
1708 int i;
1709 1547
1710 al = find_artifactlist (op->type); 1548 artifactlist *al = find_artifactlist (op->type);
1711 1549
1712 if (al == NULL) 1550 if (al == NULL)
1713 { 1551 {
1714#if 0 /* This is too verbose, usually */ 1552#if 0 /* This is too verbose, usually */
1715 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1553 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1716#endif 1554#endif
1717 return; 1555 return;
1718 } 1556 }
1719 1557
1720 for (i = 0; i < ARTIFACT_TRIES; i++) 1558 for (int i = 0; i < ARTIFACT_TRIES; i++)
1721 { 1559 {
1722 int roll = RANDOM () % al->total_chance; 1560 int roll = rndm (al->total_chance);
1723 1561
1724 for (art = al->items; art != NULL; art = art->next) 1562 for (art = al->items; art; art = art->next)
1725 { 1563 {
1726 roll -= art->chance; 1564 roll -= art->chance;
1727 if (roll < 0) 1565 if (roll < 0)
1728 break; 1566 break;
1729 } 1567 }
1733#if 1 1571#if 1
1734 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1572 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1735#endif 1573#endif
1736 return; 1574 return;
1737 } 1575 }
1738 if (!strcmp (art->item->name, "NONE")) 1576
1577 if (art->item->name == shstr_NONE)
1739 return; 1578 return;
1579
1740 if (FABS (op->magic) < art->item->magic) 1580 if (fabs (op->magic) < art->item->magic)
1741 continue; /* Not magic enough to be this item */ 1581 continue; /* Not magic enough to be this item */
1742 1582
1743 /* Map difficulty not high enough */ 1583 /* Map difficulty not high enough */
1744 if (difficulty < art->difficulty) 1584 if (difficulty < art->difficulty)
1745 continue; 1585 continue;
1746 1586
1747 if (!legal_artifact_combination (op, art)) 1587 if (!legal_artifact_combination (op, art))
1748 { 1588 {
1749#ifdef TREASURE_VERBOSE 1589#ifdef TREASURE_VERBOSE
1750 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1590 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1751#endif 1591#endif
1752 continue; 1592 continue;
1753 } 1593 }
1594
1754 give_artifact_abilities (op, art->item); 1595 give_artifact_abilities (op, art->item);
1755 return; 1596 return;
1756 } 1597 }
1757} 1598}
1758 1599
1762 */ 1603 */
1763 1604
1764void 1605void
1765fix_flesh_item (object *item, object *donor) 1606fix_flesh_item (object *item, object *donor)
1766{ 1607{
1767 char tmpbuf[MAX_BUF];
1768 int i;
1769
1770 if (item->type == FLESH && donor) 1608 if (item->type == FLESH && donor)
1771 { 1609 {
1772 /* change the name */ 1610 /* change the name */
1773 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1611 item->name = format ("%s's %s", &donor->name, &item->name);
1774 item->name = tmpbuf;
1775 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1612 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1776 item->name_pl = tmpbuf;
1777 1613
1778 /* weight is FLESH weight/100 * donor */ 1614 /* weight is FLESH weight/100 * donor */
1779 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1615 item->weight = max (1, item->weight * donor->weight / 100);
1780 item->weight = 1;
1781 1616
1782 /* value is multiplied by level of donor */ 1617 /* value is multiplied by level of donor */
1783 item->value *= isqrt (donor->level * 2); 1618 item->value *= isqrt (donor->level * 2);
1784 1619
1785 /* food value */ 1620 /* food value */
1786 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1621 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1787 1622
1788 /* flesh items inherit some abilities of donor, but not 1623 /* flesh items inherit some abilities of donor, but not
1789 * full effect. 1624 * full effect.
1790 */ 1625 */
1791 for (i = 0; i < NROFATTACKS; i++) 1626 for (int i = 0; i < NROFATTACKS; i++)
1792 item->resist[i] = donor->resist[i] / 2; 1627 item->resist[i] = donor->resist[i] / 2;
1793 1628
1794 /* item inherits donor's level (important for quezals) */ 1629 /* item inherits donor's level (important for quezals) */
1795 item->level = donor->level; 1630 item->level = donor->level;
1796 1631
1797 /* if donor has some attacktypes, the flesh is poisonous */ 1632 /* if donor has some attacktypes, the flesh is poisonous */
1798 if (donor->attacktype & AT_POISON) 1633 if (donor->attacktype & AT_POISON)
1799 item->type = POISON; 1634 item->type = POISON;
1635
1800 if (donor->attacktype & AT_ACID) 1636 if (donor->attacktype & AT_ACID)
1801 item->stats.hp = -1 * item->stats.food; 1637 item->stats.hp = -item->stats.food;
1802 SET_FLAG (item, FLAG_NO_STEAL);
1803 }
1804}
1805 1638
1806/* special_potion() - so that old potion code is still done right. */ 1639 item->set_flag (FLAG_NO_STEAL);
1807 1640 }
1808int
1809special_potion (object *op)
1810{
1811 if (op->attacktype)
1812 return 1;
1813
1814 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1815 return 1;
1816
1817 for (int i = 0; i < NROFATTACKS; i++)
1818 if (op->resist[i])
1819 return 1;
1820
1821 return 0;
1822} 1641}
1823 1642
1824void 1643static void
1825free_treasurestruct (treasure *t) 1644free_treasurestruct (treasure *t)
1826{ 1645{
1827 if (t->next)
1828 free_treasurestruct (t->next); 1646 if (t->next) free_treasurestruct (t->next);
1829 if (t->next_yes)
1830 free_treasurestruct (t->next_yes); 1647 if (t->next_yes) free_treasurestruct (t->next_yes);
1831 if (t->next_no)
1832 free_treasurestruct (t->next_no); 1648 if (t->next_no) free_treasurestruct (t->next_no);
1833 1649
1834 delete t; 1650 delete t;
1835} 1651}
1836 1652
1837void 1653static void
1838free_charlinks (linked_char *lc) 1654free_charlinks (linked_char *lc)
1839{ 1655{
1840 if (lc->next) 1656 if (lc->next)
1841 free_charlinks (lc->next); 1657 free_charlinks (lc->next);
1842 1658
1843 delete lc; 1659 delete lc;
1844} 1660}
1845 1661
1846void 1662static void
1847free_artifact (artifact * at) 1663free_artifact (artifact *at)
1848{ 1664{
1849 if (at->next)
1850 free_artifact (at->next); 1665 if (at->next) free_artifact (at->next);
1851
1852 if (at->allowed)
1853 free_charlinks (at->allowed); 1666 if (at->allowed) free_charlinks (at->allowed);
1854 1667
1855 at->item->destroy (1); 1668 at->item->destroy ();
1856 1669
1857 delete at;
1858}
1859
1860void
1861free_artifactlist (artifactlist * al)
1862{
1863 artifactlist *nextal;
1864
1865 for (al = first_artifactlist; al; al = nextal)
1866 {
1867 nextal = al->next;
1868
1869 if (al->items)
1870 free_artifact (al->items);
1871
1872 free (al); 1670 sfree (at);
1873 }
1874} 1671}
1875 1672
1876void
1877free_all_treasures (void)
1878{
1879 treasurelist *tl, *next;
1880
1881
1882 for (tl = first_treasurelist; tl != NULL; tl = next)
1883 {
1884 next = tl->next;
1885 if (tl->items)
1886 free_treasurestruct (tl->items);
1887 delete tl;
1888 }
1889 free_artifactlist (first_artifactlist);
1890}

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