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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 1.124 by root, Sat Dec 1 20:22:12 2018 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23
24#define ALLOWED_COMBINATION
25 25
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 27 * It is useful for finding bugs in the treasures file. Since it only
28 * slows the startup some (and not actual game play), it is by default 28 * slows the startup some (and not actual game play), it is by default
29 * left on 29 * left on
30 */ 30 */
31#define TREASURE_DEBUG 31#define TREASURE_DEBUG
32 32
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 33/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 34
35/* #define TREASURE_VERBOSE */ 35//#define TREASURE_VERBOSE
36 36
37#include <global.h> 37#include <global.h>
38#include <treasure.h> 38#include <treasure.h>
39#include <funcpoint.h>
40#include <loader.h>
41 39
40#include <flat_hash_map.hpp>
41
42// used only by treasure.C, does not handle null arch ptrs
43#define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name)
44
45extern char *spell_mapping[];
46
47static treasurelist *first_treasurelist;
42 48
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 50
46/* 51typedef ska::flat_hash_map
47 * Initialize global archtype pointers: 52 <
48 */ 53 const char *,
54 treasurelist *,
55 str_hash,
56 str_equal,
57 slice_allocator< std::pair<const char *const, treasurelist *> >
58 > tl_map_t;
49 59
50void 60static tl_map_t tl_map;
51init_archetype_pointers ()
52{
53 int prev_warn = warn_archetypes;
54 61
55 warn_archetypes = 1; 62//TODO: class method
56 if (ring_arch == NULL) 63static void free_treasurestruct (treasure *t); // bleh desu
57 ring_arch = archetype::find ("ring"); 64static void
58 if (amulet_arch == NULL) 65clear (treasurelist *tl)
59 amulet_arch = archetype::find ("amulet"); 66{
60 if (staff_arch == NULL) 67 if (tl->items)
61 staff_arch = archetype::find ("staff"); 68 {
62 if (crown_arch == NULL) 69 free_treasurestruct (tl->items);
63 crown_arch = archetype::find ("crown"); 70 tl->items = 0;
64 warn_archetypes = prev_warn; 71 }
65}
66 72
67/* 73 tl->total_chance = 0;
68 * Allocate and return the pointer to an empty treasurelist structure. 74}
69 */
70 75
76/*
77 * Searches for the given treasurelist
78 */
71static treasurelist * 79treasurelist *
72get_empty_treasurelist (void) 80treasurelist::find (const char *name)
73{ 81{
82 if (!name)
83 return 0;
84
85 auto i = tl_map.find (name);
86
87 if (i == tl_map.end ())
88 return 0;
89
90 return i->second;
91}
92
93/*
94 * Searches for the given treasurelist in the globally linked list
95 * of treasurelists which has been built by load_treasures().
96 */
97treasurelist *
98treasurelist::get (const char *name)
99{
100 treasurelist *tl = find (name);
101
102 if (!tl)
103 {
74 return new treasurelist; 104 tl = new treasurelist;
75}
76 105
77/* 106 tl->name = name;
78 * Allocate and return the pointer to an empty treasure structure. 107 tl->next = first_treasurelist;
79 */ 108 first_treasurelist = tl;
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85 109
86 t->chance = 100; 110 tl_map.insert (std::make_pair (tl->name, tl));
111 }
87 112
88 return t; 113 return tl;
89} 114}
115
116#ifdef TREASURE_DEBUG
117/* recursived checks the linked list. Treasurelist is passed only
118 * so that the treasure name can be printed out
119 */
120static void
121check_treasurelist (const treasure *t, const treasurelist * tl)
122{
123 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
124 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
125
126 if (t->next)
127 check_treasurelist (t->next, tl);
128
129 if (t->next_yes)
130 check_treasurelist (t->next_yes, tl);
131
132 if (t->next_no)
133 check_treasurelist (t->next_no, tl);
134}
135#endif
90 136
91/* 137/*
92 * Reads the lib/treasure file from disk, and parses the contents 138 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 139 * into an internal treasure structure (very linked lists)
94 */ 140 */
95
96static treasure * 141static treasure *
97load_treasure (FILE * fp, int *line) 142read_treasure (object_thawer &f)
98{ 143{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 144 treasure *t = new treasure;
101 int value;
102 145
103 nroftreasures++; 146 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 147
108 if (*buf == '#') 148 for (;;)
109 continue; 149 {
110 if ((cp = strchr (buf, '\n')) != NULL) 150 coroapi::cede_to_tick ();
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 151
116 if (sscanf (cp, "arch %s", variable)) 152 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 153 {
121 else if (sscanf (cp, "list %s", variable)) 154 case KW_arch:
122 t->name = variable; 155 t->item = archetype::find (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 156
124 t->change_arch.name = variable; 157 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 { 158 {
143 t->next = load_treasure (fp, line); 159 f.parse_warn ("treasure references unknown archetype");
160 t->item = archetype::empty;
161 }
162
163 break;
164
165 case KW_list: f.get (t->name); break;
166 case KW_change_name: f.get (t->change_arch.name); break;
167 case KW_change_title: f.get (t->change_arch.title); break;
168 case KW_change_slaying: f.get (t->change_arch.slaying); break;
169 case KW_chance: f.get (t->chance); break;
170 case KW_nrof: f.get (t->nrof); break;
171 case KW_magic: f.get (t->magic); break;
172
173 case KW_yes: t->next_yes = read_treasure (f); continue;
174 case KW_no: t->next_no = read_treasure (f); continue;
175
176 case KW_end:
177 f.next ();
144 return t; 178 return t;
179
180 case KW_more:
181 t->next = read_treasure (f);
182 return t;
183
184 default:
185 if (!f.parse_error ("treasurelist", t->name))
186 goto error;
187
188 return t;
145 } 189 }
146 else 190
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 191 f.next ();
148 } 192 }
149 LOG (llevError, "treasure lacks 'end'.\n"); 193
194 // not reached
195
196error:
197 delete t;
150 return t; 198 return 0;
151} 199}
152 200
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/* 201/*
176 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
177 * Each treasure is parsed with the help of load_treasure(). 202 * Each treasure is parsed with the help of load_treasure().
178 */ 203 */
179 204treasurelist *
180void 205treasurelist::read (object_thawer &f)
181load_treasures (void)
182{ 206{
183 FILE *fp; 207 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;
188 208
189 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 209 bool one = f.kw == KW_treasureone;
190 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 210 treasurelist *tl = treasurelist::get (f.get_str ());
191 { 211 clear (tl);
192 LOG (llevError, "Can't open treasure file.\n"); 212 tl->items = read_treasure (f);
213 if (!tl->items)
193 return; 214 return 0;
194 }
195 while (fgets (buf, MAX_BUF, fp) != NULL)
196 {
197 line++;
198 if (*buf == '#')
199 continue;
200 215
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. 216 /* 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 217 * Add up the chance total, and check to make sure the yes & no
215 * fields of the treasures are not being used. 218 * fields of the treasures are not being used.
216 */ 219 */
217 if (!strncmp (buf, "treasureone", 11)) 220 if (one)
221 {
222 for (treasure *t = tl->items; t; t = t->next)
223 {
224 if (t->next_yes || t->next_no)
218 { 225 {
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); 226 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"); 227 LOG (llevError, " the next_yes or next_no field is set\n");
226 }
227#endif
228 tl->total_chance += t->chance;
229 }
230 } 228 }
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);
236 229
237#ifdef TREASURE_DEBUG 230 tl->total_chance += t->chance;
238 /* Perform some checks on how valid the treasure data actually is. 231 }
239 * verify that list transitions work (ie, the list that it is supposed 232 }
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}
247 233
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; 234 return tl;
269} 235}
270
271 236
272/* 237/*
273 * Generates the objects specified by the given treasure. 238 * Generates the objects specified by the given treasure.
274 * It goes recursively through the rest of the linked list. 239 * It goes recursively through the rest of the linked list.
275 * If there is a certain percental chance for a treasure to be generated, 240 * If there is a certain percental chance for a treasure to be generated,
281 * start with equipment, but only their abilities). 246 * start with equipment, but only their abilities).
282 */ 247 */
283static void 248static void
284put_treasure (object *op, object *creator, int flags) 249put_treasure (object *op, object *creator, int flags)
285{ 250{
286 object *tmp; 251 if (flags & GT_ENVIRONMENT)
287 252 {
288 /* Bit of a hack - spells should never be put onto the map. The entire 253 /* 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 254 * 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 255 * this is the original object, or if this is an object that should be created
291 * by another object. 256 * by another object.
292 */ 257 */
293 if (flags & GT_ENVIRONMENT && op->type != SPELL) 258 //TODO: flag such as objects... as such (no drop, anybody?)
294 { 259 if (op->type == SPELL)
295 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 260 {
261 op->destroy ();
262 return;
263 }
264
265 op->expand_tail ();
266
267 if (!creator->is_on_map ()
268 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
269 op->destroy ();
270 else
271 {
272 op->flag [FLAG_OBJ_ORIGINAL] = true;
296 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 273 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
274 }
297 } 275 }
298 else 276 else
299 { 277 {
300 op = creator->insert (op); 278 op = creator->insert (op);
301 279
302 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 280 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
303 monster_check_apply (creator, op); 281 monster_check_apply (creator, op);
304
305 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
306 esrv_send_item (tmp, op);
307 } 282 }
308} 283}
309 284
310/* if there are change_xxx commands in the treasure, we include the changes 285/* if there are change_xxx commands in the treasure, we include the changes
311 * in the generated object 286 * in the generated object
325 300
326 if (t->change_arch.slaying) 301 if (t->change_arch.slaying)
327 op->slaying = t->change_arch.slaying; 302 op->slaying = t->change_arch.slaying;
328} 303}
329 304
330void 305static void
331create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 306create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
332{ 307{
333 object *tmp;
334
335 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 308 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
336 { 309 {
337 if (t->name) 310 if (t->name)
338 { 311 {
339 if (difficulty >= t->magic) 312 if (difficulty >= t->magic)
313 if (treasurelist *tl = treasurelist::find (t->name))
314 create_treasure (tl, op, flag, difficulty, tries);
315 else
316 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
317 }
318 else
319 {
320 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
340 { 321 {
341 treasurelist *tl = find_treasurelist (t->name); 322 object *tmp = t->item->instance ();
342 if (tl) 323
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) 324 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 325 tmp->nrof = rndm (t->nrof) + 1;
326
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 327 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 328 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 329 put_treasure (tmp, op, flag);
356 } 330 }
357 } 331 }
358 332
359 if (t->next_yes != NULL) 333 if (t->next_yes)
360 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 334 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 } 335 }
362 else if (t->next_no != NULL) 336 else if (t->next_no)
363 create_all_treasures (t->next_no, op, flag, difficulty, tries); 337 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 338
365 if (t->next != NULL) 339 if (t->next)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 340 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 341}
368 342
369void 343static void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 344create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 345{
372 int value = RANDOM () % tl->total_chance; 346 int value = rndm (tl->total_chance);
373 treasure *t; 347 treasure *t;
374 348
375 if (tries++ > 100) 349 if (tries++ > 100)
376 { 350 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 351 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378 return; 352 return;
379 } 353 }
380 354
381 for (t = tl->items; t != NULL; t = t->next) 355 for (t = tl->items; t; t = t->next)
382 { 356 {
383 value -= t->chance; 357 value -= t->chance;
384 358
385 if (value < 0) 359 if (value < 0)
386 break; 360 break;
387 } 361 }
388 362
389 if (!t || value >= 0) 363 if (!t || value >= 0)
390 {
391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 364 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
392 abort ();
393 return;
394 }
395 365
396 if (t->name) 366 if (t->name)
397 { 367 {
398 if (difficulty >= t->magic) 368 if (difficulty >= t->magic)
399 { 369 {
400 treasurelist *tl = find_treasurelist (t->name); 370 treasurelist *tl = treasurelist::find (t->name);
401 if (tl) 371 if (tl)
402 create_treasure (tl, op, flag, difficulty, tries); 372 create_treasure (tl, op, flag, difficulty, tries);
403 } 373 }
404 else if (t->nrof) 374 else if (t->nrof)
405 create_one_treasure (tl, op, flag, difficulty, tries); 375 create_one_treasure (tl, op, flag, difficulty, tries);
406
407 return;
408 } 376 }
409
410 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 377 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
411 { 378 {
412 object *tmp = arch_to_object (t->item); 379 if (object *tmp = t->item->instance ())
413 380 {
414 if (!tmp)
415 return;
416
417 if (t->nrof && tmp->nrof <= 1) 381 if (t->nrof && tmp->nrof <= 1)
418 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 382 tmp->nrof = rndm (t->nrof) + 1;
419 383
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 384 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 385 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 386 put_treasure (tmp, op, flag);
387 }
423 } 388 }
389}
390
391void
392object::create_treasure (treasurelist *tl, int flags)
393{
394 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
424} 395}
425 396
426/* This calls the appropriate treasure creation function. tries is passed 397/* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure 398 * 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 399 * have been made. It is really in place to prevent infinite loops with
431 * to do that. 402 * to do that.
432 */ 403 */
433void 404void
434create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 405create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
435{ 406{
407 // empty treasurelists are legal
408 if (!tl->items)
409 return;
436 410
437 if (tries++ > 100) 411 if (tries++ > 100)
438 { 412 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 413 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
440 return; 414 return;
441 } 415 }
416
417 if (op->flag [FLAG_TREASURE_ENV])
418 {
419 // do not generate items when there already is something above the object
420 if (op->flag [FLAG_IS_FLOOR] && op->above)
421 return;
422
423 flag |= GT_ENVIRONMENT;
424 }
425
442 if (tl->total_chance) 426 if (tl->total_chance)
443 create_one_treasure (tl, op, flag, difficulty, tries); 427 create_one_treasure (tl, op, flag, difficulty, tries);
444 else 428 else
445 create_all_treasures (tl->items, op, flag, difficulty, tries); 429 create_all_treasures (tl->items, op, flag, difficulty, tries);
446} 430}
453object * 437object *
454generate_treasure (treasurelist *tl, int difficulty) 438generate_treasure (treasurelist *tl, int difficulty)
455{ 439{
456 difficulty = clamp (difficulty, 1, settings.max_level); 440 difficulty = clamp (difficulty, 1, settings.max_level);
457 441
458 object *ob = object::create (), *tmp; 442 object *ob = object::create ();
459 443
460 create_treasure (tl, ob, 0, difficulty, 0); 444 create_treasure (tl, ob, 0, difficulty, 0);
461 445
462 /* Don't want to free the object we are about to return */ 446 /* Don't want to free the object we are about to return */
463 tmp = ob->inv; 447 object *tmp = ob->inv;
464 if (tmp != NULL) 448 if (tmp)
465 tmp->remove (); 449 tmp->remove ();
466 450
467 if (ob->inv) 451 if (ob->inv)
468 LOG (llevError, "In generate treasure, created multiple objects.\n"); 452 LOG (llevError, "In generate treasure, created multiple objects.\n");
469 453
470 ob->destroy (); 454 ob->destroy ();
455
471 return tmp; 456 return tmp;
472} 457}
473 458
474/* 459/*
475 * This is a new way of calculating the chance for an item to have 460 * 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 462 * The array has two arguments, the difficulty of the level, and the
478 * magical bonus "wanted". 463 * magical bonus "wanted".
479 */ 464 */
480 465
481static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 466static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
482
483/*chance of magic difficulty*/ 467// chance of magic difficulty
484
485/* +0 +1 +2 +3 +4 */ 468// +0 +1 +2 +3 +4
486 {95, 2, 2, 1, 0}, /*1 */ 469 {95, 2, 2, 1, 0}, // 1
487 {92, 5, 2, 1, 0}, /*2 */ 470 {92, 5, 2, 1, 0}, // 2
488 {85, 10, 4, 1, 0}, /*3 */ 471 {85, 10, 4, 1, 0}, // 3
489 {80, 14, 4, 2, 0}, /*4 */ 472 {80, 14, 4, 2, 0}, // 4
490 {75, 17, 5, 2, 1}, /*5 */ 473 {75, 17, 5, 2, 1}, // 5
491 {70, 18, 8, 3, 1}, /*6 */ 474 {70, 18, 8, 3, 1}, // 6
492 {65, 21, 10, 3, 1}, /*7 */ 475 {65, 21, 10, 3, 1}, // 7
493 {60, 22, 12, 4, 2}, /*8 */ 476 {60, 22, 12, 4, 2}, // 8
494 {55, 25, 14, 4, 2}, /*9 */ 477 {55, 25, 14, 4, 2}, // 9
495 {50, 27, 16, 5, 2}, /*10 */ 478 {50, 27, 16, 5, 2}, // 10
496 {45, 28, 18, 6, 3}, /*11 */ 479 {45, 28, 18, 6, 3}, // 11
497 {42, 28, 20, 7, 3}, /*12 */ 480 {42, 28, 20, 7, 3}, // 12
498 {40, 27, 21, 8, 4}, /*13 */ 481 {40, 27, 21, 8, 4}, // 13
499 {38, 25, 22, 10, 5}, /*14 */ 482 {38, 25, 22, 10, 5}, // 14
500 {36, 23, 23, 12, 6}, /*15 */ 483 {36, 23, 23, 12, 6}, // 15
501 {33, 21, 24, 14, 8}, /*16 */ 484 {33, 21, 24, 14, 8}, // 16
502 {31, 19, 25, 16, 9}, /*17 */ 485 {31, 19, 25, 16, 9}, // 17
503 {27, 15, 30, 18, 10}, /*18 */ 486 {27, 15, 30, 18, 10}, // 18
504 {20, 12, 30, 25, 13}, /*19 */ 487 {20, 12, 30, 25, 13}, // 19
505 {15, 10, 28, 30, 17}, /*20 */ 488 {15, 10, 28, 30, 17}, // 20
506 {13, 9, 27, 28, 23}, /*21 */ 489 {13, 9, 27, 28, 23}, // 21
507 {10, 8, 25, 28, 29}, /*22 */ 490 {10, 8, 25, 28, 29}, // 22
508 {8, 7, 23, 26, 36}, /*23 */ 491 { 8, 7, 23, 26, 36}, // 23
509 {6, 6, 20, 22, 46}, /*24 */ 492 { 6, 6, 20, 22, 46}, // 24
510 {4, 5, 17, 18, 56}, /*25 */ 493 { 4, 5, 17, 18, 56}, // 25
511 {2, 4, 12, 14, 68}, /*26 */ 494 { 2, 4, 12, 14, 68}, // 26
512 {0, 3, 7, 10, 80}, /*27 */ 495 { 0, 3, 7, 10, 80}, // 27
513 {0, 0, 3, 7, 90}, /*28 */ 496 { 0, 0, 3, 7, 90}, // 28
514 {0, 0, 0, 3, 97}, /*29 */ 497 { 0, 0, 0, 3, 97}, // 29
515 {0, 0, 0, 0, 100}, /*30 */ 498 { 0, 0, 0, 0, 100}, // 30
516 {0, 0, 0, 0, 100}, /*31 */ 499 { 0, 0, 0, 0, 100}, // 31
517}; 500};
518 501
519
520/* calculate the appropriate level for wands staves and scrolls. 502/* calculate the appropriate level for wands staves and scrolls.
521 * This code presumes that op has had its spell object created (in op->inv) 503 * This code presumes that op has had its spell object created (in op->inv)
522 * 504 *
523 * elmex Wed Aug 9 17:44:59 CEST 2006: 505 * elmex Wed Aug 9 17:44:59 CEST 2006:
524 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 506 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
525 */ 507 */
526 508static int
527int
528level_for_item (const object *op, int difficulty) 509level_for_item (const object *op, int difficulty)
529{ 510{
530 int olevel = 0;
531
532 if (!op->inv) 511 if (!op->inv)
533 { 512 {
534 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 513 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
535 return 0; 514 return 0;
536 } 515 }
537 516
538 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 517 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
539 518
540 if (olevel <= 0) 519 if (olevel <= 0)
541 olevel = rndm (1, MIN (op->inv->level, 1)); 520 olevel = rndm (1, op->inv->level);
542 521
543 if (olevel > MAXLEVEL) 522 return min (olevel, MAXLEVEL_TREASURE);
544 olevel = MAXLEVEL;
545
546 return olevel;
547} 523}
548 524
549/* 525/*
550 * Based upon the specified difficulty and upon the difftomagic_list array, 526 * Based upon the specified difficulty and upon the difftomagic_list array,
551 * a random magical bonus is returned. This is used when determine 527 * a random magical bonus is returned. This is used when determine
554 * elmex Thu Aug 10 18:45:44 CEST 2006: 530 * elmex Thu Aug 10 18:45:44 CEST 2006:
555 * Scaling difficulty by max_level, as difficulty is a level and not some 531 * Scaling difficulty by max_level, as difficulty is a level and not some
556 * weird integer between 1-31. 532 * weird integer between 1-31.
557 * 533 *
558 */ 534 */
559 535static int
560int
561magic_from_difficulty (int difficulty) 536magic_from_difficulty (int difficulty)
562{ 537{
563 int percent = 0, magic = 0;
564 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 538 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
539 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
565 540
566 scaled_diff--; 541 int percent = rndm (100);
542 int magic;
567 543
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++) 544 for (magic = 0; magic <= MAXMAGIC; magic++)
577 { 545 {
578 percent -= difftomagic_list[scaled_diff][magic]; 546 percent -= difftomagic_list[scaled_diff][magic];
579 547
580 if (percent < 0) 548 if (percent < 0)
581 break; 549 break;
582 } 550 }
583 551
584 if (magic == (MAXMAGIC + 1)) 552 if (magic > MAXMAGIC)
585 { 553 {
586 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 554 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
587 magic = 0; 555 magic = 0;
588 } 556 }
589 557
590 magic = (RANDOM () % 3) ? magic : -magic; 558 magic = (rndm (3)) ? magic : -magic;
591 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 559 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
592 560
593 return magic; 561 return magic;
594} 562}
595 563
597 * Sets magical bonus in an object, and recalculates the effect on 565 * Sets magical bonus in an object, and recalculates the effect on
598 * the armour variable, and the effect on speed of armour. 566 * the armour variable, and the effect on speed of armour.
599 * This function doesn't work properly, should add use of archetypes 567 * This function doesn't work properly, should add use of archetypes
600 * to make it truly absolute. 568 * to make it truly absolute.
601 */ 569 */
602
603void 570void
604set_abs_magic (object *op, int magic) 571set_abs_magic (object *op, int magic)
605{ 572{
606 if (!magic) 573 if (!magic)
607 return; 574 return;
608 575
609 op->magic = magic; 576 op->magic = magic;
610 if (op->arch) 577 if (op->arch)
611 { 578 {
612 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
613 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
614 581
615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 582 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
616 magic = (-magic); 583 magic = (-magic);
584
617 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
618 } 586 }
619 else 587 else
620 { 588 {
621 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
622 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
623 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 592 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
624 magic = (-magic); 593 magic = (-magic);
594
625 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
626 } 596 }
627} 597}
628 598
629/* 599/*
632 */ 602 */
633 603
634static void 604static void
635set_magic (int difficulty, object *op, int max_magic, int flags) 605set_magic (int difficulty, object *op, int max_magic, int flags)
636{ 606{
637 int i;
638
639 i = magic_from_difficulty (difficulty); 607 int i = magic_from_difficulty (difficulty);
608
640 if ((flags & GT_ONLY_GOOD) && i < 0) 609 if ((flags & GT_ONLY_GOOD) && i < 0)
641 i = -i; 610 i = -i;
611
642 if (i > max_magic) 612 i = min (i, max_magic);
643 i = max_magic; 613
644 set_abs_magic (op, i); 614 set_abs_magic (op, i);
645 if (i < 0) 615 if (i < 0)
646 SET_FLAG (op, FLAG_CURSED); 616 op->set_flag (FLAG_CURSED);
647} 617}
648 618
649/* 619/*
650 * Randomly adds one magical ability to the given object. 620 * Randomly adds one magical ability to the given object.
651 * Modified for Partial Resistance in many ways: 621 * Modified for Partial Resistance in many ways:
652 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
653 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
654 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
656 */ 626 */
657 627static void
658void
659set_ring_bonus (object *op, int bonus) 628set_ring_bonus (object *op, int bonus)
660{ 629{
661
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 630 int r = rndm (bonus > 0 ? 25 : 11);
663 631
664 if (op->type == AMULET) 632 if (op->type == AMULET)
665 { 633 if (!rndm (21))
666 if (!(RANDOM () % 21)) 634 r = 20 + rndm (2);
667 r = 20 + RANDOM () % 2; 635 else if (rndm (2))
636 r = 10;
668 else 637 else
669 { 638 r = 11 + rndm (9);
670 if (RANDOM () & 2)
671 r = 10;
672 else
673 r = 11 + RANDOM () % 9;
674 }
675 }
676 639
677 switch (r) 640 switch (r)
678 { 641 {
679 /* Redone by MSW 2000-11-26 to have much less code. Also, 642 /* Redone by MSW 2000-11-26 to have much less code. Also,
680 * bonuses and penalties will stack and add to existing values. 643 * bonuses and penalties will stack and add to existing values.
681 * of the item. 644 * of the item.
682 */ 645 */
683 case 0: 646 case 0:
684 case 1: 647 case 1:
685 case 2: 648 case 2:
686 case 3: 649 case 3:
687 case 4: 650 case 4:
688 case 5: 651 case 5:
689 case 6: 652 case 6:
690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 653 op->stats.stat (r) += bonus;
691 break; 654 break;
692 655
693 case 7: 656 case 7:
694 op->stats.dam += bonus; 657 op->stats.dam += bonus;
695 break; 658 break;
715 case 16: 678 case 16:
716 case 17: 679 case 17:
717 case 18: 680 case 18:
718 case 19: 681 case 19:
719 { 682 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 683 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
721 684
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 685 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 686 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
724 687
725 /* Cursed items need to have higher negative values to equal out with 688 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another 689 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with 690 * little random element in since that they don't always end up with
728 * even values. 691 * even values.
729 */ 692 */
730 if (bonus < 0) 693 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 694 val = 2 * -val - rndm (b);
732 if (val > 35) 695
733 val = 35; /* Upper limit */ 696 val = min (35, val); /* Upper limit */
697
734 b = 0; 698 b = 0;
699
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 700 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 {
737 resist = RANDOM () % num_resist_table; 701 resist = rndm (num_resist_table);
738 } 702
739 if (b == 4) 703 if (b == 4)
740 return; /* Not able to find a free resistance */ 704 return; /* Not able to find a free resistance */
705
741 op->resist[resist_table[resist]] = val; 706 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 707 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 708 * based on how good a resistance we gave.
744 */ 709 */
745 break; 710 break;
746 } 711 }
747 case 20: 712 case 20:
748 if (op->type == AMULET) 713 if (op->type == AMULET)
749 { 714 {
750 SET_FLAG (op, FLAG_REFL_SPELL); 715 op->set_flag (FLAG_REFL_SPELL);
751 op->value *= 11; 716 op->value *= 11;
752 } 717 }
753 else 718 else
754 { 719 {
755 op->stats.hp = 1; /* regenerate hit points */ 720 op->stats.hp = 1; /* regenerate hit points */
758 break; 723 break;
759 724
760 case 21: 725 case 21:
761 if (op->type == AMULET) 726 if (op->type == AMULET)
762 { 727 {
763 SET_FLAG (op, FLAG_REFL_MISSILE); 728 op->set_flag (FLAG_REFL_MISSILE);
764 op->value *= 9; 729 op->value *= 9;
765 } 730 }
766 else 731 else
767 { 732 {
768 op->stats.sp = 1; /* regenerate spell points */ 733 op->stats.sp = 1; /* regenerate spell points */
770 } 735 }
771 break; 736 break;
772 737
773 case 22: 738 case 22:
774 op->stats.exp += bonus; /* Speed! */ 739 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 740 op->value = op->value * 2 / 3;
776 break; 741 break;
777 } 742 }
743
778 if (bonus > 0) 744 if (bonus > 0)
779 op->value *= 2 * bonus; 745 op->value = 2 * op->value * bonus;
780 else 746 else
781 op->value = -(op->value * 2 * bonus) / 3; 747 op->value = -2 * op->value * bonus / 3;
782} 748}
783 749
784/* 750/*
785 * get_magic(diff) will return a random number between 0 and 4. 751 * 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 752 * diff can be any value above 2. The higher the diff-variable, the
787 * higher is the chance of returning a low number. 753 * higher is the chance of returning a low number.
788 * It is only used in fix_generated_treasure() to set bonuses on 754 * It is only used in fix_generated_treasure() to set bonuses on
789 * rings and amulets. 755 * rings and amulets.
790 * Another scheme is used to calculate the magic of weapons and armours. 756 * Another scheme is used to calculate the magic of weapons and armours.
791 */ 757 */
792 758static int
793int
794get_magic (int diff) 759get_magic (int diff)
795{ 760{
796 int i; 761 diff = min (3, diff);
797 762
798 if (diff < 3)
799 diff = 3;
800 for (i = 0; i < 4; i++) 763 for (int i = 0; i < 4; i++)
801 if (RANDOM () % diff) 764 if (rndm (diff))
802 return i; 765 return i;
766
803 return 4; 767 return 4;
804} 768}
805 769
770/* special_potion() - so that old potion code is still done right. */
771static int
772special_potion (object *op)
773{
774 if (op->attacktype)
775 return 1;
776
777 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
778 return 1;
779
780 for (int i = 0; i < NROFATTACKS; i++)
781 if (op->resist[i])
782 return 1;
783
784 return 0;
785}
786
787static double
788value_factor_from_spell_item (object *spell, object *item)
789{
790 double factor =
791 pow ((spell->value > 0 ? spell->value : 1)
792 * spell->level, 1.5);
793
794 if (item) // this if for: wands/staffs/rods:
795 {
796 /* Old crossfire comment ahead:
797 * Add 50 to both level an divisor to keep prices a little more
798 * reasonable. Otherwise, a high level version of a low level
799 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
800 * 10 time multiplier). This way, the value are a bit more reasonable.
801 */
802
803 factor *= item->level + 50;
804 factor /= item->inv->level + 50;
805 }
806
807 return factor;
808}
809
806#define DICE2 (get_magic(2)==2?2:1) 810#define DICE2 (get_magic(2) == 2 ? 2 : 1)
807#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 811#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
808 812
809/* 813/*
810 * fix_generated_item(): This is called after an item is generated, in 814 * 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 815 * order to set it up right. This produced magical bonuses, puts spells
812 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 816 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
813 */ 817 */
814 818
815/* 4/28/96 added creator object from which op may now inherit properties based on 819/* 4/28/96 added creator object from which op may now inherit properties based on
816 * op->type. Right now, which stuff the creator passes on is object type 820 * op->type. Right now, which stuff the creator passes on is object type
817 * dependant. I know this is a spagetti manuever, but is there a cleaner 821 * dependant. I know this is a spagetti manuever, but is there a cleaner
818 * way to do this? b.t. */ 822 * way to do this? b.t. */
819 823
820/* 824/*
821 * ! (flags & GT_ENVIRONMENT): 825 * ! (flags & GT_ENVIRONMENT):
822 * Automatically calls fix_flesh_item(). 826 * Automatically calls fix_flesh_item().
826 * value. 830 * value.
827 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 831 * 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 832 * 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 833 * type as appropriate, for objects that need spell objects, set those, etc
830 */ 834 */
831
832void 835void
833fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 836fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
834{ 837{
835 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
836 839
841 save_item_power = op->item_power; 844 save_item_power = op->item_power;
842 op->item_power = 0; 845 op->item_power = 0;
843 846
844 if (op->randomitems && op->type != SPELL) 847 if (op->randomitems && op->type != SPELL)
845 { 848 {
846 create_treasure (op->randomitems, op, flags, difficulty, 0); 849 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 */ 850 /* So the treasure doesn't get created again */
851 op->randomitems = NULL; 851 op->randomitems = 0;
852 } 852 }
853 853
854 if (difficulty < 1) 854 max_it (difficulty, 1);
855 difficulty = 1;
856 855
857 if (INVOKE_OBJECT (ADD_BONUS, op, 856 if (INVOKE_OBJECT (ADD_BONUS, op,
858 ARG_OBJECT (creator != op ? creator : 0), 857 ARG_OBJECT (creator != op ? creator : 0),
859 ARG_INT (difficulty), ARG_INT (max_magic), 858 ARG_INT (difficulty), ARG_INT (max_magic),
860 ARG_INT (flags))) 859 ARG_INT (flags)))
861 return; 860 return;
862 861
863 if (!(flags & GT_MINIMAL)) 862 if (!(flags & GT_MINIMAL))
864 { 863 {
865 if (op->arch == crown_arch) 864 if (IS_ARCH (op->arch, crown))
866 { 865 {
867 set_magic (difficulty, op, max_magic, flags); 866 set_magic (difficulty, op, max_magic, flags);
868 num_enchantments = calc_item_power (op, 1); 867 num_enchantments = calc_item_power (op, 1);
869 generate_artifact (op, difficulty); 868 generate_artifact (op, difficulty);
870 } 869 }
873 if (!op->magic && max_magic) 872 if (!op->magic && max_magic)
874 set_magic (difficulty, op, max_magic, flags); 873 set_magic (difficulty, op, max_magic, flags);
875 874
876 num_enchantments = calc_item_power (op, 1); 875 num_enchantments = calc_item_power (op, 1);
877 876
878 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 877 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
879 * used for shop_floors or treasures */ 878 || op->type == HORN
879 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
880 generate_artifact (op, difficulty); 880 generate_artifact (op, difficulty);
881 } 881 }
882 882
883 /* Object was made an artifact. Calculate its item_power rating. 883 /* Object was made an artifact. Calculate its item_power rating.
884 * the item_power in the object is what the artfiact adds. 884 * the item_power in the object is what the artfiact adds.
918 * again below */ 918 * again below */
919 } 919 }
920 } 920 }
921 921
922 /* materialtype modifications. Note we allow this on artifacts. */ 922 /* materialtype modifications. Note we allow this on artifacts. */
923 set_materialname (op, difficulty, NULL); 923 select_material (op, difficulty);
924 924
925 if (flags & GT_MINIMAL) 925 if (flags & GT_MINIMAL)
926 { 926 {
927 if (op->type == POTION) 927 if (op->type == POTION)
928 /* Handle healing and magic power potions */ 928 /* Handle healing and magic power potions */
929 if (op->stats.sp && !op->randomitems) 929 if (op->stats.sp && !op->randomitems)
930 { 930 {
931 object *tmp;
932
933 tmp = get_archetype (spell_mapping[op->stats.sp]); 931 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
934 insert_ob_in_ob (tmp, op); 932 insert_ob_in_ob (tmp, op);
935 op->stats.sp = 0; 933 op->stats.sp = 0;
936 } 934 }
937 } 935 }
938 else if (!op->title) /* Only modify object if not special */ 936 else if (!op->title) /* Only modify object if not special */
941 case WEAPON: 939 case WEAPON:
942 case ARMOUR: 940 case ARMOUR:
943 case SHIELD: 941 case SHIELD:
944 case HELMET: 942 case HELMET:
945 case CLOAK: 943 case CLOAK:
946 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 944 if (op->flag [FLAG_CURSED] && !(rndm (4)))
947 set_ring_bonus (op, -DICE2); 945 set_ring_bonus (op, -DICE2);
948 break; 946 break;
949 947
950 case BRACERS: 948 case BRACERS:
951 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 949 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
952 { 950 {
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 951 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
954 if (!QUERY_FLAG (op, FLAG_CURSED)) 952 if (!op->flag [FLAG_CURSED])
955 op->value *= 3; 953 op->value *= 3;
956 } 954 }
957 break; 955 break;
958 956
959 case POTION: 957 case POTION:
960 { 958 {
961 int too_many_tries = 0, is_special = 0; 959 int too_many_tries = 0;
962 960
963 /* Handle healing and magic power potions */ 961 /* Handle healing and magic power potions */
964 if (op->stats.sp && !op->randomitems) 962 if (op->stats.sp && !op->randomitems)
965 { 963 {
966 object *tmp;
967
968 tmp = get_archetype (spell_mapping[op->stats.sp]); 964 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
969 insert_ob_in_ob (tmp, op); 965 insert_ob_in_ob (tmp, op);
970 op->stats.sp = 0; 966 op->stats.sp = 0;
971 } 967 }
972 968
973 while (!(is_special = special_potion (op)) && !op->inv) 969 while (!special_potion (op) && !op->inv)
974 { 970 {
975 generate_artifact (op, difficulty); 971 generate_artifact (op, difficulty);
976 if (too_many_tries++ > 10) 972 if (too_many_tries++ > 10)
977 break; 973 break;
978 } 974 }
981 * since the value set on those is already correct. 977 * since the value set on those is already correct.
982 */ 978 */
983 if (op->inv && op->randomitems) 979 if (op->inv && op->randomitems)
984 { 980 {
985 /* value multiplier is same as for scrolls */ 981 /* value multiplier is same as for scrolls */
986 op->value = (op->value * op->inv->value); 982 op->value *= op->inv->value;
987 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 983 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
988 } 984 }
989 else 985 else
990 { 986 {
991 op->name = "potion"; 987 op->name = shstr_potion;
992 op->name_pl = "potions"; 988 op->name_pl = shstr_potions;
993 } 989 }
994 990
995 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 991 if (!(flags & GT_ONLY_GOOD) && rndm (2))
996 SET_FLAG (op, FLAG_CURSED); 992 op->set_flag (FLAG_CURSED);
993
997 break; 994 break;
998 } 995 }
999 996
1000 case AMULET: 997 case AMULET:
1001 if (op->arch == amulet_arch) 998 if (IS_ARCH (op->arch, amulet))
1002 op->value *= 5; /* Since it's not just decoration */ 999 op->value *= 5; /* Since it's not just decoration */
1003 1000
1004 case RING: 1001 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! */ 1002 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1013 break; 1003 break;
1014 1004
1015 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1005 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1016 SET_FLAG (op, FLAG_CURSED); 1006 op->set_flag (FLAG_CURSED);
1017 1007
1018 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1008 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1019 1009
1020 if (op->type != RING) /* Amulets have only one ability */ 1010 if (op->type != RING) /* Amulets have only one ability */
1021 break; 1011 break;
1022 1012
1023 if (!(RANDOM () % 4)) 1013 if (!rndm (4))
1024 { 1014 {
1025 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1015 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1026 1016
1027 if (d > 0) 1017 if (d > 0)
1028 op->value *= 3; 1018 op->value *= 3;
1029 1019
1030 set_ring_bonus (op, d); 1020 set_ring_bonus (op, d);
1031 1021
1032 if (!(RANDOM () % 4)) 1022 if (!rndm (4))
1033 { 1023 {
1034 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1024 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1035 1025
1036 if (d > 0) 1026 if (d > 0)
1037 op->value *= 5; 1027 op->value *= 5;
1028
1038 set_ring_bonus (op, d); 1029 set_ring_bonus (op, d);
1039 } 1030 }
1040 } 1031 }
1041 1032
1042 if (GET_ANIM_ID (op)) 1033 if (op->animation_id)
1043 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1034 op->set_anim_frame (rndm (op->anim_frames ()));
1044 1035
1045 break; 1036 break;
1046 1037
1047 case BOOK: 1038 case BOOK:
1048 /* Is it an empty book?, if yes lets make a special· 1039 /* Is it an empty book?, if yes lets make a special·
1049 * msg for it, and tailor its properties based on the· 1040 * msg for it, and tailor its properties based on the·
1050 * creator and/or map level we found it on. 1041 * creator and/or map level we found it on.
1051 */ 1042 */
1052 if (!op->msg && RANDOM () % 10) 1043 if (!op->msg && rndm (10))
1053 { 1044 {
1054 /* set the book level properly */ 1045 /* set the book level properly */
1055 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1046 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1056 { 1047 {
1057 if (op->map && op->map->difficulty) 1048 if (op->map && op->map->difficulty)
1058 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1049 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1059 else 1050 else
1060 op->level = RANDOM () % 20 + 1; 1051 op->level = rndm (20) + 1;
1061 } 1052 }
1062 else 1053 else
1063 op->level = RANDOM () % creator->level; 1054 op->level = rndm (creator->level);
1064 1055
1065 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1066 /* books w/ info are worth more! */ 1057 /* books w/ info are worth more! */
1067 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1058 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 1059
1078 /* add exp so reading it gives xp (once) */ 1060 /* add exp so reading it gives xp (once) */
1079 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1080 } 1062 }
1063
1064 /* creator related stuff */
1065
1066 /* for library, chained books. Note that some monsters have no_pick
1067 * set - we don't want to set no pick in that case.
1068 */
1069 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1070 op->set_flag (FLAG_NO_PICK);
1071 if (creator->slaying && !op->slaying) /* for check_inv floors */
1072 op->slaying = creator->slaying;
1081 break; 1073 break;
1082 1074
1083 case SPELLBOOK: 1075 case SPELLBOOK:
1084 op->value = op->value * op->inv->value; 1076 op->value *= value_factor_from_spell_item (op->inv, 0);
1077
1085 /* add exp so learning gives xp */ 1078 /* add exp so learning gives xp */
1086 op->level = op->inv->level; 1079 op->level = op->inv->level;
1087 op->stats.exp = op->value; 1080 op->stats.exp = op->value;
1088 break; 1081 break;
1089 1082
1093 * and reset nrof. 1086 * and reset nrof.
1094 */ 1087 */
1095 op->stats.food = op->inv->nrof; 1088 op->stats.food = op->inv->nrof;
1096 op->nrof = 1; 1089 op->nrof = 1;
1097 /* If the spell changes by level, choose a random level 1090 /* If the spell changes by level, choose a random level
1098 * for it, and adjust price. If the spell doesn't 1091 * for it.
1099 * change by level, just set the wand to the level of
1100 * the spell, and value calculation is simpler.
1101 */ 1092 */
1102 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1093 if (op->inv->duration_modifier
1103 { 1094 || op->inv->dam_modifier
1095 || op->inv->range_modifier)
1104 op->level = level_for_item (op, difficulty); 1096 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 1097 else
1108 {
1109 op->level = op->inv->level; 1098 op->level = op->inv->level;
1110 op->value = op->value * op->inv->value; 1099
1111 } 1100 op->value *= value_factor_from_spell_item (op->inv, op);
1112 break; 1101 break;
1113 1102
1114 case ROD: 1103 case ROD:
1115 op->level = level_for_item (op, difficulty); 1104 op->level = level_for_item (op, difficulty);
1116 /* Add 50 to both level an divisor to keep prices a little more 1105 op->value *= value_factor_from_spell_item (op->inv, op);
1117 * reasonable. Otherwise, a high level version of a low level 1106
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 */ 1107 /* maxhp is used to denote how many 'charges' the rod holds before */
1123 if (op->stats.maxhp) 1108 if (op->stats.maxhp)
1124 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1109 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1125 else 1110 else
1126 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1111 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1127 1112
1128 op->stats.hp = op->stats.maxhp; 1113 op->stats.hp = op->stats.maxhp;
1129 break; 1114 break;
1130 1115
1131 case SCROLL: 1116 case SCROLL:
1132 op->level = level_for_item (op, difficulty); 1117 op->level = level_for_item (op, difficulty);
1133 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1118 op->value *= value_factor_from_spell_item (op->inv, op);
1134 1119
1135 /* add exp so reading them properly gives xp */ 1120 /* add exp so reading them properly gives xp */
1136 op->stats.exp = op->value / 5; 1121 op->stats.exp = op->value / 5;
1137 op->nrof = op->inv->nrof; 1122 op->nrof = op->inv->nrof;
1138 break; 1123 break;
1146 break; 1131 break;
1147 } /* switch type */ 1132 } /* switch type */
1148 1133
1149 if (flags & GT_STARTEQUIP) 1134 if (flags & GT_STARTEQUIP)
1150 { 1135 {
1151 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1136 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1152 SET_FLAG (op, FLAG_STARTEQUIP); 1137 op->set_flag (FLAG_STARTEQUIP);
1153 else if (op->type != MONEY) 1138 else if (op->type != MONEY)
1154 op->value = 0; 1139 op->value = 0;
1155 } 1140 }
1156 1141
1157 if (!(flags & GT_ENVIRONMENT)) 1142 if (!(flags & GT_ENVIRONMENT))
1167 */ 1152 */
1168 1153
1169/* 1154/*
1170 * Allocate and return the pointer to an empty artifactlist structure. 1155 * Allocate and return the pointer to an empty artifactlist structure.
1171 */ 1156 */
1172
1173static artifactlist * 1157static artifactlist *
1174get_empty_artifactlist (void) 1158get_empty_artifactlist ()
1175{ 1159{
1176 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1160 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} 1161}
1185 1162
1186/* 1163/*
1187 * Allocate and return the pointer to an empty artifact structure. 1164 * Allocate and return the pointer to an empty artifact structure.
1188 */ 1165 */
1189
1190static artifact * 1166static artifact *
1191get_empty_artifact (void) 1167get_empty_artifact ()
1192{ 1168{
1193 artifact *a = (artifact *) malloc (sizeof (artifact)); 1169 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} 1170}
1204 1171
1205/* 1172/*
1206 * Searches the artifact lists and returns one that has the same type 1173 * Searches the artifact lists and returns one that has the same type
1207 * of objects on it. 1174 * of objects on it.
1208 */ 1175 */
1209
1210artifactlist * 1176artifactlist *
1211find_artifactlist (int type) 1177find_artifactlist (int type)
1212{ 1178{
1213 artifactlist *al;
1214
1215 for (al = first_artifactlist; al != NULL; al = al->next) 1179 for (artifactlist *al = first_artifactlist; al; al = al->next)
1216 if (al->type == type) 1180 if (al->type == type)
1217 return al; 1181 return al;
1182
1218 return NULL; 1183 return 0;
1219} 1184}
1220 1185
1221/* 1186/*
1222 * For debugging purposes. Dumps all tables. 1187 * Builds up the lists of artifacts from the file in the libdir.
1223 */ 1188 */
1224
1225void 1189void
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) 1190init_artifacts ()
1340{ 1191{
1341 static int has_been_inited = 0; 1192 static int has_been_inited = 0;
1342 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1343 artifact *art = NULL; 1193 artifact *art = NULL;
1344 linked_char *tmp;
1345 int value;
1346 artifactlist *al; 1194 artifactlist *al;
1347 1195
1348 if (has_been_inited) 1196 if (has_been_inited)
1349 return; 1197 return;
1350 else 1198 else
1351 has_been_inited = 1; 1199 has_been_inited = 1;
1352 1200
1353 sprintf (filename, "%s/artifacts", settings.datadir); 1201 object_thawer f (settings.datadir, "artifacts");
1354 object_thawer thawer (filename);
1355 1202
1356 if (!thawer) 1203 if (!f)
1357 return; 1204 return;
1358 1205
1359 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1206 for (;;)
1360 { 1207 {
1361 if (*buf == '#') 1208 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 { 1209 {
1210 case KW_allowed:
1373 if (art == NULL) 1211 if (!art)
1212 art = get_empty_artifact ();
1213
1374 { 1214 {
1375 art = get_empty_artifact (); 1215 if (!strcmp (f.get_str (), "all"))
1376 nrofartifacts++; 1216 break;
1217
1218 const char *cp = f.get_str ();
1219 char *next;
1220 do
1221 {
1222 if ((next = (char *)strchr (cp, ',')))
1223 *next++ = '\0';
1224
1225 linked_char *tmp = new linked_char;
1226
1227 tmp->name = cp;
1228 tmp->next = art->allowed;
1229 art->allowed = tmp;
1230 }
1231 while ((cp = next));
1377 } 1232 }
1378 cp = strchr (cp, ' ') + 1; 1233 break;
1379 if (!strcmp (cp, "all")) 1234
1235 case KW_chance:
1236 f.get (art->chance);
1237 break;
1238
1239 case KW_difficulty:
1240 f.get (art->difficulty);
1241 break;
1242
1243 case KW_object:
1244 {
1245 art->item = object::create ();
1246 f.get (art->item->name);
1247 f.next ();
1248
1249 if (!art->item->parse_kv (f))
1250 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1251
1252 al = find_artifactlist (art->item->type);
1253
1254 if (!al)
1255 {
1256 al = get_empty_artifactlist ();
1257 al->type = art->item->type;
1258 al->next = first_artifactlist;
1259 first_artifactlist = al;
1260 }
1261
1262 art->next = al->items;
1263 al->items = art;
1264 art = 0;
1265 }
1380 continue; 1266 continue;
1381 1267
1382 do 1268 case KW_EOF:
1269 goto done;
1270
1271 default:
1272 if (!f.parse_error ("artifacts file"))
1273 cleanup ("artifacts file required");
1383 { 1274 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 { 1275 }
1401 art->item = object::create ();
1402 1276
1403 if (!load_object (thawer, art->item, 0)) 1277 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 } 1278 }
1422 1279
1280done:
1423 for (al = first_artifactlist; al != NULL; al = al->next) 1281 for (al = first_artifactlist; al; al = al->next)
1424 { 1282 {
1283 al->total_chance = 0;
1284
1425 for (art = al->items; art != NULL; art = art->next) 1285 for (art = al->items; art; art = art->next)
1426 { 1286 {
1427 if (!art->chance) 1287 if (!art->chance)
1428 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1288 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1429 else 1289 else
1430 al->total_chance += art->chance; 1290 al->total_chance += art->chance;
1431 } 1291 }
1432#if 0 1292#if 0
1433 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1293 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1434#endif 1294#endif
1435 } 1295 }
1436
1437 LOG (llevDebug, "done.\n");
1438} 1296}
1439
1440 1297
1441/* 1298/*
1442 * Used in artifact generation. The bonuses of the first object 1299 * Used in artifact generation. The bonuses of the first object
1443 * is modified by the bonuses of the second object. 1300 * is modified by the bonuses of the second object.
1444 */ 1301 */
1445
1446void 1302void
1447add_abilities (object *op, object *change) 1303add_abilities (object *op, object *change)
1448{ 1304{
1449 int i, tmp;
1450
1451 if (change->face != blank_face) 1305 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; 1306 op->face = change->face;
1457 }
1458 1307
1459 for (i = 0; i < NUM_STATS; i++) 1308 for (int i = 0; i < NUM_STATS; i++)
1460 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1309 change_attr_value (&(op->stats), i, change->stats.stat (i));
1461 1310
1462 op->attacktype |= change->attacktype; 1311 op->attacktype |= change->attacktype;
1463 op->path_attuned |= change->path_attuned; 1312 op->path_attuned |= change->path_attuned;
1464 op->path_repelled |= change->path_repelled; 1313 op->path_repelled |= change->path_repelled;
1465 op->path_denied |= change->path_denied; 1314 op->path_denied |= change->path_denied;
1466 op->move_type |= change->move_type; 1315 op->move_type |= change->move_type;
1467 op->stats.luck += change->stats.luck; 1316 op->stats.luck += change->stats.luck;
1468 1317
1469 if (QUERY_FLAG (change, FLAG_CURSED)) 1318 static const struct copyflags : object::flags_t
1470 SET_FLAG (op, FLAG_CURSED); 1319 {
1471 if (QUERY_FLAG (change, FLAG_DAMNED)) 1320 copyflags ()
1472 SET_FLAG (op, FLAG_DAMNED); 1321 {
1473 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1322 set (FLAG_CURSED);
1323 set (FLAG_DAMNED);
1324 set (FLAG_LIFESAVE);
1325 set (FLAG_REFL_SPELL);
1326 set (FLAG_STEALTH);
1327 set (FLAG_XRAYS);
1328 set (FLAG_BLIND);
1329 set (FLAG_SEE_IN_DARK);
1330 set (FLAG_REFL_MISSILE);
1331 set (FLAG_MAKE_INVIS);
1332 }
1333 } copyflags;
1334
1335 // we might want to just copy, but or'ing is what the original code did
1336 op->flag |= change->flag & copyflags;
1337
1338 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1474 set_abs_magic (op, -op->magic); 1339 set_abs_magic (op, -op->magic);
1475 1340
1476 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1341 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 { 1342 {
1495 CLEAR_FLAG (op, FLAG_ANIMATE); 1343 op->clr_flag (FLAG_ANIMATE);
1344
1496 /* so artifacts will join */ 1345 /* so artifacts will join */
1497 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1346 if (!op->flag [FLAG_ALIVE])
1498 op->speed = 0.0; 1347 op->speed = 0.;
1499 1348
1500 op->set_speed (op->speed); 1349 op->set_speed (op->speed);
1501 } 1350 }
1502 1351
1503 if (change->nrof) 1352 if (change->nrof)
1504 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1353 op->nrof = rndm (change->nrof) + 1;
1505 1354
1506 op->stats.exp += change->stats.exp; /* Speed modifier */ 1355 op->stats.exp += change->stats.exp; /* Speed modifier */
1507 op->stats.wc += change->stats.wc; 1356 op->stats.wc += change->stats.wc;
1508 op->stats.ac += change->stats.ac; 1357 op->stats.ac += change->stats.ac;
1509 1358
1510 if (change->other_arch) 1359 if (change->other_arch)
1511 { 1360 {
1512 /* Basically, for horns & potions, the other_arch field is the spell 1361 /* 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 1362 * to cast. So convert that to into a spell and put it into
1514 * this object. 1363 * this object.
1515 */ 1364 */
1516 if (op->type == HORN || op->type == POTION) 1365 if (op->type == HORN || op->type == POTION)
1517 { 1366 {
1518 object *tmp_obj;
1519
1520 /* Remove any spells this object currently has in it */ 1367 /* Remove any spells this object currently has in it */
1521 while (op->inv)
1522 op->inv->destroy (); 1368 op->destroy_inv (false);
1523 1369
1524 tmp_obj = arch_to_object (change->other_arch); 1370 object *tmp = change->other_arch->instance ();
1525 insert_ob_in_ob (tmp_obj, op); 1371 insert_ob_in_ob (tmp, op);
1526 } 1372 }
1373
1527 /* No harm setting this for potions/horns */ 1374 /* No harm setting this for potions/horns */
1528 op->other_arch = change->other_arch; 1375 op->other_arch = change->other_arch;
1529 } 1376 }
1530 1377
1531 if (change->stats.hp < 0) 1378 if (change->stats.hp < 0)
1547 op->stats.maxsp = -change->stats.maxsp; 1394 op->stats.maxsp = -change->stats.maxsp;
1548 else 1395 else
1549 op->stats.maxsp += change->stats.maxsp; 1396 op->stats.maxsp += change->stats.maxsp;
1550 1397
1551 if (change->stats.food < 0) 1398 if (change->stats.food < 0)
1552 op->stats.food = -(change->stats.food); 1399 op->stats.food = -change->stats.food;
1553 else 1400 else
1554 op->stats.food += change->stats.food; 1401 op->stats.food += change->stats.food;
1555 1402
1556 if (change->level < 0) 1403 if (change->level < 0)
1557 op->level = -(change->level); 1404 op->level = -change->level;
1558 else 1405 else
1559 op->level += change->level; 1406 op->level += change->level;
1560 1407
1561 if (change->gen_sp_armour < 0) 1408 if (change->gen_sp_armour < 0)
1562 op->gen_sp_armour = -(change->gen_sp_armour); 1409 op->gen_sp_armour = -change->gen_sp_armour;
1563 else 1410 else
1564 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1411 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1565 1412
1566 op->item_power = change->item_power; 1413 op->item_power = change->item_power;
1567 1414
1568 for (i = 0; i < NROFATTACKS; i++) 1415 for (int i = 0; i < NROFATTACKS; i++)
1569 if (change->resist[i])
1570 op->resist[i] += change->resist[i]; 1416 op->resist[i] += change->resist[i];
1571 1417
1572 if (change->stats.dam) 1418 if (change->stats.dam)
1573 { 1419 {
1574 if (change->stats.dam < 0) 1420 if (change->stats.dam < 0)
1575 op->stats.dam = (-change->stats.dam); 1421 op->stats.dam = -change->stats.dam;
1576 else if (op->stats.dam) 1422 else if (op->stats.dam)
1577 { 1423 {
1578 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1424 int tmp = op->stats.dam * change->stats.dam / 10;
1425
1579 if (tmp == op->stats.dam) 1426 if (tmp == op->stats.dam)
1580 { 1427 {
1581 if (change->stats.dam < 10) 1428 if (change->stats.dam < 10)
1582 op->stats.dam--; 1429 op->stats.dam--;
1583 else 1430 else
1589 } 1436 }
1590 1437
1591 if (change->weight) 1438 if (change->weight)
1592 { 1439 {
1593 if (change->weight < 0) 1440 if (change->weight < 0)
1594 op->weight = (-change->weight); 1441 op->weight = -change->weight;
1595 else 1442 else
1596 op->weight = (op->weight * (change->weight)) / 100; 1443 op->weight = op->weight * change->weight / 100;
1597 } 1444 }
1598 1445
1599 if (change->last_sp) 1446 if (change->last_sp)
1600 { 1447 {
1601 if (change->last_sp < 0) 1448 if (change->last_sp < 0)
1602 op->last_sp = (-change->last_sp); 1449 op->last_sp = -change->last_sp;
1603 else 1450 else
1604 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1451 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1605 } 1452 }
1606 1453
1607 if (change->gen_sp_armour) 1454 if (change->gen_sp_armour)
1608 { 1455 {
1609 if (change->gen_sp_armour < 0) 1456 if (change->gen_sp_armour < 0)
1610 op->gen_sp_armour = (-change->gen_sp_armour); 1457 op->gen_sp_armour = -change->gen_sp_armour;
1611 else 1458 else
1612 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1459 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1613 } 1460 }
1614 1461
1615 op->value *= change->value; 1462 op->value *= change->value;
1616 1463
1617 if (change->material) 1464 if (change->materials)
1465 op->materials = change->materials;
1466
1467 if (change->material != MATERIAL_NULL)
1618 op->material = change->material; 1468 op->material = change->material;
1619
1620 if (change->materialname)
1621 op->materialname = change->materialname;
1622 1469
1623 if (change->slaying) 1470 if (change->slaying)
1624 op->slaying = change->slaying; 1471 op->slaying = change->slaying;
1625 1472
1626 if (change->race) 1473 if (change->race)
1629 if (change->msg) 1476 if (change->msg)
1630 op->msg = change->msg; 1477 op->msg = change->msg;
1631} 1478}
1632 1479
1633static int 1480static int
1634legal_artifact_combination (object *op, artifact * art) 1481legal_artifact_combination (object *op, artifact *art)
1635{ 1482{
1636 int neg, success = 0; 1483 int neg, success = 0;
1637 linked_char *tmp; 1484 linked_char *tmp;
1638 const char *name; 1485 const char *name;
1639 1486
1640 if (art->allowed == (linked_char *) NULL) 1487 if (!art->allowed)
1641 return 1; /* Ie, "all" */ 1488 return 1; /* Ie, "all" */
1489
1642 for (tmp = art->allowed; tmp; tmp = tmp->next) 1490 for (tmp = art->allowed; tmp; tmp = tmp->next)
1643 { 1491 {
1644#ifdef TREASURE_VERBOSE 1492#ifdef TREASURE_VERBOSE
1645 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1493 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1646#endif 1494#endif
1647 if (*tmp->name == '!') 1495 if (*tmp->name == '!')
1648 name = tmp->name + 1, neg = 1; 1496 name = tmp->name + 1, neg = 1;
1649 else 1497 else
1650 name = tmp->name, neg = 0; 1498 name = tmp->name, neg = 0;
1651 1499
1652 /* If we match name, then return the opposite of 'neg' */ 1500 /* If we match name, then return the opposite of 'neg' */
1653 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1501 if (!strcmp (name, op->arch->archname))
1654 return !neg; 1502 return !neg;
1655 1503
1656 /* Set success as true, since if the match was an inverse, it means 1504 /* Set success as true, since if the match was an inverse, it means
1657 * everything is allowed except what we match 1505 * everything is allowed except what we match
1658 */ 1506 */
1659 else if (neg) 1507 else if (neg)
1660 success = 1; 1508 success = 1;
1661 } 1509 }
1510
1662 return success; 1511 return success;
1663} 1512}
1664 1513
1665/* 1514/*
1666 * Fixes the given object, giving it the abilities and titles 1515 * Fixes the given object, giving it the abilities and titles
1668 */ 1517 */
1669 1518
1670void 1519void
1671give_artifact_abilities (object *op, object *artifct) 1520give_artifact_abilities (object *op, object *artifct)
1672{ 1521{
1673 char new_name[MAX_BUF]; 1522 op->title = format ("of %s", &artifct->name);
1674 1523
1675 sprintf (new_name, "of %s", &artifct->name);
1676 op->title = new_name;
1677 add_abilities (op, artifct); /* Give out the bonuses */ 1524 add_abilities (op, artifct); /* Give out the bonuses */
1678 1525
1679#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1526#if 0 /* Bit verbose, but keep it here until next time I need it... */
1680 { 1527 {
1681 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1528 char identified = op->flag [FLAG_IDENTIFIED];
1682 1529
1683 SET_FLAG (op, FLAG_IDENTIFIED); 1530 op->set_flag (FLAG_IDENTIFIED);
1684 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1531 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1685 if (!identified) 1532 if (!identified)
1686 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1533 op->clr_flag (FLAG_IDENTIFIED);
1687 } 1534 }
1688#endif 1535#endif
1689 return; 1536 return;
1690} 1537}
1691 1538
1701#define ARTIFACT_TRIES 2 1548#define ARTIFACT_TRIES 2
1702 1549
1703void 1550void
1704generate_artifact (object *op, int difficulty) 1551generate_artifact (object *op, int difficulty)
1705{ 1552{
1706 artifactlist *al;
1707 artifact *art; 1553 artifact *art;
1708 int i;
1709 1554
1710 al = find_artifactlist (op->type); 1555 artifactlist *al = find_artifactlist (op->type);
1711 1556
1712 if (al == NULL) 1557 if (al == NULL)
1713 { 1558 {
1714#if 0 /* This is too verbose, usually */ 1559#if 0 /* This is too verbose, usually */
1715 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1560 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1716#endif 1561#endif
1717 return; 1562 return;
1718 } 1563 }
1719 1564
1720 for (i = 0; i < ARTIFACT_TRIES; i++) 1565 for (int i = 0; i < ARTIFACT_TRIES; i++)
1721 { 1566 {
1722 int roll = RANDOM () % al->total_chance; 1567 int roll = rndm (al->total_chance);
1723 1568
1724 for (art = al->items; art != NULL; art = art->next) 1569 for (art = al->items; art; art = art->next)
1725 { 1570 {
1726 roll -= art->chance; 1571 roll -= art->chance;
1727 if (roll < 0) 1572 if (roll < 0)
1728 break; 1573 break;
1729 } 1574 }
1733#if 1 1578#if 1
1734 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1579 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1735#endif 1580#endif
1736 return; 1581 return;
1737 } 1582 }
1738 if (!strcmp (art->item->name, "NONE")) 1583
1584 if (art->item->name == shstr_NONE)
1739 return; 1585 return;
1586
1740 if (FABS (op->magic) < art->item->magic) 1587 if (fabs (op->magic) < art->item->magic)
1741 continue; /* Not magic enough to be this item */ 1588 continue; /* Not magic enough to be this item */
1742 1589
1743 /* Map difficulty not high enough */ 1590 /* Map difficulty not high enough */
1744 if (difficulty < art->difficulty) 1591 if (difficulty < art->difficulty)
1745 continue; 1592 continue;
1746 1593
1747 if (!legal_artifact_combination (op, art)) 1594 if (!legal_artifact_combination (op, art))
1748 { 1595 {
1749#ifdef TREASURE_VERBOSE 1596#ifdef TREASURE_VERBOSE
1750 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1597 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1751#endif 1598#endif
1752 continue; 1599 continue;
1753 } 1600 }
1601
1754 give_artifact_abilities (op, art->item); 1602 give_artifact_abilities (op, art->item);
1755 return; 1603 return;
1756 } 1604 }
1757} 1605}
1758 1606
1762 */ 1610 */
1763 1611
1764void 1612void
1765fix_flesh_item (object *item, object *donor) 1613fix_flesh_item (object *item, object *donor)
1766{ 1614{
1767 char tmpbuf[MAX_BUF];
1768 int i;
1769
1770 if (item->type == FLESH && donor) 1615 if (item->type == FLESH && donor)
1771 { 1616 {
1772 /* change the name */ 1617 /* change the name */
1773 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1618 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); 1619 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1776 item->name_pl = tmpbuf;
1777 1620
1778 /* weight is FLESH weight/100 * donor */ 1621 /* weight is FLESH weight/100 * donor */
1779 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1622 item->weight = max (1, item->weight * donor->weight / 100);
1780 item->weight = 1;
1781 1623
1782 /* value is multiplied by level of donor */ 1624 /* value is multiplied by level of donor */
1783 item->value *= isqrt (donor->level * 2); 1625 item->value *= isqrt (donor->level * 2);
1784 1626
1785 /* food value */ 1627 /* food value */
1786 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1628 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1787 1629
1788 /* flesh items inherit some abilities of donor, but not 1630 /* flesh items inherit some abilities of donor, but not
1789 * full effect. 1631 * full effect.
1790 */ 1632 */
1791 for (i = 0; i < NROFATTACKS; i++) 1633 for (int i = 0; i < NROFATTACKS; i++)
1792 item->resist[i] = donor->resist[i] / 2; 1634 item->resist[i] = donor->resist[i] / 2;
1793 1635
1794 /* item inherits donor's level (important for quezals) */ 1636 /* item inherits donor's level (important for quezals) */
1795 item->level = donor->level; 1637 item->level = donor->level;
1796 1638
1797 /* if donor has some attacktypes, the flesh is poisonous */ 1639 /* if donor has some attacktypes, the flesh is poisonous */
1798 if (donor->attacktype & AT_POISON) 1640 if (donor->attacktype & AT_POISON)
1799 item->type = POISON; 1641 item->type = POISON;
1642
1800 if (donor->attacktype & AT_ACID) 1643 if (donor->attacktype & AT_ACID)
1801 item->stats.hp = -1 * item->stats.food; 1644 item->stats.hp = -item->stats.food;
1802 SET_FLAG (item, FLAG_NO_STEAL);
1803 }
1804}
1805 1645
1806/* special_potion() - so that old potion code is still done right. */ 1646 item->set_flag (FLAG_NO_STEAL);
1807 1647 }
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} 1648}
1823 1649
1824void 1650static void
1825free_treasurestruct (treasure *t) 1651free_treasurestruct (treasure *t)
1826{ 1652{
1827 if (t->next)
1828 free_treasurestruct (t->next); 1653 if (t->next) free_treasurestruct (t->next);
1829 if (t->next_yes)
1830 free_treasurestruct (t->next_yes); 1654 if (t->next_yes) free_treasurestruct (t->next_yes);
1831 if (t->next_no)
1832 free_treasurestruct (t->next_no); 1655 if (t->next_no) free_treasurestruct (t->next_no);
1833 1656
1834 delete t; 1657 delete t;
1835} 1658}
1836 1659
1837void 1660static void
1838free_charlinks (linked_char *lc) 1661free_charlinks (linked_char *lc)
1839{ 1662{
1840 if (lc->next) 1663 if (lc->next)
1841 free_charlinks (lc->next); 1664 free_charlinks (lc->next);
1842 1665
1843 delete lc; 1666 delete lc;
1844} 1667}
1845 1668
1846void 1669static void
1847free_artifact (artifact * at) 1670free_artifact (artifact *at)
1848{ 1671{
1849 if (at->next)
1850 free_artifact (at->next); 1672 if (at->next) free_artifact (at->next);
1851
1852 if (at->allowed)
1853 free_charlinks (at->allowed); 1673 if (at->allowed) free_charlinks (at->allowed);
1854 1674
1855 at->item->destroy (1); 1675 at->item->destroy ();
1856 1676
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); 1677 sfree (at);
1873 }
1874} 1678}
1875 1679
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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